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		<id>http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&amp;diff=108042</id>
		<title>Spyro: Year of the Dragon (Sep 4, 2000 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&amp;diff=108042"/>
		<updated>2024-01-22T23:31:48Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Soundtrack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Spyro: Year of the Dragon (Sep 4, 2000 prototype)&lt;br /&gt;
|titlescreen=Spyro3-Sep04-00.png&lt;br /&gt;
|builddate=Sep 4, 2000 00:00:00&lt;br /&gt;
|buildname=Review&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Hwd45&lt;br /&gt;
|filereleasedate=Jan 21, 2024&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=MPF 2.1 (Plextor PX-W4012TA 1.07)&lt;br /&gt;
|origin_ownership=Hwd45 (2023-Present)&lt;br /&gt;
|origin_labels=SPYRO 3 15/09/00&lt;br /&gt;
|game=Spyro: Year of the Dragon&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}&lt;br /&gt;
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}&lt;br /&gt;
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}&lt;br /&gt;
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/Crash_Bash_and_Spyro_3&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro - Year of the Dragon (Sep 4, 2000 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Spyro: Year of the Dragon for the PlayStation.&lt;br /&gt;
Previously, the September 11th prototype was known as the September 4th prototype - with the release of this build, and a greater understanding of the late development timeline, the aforementioned build has been renamed. As such, one should be aware that there are two review builds that have at one point been referred to as the September 4th prototype.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/September_4th,_2000_build}}&lt;br /&gt;
* An NTSC-U review build dated about 10 days before the final.&lt;br /&gt;
* Like the first revision of the final game, the file dates do not reflect when the game was actually built. However, there is a build string in the save file information which indicates a build date of September 4th, 2000.&lt;br /&gt;
** A similar string is also seen in the game&#039;s demos.&lt;br /&gt;
** The string - &#039;&#039;&#039;SPYRO_3(pal)-v.9.4&#039;&#039;&#039; - claims the build to be a PAL version, when it&#039;s actually NTSC-U. This build string may thus be left over from a slightly earlier version.&lt;br /&gt;
** The string is also present in the later September 11th prototype, but as that build is clearly much closer to release, it&#039;s thought that the burn date on the disc is more likely to be accurate than the save file string. By contrast, the date written on the September 4th disc is 15/09/00, a date which is clearly inaccurate to the build date, due to it being after the final build.&lt;br /&gt;
* The game features a different soundtrack to the final release, notably inlcuding tracks that would never be used in any final release as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.&lt;br /&gt;
* A number of cutscenes have minor audiovisual differences when compared to their final counterparts.&lt;br /&gt;
** All of the pre-cutscene images are missing, and are instead replaced with an image of an empty Atlas page. Interestingly, the versions of the cutscenes that the final&#039;s cutscene images depict appear to be from an earlier point in development than this build.&lt;br /&gt;
** All cutscenes are dialogue-only in this version, missing their music and sound effects (aside from recorded voice-based sound effects, like snoring or burping - rather, sounds used elsewhere in the game and sounds originating from a sound effect library seem to be the ones missing).&lt;br /&gt;
** A number of particles are missing from cutscenes, notably including magic sparkles, fireworks, and the particles produced by Sparx.&lt;br /&gt;
** In cutscenes, Sparx has the wrong color applied to his model, making him appear a very dark blue-black color.&lt;br /&gt;
** The portals to the critter levels are all similarly different in appearance - their level portals are missing, and the portal frames instead appear as if they hadn&#039;t been activated yet.&lt;br /&gt;
** In &amp;quot;The Escape!&amp;quot;, the camera is much closer to Hunter during the close-up scenes, even including the one where the camera swings in close rather than moving instantaneously. At times, the camera appears to move entirely inside the cage.&lt;br /&gt;
** In both &amp;quot;Bianca Strikes Back&amp;quot; and &amp;quot;Spike Is Born&amp;quot;, the cutscene audio ends with a loud popping sound, and the rest of the cutscene stutters dramatically (pausing for roughly 1 second for every 2 seconds of the cutscene).&lt;br /&gt;
** Like other cutscenes, the music is missing from the &amp;quot;THE END&amp;quot; cutscene. The only sound that plays throughout this cutscene are two burping sounds, both of which are identical, and neither match the ones used in the final game. Amusingly, the burps are totally absent in the later September 11th build, despite this build having the music and some of the sound effects for this cutscene.&lt;br /&gt;
* Each of the various anti-crack protection measures are not present in this version of the game.&lt;br /&gt;
** The instance of Zoe in Sunrise Spring which delivers the anti-piracy warning is missing, and thus the text used in this exchange is, too. Additionally, the code associated with this interaction hasn&#039;t been implemented, yet. The audio message is present in the STR and assigned to the correct level, however.&lt;br /&gt;
** Modchip protection also appears to be absent.&lt;br /&gt;
* Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting. A dongle file which will circumvent this protection has been included in the release package - this should be inserted into slot 2.&lt;br /&gt;
* Across the game, there are a wide array of missing sound effects, particularly in later levels.&lt;br /&gt;
* Many levels had changes to their moby placement (i.e. the in-game objects), and a fair number of moby models were tweaked slightly, too. This is especially true of the baby dragons, for which a handful were given completely new animations.&lt;br /&gt;
* The title screen audio from Spyro 2 plays instead of the audio used in the final versions of Spyro 3. The music still matches the final, however. The title screen also lacks any of the standard menu sound effects.&lt;br /&gt;
* The game only includes one autodemo, a shortened, altered version of the Sgt. Byrd in Molten Crater demo from the final game.&lt;br /&gt;
* While Skill Points are present, the &amp;quot;Skill Point!&amp;quot; text which displays upon collecting one is not. There&#039;s also no Skill Points section implemented in the Atlas, yet.&lt;br /&gt;
** The skill point in the boxing area of Frozen Altars is completely absent in this version. All other skill points are obtainable.&lt;br /&gt;
* The calculations used to determine the player&#039;s completion percentage differ from the final game. In addition, both the Atlas and the title screen perform this calculation in different ways, both of which diverge significantly from the final game.&lt;br /&gt;
** The gems collected from the final encounter with Moneybags are erroneously doubled in the title screen calculation, meaning that a full completion of the game can result in the player having anywhere from 98% to 114% completion, according to the title screen. In the final game, this figure is always 117%.&lt;br /&gt;
** A standard full completion of this build will award the player with anywhere from 100% to 103% completion, according to the Atlas, depending on the route the player takes through the game and whether they have (manually) set a progress flag which is erroneously not written to in-game.&lt;br /&gt;
* The final encounter with Moneybags has some notable differences:&lt;br /&gt;
