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Sonic Heroes (Oct 30, 2003 prototype)
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Build date |
Oct 30 2003 18:16:44
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Dumped by |
MSX
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Released by |
MSX
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File release date |
March 3, 2021
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Origin
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NPDP cartridge
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Game
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Sonic Heroes
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System |
Nintendo GameCube
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Release date |
JP Dec 30, 2003 US Jan 5, 2004 EU Feb 6, 2004
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Notes
At the time of release, this is the only known Debug build of Sonic Heroes, but it does not boot under retail hardware or emulation without hacking.
This was in an unlabeled slot on the NPDP cartridge.
Error Log
N[OSREPORT]: USB Init Error<< Dolphin SDK - PAD release build: Aug 6 2003 04:30:02 (0x2301) >
This build is likely looking for an USB adapter like the GCP-2000.
Gecko Codes
This code will allow you to run the game under emulation and/or retail hardware by stubbing out the USB adapter the game is looking for.
[Gecko]
$Stub out USB I/O Calls [Sewer56]
04017338 60000000
04218a2c 4e800020
04218af4 4e800020
04219274 4e800020
042190dc 4e800020
04218e10 4e800020
04218f94 4e800020
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// Commented:
80017338 60000000 // NOP Call to function that inits USB I/O
80218a2c 4e800020 // Stub out HIOEnumDevices
80218af4 4e800020 // Stub out HIOInit
80219274 4e800020 // Stub out HIORead
802190dc 4e800020 // Stub out HIORead (Overload)
80218e10 4e800020 // Stub out HIOReadMailbox
80218f94 4e800020 // Stub out HIOWriteMailbox
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This code will allow you to boot into the regular main menu as opposed to "Easy Menu".
[Gecko]
$Replace Easy Menu with System Mode X [Sewer56]
C2022C90 00000004
7C0C0378 2C050003
40820008 38A00001
7D806378 90A3FF78
60000000 00000000
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// Commented:
Replace 38A0000X (end of third line) with desired system mode:
0 = PAL Select
1 = Menu
2 = InGame
3 = EasyMenu
4 = Credits
5 = EasyMenuMovie
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things.
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Origin
Images
Title screen of this prototype, accessed via hacking.
Crashes on story start if no story progression is made, otherwise works fine.
Fully functional, however buggy in that it allows you to scroll onto items not yet unlocked; and when you do so, no items render.
Challenge menu with a nice typo.
This demo is unique to this build (compared to all other known builds so far); however seems to desync due to collision changes mid way.
In-game gameplay demo of Rail Canyon.
Built-in free camera mode available when paused on Controller Port 2.
Allows you to test rendering of objects only.
In-game fully featured camera editor.
Camera debug displaying camera trigger regions and currently shown cameras.
Object collision (CCL) debug. Object collision uses a different internal system to world collision.
Mission description says 5 minutes. Actual timer is 6 minutes.
Shows the amount of CPU time taken by various in-game functions.
Allows you to view all allocations on the game's managed heap.
Shows information about the game's managed heap.
Or at least that's what it's meant to be.
Shows debug information about all loaded geometry to the screen.
Menu which tests rendering of debug text.
Shows various regions related to enemies. Area they can hear, area they can see, etc.
Tests enemy reaction icons.
Not sure what this does. I'd think it tests the links between objects (e.g. enemy to cage) but I haven't figured out how to use this so far.
Available on controller port 2. You can control events, including rewind, forward, reset etc.
Free Movement Mode a.k.a. NoClip
Available on Port 4. Edits individual particles.
Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)
Built-in object layout editor. Can edit all 3 types of layout files, DB (Design), PB (Plan), P<X> (PlanEx)
The SET editor can display item ranges, cool!
Variable editor for Special Stages.
Variable editor for Player Parameters in Special Stages.
Available on Port 3. Allows you to toggle flags which unlock in-game items.
Acknowledgments
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.
Sonic Heroes prototypes
Nintendo GameCube |
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PC |
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PlayStation 2 |
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Xbox |
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