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Sonic AdventureDeveloper:Publisher:Platform:Released in JP: December 23, 1998Released in US: September 9, 1999Released in EU: October 14, 1999Released in AU: December 3, 1999This game has.This game has.This game has.This game has.This game has.This game has.This game has.This game has.This game has.This game has.This game has.This game has.This game has.This game has a.This game has.This game has.This game has.Sonic Adventure is the first true 3D Sonic game, with people either saying this killed the series or resurrected it. It's still considered a good game, despite it having aged pretty badly in many ways (like the in-game cutscenes and Big's fishing sequences).It was later re-released with added features on GameCube and Windows as. On the first playthrough of the story Super Sonic has recap summaries just like every other character, but due to Super Sonic's story never saving after cutscenes, only two of them can ever be seen. This is because Sonic is in the past at these points and the only ways to save the game are to either complete an action stage or obtain the Crystal Ring.Upon arriving in the past:I’m Sonic! Sonic the Hedgehog!When I arrived at Angel Island,to my surprise I found both Eggman andKnuckles lying unconscious on the ground.What did you say?Chaos is still alive??And then all of the suddenI found myself in another world.Just like before!What is this place!?After approaching the Knuckles Clan:I’m Sonic! Sonic the Hedgehog!In that mysterious worldI saw a girland many Chao.
And an army of warriorsmarching towards the Emerald,Then It was standing in front of them.But who? Who is that girl? Cutscenes UnusedEV00B3An unused cutscene can be found for E-102 Gamma that implies it would have been played after failing to complete Final Egg.
Oddly, it was still given a localization despite never being used. EV0134In the original Japanese version, an unused cutscene for Amy's story can be found. When translated, she says the following:JapaneseTranslationまた来ることになるとは思わなかったなぁI never thought I'd come back here again.こんなとこにまだいるのかしらね、あなたの兄弟たちI wonder if your siblings are still here in a place like this.ん?Hm?今、上のほうから声がきこえなかった?Did you hear a voice/cry from above just now?行ってみよ!Let's go take a look!The cutscene was intended to play before the battle with ZERO. Not only does Amy never go to this area before fighting ZERO, but it's impossible due to the forced cutscene and the only possible way into the Carrier (Chao Garden warp) being disabled. It does not play if Amy is forced into the area using cheats and was removed from later versions of the game.
ErrorsEV0017 pathIn Tails' story when Tails reunites with Sonic at Red Mountain, Sonic jumps off the ledge he's standing on to board the Tornado 2. However, in Sonic's own story, Sonic stands in place then suddenly appears on the plane afterwards. This happens because Sonic never leaves his 'clear' animation from jumping on the capsule - a state where he can't move at all. Sonic will run towards Tails and jump like he's supposed to if he's put back into a moveable state manually. However, unless a nearby object is removed, he'll get stuck while jumping and fail it completely due to the path he takes being created using an earlier version of the stage.As-isIntendedEV0024 poseWhen Sonic jumps down off the ledge he enters the room from in the scene that introduces the Egg Viper, he's supposed to hold a pose when he lands. However, the pose gets called too early so it overwrites Sonic's rolling animation before landing instead and disappears before he lands.As-isIntendedPast CamerasIn a number of scenes when characters appear at the Emerald altar after entering the past, the camera appears behind them in the same way it does when playing normally.
This is actually a bug caused by the transition from the previous scene that prevents the proper cameras from being used. Through hacking, it's possible to see how the scene was intended to look.Here's an example using EV00F6 - the scene that plays when Sonic enters the past in Super Sonic's story.As-isIntendedThe following cameras also go unused due to this bug:. The scenes involving Pachacamac and his Echidna army at the burning altar have a major texture bug that only goes unnoticed due to being heavily obscured by the game's lighting. The Echidnas behind Pachacamac are supposed to use the file PASTKNFAM for their textures, but instead they use KNUCKLESDEBU, KNUCKLESLONG and KNUCKLESNORMAL instead - all otherwise unused files intended for earlier versions of their models that aren't compatible with the current ones. Making the event use the correct file fixes most of the texture issues, though one of the Echidnas is still bugged.The bug affects three scenes - EV00F7, EV0160 and EV00FB.