** Moneybags drops exactly 6 individual gems at a time in this build, whereas in later builds he drops many at a time. In addition, the gems he drops seem to be of any variety (with a bias in favor of pink (25) gems dropping more often), rather than only dropping a random selection of yellow (10) and pink (25) gems until the final 100 gems, where he begins dropping gems of any variety. This results in the fight being much, much longer.&lt;br /&gt;
** In the final, the total that Moneybags drops is always deliberately less than or equal to the amount Moneybags has left to give the player. This count is not checked correctly in this build, so it&#039;s possible for Moneybags to spit out enough gems to make you go slightly over the intended gem count, causing the HUD and Atlas to desync on how many gems the player has obtained.&lt;br /&gt;
* Many audio dialogue lines are missing or changed, as are a handful of the text dialogue lines.&lt;br /&gt;
* Amusingly, the Atlas contents page lists &amp;quot;Super Bonus Worlds&amp;quot; as &amp;quot;Super Bogus Worlds&amp;quot;.&lt;br /&gt;
* The Atlas epilogue section can be viewed from the beginning of the game, rather than requiring you beat the Sorceress and collect 10 skill points, first. All 12 pages of the epilogue can be viewed, too, rather than requiring all skill points in order to view the last six pages.&lt;br /&gt;
* The images used on the level pages of the Atlas are perfectly rectangular and seem to effectively just be cropped screenshots. In the later builds, these images are given an artistic blur effect and the edges of each of these screenshots are worn down.&lt;br /&gt;
** Several of the level screenshots differ from their final equivalents. Most notably, some feature early screenshots of the levels, and Super Bonus Round&#039;s uses a recolored version of the Scorch&#039;s Pit image with &amp;quot;#50&amp;quot; scribbled over it.&lt;br /&gt;
* The &amp;quot;Quit Game&amp;quot; option in the pause menu quits straight to the title instead of asking the player if they&#039;re sure.&lt;br /&gt;
* The locked chest key sprite is a bit different, looking slightly narrower than the one in the final game.&lt;br /&gt;
* There are a few HUD sprites missing in several of the levels late into the game.&lt;br /&gt;
* The world geometry and skybox darkens slightly when the player is underwater, as in Spyro 2. In the final game, this effect was removed entirely.&lt;br /&gt;
** The underwater visuals are particularly noticeable in Evening Lake Home - in particular, the portals appear much darker and cloudier than they do in the final game, and the underside of the surface of the water appears much brighter against the darkened skybox.&lt;br /&gt;
** Additionally, the visuals in the underwater sublevel of Desert Ruins are particularly heavily affected by this effect. The skybox appears much brighter and cloudier than it does normally.&lt;br /&gt;
* Desert Ruins&#039;s loading screen skybox has blue lava instead of green, matching the design for the level in earlier builds.&lt;br /&gt;
* Some minigame challenges behave somewhat differently in this version if you finish them and then re-enter the area they&#039;re in before leaving the level.&lt;br /&gt;
* The egg requirements for Harbor Speedway and Sorceress&#039;s Lair are 100 and 120 respectively, rather than the final&#039;s 90 and 100 respectively.&lt;br /&gt;
* Many of the parameters used in the adaptive difficulty system were changed.&lt;br /&gt;
* The save file format in this version mostly matches the final format, but speedway race times are not saved to the memory card.&lt;br /&gt;
* The infamous &amp;quot;speedway bug&amp;quot;, wherein the player is locked out of obtaining certain eggs in speedway levels if they&#039;ve previously failed them, is not present in this version of the game. The issue seems to have arisen following an attempted fix for a different, less serious speedway bug.&lt;br /&gt;
* Similarly, the slightly less infamous bug which causes the &amp;quot;Spike Is Born&amp;quot; cutscene to never play is also absent in this version. The issue seems to have arisen following a slight change in how vehicles determine where to send the player.&lt;br /&gt;
* The &amp;quot;THE END&amp;quot; cutscene is never shown to the player. In the final game, the cutscene is always shown after defeating the final boss, but in this version, the game attempts to check if you&#039;ve seen the cutscene, first. Unfortunately, it only plays the cutscene if you &#039;&#039;have&#039;&#039; seen the cutscene, instead of if you haven&#039;t.&lt;br /&gt;
* The credits are not played after the &amp;quot;One Less Noble Warrior&amp;quot; or  &amp;quot;THE END&amp;quot; cutscenes, in this version. As such, they can only be seen using the credits cheat code.&lt;br /&gt;
* If a text box or an in-level cutscene plays immediately before a story cutscene starts, the aspect ratio of that interaction will persist into the cutscene.&lt;br /&gt;
** When paying Moneybags to free a critter, the screen borders which are revealed during the dialogue interaction can briefly be seen retreating to the top and bottom of the screen.&lt;br /&gt;
** After defeating the Sorceress, the aspect ratio from the cutscene of her reaching out of the lava remain throughout all of the post-Sorceress cutscenes.&lt;br /&gt;
* The &amp;quot;Level Complete&amp;quot; text does not show up properly in this build. Instead, the &amp;quot;X00/X00&amp;quot; gems counter or the &amp;quot;X/X&amp;quot; eggs counter (whichever was shown most recently) shows up a second time, and &amp;quot;Level Complete&amp;quot; appears very quickly when it disappears.&lt;br /&gt;
** &amp;quot;Level Complete&amp;quot; appears normally upon re-entry to the level, however.&lt;br /&gt;
* Hunter’s cage trap cutscene plays every time the player is in Evening Lake when they’re close enough where the cutscene takes place, rather than only taking place once when the player has finished three of the Evening Lake levels. The corresponding progress flag is not written to by this interaction, so this has no impact on gameplay.&lt;br /&gt;
** If the flag is written to using memory editing or by loading a save file from a later review build, Hunter will disappear as usual. In skateboarding areas, Hunter’s skateboard will still be present despite Hunter being invisible.&lt;br /&gt;
* Exiting Sorceress&#039;s Lair sometimes puts the player in an odd position. This is due to some missing spawn data which is present in later versions; without it, the game defaults to spawning them where Sunny Villa&#039;s portal exit would usually be.&lt;br /&gt;
* The reticle controls in a couple of the minigames are not up-down inverted as they are in later builds.&lt;br /&gt;
* The tank controls in Haunted Tomb and Sorceress&#039; Lair differ from later builds.&lt;br /&gt;
* A number of changes were made to the Help menus.&lt;br /&gt;
* In Midnight Mountain Home, there is a large hole in the geometry on the back side of the building you start in. This hole was filled in in later builds.&lt;br /&gt;
* Super Bonus Round has a few notable differences:&lt;br /&gt;
** The entrances to each of the sublevels are slightly higher than they are in later builds. As a result, flying into the archways above the doors allows you to enter the sublevels, even if you don&#039;t have enough gems to enter the intended way.&lt;br /&gt;
** Boosting in the submarine in this level causes it to move extremely fast.&lt;br /&gt;
** The skateboarding area has many gem baskets, whereas these were all replaced with gems in later builds. Later versions of this level do not include any baskets whatsoever.&lt;br /&gt;
** Bianca is absent from the final area.&lt;br /&gt;
** The dragon is called &amp;quot;Zan Jayna&amp;quot;, named after the DC Wonder Twins, instead of &amp;quot;Ying Yang&amp;quot;. This is the only dragon in the game with a different name, at this stage of development.&lt;br /&gt;
* Most appearances of Hunter include a pink patch on his arm, as he did in Spyro 2. In some cutscenes, he has brown eyes, as he did in the Japanese version of Spyro 2.&lt;br /&gt;
* In Harbor Speedway, Hunter is, for some reason, standing on the aircraft carrier instead of inside the lighthouse.&lt;br /&gt;
* The model for the Enchanted Towers NPC in Midday Garden Home has a slightly different design, with brown hair and a longer fringe. The hair color still appears to be visible in its low poly LOD model in the final game.&lt;br /&gt;
