Main Menu
Main Page
Forums
Recent changes
Random page
Help

Databases
GlitchDex
AttackDex
ItemDex
StatDex
TrainerDex
TypeDex
UnownDex
More

Major Glitches
Trainer escape glitch
Old man trick
Celebi Egg trick
Select glitches (Japan)
SRAM glitch
CoolTrainer♀ corruption
LOL glitch
Rival LOL glitch
Super Glitch
ZZAZZ glitch
Pomeg data corruption glitch (Glitzer Popping)
Tweaking
Elite Four door glitch (Japan)
Pokémon merge glitch
Pokémon cloning
Time Capsule exploit
Arbitrary code execution
Coin Case glitches
More

Other Glitch Categories
Glitches by generation
Glitches between two generations
Japan-only/language specific glitches
Music glitches
Natural glitches
Non-core series glitches
Non-Pokémon glitches
Officially acknowledged glitches
Recurring glitches
Dead glitches

References
Pokémon GameShark codes
The Big HEX List
Glitch Pokémon cries
GB programming
Curiosities
Debugging features
Easter eggs
Error traps
Glitch areas
Glitch myths
Non-glitch exploits
Placeholder texts
Pokémon glitch terminology
Unused content and prerelease information

Useful Tools
8F Helper
GBz80 to Items
Old man trick name generator
PATH (Prama's Advanced Tweaking Heaven)
Save file editors
Special stat/Pokémon converter
Trainer escape Trainer Pokémon finder

Affiliates
Legendary Star Blob 2 (Hakuda)
Pokémon Speedruns wiki
PRAMA Initiative
Become an affiliate!

Technical
Site Source Code

Search Wiki

 

Search Forums

 

Author Topic: Sonic Adventure Autodemo  (Read 3079 times)

0 Members and 1 Guest are viewing this topic.

Glisp

  • The Protector of Darkness
  • Member+
  • *
  • Offline Offline
  • Gender: Male
  • The Dark Eternal Champion will pwn you!
    • View Profile
Sonic Adventure Autodemo
« on: June 14, 2013, 06:21:11 pm »
So a guy named Orengefox on Sonic Retro managed to obtain a Sonic Adventure prototype of sorts. It's an autodemo. As the name suggests it runs demos and normally, that's all it can do. However, now it's possible to use cheat engine codes to gain control and access the other levels.

Many of the levels don't work due to missing textures or other things. One of the levels that's contained on the disc is surprisingly an untextured version of prototype windy valley. For those of you who don't know, Windy Valley was changed into its current iteration sometime in development. Originally, it looked much different. There was also a Chao Garden that used similar textures and things. It's on this disc too untextured. It was also discovered that this Chao garden is nothing more than a section of prototype windy valley that was copy pasted into its own level file.  The disc also contains 3 test levels. There's many other treats as well. You can read more about it on the forums in the General sonic discussion section. I'm not sure if I'm allowed to post a link to the topic or not due to the ROM image/ISO being in the topic. if I am, I'll post it

One of the more hilarious other aspects of the game is the "Chao Shredder" It's the Dreamcast Chao Transporter but it doesn't have transporting features implemented. The Station Square Chao Garden is fully playable and Chao behavior is kinda different.

You can see that stuff here:
https://www.youtube.com/watch?v=QCH4NMo0pPg
As for me, I'm currently in the process of porting over the prototype version of Icecap to Sonic Adventure DX PC. MainMemory has been helping me as well. 
 
« Last Edit: June 14, 2013, 06:21:45 pm by Glisp »
Bleah! *Splash and Splatter*

Zowayix

  • Loose cannon mod who lives on the edge and doesn't play by the rules
  • Staff
  • *****
  • Offline Offline
  • Gender: Female
  • Cool story m8
    • View Profile
    • Github and whatnot
Re: Sonic Adventure Autodemo
« Reply #1 on: June 14, 2013, 08:33:03 pm »
Oh hey, it's a Glisp. Welcome back.

I laughed way too hard at the Chao Shredder. And at Amy crashing for every single reason, I guess that makes her completely useless (just like in the released version of the game. Zing!). And at the robot humping the tree.

So, some questions out of bored curiosity: Did the game freeze when the player went through the elevator void, or just fell for eternity? And what do the numbers mean from when the robot picked up the Chao?


I need a new siggy, because this siggy is shitty... shittiggy... shiggy.... something.

Glisp

  • The Protector of Darkness
  • Member+
  • *
  • Offline Offline
  • Gender: Male
  • The Dark Eternal Champion will pwn you!
    • View Profile
Re: Sonic Adventure Autodemo
« Reply #2 on: June 14, 2013, 10:20:59 pm »
Oh hey, it's a Glisp. Welcome back.

I laughed way too hard at the Chao Shredder. And at Amy crashing for every single reason, I guess that makes her completely useless (just like in the released version of the game. Zing!). And at the robot humping the tree.

So, some questions out of bored curiosity: Did the game freeze when the player went through the elevator void, or just fell for eternity? And what do the numbers mean from when the robot picked up the Chao?

Okay for your first question:
Eternal falling. Yeah, you just keep falling. It happens in the final as well if you manage to some how get out of the stages' death zones, this includes Chao Gardens. I'm guessing in the autodemo, the level doesn't have any.

As for the second question:
E-102 Gamma's lock on system was locking on things it shouldn't. The numbers indicate how many targets he's locked on at once just like in the final. It seems his lock on system is a little buggy in the autodemo when dealing with Chao. In the final, it doesn't even bother to lock onto them or the little animals.
Bleah! *Splash and Splatter*

Zowayix

  • Loose cannon mod who lives on the edge and doesn't play by the rules
  • Staff
  • *****
  • Offline Offline
  • Gender: Female
  • Cool story m8
    • View Profile
    • Github and whatnot
Re: Sonic Adventure Autodemo
« Reply #3 on: June 14, 2013, 10:48:43 pm »
As for the second question:
E-102 Gamma's lock on system was locking on things it shouldn't. The numbers indicate how many targets he's locked on at once just like in the final. It seems his lock on system is a little buggy in the autodemo when dealing with Chao. In the final, it doesn't even bother to lock onto them or the little animals.
I see. I've only played the Gamecube version up to about the final stage of Sonic's story, so I don't know who the robot is or that he does that normally. I thought it was some sort of debug mode-type thing. I take it the bordering boxes are supposed to be there too?
« Last Edit: June 14, 2013, 10:48:55 pm by Zowayix »


I need a new siggy, because this siggy is shitty... shittiggy... shiggy.... something.

Glisp

  • The Protector of Darkness
  • Member+
  • *
  • Offline Offline
  • Gender: Male
  • The Dark Eternal Champion will pwn you!
    • View Profile
Re: Sonic Adventure Autodemo
« Reply #4 on: June 14, 2013, 10:49:26 pm »
Yes they are. 

Also, that PsychoJason guy has more autodemo videos:

Emerald Coast as Sonic:
https://www.youtube.com/watch?v=_z_B4wNakRo
Also ignore the water thing where it looks like the water level's rising. It's an issue with the emulator he's using and not actually part of the game.

Final Egg as Sonic: https://www.youtube.com/watch?v=ylmk8BzzZPk
Features a duck enemy that was dropped from the final. presumably it doesn't have textures due to the auto demo's clusterfuck assets. It throws smaller ducks at you.

Speed Highway: At Dawn
https://www.youtube.com/watch?v=WcuZHuHWG0c

The stage features different objects and textures and some layout differences from the final. Many of which which are seen in old pre-release scans.
« Last Edit: June 14, 2013, 10:56:42 pm by Glisp »
Bleah! *Splash and Splatter*