It was fixed in the GameCube version. Unused Location FlagsThere are a small number of flags in the game for certain characters that will open up areas that they usually will never go to:. Amy has a flag for opening the door to Casinopolis.
Amy has a flag for opening the door to the outer area of Angel Island. Big has a flag that opens the door to the Casino area in the train station.Flashback ImagesSome differences can be seen in the images used for Amy and Gamma's flashbacks, due to being based on/taken using an earlier version of the game:. (Source: - explanation of cause of Beta's texture error) Action Stages Unused ActsThere are a number of empty, unused Acts in the game.
Most of these unused acts have files for them such as objects or textures, but the Acts are never used. Hedgehog Hammer has a single unused Act after the one used in-game.
The only file for it is its object file ( SET0001S.BIN), which contains a single ring at ( 0,0,0). Hot Shelter has two unused Acts after the three used in-game. These unused acts have no geometry or starting coordinates, but they use the music from Acts 2/3. Act 4 has a single ring present at ( 0,0,0) but Act 5 has no objects at all.Japanese Mission A Cards.
The objective cards for timed missions include the exact time that the stage needs to be finished within. These are a group of alternate cards that don't have the exact required time on them, possibly placeholders from a period before the requirements were finalized.
These cards only exist in Japanese, but interestingly they don't exist in the original Japanese version of the game at all.The text for the balloon/capsule cards translate to 'destroy the capsule/get the balloon within minutes', while Gamma's cards translate to 'destroy the target/capture the frog with no less than seconds remaining'. Start CoordinatesThere are many stages in the game that include starting coordinates for characters that don't normally go to that specific stage or act. They're mainly positions used by other characters, but sometimes they're entirely different due to the coordinates being set in an earlier version of the game.StageCharacterPositionNotesEmerald Coast Act 3Sonic5815,5,1136Same as Big.Windy Valley Act 2Gamma694,-113,-205Sonic's starting coordinates from the original version of the stage.Windy Valley Act 3Gamma0,700,0Sonic's starting coordinates from the original version of the stage.Casinopolis (All Acts)EveryoneN/ASame as Sonic.Red Mountain Act 2Tails-397,1039,3141Near the capsule. The game forces him to leave the stage immediately due to the scene that takes place here.Sky Deck Act 1Knuckles0,-410,360On the first platform immediately after the cannon at the beginning. (Source: ) Casinopolis Sound FilesIn the Japanese version of the game, files containing sound effects and voices (.MLT) for Amy, Big and Gamma in Casinopolis can be found:. CASINOAMY.
CASINOAMYVOICE. CASINOBIG. CASINOBIGVOICE. CASINOE102.
CASINOE102VOICEDespite never going to Casinpolis, these extra files allow Amy, Big and Gamma to use their correct sounds for actions such as jumping or attacking. In other versions these files were removed, so the three use Sonic and Tails' sounds and voices instead.
None of these files contain idle lines, as those weren't added until later versions.Alternate NiGHTS Icons. Blocked Passage in CasinopolisRight at the start of 'Dilapidated Way' (e.g., the sewers), there's a passage up to the right. Although it's clearly visible, it cannot be accessed due to an invisible wall. It goes on for some time, twisting and turning, but abruptly hits a dead end.The items you find in the path are different for Sonic and Tails:. As Sonic, the path is empty except for two item boxes at the top of the path containing an Extra Life and Speed Shoes. As Tails, the path contains a Lightning Shield box and many trails of rings throughout the path.From the objects present in the path it was likely intended to have been used as a starting point for Tails.