** This model is present in the later September 11th build, too, but goes unseen in-game in that version.&lt;br /&gt;
* In Enchanted Towers, the explosion sound effect which plays when the sorceress statue gets hit is notorious for how loud it is in the final game. In this version, if anything, it&#039;s too quiet!&lt;br /&gt;
* Due to several issues present in this version of the game, only 19950 gems can be obtained under normal means, instead of the full 20000. If you&#039;re willing to use some sequence breaking movement and cheat codes to warp to late levels early, this total can be bumped up to 19975.&lt;br /&gt;
** Five green (2) gems in Lost Fleet are set to an incorrect state, causing them to look and act like red (1) gems instead. This loses the player 5 gems they would otherwise have.&lt;br /&gt;
** Some leftover code in Lost Fleet causes one of the submarines to drop gems when it&#039;s not supposed to, awarding the player with an extra 150 gems. However, this also results in one of the submarines in Super Bonus Round &#039;&#039;not&#039;&#039; dropping its 175 gems, meaning the player loses 25 gems this way. By using cheat codes to play Super Bonus Round first, the player can get around this issue.&lt;br /&gt;
** 20 gems in Haunted Tomb are unobtainable due to enemies not dropping them as intended.&lt;br /&gt;
&lt;br /&gt;
=== Soundtrack ===&lt;br /&gt;
* The game features a different soundtrack to the final release, notably including tracks that would never be used in any final release, as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.&lt;br /&gt;
** Like other builds, levels not assigned their music yet are instead assigned the music for another level. In this version, &#039;&#039;&#039;a track called &amp;quot;Grape&amp;quot;&#039;&#039;&#039; (which was previously heard on Stewart Copeland&#039;s website and in the 2022 official Spyro the Dragon OST release) is used by all levels which have not been assigned their final themes, yet.&lt;br /&gt;
*** Sunrise Spring Home, Midday Garden Home, Evening Lake Home and Midnight Mountain Home all lack their respective tracks, and thus use Grape.&lt;br /&gt;
*** Buzz&#039;s Dungeon incorrectly uses Grape, despite its track being finished and implemented. Its finished theme is not assigned to any level in this build.&lt;br /&gt;
*** Starfish Reef uses Grape - considering that it&#039;s the only level to do so whilst not being a homeworld or a boss level (all of which would get their own themes in the final release), it&#039;s suspected that Grape was intended to be Starfish Reef&#039;s theme. In the final, it would just reuse the title theme.&lt;br /&gt;
*** Sorceress&#039;s Lair also uses Grape, though the build additionally includes an &#039;&#039;&#039;unfinished version of the final Sorceress&#039;s Lair theme&#039;&#039;&#039; which is not assigned to any level. This unfinished theme is notably darker and more sinister than the final track, which has a somewhat more optimistic tone.&lt;br /&gt;
** Most levels which did not have their own theme in the earliest final release but would get their own themes in NTSC-U Revision 1 use their final themes in this version, albeit with slightly different audio and instrumentation levelling:&lt;br /&gt;
*** Mushroom Speedway, Enchanted Towers, Country Speedway, Honey Speedway, Haunted Tomb and Dino Mines all use their Revision 1 themes.&lt;br /&gt;
*** Lost Fleet&#039;s Revision 1 theme (known as the haunted critter theme variant) is implemented but is not used by the level. Instead, &#039;&#039;&#039;Lost Fleet uses an entirely new theme&#039;&#039;&#039; which was not present in any final build. This theme is a finished version of the track heard in the April 25th, 2000 Prototype. It&#039;s not known why Lost Fleet has two tracks in this version, or if the Revision 1 theme had been intended to be used elsewhere.&lt;br /&gt;
*** Crystal Island&#039;s Revision 1 theme is implemented but it is instead used by Bugbot Factory, whereas Crystal Islands uses the title theme, a track which is used by Bugbot Factory in the final release. This appears to be a mixup rather than the intended order of these tracks.&lt;br /&gt;
** Crawdad Farm uses &#039;&#039;&#039;a track called Cherry&#039;&#039;&#039;, which was previously heard on Stewart Copeland&#039;s website and in the 2022 official Spyro the Dragon OST release, rather than reusing the title theme.&lt;br /&gt;
** Spider Town uses &#039;&#039;&#039;an entirely new theme&#039;&#039;&#039; which had not previously been known to the public.&lt;br /&gt;
** There are additional differences with respect to sublevel and in-game cutscene music:&lt;br /&gt;
*** All critter sublevels use the music used by the wider level, rather than using that critter&#039;s theme, especially the Lost Fleet Revision 1 theme for Sheila&#039;s sublevels. This is due to the moby code which activates their music not yet being present. As a result, the main area of Enchanted Towers uses its intended theme, rather than reusing Sgt. Byrd&#039;s Base&#039;s theme.&lt;br /&gt;
*** The Cloud Spires belfry music, the Icy Peak ice dance music and the Enchanted Towers bone dance music is all unimplemented and thus never gets used in-game.&lt;br /&gt;
&lt;br /&gt;
=== Audio Dialogue ===&lt;br /&gt;
* A number of audio dialogue lines are missing or changed:&lt;br /&gt;
** All Sparx audio dialogue and all but one of Bianca&#039;s audio messages are absent.&lt;br /&gt;
** One of Hunter&#039;s audio messages in Midday Garden Home (&amp;quot;When you see a ladder...&amp;quot;) seems to be a dev recording.&lt;br /&gt;
** One of Bob&#039;s audio messages in Icy Peak has an unused duplicate, for some reason.&lt;br /&gt;
** Two audio lines in Bamboo Terrace which are present but unused in the final game are absent from this version. It&#039;s not clear why they were given recordings so late into development when they likely hadn&#039;t been relevant for months prior to this build.&lt;br /&gt;
** Ling Ling&#039;s audio dialogue at the beginning of Bamboo Terrace refers to Evening Lake Home as &amp;quot;Sunset Shore&amp;quot;, a previously unheard of name for the level. It&#039;s likely that this name had not been used for the level for over 3 months prior to this build.&lt;br /&gt;
*** Though not audio dialogue, interestingly, a line of text dialogue in the same level also still refers to a tiger enemy that was likely cut from the game months prior.&lt;br /&gt;
** Two of Hunter&#039;s audio messages in Country Speedway diverge completely from his text dialogue, and seem to describe a version of the minigame used in the level which would have been closer to the Mushroom Speedway minigame (even going as far as to mention his plane, which doesn&#039;t appear in the mission otherwise).&lt;br /&gt;
** In the final game, The Professor has two unused audio messages in Evening Lake Home. Oddly, in this version he has three!&lt;br /&gt;
** Crazy Ed&#039;s &amp;quot;Has anyone seen my pick?&amp;quot; audio message, previously discovered in an earlier demo version of the game, is still present in Lost Fleet. This dialogue is completely unused and was removed in the final game.&lt;br /&gt;
** One of Allgeier&#039;s audio dialogue messages (&amp;quot;I&#039;ve waited 7000 years...&amp;quot;) is absent.&lt;br /&gt;
&lt;br /&gt;
=== Moby Printfs ===&lt;br /&gt;
A number of strings used in debugging are present in this version and are not known to be present in any other version. These are all strings which are printf&#039;d by mobys (the in-game objects).&lt;br /&gt;
&lt;br /&gt;
 WARNING!!!  INVALID CLASS %d for spawner %d`&lt;br /&gt;
&lt;br /&gt;
Printed by crawdad and bugbot spawners in Crawdad Farm and Bugbot Factory.&lt;br /&gt;
&lt;br /&gt;
 invalid exit data! bossMoby = %d, eggPos = %d&lt;br /&gt;
&lt;br /&gt;
Used by all level exit portals in Sparx levels.&lt;br /&gt;
&lt;br /&gt;
 Hey!  MobyUpdate_602 has a path that has no end!  Trying to return to LOS home&lt;br /&gt;
&lt;br /&gt;
Used by the spiders in Spider Town and the ladybirds in Bugbot Factory, relates to issues with moby path data.&lt;br /&gt;
&lt;br /&gt;
 FATAL ERROR!!! BROKEN CHILD LINK in boss #617&lt;br /&gt;
&lt;br /&gt;
Related to moby links in the Spider Town boss, i.e. linking the spider boss to the spawned mini-spiders.&lt;br /&gt;
&lt;br /&gt;
 BROKEN LINKS FOR MOBY 717 !!!&lt;br /&gt;
 please repair immediately&lt;br /&gt;
