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(DC) Sonic Adventure 2 Pre-Release (2001-05-03)

Discussion in 'General Sonic Discussion' started by Orengefox, May 21, 2013.

  1. Orengefox

    Orengefox

    Snooping as usual... Researcher
    462
    21
    18
    Right in front of my computer.
    Some artwork, a ZZT game, and a hack.
    As if the Sonic Adventure prototype wasn't enough ;p

    [​IMG]

    [Disc Scan] [Back Cover Scan]

    Download DC Sonic Adventure 2 Pre-Release (2001-05-03) - Shop Trial (JUE) BIN

    Download DC Sonic Adventure 2 Pre-Release (2001-05-03) - Shop Trial (JUE) ISO

    Sonic Adventure 2's release in Japan - Build Date: 2001-05-29 / Public Release Date: 2001-06-23

    26 days before the build date of Sonic Adventure 2's release in Japan.

    Not too long ago I was looking up information on a Saturn game on this one site called "Segagaga Domain" and decided to browse through the Dreamcast section. That's when I stumbled upon this [Sonic Adventure 2 The Trial UNRELEASED]. By this point, I was intrigued. It sounded potentially pre-release like. There was of course no dump of this at the time. We didn't have any information about this Taikenban disc on our database until recently.

    In the process of trying to find a copy of this disc, I came across many things. One of them being that Japanese promotion disc of Sonic Adventure containing a prototype version of the game. I didn't even know of it's existence. It goes to show that some things can fall off the radar. Sometimes it's a case of people judging a book by it's cover.

    Taking the build date of this pre-release into consideration, there's not much in the way of differences. The menu selection is different of course (it's using the leftover stuff found in the final version). You choose either Sonic, Shadow or 2P Sonic vs. Shadow. Sonic's level is City Escape. Shadow's level is Radical Highway. Don't know what's in 2P Sonic vs. Shadow as there was no second controller set. I want to say there's something is odd about City Escape aside from Big the Cat not being there. Radical Highway looks the same (maybe it's just me). Some demonstrations don't work right even on hardware etc.

    Unlike my previous Sonic prototype topics, I hoping to establish a potential small donation this time around. It's not required but greatly appreciated as it helps with the Sonic prototype findings; it's one of the things I do as a Researcher on Retro. Case in point, that Sonic Advance 2 in the prototype cart MSX bought off me; that really came inhandy in more ways than one. Please PM me if you would like to make a donation =)

    I'll leave you all to tear this apart now. I'll be posting other things throughout the topic. Enjoy!

    GerbilEdit®: Mirrored the disc images to my server to reduce bandwidth usage on Retro.
     
  2. Covarr

    Covarr

    Sentient Cash Register Member
    4,233
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    Trapped in my own thoughts.
    Two stageplays, a screenplay, and an album
    Great find! I can't wait to see this torn apart. I suspect the biggest differences won't be visible by playing, but by hacking. I certainly hope so, anyway, as there could potentially be some really exciting leftovers hidden in here.
     
  3. Orengefox

    Orengefox

    Snooping as usual... Researcher
    462
    21
    18
    Right in front of my computer.
    Some artwork, a ZZT game, and a hack.
    Here's the game's file list which you can easily find using a Hex viewer. Spoiler'd for size.

