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(DC) Sonic Adventure Prototype (1998-10-16)

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

  1. AeonicB

    AeonicB

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    Something also bugs me on 19 (Lost World: Chased By A Rock.) I don't know what, though. I thought that there was a percussion hit at the end of the Rise/Fall hits at the beginning. I think a simple bell hit. It'd be around :14-:15.

    I do hear it at :43-44.

    Tails' Theme (26.ADX) also seems to have a slightly different mix then either the normal short version or full version.

    The foreground vocals sound duller, not as bright, and overall, like the song has heavy stereo separation, so the center sounds hollow.
     
  2. Dude

    Dude

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    [​IMG]

    Best I can do so far. As soon as the game realizes this character has no cutscene here it just fades out and ends the demo. Getting much out of this game will require getting out of demo mode.
     
  3. LockOnRommy11

    LockOnRommy11

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    Where there's a will, there's a way! I have total faith in you guys to cut out all the good bits. We've got time on our hands!

    Such a shame PolygonJim isn't here, he'd have loved to have helped.
     
  4. AeonicB

    AeonicB

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    I wonder if anyone else has noticed that Big's catch music doesn't play when Froggy is hooked on the line, even though its in the music files? (12.ADX)

    It also has a fairly different middle section. In the normal mix, there's a guitar starting at :30, which doesn't show up in this prototype (starting at :29). The proto's mix lasts longer, with more synth key in lieu of guitar.

    (I love Adventure's music. Its my excuse to be up at 2 AM my time comparing it. I think Lost World has given me some of my favorite tunes, but aside from a teeny difference, no way different from final.

    I wish Tikal's theme was in here.:v:)
     
  5. E-122-Psi

    E-122-Psi

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    Nice, we finally found the proto Windy Valley. Get someone who can make a good imitation of the textures and we're in business.

    My guess is these were all either test levels, or on a more idealistic level, perhaps arenas for some sort of undeveloped multiplayer. The size of the proto Windy Valley is admittedly impressive however, so I suppose it might have been a segment for a full level at one point.

    E-102 Gamma's theme also sounds kinda different, not just in arrangement either, some instruments sound missing or lower in pitch, granted it's hard to tell from the video quality.
     
  6. Jen

    Jen

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    When I listened to Gamma's theme straight off the TV, it sounds the same as the final but it starts from halfway through the song rather than at the beginning.

    And bloody hell you guys, Windy Valley! I've waited years for this day, it's incredible. As soon as I realised this game was a prototype, the first thing I thought about was Windy Valley. Awesome stuff :D
     
  7. Sparks

    Sparks

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    You hit gold with this Orengefox, good job! :thumbsup:

    It's been a long time since Sonic Retro has found a discovery this big (was the last big one Sonic 2 Alpha or am I forgetting something? Just woke up). I never thought we'd see Windy Valleys prototype form either. It really does refresh the foundation that Retro was founded on.

    Now how about that Sonic 1 prototype? :v:
     
  8. [​IMG]

    I swear those blue checkers are used in the Chao races. It probably did end up there after all. Shame we don't have any clear gameplay footage of that level...
     
  9. Diablohead

    Diablohead

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    Quite awesome stuff so far, the windy valley to me looks way too messy for sonic to just run along it, makes me think that the game controlled slightly different to what we have in the final game in some way.

    Also to see sonic go around a test levle loop without scripts is something which should have stayed, minus any bugs that come along with it :P
     
  10. Andrew75

    Andrew75

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    Thanks a lot, I'm going to set this up in Sonic GDK for kicks.
    All of this,,,,,A really great Find,,, I can't believe this is even happening !

    Edit1:
    I think we are forgetting a few things, Besides the sonic 1 beta we also need the sonic CD R2 and Xtreme boss engines lol

    Edit2: If someone could get the Windy Vally exported, I can try my hand at re-creating the textures.
     
  11. MykonosFan

    MykonosFan

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    Wow, I've never seen that before. Did it come from a magazine or something?
     
  12. It looks like it's from an old Gameplay magazine. There's loads on the wiki.
     
  13. Andrew75

    Andrew75

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    Some things just don't look playable without some kind of guided path, or scripted system.
    [​IMG]




    Also I'm betting that some platforms were animated in the other test level, I wonder if they were meant to spin?
    [​IMG]
     
  14. darkspines35

    darkspines35

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    Well yesterday night, I didn't find the Tornado section of Windy Valley since there should be three parts. If someone doesn't find it before I get home this evening, I'll get it. I also wish I still had the textures this one guy I once knew made/found. He had decently recreated some of the textures seen in Windy Valley's beta, but I lost them a very long time ago...All I can say is I really, really hope we can get this baby working right!

    I'd also like to make note that Casinopolis, when I tried loading the Landtable I found, it crashes...so maybe there's something hidden in there that we have yet to see. Thanks to Arymond for noticing the size differences in the files.

    Gosh, so many goodies in just one proto. Orenge has certainly made an impact with this dump, haha.
     
  15. AeonicB

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    I wasn't going to make too many guesses on Gamma's theme, because of the way the song is structured. Still. I thought I heard a lot of extra sound effects and no piano. The latter might be the short version, but since the piano is almost necessary, and Gamma's short theme is pretty much his full song in the final...

    On the textures: Were they on XCult or something?
     
  16. Andrew75

    Andrew75

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    Okay guys, if anyone wants to play Windy Valley,
    I Just added it to Sonic GDK, so all you will need is Sonic GDK. I will upload the UPK and level shortly.
    I'm going to play test it before uploading.

    Yes yes I know its not going to be accurate gameplay wise. And the textures are lacking! but at least you can have fun running around and explore to your heart is content.
    would not be hard to replace the textures when the official ones are found or re-made.

    And @ Main Memory, For exporting models. I think it would be a good idea to condense material ID's for duplicated materials in a scene because there are over 700 materials here , many are duplicated. would take to long to clean up by hand.
     
  17. MainMemory

    MainMemory

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    Not possible. First off, they're all just meshes within a larger model, so it would be impossible to rotate them individually. Secondly, there are no instances of parts of the level rotating in the final game (nonsolid animated models notwithstanding).
    I guess that might be possible.
     
  18. evilhamwizard

    evilhamwizard

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    I'll go hunting for the textures now, I have an idea how to make that a simple easy process.

    Also, where does the game keep level object models? I know where the textures are for the models, but where are the models themselves normally kept? I can't find this info on our Wiki, at least not for SA1. 1ST_READ.BIN or the actual STG##.bin? I think we have the objects, their animations, and maybe programming at least so that's a plus. All we're really missing are textures (and the music/sound effects but there could be leftovers in the final for the sounds).
     
  19. Andrew75

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    This may take awhile......
    [​IMG]
     
  20. Dude

    Dude

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    Whoa, where did you get those textures from?