&lt;br /&gt;
Two strings used by Hunter in Evening Lake, printed when the moby links used in his cutscene are found to be broken.&lt;br /&gt;
&lt;br /&gt;
 SERIOUS ERROR in boss moby #622, sibling spawning failed!&lt;br /&gt;
&lt;br /&gt;
Another moby link message, this time used by the mantaray boss in Starfish Reef, relating to links between each of the mantarays in the boss area.&lt;br /&gt;
&lt;br /&gt;
 broken link for moby 953!&lt;br /&gt;
&lt;br /&gt;
Used by a moby related to the Hunter mission in Harbor Speedway.&lt;br /&gt;
&lt;br /&gt;
 WARNING... bad init path!, curNode = %d&lt;br /&gt;
&lt;br /&gt;
Another pathing message, used by the bugbot spawner in Bugbot Factory.&lt;br /&gt;
&lt;br /&gt;
 bad moby in level 48 boss, #%d&lt;br /&gt;
 &lt;br /&gt;
 ERROR!!!  %d is following the wrong dude after %d&#039;s death!  Status table follows:&lt;br /&gt;
 %d&#039;s state is %d&lt;br /&gt;
&lt;br /&gt;
Several strings used by a moby relating to the boss in Bugbot Factory. The latter is used to print a table of all of the linked moby states.&lt;br /&gt;
&lt;br /&gt;
=== Test Level ===&lt;br /&gt;
For some reason, leftover data from different builds are included in place of one of the cutscenes:&lt;br /&gt;
* In the final game, this cutscene - occupying level ID 72 - is totally absent. In its place, there are three empty WAD files.&lt;br /&gt;
* In this build, there are three non-empty files - a cutscene overlay, cutscene models and sound effects, and a cutscene level model.&lt;br /&gt;
* The cutscene overlay is unremarkable and just seems to reflect the overlay of an empty cutscene.&lt;br /&gt;
* The cutscene models and sound effects are the ones used in the level intro cutscene for Aquaria Towers in the &#039;&#039;Japanese&#039;&#039; version of Spyro &#039;&#039;2&#039;&#039;.&lt;br /&gt;
* The cutscene level model is actually a standard level in a rather unusual format. Analysis of its contents has proven that it is a previously unseen format from some time before the April 25th prototype, and it is just about close enough to that build&#039;s format to make it possible to update the level to be playable in that build.&lt;br /&gt;
&lt;br /&gt;
Some notable features of the format of this level:&lt;br /&gt;
* The dragon names component and the dragon models (and their WAD header offsets) are entirely missing, indicating that the build is from before their implementation.&lt;br /&gt;
* The difficulty flags are not set for any moby. These are generally set for mobys in the April prototype, where a very early version of the adaptive difficulty feature is present.&lt;br /&gt;
&lt;br /&gt;
Included with the release are instructions on how to get this level playable. Its most notable features:&lt;br /&gt;
* The test level is for Sheila. Sheila has an early design which somewhat matches her concept art, and notably she has horns on the top of her head.&lt;br /&gt;
* The level contains platforms for testing Sheila&#039;s jump heights. Each platform has a number written onto it using a texture, to communicate the height of the platform. These number textures are not seen in any standard level.&lt;br /&gt;
* Several gem baskets are placed throughout this level. Several mobys never seen anywhere else in this game, nor in Spyro 2 - classes 169 and 195 - are also present in this level. As we do not have the level overlay for this level, we can&#039;t confirm the behavior of these mobys, but they appear to be for testing each of Sheila&#039;s abilities.&lt;br /&gt;
* The Spyro sprite in the HUD animates particularly weirdly. Spyro&#039;s eyes are not offset from the rest of his head correctly, and there appears to be a few extra frames for some reason.&lt;br /&gt;
&lt;br /&gt;
Once in the level, Sheila can be played by changing her state to 3, and then to 1. Each of the following GameShark codes can be used in turn to perform these actions:&lt;br /&gt;
&lt;br /&gt;
 300A76EC 0003&lt;br /&gt;
 300A76EC 0001&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!99 lives&lt;br /&gt;
|R2, L2, R2, L2, Up, Up, Up, Up, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Big head Spyro&lt;br /&gt;
|Up, Up, Up, Up, R1, R1, R1, R1, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Dialogue test&lt;br /&gt;
|Square, Square, O, O, Square, Square, O, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Color change&lt;br /&gt;
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?&lt;br /&gt;
|&#039;&#039;The last button determines the color&#039;&#039;&lt;br /&gt;
&#039;&#039;Red&#039;&#039;&#039; = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;Blue&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;Pink&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039; | &#039;&#039;&#039;Green&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;Black&#039;&#039;&#039; = &#039;&#039;Down&#039;&#039; | &#039;&#039;&#039;Yellow&#039;&#039;&#039; = &#039;&#039;Up&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Extra hit point&lt;br /&gt;
|Square, Up, Square, Down, Square, Left, Square, Right, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Flat Spyro&lt;br /&gt;
|Left, Right, Left, Right, L2, R2, L2, R2, Square&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Global difficulty&lt;br /&gt;
|O, Square, Right, Left, Right, Square, O, ?&lt;br /&gt;
|&#039;&#039;The last button determines the difficulty mode. A lower number means an &#039;&#039;&#039;higher&#039;&#039;&#039; difficulty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30&#039;&#039;&#039; (easy) = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;0&#039;&#039;&#039; (normal) = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;-40&#039;&#039;&#039; (hard) = &#039;&#039;Square&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Local difficulty override&lt;br /&gt;
|Left, Right, Square, O, Square, Right, Left, ?&lt;br /&gt;
|&#039;&#039;The last button determines the difficulty mode. A lower number means an &#039;&#039;&#039;easier&#039;&#039;&#039; difficulty. &#039;&#039;&#039;-1&#039;&#039;&#039; turns the override off.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-1&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;0&#039;&#039;&#039; = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;1&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;2&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Max collectable totals&lt;br /&gt;
|Square, Square, Square, Square, O&lt;br /&gt;
|&#039;&#039;Sets all level gem and egg counts to their maxima,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;the total collected gems to 20,000 and the total eggs collected to 154 (which displays as 150)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Level warp&lt;br /&gt;
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?&lt;br /&gt;
|&#039;&#039;The last two buttons determine the level ID - does not support cutscenes in this version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O&#039;&#039;&#039; = &#039;&#039;0&#039;&#039; | &#039;&#039;&#039;1&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;2&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039; | &#039;&#039;&#039;3&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;4&#039;&#039;&#039; = &#039;&#039;Right&#039;&#039; | &#039;&#039;&#039;5&#039;&#039;&#039; = &#039;&#039;Down&#039;&#039; | &#039;&#039;&#039;6&#039;&#039;&#039; = &#039;&#039;Left&#039;&#039; | &#039;&#039;&#039;7&#039;&#039;&#039; = &#039;&#039;Up&#039;&#039; | &#039;&#039;&#039;8&#039;&#039;&#039; = &#039;&#039;R1&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|O, O, O, O, X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Permanent superflame&lt;br /&gt;
|R1, R2, L1, L2, R1, R2, L1, L2, O&lt;br /&gt;
|&#039;&#039;Causes crashing in levels where the superflame is not present&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Squidboard&lt;br /&gt;
|Up, Up, Left, Left, Right, Right, Down, Down, Square, O, Square&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!View credits&lt;br /&gt;
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The treasure finder cheat isn&#039;t present in this build.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Notes===&lt;br /&gt;
* Game is emulatable: Yes (as of January 21, 2024).&lt;br /&gt;