A blocked off area at the end of the stage. It was originally intended for Act 4's transition point and even has the cameras for doing so nearby.This stage has an unused 4th Act complete with its own starting coordinates, objects and textures. However, it has no geometry and the object placement ( SET1003S.BIN) is a copy of one of the early test stages ( SET0000S.BIN), with the only difference being in object IDs.The Act itself is a from an earlier version of the stage where the map seen in the cutscene before fighting the Egg Viper was part of Final Egg rather than the Egg Viper's map. The second inaccessible area was originally part of the Act transition to this area - in fact, the camera for doing so is still used if the player walks up to the blocked entrance in the final game. Characters Actions and AnimationsTails has a small number of actions in the game that he never uses as either the player character or while following Sonic:.
Tails has a working 'Pinball mode' for the pinball tables in Casinopolis. Tails lacks the ability to shake the table, just like Sonic in the original Japanese version. Jump Panels are fully functional as Tails, despite him not being able to use them while following Sonic. Knuckles/Amy can also use them, but get stuck on the second panel. Big/Gamma can't use them at all.A number of animations in the game go unused. Some are never used because they're never needed, but others aren't used entirely. There's also quite a few 'empty' slots - which just point to the character's standing animation.
Sonic uses a 'looking up' animation at the beginning of Tails' first two stages and in cutscenes. Tails has the same slot freed up for it, but it's empty. Sonic, Super Sonic, Tails, Knuckles and Gamma have animations for reverting back to the standing pose from their 'stage clear' ones. Everyone has animations for landing from a fall both normally and while holding an object, but only Gamma's is actually used. Everyone else jumps to their standing pose (aside from Sonic, who goes into his 'action' stance). Divi dead iso. Despite this the animation slot for the standing animation they use after jumping is different to the regular one. Dying before hitting a checkpoint or changing segments in an Action Stage causes the game to crash, as they do not have starting position lists.Z ButtonBy pressing Z, you can make the player turn their head towards the camera.
This can be done with anyone aside from Gamma and Super Sonic (though Big will only move his pupils). Zombie cafe menu. It works on the character select menu as well, with Sonic responding to controller 1 and Tails responding to controller 2.While this button was not standard on the official Dreamcast controller, some alternate controllers (such as ) supported it, and it can be mapped and used in emulators. By having A held after a jump or pressing B or X as Sonic or Tails while riding a snowboard you can make them duck. It has no effect on either character and they'll return to normal as soon as they use another animation such as turning or falling. The animation is part of an earlier set of snowboard controls (used in the AutoDemo) where Sonic and Tails visibly ducked down before jumping similar to realistic snowboards.
It was removed from the final version's snowboarding likely because it caused uncomfortable delays that could cause the player to miss trick ramps.Holding down on the analog stick as Sonic will cause him to stand sideways on the board. This seems to be part of a broken braking mechanic, as not only does Sonic attempt to slow down beforehand but neither of these animations appear as Tails - the board just appears to move on its own while playing as him.The TGS tutorial screens do not mention either of these features. (Source: ) Tokyo Game Show LeftoversWithin all versions of Sonic Adventure remain the menus from the Tokyo Game Show version of the game.
The ID for the current menu can be found at the following address:. Japanese: 8C84F4C4. US 1.0: 8C822B84. US 1.1: 8C81E904.
Europe: 8C81E844. International: 8C8302E4To access the TGS Menus, change the value to 12 in the Japanese release or 15 in the US, European, and International releases.NOTE: For emulators the address needs to be adjusted. If using Demul, subtract 60000000. If using NullDC, subtract 6FFE0000.For the 2004 US PC version, replace the seven bytes at C53A in sonic.exe with seven 90 bytes, or install the 'TGS Menus' mod from.Interestingly the address that controls the TGS Menu ID has a value (13) that sends the player to the Chao Garden, but there's no known way of doing this normally.