    0GDTEX.PVR
    1ST_READ.BIN
    ADVERTISE.PRS
    ADVSHAREDATA.PRS
    ADVSNG_1.ADX
    ADVSNG_2.ADX
    ADVSNG_3.ADX
    ADVSNG_4.ADX
    ADVSNG_5.ADX
    ALERTTITLE.PRS
    ALPHATITLE.PRS
    AL_PANEL.PRS
    B03_EW.MPB
    B03_EWE.MPB
    B03_KN.MPB
    B03_KNE.MPB
    B03_RG.MPB
    B03_RGE.MPB
    B03_SD.MPB
    B03_SDE.MPB
    B03_SN.MPB
    B03_SNE.MPB
    B03_SS2P.MPB
    B03_SS2PE.MPB
    B03_TW.MPB
    B03_TWE.MPB
    BGTEX03.PRS
    BGTEX13.PRS
    BGTEX14.PRS
    BGTEX18.PRS
    BGTEX21.PRS
    BGTEX44.PRS
    BSPLASH.PRS
    BSPLASHDL.PRS
    BSPLASHLB1.PRS
    CEBAR_BODY_UVD.PRS
    CETRUCK_BUMP__UVD.PRS
    CETRUCK_GLASS2__UVD.PRS
    CETRUCK_GLASS3__UVD.PRS
    CETRUCK_GLASS__UVD.PRS
    CHAOSDRIVE_TEX.PRS
    CITY_ESCAPE.PRS
    CONSOLE.PRS
    CONTINUE.ADX
    C_ESCAP1.ADX
    C_ESCAP2.ADX
    C_ESCAP3.ADX
    DEMO09.PRS
    DEMO13.PRS
    DEMO14.PRS
    DEMO16.PRS
    DEMO18.PRS
    DEMO21.PRS
    D_LAGOON.ADX
    E350_SNG.ADX
    EFFTEX_COMMON.PRS
    EFMSGFONT_ASCII24E.BIN
    EFMSGFONT_ASCII24S.BIN
    EFMSGFONT_KANJI24.BIN
    EH0016E.PRS
    EH0016F.PRS
    EH0016G.PRS
    EH0016J.PRS
    EH0016S.PRS
    EH0018E.PRS
    EH0018F.PRS
    EH0018G.PRS
    EH0018J.PRS
    EH0018S.PRS
    EVENT
    EVENT.PRS
    EVENT_ADX.AFS
    EVENT_ADX_E.AFS
    EWALKMDL.PRS
    EWALKMTN.PRS
    EWALKTEX.PRS
    E_AITEX.PRS
    E_BOMTEX.PRS
    E_BULTEX.PRS
    E_B_KUMITEX.PRS
    E_CAPTEX.PRS
    E_EMITEX.PRS
    E_EXPTEX.PRS
    E_E_KUMITEX.PRS
    E_GOLDTEX.PRS
    E_G_KUMITEX.PRS
    E_KUMITEX.PRS
    E_KYOKOTEX.PRS
    E_LASTEX.PRS
    E_LTEX.PRS
    E_NAMITEX.PRS
    E_PATHKUMITEX.PRS
    E_PATHKYOKOTEX.PRS
    E_SHOTEX.PRS
    E_S_KUMITEX.PRS
    E_T_EMITEX.PRS
    FORCUS.PRS
    GAME2PTEX.PRS
    GREENFOREST.PRS
    G_FORES.ADX
    HIGHWAY.PRS
    INVNCIBL.ADX
    ITEM_GET.ADX
    JET1.PVR
    KGAMETEX.PRS
    KNUCKMDL.PRS
    KNUCKMTN.PRS
    KNUCKTEX.PRS
    K_EFFTEX.PRS
    LANDTX03.PRS
    LANDTX03_SUIMEN.PRS
    LANDTX09.PRS
    LANDTX13.PRS
    LANDTX14.PRS
    LANDTX16.PRS
    LANDTX18.PRS
    LANDTX21.PRS
    LEVELUP_LIGHT_UVD.PRS
    LEVUPDAI_THTEX.PRS
    LEVUPDAI_TMTEX.PRS
    MAINMENU.PRS
    MANATEE.DRV
    MENU.PRS
    MH0003E.PRS
    MH0003F.PRS
    MH0003G.PRS
    MH0003J.PRS
    MH0003S.PRS
    MH0009E.PRS
    MH0009F.PRS
    MH0009G.PRS
    MH0009J.PRS
    MH0009S.PRS
    MH0013E.PRS
    MH0013F.PRS
    MH0013G.PRS
    MH0013J.PRS
    MH0013S.PRS
    MH0014E.PRS
    MH0014F.PRS
    MH0014G.PRS
    MH0014J.PRS
    MH0014S.PRS
    MH0016E.PRS
    MH0016F.PRS
    MH0016G.PRS
    MH0016J.PRS
    MH0016S.PRS
    MH0018E.PRS
    MH0018F.PRS
    MH0018G.PRS
    MH0018J.PRS
    MH0018S.PRS
    MH0021E.PRS
    MH0021F.PRS
    MH0021G.PRS
    MH0021J.PRS
    MH0021S.PRS
    MHSYSE.PRS
    MHSYSF.PRS
    MHSYSG.PRS
    MHSYSJ.PRS
    MHSYSS.PRS
    MINIMAL_ARA.PRS
    MINIMAL_BATMAN.PRS
    MINIMAL_BONE.PRS