* Game contains dongle protection: Yes.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro3-Sep04-00.png|Title screen&lt;br /&gt;
File:Spyro3-Sep04-01.png&lt;br /&gt;
File:Spyro3-Sep04-02.png&lt;br /&gt;
File:Spyro3-Sep04-03.png&lt;br /&gt;
File:Spyro3-Sep04-04.png&lt;br /&gt;
File:Spyro3-Sep04-05.png&lt;br /&gt;
File:Spyro3-Sep04-06.png|Pause Menu&lt;br /&gt;
File:Spyro3-Sep04-07.png&lt;br /&gt;
File:Spyro3-Sep04-08.png&lt;br /&gt;
File:Spyro3-Sep04-09.png&lt;br /&gt;
File:Spyro3-Sep04-10.png&lt;br /&gt;
File:Spyro3-Sep04-11.png&lt;br /&gt;
File:Spyro3-Sep04-12.png&lt;br /&gt;
File:Spyro3-Sep04-13.png&lt;br /&gt;
File:Spyro3-Sep04-14.png&lt;br /&gt;
File:Spyro3-Sep04-15.png&lt;br /&gt;
File:Spyro3-Sep04-16.png&lt;br /&gt;
File:Spyro3-Sep04-17.png&lt;br /&gt;
File:Spyro3-Sep04-18.png&lt;br /&gt;
File:Spyro3-Sep04-19.png&lt;br /&gt;
File:Spyro3-Sep04-20.png&lt;br /&gt;
File:Spyro3-Sep04-21.png&lt;br /&gt;
File:Spyro3-Sep04-22.png&lt;br /&gt;
File:Spyro3-Sep04-23.png|Atlas&lt;br /&gt;
File:Spyro3-Sep04-24.png&lt;br /&gt;
File:Spyro3-Sep04-26.png&lt;br /&gt;
File:Spyro3-Sep04-27.png&lt;br /&gt;
File:Spyro3-Sep04-28.png&lt;br /&gt;
File:Spyro3-Sep04-29.png&lt;br /&gt;
File:Spyro3-Sep04-30.png&lt;br /&gt;
File:Spyro3-Sep04-31.png&lt;br /&gt;
File:Spyro3-Sep04-32.png|&lt;br /&gt;
File:Spyro3-Sep04-33.png|Super Bonus Round Atlas&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-00.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-01.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-02.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-03.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-04.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-05.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-06.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-07.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-08.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-09.png|Test level gameplay&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro3-Sep04-CD.JPG|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;yOtC5uWtG4g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;e8Diwwb49lc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;F-MEaNLm1q0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;jrHRn2AtfL4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;I_KYUIcr_BM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;kIrkfGcsF-Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;qHPYgMcOqPY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;DVtmXnFxC-Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&amp;diff=108041</id>
		<title>Spyro: Year of the Dragon (Sep 4, 2000 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&amp;diff=108041"/>
		<updated>2024-01-22T23:26:11Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Soundtrack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Spyro: Year of the Dragon (Sep 4, 2000 prototype)&lt;br /&gt;
|titlescreen=Spyro3-Sep04-00.png&lt;br /&gt;
|builddate=Sep 4, 2000 00:00:00&lt;br /&gt;
|buildname=Review&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Hwd45&lt;br /&gt;
|filereleasedate=Jan 21, 2024&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=MPF 2.1 (Plextor PX-W4012TA 1.07)&lt;br /&gt;
|origin_ownership=Hwd45 (2023-Present)&lt;br /&gt;
|origin_labels=SPYRO 3 15/09/00&lt;br /&gt;
|game=Spyro: Year of the Dragon&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}&lt;br /&gt;
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}&lt;br /&gt;
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}&lt;br /&gt;
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/Crash_Bash_and_Spyro_3&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro - Year of the Dragon (Sep 4, 2000 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Spyro: Year of the Dragon for the PlayStation.&lt;br /&gt;
Previously, the September 11th prototype was known as the September 4th prototype - with the release of this build, and a greater understanding of the late development timeline, the aforementioned build has been renamed. As such, one should be aware that there are two review builds that have at one point been referred to as the September 4th prototype.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/September_4th,_2000_build}}&lt;br /&gt;
* An NTSC-U review build dated about 10 days before the final.&lt;br /&gt;
* Like the first revision of the final game, the file dates do not reflect when the game was actually built. However, there is a build string in the save file information which indicates a build date of September 4th, 2000.&lt;br /&gt;
** A similar string is also seen in the game&#039;s demos.&lt;br /&gt;
** The string - &#039;&#039;&#039;SPYRO_3(pal)-v.9.4&#039;&#039;&#039; - claims the build to be a PAL version, when it&#039;s actually NTSC-U. This build string may thus be left over from a slightly earlier version.&lt;br /&gt;
** The string is also present in the later September 11th prototype, but as that build is clearly much closer to release, it&#039;s thought that the burn date on the disc is more likely to be accurate than the save file string. By contrast, the date written on the September 4th disc is 15/09/00, a date which is clearly inaccurate to the build date, due to it being after the final build.&lt;br /&gt;
* The game features a different soundtrack to the final release, notably inlcuding tracks that would never be used in any final release as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.&lt;br /&gt;
* A number of cutscenes have minor audiovisual differences when compared to their final counterparts.&lt;br /&gt;
** All of the pre-cutscene images are missing, and are instead replaced with an image of an empty Atlas page. Interestingly, the versions of the cutscenes that the final&#039;s cutscene images depict appear to be from an earlier point in development than this build.&lt;br /&gt;
** All cutscenes are dialogue-only in this version, missing their music and sound effects (aside from recorded voice-based sound effects, like snoring or burping - rather, sounds used elsewhere in the game and sounds originating from a sound effect library seem to be the ones missing).&lt;br /&gt;
** A number of particles are missing from cutscenes, notably including magic sparkles, fireworks, and the particles produced by Sparx.&lt;br /&gt;
** In cutscenes, Sparx has the wrong color applied to his model, making him appear a very dark blue-black color.&lt;br /&gt;
** The portals to the critter levels are all similarly different in appearance - their level portals are missing, and the portal frames instead appear as if they hadn&#039;t been activated yet.&lt;br /&gt;
** In &amp;quot;The Escape!&amp;quot;, the camera is much closer to Hunter during the close-up scenes, even including the one where the camera swings in close rather than moving instantaneously. At times, the camera appears to move entirely inside the cage.&lt;br /&gt;
** In both &amp;quot;Bianca Strikes Back&amp;quot; and &amp;quot;Spike Is Born&amp;quot;, the cutscene audio ends with a loud popping sound, and the rest of the cutscene stutters dramatically (pausing for roughly 1 second for every 2 seconds of the cutscene).&lt;br /&gt;
** Like other cutscenes, the music is missing from the &amp;quot;THE END&amp;quot; cutscene. The only sound that plays throughout this cutscene are two burping sounds, both of which are identical, and neither match the ones used in the final game. Amusingly, the burps are totally absent in the later September 11th build, despite this build having the music and some of the sound effects for this cutscene.&lt;br /&gt;
* Each of the various anti-crack protection measures are not present in this version of the game.&lt;br /&gt;
** The instance of Zoe in Sunrise Spring which delivers the anti-piracy warning is missing, and thus the text used in this exchange is, too. Additionally, the code associated with this interaction hasn&#039;t been implemented, yet. The audio message is present in the STR and assigned to the correct level, however.&lt;br /&gt;
** Modchip protection also appears to be absent.&lt;br /&gt;
* Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting. A dongle file which will circumvent this protection has been included in the release package - this should be inserted into slot 2.&lt;br /&gt;
