Sonic Heroes (Oct 30, 2003 prototype): Difference between revisions
(Added controls for found debug menus in this prototype.) |
(A basic section detailing general changes in the prototype.) |
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Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. | Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. | ||
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== General Changes == | |||
* At the time of release this is the only known build to boot into "Easy Menu" without hacking. | |||
** Easy Menu lacks the ability to select team "ForEdit" (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented. | |||
** The teams for Player(s) 3/4 cannot be selected in "Easy Menu". | |||
** Sitting around in "Easy Menu" for a while may make the game freeze when starting a stage. | |||
*** Not sure what causes this; don't think it's a memory leak but this issue isn't present in other game versions. | |||
* In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet. | |||
* The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing). | |||
** This demo desyncs mid-way; likely to a change in the level's collision. | |||
* A bug in Audio Menu causes track names to not render if hovering over a track that isn't unlocked. | |||
* Starting Story Mode crashes the game if there are no stages completed. | |||
** If any story segment is complete and you are picking the starting stage, story however works fine. | |||
* Team Rose's stages appear to be the same length as the final version, that is longer than the other NPDP [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] which is shorter than [[Sonic Heroes (October 8, 2003 prototype)|8th October Prototype]]. | |||
==Debug Controls== | ==Debug Controls== | ||
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme). | This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme). | ||
=== Easy Menu (Startup Screen) === | ===Easy Menu (Startup Screen)=== | ||
3P DPAD = Change Sound Mode | 3P DPAD = Change Sound Mode | ||
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They are able to do so however in many other versions of the game. | They are able to do so however in many other versions of the game. | ||
=== Basic Debug Mode (Same as Oct 8 Prototype) === | ===Basic Debug Mode (Same as Oct 8 Prototype)=== | ||
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam) | Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam) | ||
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L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~ | L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~ | ||
=== Free Movement Mode === | ===Free Movement Mode=== | ||
Z = Enable | Z = Enable | ||
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A = Release | A = Release | ||
=== Camera Debug Mode === | ===Camera Debug Mode=== | ||
B + A = Show Camera Debug HUD | B + A = Show Camera Debug HUD | ||
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B + X = Show Camera Render Regions | B + X = Show Camera Render Regions | ||
=== Snapshot Mode (Port 2) === | ===Snapshot Mode (Port 2)=== | ||
2P Z (In-game, while paused) = Enable | 2P Z (In-game, while paused) = Enable | ||
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2P START + LStick = Rotate | 2P START + LStick = Rotate | ||
=== SET (Object Layout) Editor === | ===SET (Object Layout) Editor=== | ||
A + Z = Enable | A + Z = Enable | ||
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A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin) | A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin) | ||
=== CAM (Camera) Editor === | ===CAM (Camera) Editor=== | ||
Z + Y = Enable | Z + Y = Enable | ||
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START + A = Go to nearest object (if you don't place it again, it will be deleted) | START + A = Go to nearest object (if you don't place it again, it will be deleted) | ||
=== Memory and Profiling === | ===Memory and Profiling=== | ||
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test) | Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test) | ||
=== Story/Unlock Flags Test (Port 3) === | ===Story/Unlock Flags Test (Port 3)=== | ||
Z = Enable | Z = Enable | ||
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A = Toggle | A = Toggle | ||
=== Enemy Test (Port 3) === | ===Enemy Test (Port 3)=== | ||
START = Enable | START = Enable | ||
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Y = Toggle all OFF | Y = Toggle all OFF | ||
=== Cutscene Debug (Port 2) === | ===Cutscene Debug (Port 2)=== | ||
2P A = Start after reset. | 2P A = Start after reset. | ||
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2P START = Reset cutscene. (Crashes if done too many times.) | 2P START = Reset cutscene. (Crashes if done too many times.) | ||
=== Particle Editor (Port 4 + Port 1) === | ===Particle Editor (Port 4 + Port 1)=== | ||
4P Z + START = Enable | 4P Z + START = Enable | ||
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1P A = Test Particle | 1P A = Test Particle | ||
=== Particle Table Editor (open from Particle Editor) === | ===Particle Table Editor (open from Particle Editor)=== | ||
4P Z + A = Enter Table Editor | 4P Z + A = Enter Table Editor | ||
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1P A + LStick = Move Table Entry Origin Position | 1P A + LStick = Move Table Entry Origin Position | ||
=== Special Stage Debug (Port 4) === | ===Special Stage Debug (Port 4)=== | ||
4P A = Player Param Editor | 4P A = Player Param Editor | ||
Revision as of 17:30, March 5, 2021
Sonic Heroes (Oct 30, 2003 prototype) | ||||||||||||||||
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Download Sonic Heroes (Oct 30, 2003 prototype) (info) |
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 build is newer than the other NPDP build but older than the 18th November Prototype.