    MINIMAL_CHIT.PRS
    MINIMAL_DRA.PRS
    MINIMAL_GOMA.PRS
    MINIMAL_GORI.PRS
    MINIMAL_HAN.PRS
    MINIMAL_INO.PRS
    MINIMAL_KON.PRS
    MINIMAL_KUJA.PRS
    MINIMAL_KUMA.PRS
    MINIMAL_OUM.PRS
    MINIMAL_PEN.PRS
    MINIMAL_PHEN.PRS
    MINIMAL_RAKO.PRS
    MINIMAL_SHEP.PRS
    MINIMAL_SKA.PRS
    MINIMAL_TORA.PRS
    MINIMAL_UNI.PRS
    MINIMAL_USA.PRS
    MISSION.PRS
    MISSIONE.PRS
    MISSIONF.PRS
    MISSIONG.PRS
    MISSIONJ.PRS
    MISSIONS.PRS
    MISSIONTEX_SH.PRS
    MISSIONTEX_SH2.PRS
    MISSIONTEX_SO.PRS
    MISSIONTEX_SO2.PRS
    NEWMENU.PRS
    OBJTEX_COMMON.PRS
    OBJTEX_STG03.PRS
    OBJTEX_STG09.PRS
    OBJTEX_STG13.PRS
    OBJTEX_STG14.PRS
    OBJTEX_STG16.PRS
    OBJTEX_STG18.PRS
    OBJTEX_STG21.PRS
    ONE_UP.ADX
    OTHERPRINT.PRS
    PLCOMMTN.PRS
    PRESSSTART.PRS
    P_LANE.ADX
    RESULT.PRS
    RNDCLEAR.ADX
    ROUGEMDL.PRS
    ROUGEMTN.PRS
    ROUGETEX.PRS
    R_EFFTEX.PRS
    R_HWY.ADX
    SCREENEFFECT.PRS
    SEGALOGO.PRS
    SET0003_2P_S.BIN
    SET0003_2P_U.BIN
    SET0003_S.BIN
    SET0003_U.BIN
    SET0009_S.BIN
    SET0009_U.BIN
    SET0013_S.BIN
    SET0013_U.BIN
    SET0014_2P_S.BIN
    SET0014_2P_U.BIN
    SET0014_S.BIN
    SET0014_U.BIN
    SET0016_S.BIN
    SET0016_U.BIN
    SET0018_S.BIN
    SET0018_U.BIN
    SET0021_S.BIN
    SET0021_U.BIN
    SE_AC_CE.PRS
    SE_AC_DL.PRS
    SE_AC_GF.PRS
    SE_AC_PL.PRS
    SE_AC_RH.PRS
    SE_AC_SO.PRS
    SE_AC_WC.PRS
    SE_CH_KR.PRS
    SE_CH_SS.PRS
    SE_CH_TE.PRS
    SE_CH_WK.PRS
    SH_EFFTEX.PRS
    SOCEAN_NC_MBZI_YUKAI_BK_UVD.PRS
    SONICMDL.PRS
    SONICMTN.PRS
    SONICTEX.PRS
    SPEEDUP.ADX
    STAFFROLL.PRS
    STG03.PRS
    STG03CAM.PRS
    STG03_LIGHT.BIN
    STG09.PRS
    STG09CAM.PRS
    STG09_FOG.BIN
    STG09_LIGHT.BIN
    STG13.PRS
    STG13CAM.PRS
    STG13_FOG.BIN
    STG13_LIGHT.BIN
    STG14.PRS
    STG14CAM.PRS
    STG14_LIGHT.BIN
    STG16.PRS
    STG16CAM.PRS
    STG16_LIGHT.BIN
    STG18.PRS
    STG18CAM.PRS
    STG18_FOG.BIN
    STG18_FOGB.BIN
    STG18_LIGHT.BIN
    STG18_SUIMENANIM.PRS
    STG21.PRS
    STG21CAM.PRS
    STG21_FIRE.PRS
    STG21_FOG.BIN
    STG21_LIGHT.BIN
    STG21_RYUUSA.PRS
    STG_TITLE03.PRS
    STG_TITLE13.PRS
    STG_TITLE14.PRS
    ST_C20.PVR
    S_EFFTEX.PRS
    S_OCEAN.ADX
    T9_EGGMA.ADX
    T9_KNUCK.ADX
    T9_MILES.ADX
    T9_ROUGE.ADX
    T9_SHADO.ADX
    T9_SONIC.ADX
    TAILS_PRISON.PRS
    TENTOENDING.PRS
    TERIOSMDL.PRS
    TERIOSMTN.PRS
    TERIOSTEX.PRS
    TEXT_E.PRS
    TEXT_F.PRS
    TEXT_G.PRS
    TEXT_J.PRS
    TEXT_S.PRS
    TIMER.ADX
    TITLE.ADX
    TVSETTING.PRS
    TWALKMDL.PRS
    TWALKMTN.PRS
    TWALKTEX.PRS
    TWOPVS.PRS
    TWOPVSBG.PRS
    WALKTEX.PRS
    WATER.PRS
    WATERTEX_BOSSLAST1.PRS
    W_CANYON.ADX
    ZANKI_EGG1.PVR
    ZANKI_EGG2.PVR
    ZANKI_KNUCKLE.PVR
    ZANKI_ROUGE.PVR
    ZANKI_SHADOW.PVR
    ZANKI_SONIC.PVR
    ZANKI_TAILS.PVR
     