* Across the game, there are a wide array of missing sound effects, particularly in later levels.&lt;br /&gt;
* Many levels had changes to their moby placement (i.e. the in-game objects), and a fair number of moby models were tweaked slightly, too. This is especially true of the baby dragons, for which a handful were given completely new animations.&lt;br /&gt;
* The title screen audio from Spyro 2 plays instead of the audio used in the final versions of Spyro 3. The music still matches the final, however. The title screen also lacks any of the standard menu sound effects.&lt;br /&gt;
* The game only includes one autodemo, a shortened, altered version of the Sgt. Byrd in Molten Crater demo from the final game.&lt;br /&gt;
* While Skill Points are present, the &amp;quot;Skill Point!&amp;quot; text which displays upon collecting one is not. There&#039;s also no Skill Points section implemented in the Atlas, yet.&lt;br /&gt;
** The skill point in the boxing area of Frozen Altars is completely absent in this version. All other skill points are obtainable.&lt;br /&gt;
* The calculations used to determine the player&#039;s completion percentage differ from the final game. In addition, both the Atlas and the title screen perform this calculation in different ways, both of which diverge significantly from the final game.&lt;br /&gt;
** The gems collected from the final encounter with Moneybags are erroneously doubled in the title screen calculation, meaning that a full completion of the game can result in the player having anywhere from 98% to 114% completion, according to the title screen. In the final game, this figure is always 117%.&lt;br /&gt;
** A standard full completion of this build will award the player with anywhere from 100% to 103% completion, according to the Atlas, depending on the route the player takes through the game and whether they have (manually) set a progress flag which is erroneously not written to in-game.&lt;br /&gt;
* The final encounter with Moneybags has some notable differences:&lt;br /&gt;
** Moneybags drops exactly 6 individual gems at a time in this build, whereas in later builds he drops many at a time. In addition, the gems he drops seem to be of any variety (with a bias in favor of pink (25) gems dropping more often), rather than only dropping a random selection of yellow (10) and pink (25) gems until the final 100 gems, where he begins dropping gems of any variety. This results in the fight being much, much longer.&lt;br /&gt;
** In the final, the total that Moneybags drops is always deliberately less than or equal to the amount Moneybags has left to give the player. This count is not checked correctly in this build, so it&#039;s possible for Moneybags to spit out enough gems to make you go slightly over the intended gem count, causing the HUD and Atlas to desync on how many gems the player has obtained.&lt;br /&gt;
* Many audio dialogue lines are missing or changed, as are a handful of the text dialogue lines.&lt;br /&gt;
* Amusingly, the Atlas contents page lists &amp;quot;Super Bonus Worlds&amp;quot; as &amp;quot;Super Bogus Worlds&amp;quot;.&lt;br /&gt;
* The Atlas epilogue section can be viewed from the beginning of the game, rather than requiring you beat the Sorceress and collect 10 skill points, first. All 12 pages of the epilogue can be viewed, too, rather than requiring all skill points in order to view the last six pages.&lt;br /&gt;
* The images used on the level pages of the Atlas are perfectly rectangular and seem to effectively just be cropped screenshots. In the later builds, these images are given an artistic blur effect and the edges of each of these screenshots are worn down.&lt;br /&gt;
** Several of the level screenshots differ from their final equivalents. Most notably, some feature early screenshots of the levels, and Super Bonus Round&#039;s uses a recolored version of the Scorch&#039;s Pit image with &amp;quot;#50&amp;quot; scribbled over it.&lt;br /&gt;
* The &amp;quot;Quit Game&amp;quot; option in the pause menu quits straight to the title instead of asking the player if they&#039;re sure.&lt;br /&gt;
* The locked chest key sprite is a bit different, looking slightly narrower than the one in the final game.&lt;br /&gt;
* There are a few HUD sprites missing in several of the levels late into the game.&lt;br /&gt;
* The world geometry and skybox darkens slightly when the player is underwater, as in Spyro 2. In the final game, this effect was removed entirely.&lt;br /&gt;
** The underwater visuals are particularly noticeable in Evening Lake Home - in particular, the portals appear much darker and cloudier than they do in the final game, and the underside of the surface of the water appears much brighter against the darkened skybox.&lt;br /&gt;
** Additionally, the visuals in the underwater sublevel of Desert Ruins are particularly heavily affected by this effect. The skybox appears much brighter and cloudier than it does normally.&lt;br /&gt;
* Desert Ruins&#039;s loading screen skybox has blue lava instead of green, matching the design for the level in earlier builds.&lt;br /&gt;
* Some minigame challenges behave somewhat differently in this version if you finish them and then re-enter the area they&#039;re in before leaving the level.&lt;br /&gt;
* The egg requirements for Harbor Speedway and Sorceress&#039;s Lair are 100 and 120 respectively, rather than the final&#039;s 90 and 100 respectively.&lt;br /&gt;
* Many of the parameters used in the adaptive difficulty system were changed.&lt;br /&gt;
* The save file format in this version mostly matches the final format, but speedway race times are not saved to the memory card.&lt;br /&gt;
* The infamous &amp;quot;speedway bug&amp;quot;, wherein the player is locked out of obtaining certain eggs in speedway levels if they&#039;ve previously failed them, is not present in this version of the game. The issue seems to have arisen following an attempted fix for a different, less serious speedway bug.&lt;br /&gt;
* Similarly, the slightly less infamous bug which causes the &amp;quot;Spike Is Born&amp;quot; cutscene to never play is also absent in this version. The issue seems to have arisen following a slight change in how vehicles determine where to send the player.&lt;br /&gt;
* The &amp;quot;THE END&amp;quot; cutscene is never shown to the player. In the final game, the cutscene is always shown after defeating the final boss, but in this version, the game attempts to check if you&#039;ve seen the cutscene, first. Unfortunately, it only plays the cutscene if you &#039;&#039;have&#039;&#039; seen the cutscene, instead of if you haven&#039;t.&lt;br /&gt;
* The credits are not played after the &amp;quot;One Less Noble Warrior&amp;quot; or  &amp;quot;THE END&amp;quot; cutscenes, in this version. As such, they can only be seen using the credits cheat code.&lt;br /&gt;
* If a text box or an in-level cutscene plays immediately before a story cutscene starts, the aspect ratio of that interaction will persist into the cutscene.&lt;br /&gt;
** When paying Moneybags to free a critter, the screen borders which are revealed during the dialogue interaction can briefly be seen retreating to the top and bottom of the screen.&lt;br /&gt;
** After defeating the Sorceress, the aspect ratio from the cutscene of her reaching out of the lava remain throughout all of the post-Sorceress cutscenes.&lt;br /&gt;
* The &amp;quot;Level Complete&amp;quot; text does not show up properly in this build. Instead, the &amp;quot;X00/X00&amp;quot; gems counter or the &amp;quot;X/X&amp;quot; eggs counter (whichever was shown most recently) shows up a second time, and &amp;quot;Level Complete&amp;quot; appears very quickly when it disappears.&lt;br /&gt;
** &amp;quot;Level Complete&amp;quot; appears normally upon re-entry to the level, however.&lt;br /&gt;
* Hunter’s cage trap cutscene plays every time the player is in Evening Lake when they’re close enough where the cutscene takes place, rather than only taking place once when the player has finished three of the Evening Lake levels. The corresponding progress flag is not written to by this interaction, so this has no impact on gameplay.&lt;br /&gt;
