Wow, this is pretty crazy. Also, guess that whenever this build was made they hadn't finalized the world map's HUD yet at least. The one shown here has some pretty noticeable differences from the final version's.
It's a shame there's only the first disk, it's pretty clear from everything that's been posted so far there's supposed to be 2 - half the levels/boss fights are missing from the file list but show up in the debug menus in those screenshots. Even so, just the one disk looks like an insane wealth of new information.
Took a screencap of the final game's world map, it comes from a compressed Youtube video so the image quality is kinda bad and also it's from the PS3 version but still: Preview build's world map:
Holy shit yes. I really wish I had a modded console right now, but assuming the file formats can be converted the same way I might try throwing some of this shit into Generations. Hope the folks with modded consoles can document more of the build itself when it becomes available though.
Well when its out always possible to try merging the executable with the final version of the game itself to mess with more things instead of faking a second disk. This stuff is wild. Edit: Second thought you'd have to unpack all the pfds to the stage folder and everything to get it to work. Bit of a work around but it should work.
Hunting for the second disc opens up the possibility for Eggmanland's high resolution Global Illumination data, since the preview disc contains it for the stages that are available (and it was only included on the DLC on the final release). That data was never available due to no Eggmanland DLC being released. I'll gladly accept the one we've seen today though, and it's definitely far more than I expected.
Well looked through his filelist.txt and compared it with what I have from my complete 360 and PS3 terrain groups. Those are just the way the game loads in chunks of the terrain for optimization purposes basically. Its weird how PS3 has so little groups honestly. But the comparison between the Preview one and the Original 360 one are interesting to look at. Can't wait to see how it performs honestly myself to see if it can be any better or if they changed it for a certain reason for most of these. https://docs.google.com/spreadsheets/d/1-wwv_7HtNXIi3mlefFH_ui1swm34xgDGa5I6bDOlLpw/edit?usp=sharing I might add more to it later. I like to keep this as a reference of how they handled things.
Added a few more screenshots. Click the image/link to open the full size one or you can visit: http://imgone.co/category/unleashed for the full gallery including old images. Having never played unleashed before I can't say if anything is changed. But I did notice the NPC's sometimes showed 2 of the same one and they were really buggy. Sometimes bouncing in the air or shaking along. Small notes for when it's released: LB + RB + B opens the debug menu. Clicking the left stick and pressing X opens some sort of settings menu. On the main menu/start screen clicking on install will open the black menu with options to select levels. Many of these are missing and will cause the 360 console to lock up. Wasn't really a major issue for me seeing as I was using the xbox 360 SDK meaning I could remote reboot the system. But people with normal RGH/JTAG's might have issues.
Oh hey, I recognize that level select screen This is from the demo that was shown during Gamespot's E3 2008 live stream.
Was hoping someone had. That menu was under the install/menu thing can't remember the exact naming but it restarts the game with that. There's ton's of settings. In other news, I'm going to skip my 1 a week release schedule and do 1 every other day. They won't all be posted here due to rules. (All beta's have to be 7 years or older.) But if you visit other sites with beta's you can. To make things simple here's the day's new beta's will be posted around the web. Today ~ Sonic and The Black Knight - Wii Preview build. Unknown changes will be posted on SonicRetro. (there's a review build but only the boot file is changed so I'll upload that seperate without the files.) Sunday 27th ~ Mario & Sonic at the London 2012 Olympic Games - Wii Review Build Unknown changes. Cannot be posted here due to site rules. Tuesday 29th ~ Sonic & Sega All Stars Racing - Wii Preview Build Unknown changes but did spot a ton of test tracks. Cannot be posted here due to site rules. Thursday 1st ~ Sonic & Sega All Stars Racing - X360 Review Build Unknown changes. Cannot be posted here due to site rules. Cannot be posted here due to site rules. Saturday 3rd ~ Sonic & Sega All Stars Racing - X360 Preview Build Unknown changes. (Iso is half the size of the review.) Cannot be posted here due to site rules. Monday 5th ~ Sonic & Sega All Stars Racing - PS3 Preview Build Unknown changes. Cannot be posted here due to site rules. Wednesday 7th ~ Sonic Generations - X360 Review Build Unknown changes. Cannot be posted here due to site rules. Friday 9th ~ Sonic Unleashed - X360 Preview Build. Will be posted on SonicRetro! :D
This build looks to be newer than E3. The E3 one just refers to Windmill Isle as Mykonos, which is the real-world location that it's based on.
Seems like pretty substantial differences so far, and quite a bit of broken features (e.g. Sonic having Werehog skills on the Status screen). Thanks for the dates! Looking forward to it.
Not a problem. Reason for the day gap between releases is to give people time to download and have a look at changes. Don't want stuff being neglected. :p
Where did that rule come from? The only thing I can find says a few months. http://forums.sonicretro.org/index.php?showtopic=11220 Is there some other set of rules somewhere? I mean, according to the rules that I linked above we really shouldn't have a sticky thread that links to SonAR right at the top of this subforum and it's been there for years.