The title screen is a simple static image, which for some reason is flipped horizontally. After 10 frames (a third of a second in the Dreamcast version, a sixth of a second in the PC version) it plays Tikal's theme music. After 150 frames (5 seconds in Dreamcast, 2.5 seconds in PC) it displays the unused 'Now Loading.'
Graphic and then plays a demo.Pressing the X and Y buttons together in the Dreamcast version brings you to, but in the PC version it causes the game to abruptly exit. Pressing the Start button brings you to the character select screen described below.Pressing A+Start will cause Tails to say 'Uh oh, What's this?'
Note that if the voice file is swapped with the AutoDemo's, instead the voice that plays will be Knuckles saying (a line that translates to) 'How dare you.' Character SelectThe character select screen is also rather simple, pressing Left, Right, L, or R will switch the screen between six static images. After 600 frames (20 seconds on Dreamcast, 10 seconds on PC) the game will return to the title screen, although the character select music will continue playing. Pressing the Start button will display the two 'How To Play' images and then begin the character's story from the beginning.Pressing X+Y+A/Start on this menu plays a jingle, but doesn't seem to have any effect otherwise. Holding A or B sends the player to their selected character's demo stage instead of their story, with the B button version enabling controls. The 'CHARACTER' menu changes the character you play as.The 'STAGE SELECT' menu allows you to pick a stage to start from, using the same text as the other level select menu. 'PRACTICE 1' leads to Hedgehog Hammer, and 'PRACTICE 2' and 'PRACTICE 3' lead to empty levels.
Left and Right can be held to scroll the list faster. In the PC version, the text for the level names was removed, but the 'TGS Menus' mod restores the text from the Dreamcast version.The 'ADV SEQUENCE' menu seems to allow you to select a story, but it has no effect on anything.Pressing the Start button begins gameplay in the specified stage with the specified character. Since none of the proper story events have happened, picking any Adventure Field level will likely leave you stuck with no option but to return to the title screen, and due to an oversight, the game puts you in 'Adventure' mode in the Action Stages without setting an Adventure Field to return to, so selecting the 'Quit' option from the pause menu simply puts you in Hedgehog Hammer (level 0).Developer Tools Level Select.
Free Movement ModeThere is a Free Movement mode that can be used to fly around. It can be found in the Dreamcast version by changing the Action ID to 83 for Sonic, 53 for Knuckles and 49 for Amy. In SADX, these values are 87 for Sonic, 57 for Knuckles and 53 for Amy.The controls are as follows:Analog Stick = MoveAnalog Stick + X = Move Up/DownA = Exit Free Movement mode.B = Go to the current character's start position.Free Movement mode seems to be partially removed from the game.
Big's Free Movement can be seen by setting his action to 55 ( 59 in Sonic Adventure DX), but the only remaining feature of it being the way his arms move when pressing the buttons to move up or down. Tails and Gamma don't have free movement mode at all.Leaving Free Movement mode puts the character in an action natural for the current stage. For example, in Icecap and Sand Hill the player will regain their board upon leaving free movement mode. This is the same for stages such as Perfect Chaos, which drops the player as Super Sonic.Egg WalkerWhat seems to be a leftover debug feature can be found in the Egg Walker boss fight.
Pressing the Y button during the Egg Walker fight seems to cause the Egg Walker to advance to the next cycle of its attack. For example, pressing the button while the boss is stamping its feet on the ground will instantly cause it to walk over to the other side of the arena.
Oddities Address DirectoryIn an extremely bizarre event, the root of the JP version's disc houses files labelled PDATA10 through PDATA19. These appear to contain thousands of random Japanese commercial addresses, belonging to various establishments including but not limited to stadiums, hospitals, cemeteries, and even Capcom. Due to their insane length, you can find these on the page along with other minor information.Developer TextThe following text string is found in ADVERTISE.PRS. It is also loaded into RAM upon entering the menu:Team Andromedawas a development team at Sega from 1994 to 1998 responsible for the Panzer Dragoon series. How and why this string made it into this game is unknown.Limited Edition Advertisement.