** If the flag is written to using memory editing or by loading a save file from a later review build, Hunter will disappear as usual. In skateboarding areas, Hunter’s skateboard will still be present despite Hunter being invisible.&lt;br /&gt;
* Exiting Sorceress&#039;s Lair sometimes puts the player in an odd position. This is due to some missing spawn data which is present in later versions; without it, the game defaults to spawning them where Sunny Villa&#039;s portal exit would usually be.&lt;br /&gt;
* The reticle controls in a couple of the minigames are not up-down inverted as they are in later builds.&lt;br /&gt;
* The tank controls in Haunted Tomb and Sorceress&#039; Lair differ from later builds.&lt;br /&gt;
* A number of changes were made to the Help menus.&lt;br /&gt;
* In Midnight Mountain Home, there is a large hole in the geometry on the back side of the building you start in. This hole was filled in in later builds.&lt;br /&gt;
* Super Bonus Round has a few notable differences:&lt;br /&gt;
** The entrances to each of the sublevels are slightly higher than they are in later builds. As a result, flying into the archways above the doors allows you to enter the sublevels, even if you don&#039;t have enough gems to enter the intended way.&lt;br /&gt;
** Boosting in the submarine in this level causes it to move extremely fast.&lt;br /&gt;
** The skateboarding area has many gem baskets, whereas these were all replaced with gems in later builds. Later versions of this level do not include any baskets whatsoever.&lt;br /&gt;
** Bianca is absent from the final area.&lt;br /&gt;
** The dragon is called &amp;quot;Zan Jayna&amp;quot;, named after the DC Wonder Twins, instead of &amp;quot;Ying Yang&amp;quot;. This is the only dragon in the game with a different name, at this stage of development.&lt;br /&gt;
* Most appearances of Hunter include a pink patch on his arm, as he did in Spyro 2. In some cutscenes, he has brown eyes, as he did in the Japanese version of Spyro 2.&lt;br /&gt;
* In Harbor Speedway, Hunter is, for some reason, standing on the aircraft carrier instead of inside the lighthouse.&lt;br /&gt;
* The model for the Enchanted Towers NPC in Midday Garden Home has a slightly different design, with brown hair and a longer fringe. The hair color still appears to be visible in its low poly LOD model in the final game.&lt;br /&gt;
** This model is present in the later September 11th build, too, but goes unseen in-game in that version.&lt;br /&gt;
* In Enchanted Towers, the explosion sound effect which plays when the sorceress statue gets hit is notorious for how loud it is in the final game. In this version, if anything, it&#039;s too quiet!&lt;br /&gt;
* Due to several issues present in this version of the game, only 19950 gems can be obtained under normal means, instead of the full 20000. If you&#039;re willing to use some sequence breaking movement and cheat codes to warp to late levels early, this total can be bumped up to 19975.&lt;br /&gt;
** Five green (2) gems in Lost Fleet are set to an incorrect state, causing them to look and act like red (1) gems instead. This loses the player 5 gems they would otherwise have.&lt;br /&gt;
** Some leftover code in Lost Fleet causes one of the submarines to drop gems when it&#039;s not supposed to, awarding the player with an extra 150 gems. However, this also results in one of the submarines in Super Bonus Round &#039;&#039;not&#039;&#039; dropping its 175 gems, meaning the player loses 25 gems this way. By using cheat codes to play Super Bonus Round first, the player can get around this issue.&lt;br /&gt;
** 20 gems in Haunted Tomb are unobtainable due to enemies not dropping them as intended.&lt;br /&gt;
&lt;br /&gt;
=== Soundtrack ===&lt;br /&gt;
* The game features a different soundtrack to the final release, notably including tracks that would never be used in any final release, as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.&lt;br /&gt;
** Like other builds, levels not assigned their music yet are instead assigned the music for another level. In this version, &#039;&#039;&#039;a track called &amp;quot;Grape&amp;quot;&#039;&#039;&#039; (which was previously heard on Stewart Copeland&#039;s website and in the 2022 official Spyro the Dragon OST release) is used by all levels which have not been assigned their final themes, yet.&lt;br /&gt;
*** Sunrise Spring Home, Midday Garden Home, Evening Lake Home and Midnight Mountain Home all lack their respective tracks, and thus use Grape.&lt;br /&gt;
*** Buzz&#039;s Dungeon incorrectly uses Grape, despite its track being finished and implemented. Its finished theme is not assigned to any level in this build.&lt;br /&gt;
*** Starfish Reef uses Grape - considering that it&#039;s the only level to do so whilst not being a homeworld or a boss level (all of which would get their own themes in the final release), it&#039;s suspected that Grape was intended to be Starfish Reef&#039;s theme. In the final, it would just reuse the title theme.&lt;br /&gt;
*** Sorceress&#039;s Lair also uses Grape, though the build additionally includes an &#039;&#039;&#039;unfinished version of the final Sorceress&#039;s Lair theme&#039;&#039;&#039; which is not assigned to any level. This unfinished theme is notably darker and more sinister than the final track, which has a somewhat more optimistic tone.&lt;br /&gt;
** Most levels which did not have their own theme in the earliest final release but would get their own themes in NTSC-U Revision 1 use their final themes in this version, albeit with slightly different audio and instrumentation levelling:&lt;br /&gt;
*** Mushroom Speedway, Enchanted Towers, Country Speedway, Honey Speedway, Haunted Tomb and Dino Mines all use their Revision 1 themes.&lt;br /&gt;
*** Lost Fleet&#039;s Revision 1 theme (known as the haunted critter theme variant) is implemented but is not used by the level. Instead, &#039;&#039;&#039;Lost Fleet uses an entirely new theme&#039;&#039;&#039; which was not present in any final build. This theme is a finished version of the track heard in the April 25th, 2000 Prototype. It&#039;s not known why Lost Fleet has two tracks in this version, or if the Revision 1 theme had been intended to be used elsewhere.&lt;br /&gt;
*** Crystal Island&#039;s Revision 1 theme is implemented but it is instead used by Bugbot Factory, whereas Crystal Islands uses the title theme, a track which is used by Bugbot Factory in the final release. This appears to be a mixup rather than the intended order of these tracks.&lt;br /&gt;
** Crawdad Farm uses &#039;&#039;&#039;a track called Cherry&#039;&#039;&#039;, which was previously heard on Stewart Copeland&#039;s website and in the 2022 official Spyro the Dragon OST release, rather than reusing the title theme.&lt;br /&gt;
** Spider Town uses &#039;&#039;&#039;an entirely new theme&#039;&#039;&#039; which had not previously been known to the public.&lt;br /&gt;
** There are additional differences with respect to sublevel and in-game cutscene music:&lt;br /&gt;
*** All critter sublevels use the music used by the wider level, rather than using that critter&#039;s theme. This is due to the moby code which activates their music not yet being present. As a result, the main area of Enchanted Towers uses its intended theme, rather than reusing Sgt. Byrd&#039;s Base&#039;s theme.&lt;br /&gt;
*** The Cloud Spires belfry music, the Icy Peak ice dance music and the Enchanted Towers bone dance music is all unimplemented and thus never gets used in-game.&lt;br /&gt;
&lt;br /&gt;
=== Audio Dialogue ===&lt;br /&gt;
* A number of audio dialogue lines are missing or changed:&lt;br /&gt;