- 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 |
// 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 |
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 |
// 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. |
General Changes
- At the time of release this is the only known build to boot into "Easy Menu" without hacking.
- Easy Menu lacks the ability to select team "ForEdit" (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.
- The teams for Player(s) 3/4 cannot be selected in "Easy Menu".
- Sitting around in "Easy Menu" for a while may make the game freeze when starting a stage.
- Not sure what causes this; don't think it's a memory leak but this issue isn't present in other game versions.
- In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.
- The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).
- This demo desyncs mid-way; likely to a change in the level's collision.
- A bug in Audio Menu causes track names to not render if hovering over a track that isn't unlocked.
- Starting Story Mode crashes the game if there are no stages completed.
- If any story segment is complete and you are picking the starting stage, story however works fine.
- Team Rose's stages appear to be the same length as the final version, that is longer than the other NPDP other NPDP build which is shorter than 8th October Prototype.
Debug Controls
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).
Easy Menu (Startup Screen)
3P DPAD = Change Sound Mode
Note: Something weird about this screen is that 3P and 4P cannot select a team. They are able to do so however in many other versions of the game.
Basic Debug Mode (Same as Oct 8 Prototype)
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)
L + R + X + Y = Finish Current Stage
L + R + DPAD UP = Add 1 life.
L + R + DPAD DOWN = Add 1 ring.
L + R + DPAD LEFT = 1x level up (for all characters).
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~
Free Movement Mode
Z = Enable
LStick = Move
Z + LStick = Up/Down
A = Release
Camera Debug Mode
B + A = Show Camera Debug HUD
B + Y = Toggle Camera Mode
B + X = Show Camera Render Regions
Snapshot Mode (Port 2)
2P Z (In-game, while paused) = Enable
2P DPAD = Move Fast
2P LStick = Move Slow
2P L/R = Up/Down
2P START + L/R = Zoom
2P START + LStick = Rotate
SET (Object Layout) Editor
A + Z = Enable
START + RStick = Rotate
START + L/R = Zoom
START + X = Change "Ring Type"
START + Y = Change Speed
START + B = Place Item
START + A = Go to nearest object (if you don't place it again, it will be deleted)
B + DPAD = Change Light Gate
Y + DPAD = Change Object
A + X = Exit
A + B = Drop to Floor
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)
CAM (Camera) Editor
Z + Y = Enable
LStick = Move
L/R = Lower/Raise
B + Y = Reset Position
A + B = Switch Cam Speed
START + B = Place Item
START + A = Go to nearest object (if you don't place it again, it will be deleted)
Memory and Profiling
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)
Story/Unlock Flags Test (Port 3)
Z = Enable
L/R = Change Page
DPAD = Navigate
A = Toggle
Enemy Test (Port 3)
START = Enable
DPAD Left/Right = Change Page
DPAD Up/Down = Navigate
A = Toggle
X = Toggle all ON
Y = Toggle all OFF
Cutscene Debug (Port 2)
2P A = Start after reset. 2P B = Pause 2P X = Unpause 2P DPAD = Frame Rewind/Advance 2P START = Reset cutscene. (Crashes if done too many times.)
Particle Editor (Port 4 + Port 1)
4P Z + START = Enable
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)
4P Z = Toggle Menu Visibility
4P L/R = Select Particle
4P X = Go Down
4P Y = Go Up
4P B + A = Exit Menu
1P LStick = Move
1P DPAD = Rotate
1P L/R = Raise/Lower
1P X = Reset Rotation
1P Y = Teleport to Char
1P A = Test Particle
Particle Table Editor (open from Particle Editor)
4P Z + A = Enter Table Editor
4P B = Play Particle
4P A = Cancel Particle
1P A + LStick = Move Table Entry Origin Position
Special Stage Debug (Port 4)
4P A = Player Param Editor
4P B = Toggle Special Stage Debug Menu
4P DPAD = Navigate Menu
4P L/R = Increase/Decrease Value
Origin
Images
Acknowledgments
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.