  4. GerbilSoft

    GerbilSoft

    RickRotate'd. Administrator
    2,972
    85
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    USA
    rom-properties
    Dreamcast games use standard ISO-9660, but with a multisession offset (usually 45,000 sectors).

    In order to mount this on Linux, you'd need to add 45,000 sectors worth of padding to the beginning of the image (45,000 * 2,048 bytes == 92,160,000 bytes), and then mount using sbsector:

    Code (Text):
    1. mount -o loop,sbsector=45000 dc-img.iso dc-img/
    I'll try this out when I get home.
     
  5. AeonicB

    AeonicB

    Oldbie
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    Any musical differences, like the other prototype?
     
  6. TheKazeblade

    TheKazeblade

    "Our Life is More than a Side-Effect" Member
    Interesting that there are references to both Shadow and Terios. Are there still references in the final retail version about Terios, or were they all replaced with Shadow later? Had they just not bothered at this point in dev?
     
  7. MathUser

    MathUser

    3rd top wiki contributor Researcher
    2,151
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    Did you get this from segagaga? I remember this being pointed out before. The back cover has a typo in Sonics name.
     
  8. Orengefox

    Orengefox

    Snooping as usual... Researcher
    462
    21
    18
    Right in front of my computer.
    Some artwork, a ZZT game, and a hack.
    Nope. I managed to acquired this copy from elsewhere ;)
     
  9. PicklePower

    PicklePower

    Wiki Sysop
    632
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    Here's the music: https://www.dropbox.com/sh/9hajv8m3eo63zol/mUoeguNhZp?v=1swn-

    I didn't notice any differences, though.
     
  10. AeonicB

    AeonicB

    Oldbie
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    ETA: N/M, answered my own question. Reserved post until I find something.:eng101:

    Sad, I think you're right on the music.
     
  11. Blades

    Blades

    Member
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    The music is different. These are slightly edited mixes, especially Shadow's theme, but were likely made from the finished versions.

    Jun Senoue in February of 2002:

    Anyways very cool!
     
  12. TSMD

    TSMD

    Member
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    Sonic Adventure 2 Proto Stuff
    I found the level and character addresses for cheat engine.


    2C248F44 Controls the current level. The only ones I could get to load were Green forest (Value 03), Prison Lane (09), City Escape (13), Radical Highway (14), Wild Canyon (16), Dry Lagoon (18), and Sand Ocean (21). Trying to play any other level leads to emulator crash or the game locking up on the menu. If you select Sonic vs Shadow it loads up an empty level with a few parts of Sonic and Shadow's models. They pose and say their battle quotes then the emulator crashes (Except a few levels I don't remember right off hand... They just crash right away).

    The Character Address is 2C248F4C for first player, and 2C248F50 for the second player.
    The values are
    0 - Sonic
    1 - Shadow
    2 - Instant Crash (Mechless Tails in the final)
    3 - Attempts to load title card, then freeze (Mechless Eggman in the final)
    4 - Knuckles
    5 - Rouge
    6 - Mech Tails
    7 - Mech Eggman
    The next set of values all freeze up the game before they load the Sonic and Shadow load up title cards. I was only able to identify the rest through the LCD they load up
    8 - Amy
    9 - Sonic
    10 - Shadow
    11 - Amy
    12 - Metal
    13 - Chao
    14 - Big
    15 - Tikal
    16 - Chaos 0
    I believe that the mechless characters need a certain code to load (like in the final), but I am unsure of what that is.

    Out of all of this I found pretty much nothing. I didn't notice much differences from the final. Besides maybe a life box replacing a power up, and characters starting with a power up (I.E. Knuckles and Rouge can already dig, Eggman and Tails already have their hover ability). The most interesting thing I found was Sand ocean. When loading it up as Eggman he spawns under the platform and dies. In the top left corner there is a debug flame counter. It has random values and I am unsure of what it does. After Eggman respawns the level plays like normal, except it doesn't have any music. Any other character in Sand Ocean spawns under the ground with smoke and sparks coming out of their head. They are completely stuck in the quicksand and die.

    I tested characters in other levels (Besides Green forest, I forgot it exists ok? :P)

    Speed characters (Sonic) load up fine in Wild canyon and Prison Lane. When they load in Dry Lagoon they spawn under the turtle and fall through the ground. You can avoid this in 2 player mode (Characters are pushed away from that spot.) In 2 player in Sand Ocean Sonic (Player 1) spawns underground in a grinding position and grinds downwards, Shadow (Player 2) spawns in a standing pose and dies nonstop. Sonic can't jump off the rail.

    Hunter characters (Knuckles) load up fine in Radical Highway (With some gliding to get to the level). Upon loading anywhere else, besides Sand Ocean) they just fly away at super high speeds and die. If the first player is a hunter character the emerald radar loads up. It is exactly the same as in the final.

    Shooting characters (Eggman) load up fine in City Escape, Radical Highway, Wild Canyon, Dry Lagoon and Sand Ocean. There is absolutely no problems playing as a shooting character. You are required to float around to get to the main stage for City Escape and Radical Highway.

    I haven't found anything else really interesting. I believe this prototype is pretty much almost finished...
    Edit: After seeing the object list Orengefox posted there is pretty much nothing left in game besides what I found. (I.E. SET data for only the levels I found.) I guess Sega just cleared out everything that wasn't going to be in the prerelease. I suppose that the hunters and shooters were going to be playable in the prerelease as well, but they were removed.
     
  13. ICEknight

    ICEknight

    Researcher Researcher
    No idea if this was already known, but that list seems to hint towards Amy being planned as a 1-player character even after the Mech characters had already been implemented.
     
  14. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Amy's character ID being 8 (same as in final) is a bit odd, but it doesn't mean she was meant to be a 1P character. It crashes probably because it didn't load anything for the main character.
     
  15. ICEknight

    ICEknight

    Researcher Researcher
    I'm saying it seems to hint at it because there's 2 different IDs for those characters with different behaviors in the 1-player and Vs. modes (Sonic and Shadow and their attacks) and for Amy.


    That's assuming that the Vs. mode reuses the 1-player characters for the hunting and shooting levels.
     
  16. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    You mean Sonic and Shadow? Those IDs are actually for Super Sonic and Super Shadow, who use the same icons as Sonic and Shadow.
     
  17. n00neimp0rtant

    n00neimp0rtant

    EYES ONLY Member
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    South Park, PA
    Creation Kit (Skyrim mods and patches)
    Slightly off-topic, but is "Sonic Adventure 2: The Trial" the earliest known prototype of SA2? I'm aware this one is neither the earliest nor the latest, but I don't know where The Trial stands.
     
  18. TSMD

    TSMD

    Member
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    Sonic Adventure 2 Proto Stuff
    Either it is the earliest one we have, or prototype; 2000-11-28 is (They are pretty much identical). I think this one stands as an unpolished version of the preview version.
     
  19. GeneHF

    GeneHF

    SEGA-ier than you'll potentially ever be. Site Staff
    8,440
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    Complete Global Conquest
    Would be nice to snag a copy of SA2 where it's still just the original main three playable characters. You know, where this footage is from:

    http://www.youtube.com/watch?v=xmbnZa9H6go
     
  20. TSMD

    TSMD

    Member
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    Sonic Adventure 2 Proto Stuff
    If you look Sonic doesn't have his soap shoes in this trailer, The Trail (The other one) is built around this trailer so there is a chance that there is still some data on it. I don't remember if anyone ever disassembled the trail and looked at the files in there.