** All Sparx audio dialogue and all but one of Bianca&#039;s audio messages are absent.&lt;br /&gt;
** One of Hunter&#039;s audio messages in Midday Garden Home (&amp;quot;When you see a ladder...&amp;quot;) seems to be a dev recording.&lt;br /&gt;
** One of Bob&#039;s audio messages in Icy Peak has an unused duplicate, for some reason.&lt;br /&gt;
** Two audio lines in Bamboo Terrace which are present but unused in the final game are absent from this version. It&#039;s not clear why they were given recordings so late into development when they likely hadn&#039;t been relevant for months prior to this build.&lt;br /&gt;
** Ling Ling&#039;s audio dialogue at the beginning of Bamboo Terrace refers to Evening Lake Home as &amp;quot;Sunset Shore&amp;quot;, a previously unheard of name for the level. It&#039;s likely that this name had not been used for the level for over 3 months prior to this build.&lt;br /&gt;
*** Though not audio dialogue, interestingly, a line of text dialogue in the same level also still refers to a tiger enemy that was likely cut from the game months prior.&lt;br /&gt;
** Two of Hunter&#039;s audio messages in Country Speedway diverge completely from his text dialogue, and seem to describe a version of the minigame used in the level which would have been closer to the Mushroom Speedway minigame (even going as far as to mention his plane, which doesn&#039;t appear in the mission otherwise).&lt;br /&gt;
** In the final game, The Professor has two unused audio messages in Evening Lake Home. Oddly, in this version he has three!&lt;br /&gt;
** Crazy Ed&#039;s &amp;quot;Has anyone seen my pick?&amp;quot; audio message, previously discovered in an earlier demo version of the game, is still present in Lost Fleet. This dialogue is completely unused and was removed in the final game.&lt;br /&gt;
** One of Allgeier&#039;s audio dialogue messages (&amp;quot;I&#039;ve waited 7000 years...&amp;quot;) is absent.&lt;br /&gt;
&lt;br /&gt;
=== Moby Printfs ===&lt;br /&gt;
A number of strings used in debugging are present in this version and are not known to be present in any other version. These are all strings which are printf&#039;d by mobys (the in-game objects).&lt;br /&gt;
&lt;br /&gt;
 WARNING!!!  INVALID CLASS %d for spawner %d`&lt;br /&gt;
&lt;br /&gt;
Printed by crawdad and bugbot spawners in Crawdad Farm and Bugbot Factory.&lt;br /&gt;
&lt;br /&gt;
 invalid exit data! bossMoby = %d, eggPos = %d&lt;br /&gt;
&lt;br /&gt;
Used by all level exit portals in Sparx levels.&lt;br /&gt;
&lt;br /&gt;
 Hey!  MobyUpdate_602 has a path that has no end!  Trying to return to LOS home&lt;br /&gt;
&lt;br /&gt;
Used by the spiders in Spider Town and the ladybirds in Bugbot Factory, relates to issues with moby path data.&lt;br /&gt;
&lt;br /&gt;
 FATAL ERROR!!! BROKEN CHILD LINK in boss #617&lt;br /&gt;
&lt;br /&gt;
Related to moby links in the Spider Town boss, i.e. linking the spider boss to the spawned mini-spiders.&lt;br /&gt;
&lt;br /&gt;
 BROKEN LINKS FOR MOBY 717 !!!&lt;br /&gt;
 please repair immediately&lt;br /&gt;
&lt;br /&gt;
Two strings used by Hunter in Evening Lake, printed when the moby links used in his cutscene are found to be broken.&lt;br /&gt;
&lt;br /&gt;
 SERIOUS ERROR in boss moby #622, sibling spawning failed!&lt;br /&gt;
&lt;br /&gt;
Another moby link message, this time used by the mantaray boss in Starfish Reef, relating to links between each of the mantarays in the boss area.&lt;br /&gt;
&lt;br /&gt;
 broken link for moby 953!&lt;br /&gt;
&lt;br /&gt;
Used by a moby related to the Hunter mission in Harbor Speedway.&lt;br /&gt;
&lt;br /&gt;
 WARNING... bad init path!, curNode = %d&lt;br /&gt;
&lt;br /&gt;
Another pathing message, used by the bugbot spawner in Bugbot Factory.&lt;br /&gt;
&lt;br /&gt;
 bad moby in level 48 boss, #%d&lt;br /&gt;
 &lt;br /&gt;
 ERROR!!!  %d is following the wrong dude after %d&#039;s death!  Status table follows:&lt;br /&gt;
 %d&#039;s state is %d&lt;br /&gt;
&lt;br /&gt;
Several strings used by a moby relating to the boss in Bugbot Factory. The latter is used to print a table of all of the linked moby states.&lt;br /&gt;
&lt;br /&gt;
=== Test Level ===&lt;br /&gt;
For some reason, leftover data from different builds are included in place of one of the cutscenes:&lt;br /&gt;
* In the final game, this cutscene - occupying level ID 72 - is totally absent. In its place, there are three empty WAD files.&lt;br /&gt;
* In this build, there are three non-empty files - a cutscene overlay, cutscene models and sound effects, and a cutscene level model.&lt;br /&gt;
* The cutscene overlay is unremarkable and just seems to reflect the overlay of an empty cutscene.&lt;br /&gt;
* The cutscene models and sound effects are the ones used in the level intro cutscene for Aquaria Towers in the &#039;&#039;Japanese&#039;&#039; version of Spyro &#039;&#039;2&#039;&#039;.&lt;br /&gt;
* The cutscene level model is actually a standard level in a rather unusual format. Analysis of its contents has proven that it is a previously unseen format from some time before the April 25th prototype, and it is just about close enough to that build&#039;s format to make it possible to update the level to be playable in that build.&lt;br /&gt;
&lt;br /&gt;
Some notable features of the format of this level:&lt;br /&gt;
* The dragon names component and the dragon models (and their WAD header offsets) are entirely missing, indicating that the build is from before their implementation.&lt;br /&gt;
* The difficulty flags are not set for any moby. These are generally set for mobys in the April prototype, where a very early version of the adaptive difficulty feature is present.&lt;br /&gt;
&lt;br /&gt;
Included with the release are instructions on how to get this level playable. Its most notable features:&lt;br /&gt;
* The test level is for Sheila. Sheila has an early design which somewhat matches her concept art, and notably she has horns on the top of her head.&lt;br /&gt;
* The level contains platforms for testing Sheila&#039;s jump heights. Each platform has a number written onto it using a texture, to communicate the height of the platform. These number textures are not seen in any standard level.&lt;br /&gt;
* Several gem baskets are placed throughout this level. Several mobys never seen anywhere else in this game, nor in Spyro 2 - classes 169 and 195 - are also present in this level. As we do not have the level overlay for this level, we can&#039;t confirm the behavior of these mobys, but they appear to be for testing each of Sheila&#039;s abilities.&lt;br /&gt;
* The Spyro sprite in the HUD animates particularly weirdly. Spyro&#039;s eyes are not offset from the rest of his head correctly, and there appears to be a few extra frames for some reason.&lt;br /&gt;
&lt;br /&gt;
Once in the level, Sheila can be played by changing her state to 3, and then to 1. Each of the following GameShark codes can be used in turn to perform these actions:&lt;br /&gt;
&lt;br /&gt;
 300A76EC 0003&lt;br /&gt;
 300A76EC 0001&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!99 lives&lt;br /&gt;
|R2, L2, R2, L2, Up, Up, Up, Up, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Big head Spyro&lt;br /&gt;
|Up, Up, Up, Up, R1, R1, R1, R1, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Dialogue test&lt;br /&gt;
|Square, Square, O, O, Square, Square, O, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Color change&lt;br /&gt;
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?&lt;br /&gt;
|&#039;&#039;The last button determines the color&#039;&#039;&lt;br /&gt;
&#039;&#039;Red&#039;&#039;&#039; = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;Blue&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;Pink&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039; | &#039;&#039;&#039;Green&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;Black&#039;&#039;&#039; = &#039;&#039;Down&#039;&#039; | &#039;&#039;&#039;Yellow&#039;&#039;&#039; = &#039;&#039;Up&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Extra hit point&lt;br /&gt;
|Square, Up, Square, Down, Square, Left, Square, Right, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Flat Spyro&lt;br /&gt;
|Left, Right, Left, Right, L2, R2, L2, R2, Square&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Global difficulty&lt;br /&gt;
|O, Square, Right, Left, Right, Square, O, ?&lt;br /&gt;
|&#039;&#039;The last button determines the difficulty mode. A lower number means an &#039;&#039;&#039;higher&#039;&#039;&#039; difficulty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30&#039;&#039;&#039; (easy) = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;0&#039;&#039;&#039; (normal) = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;-40&#039;&#039;&#039; (hard) = &#039;&#039;Square&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Local difficulty override&lt;br /&gt;
|Left, Right, Square, O, Square, Right, Left, ?&lt;br /&gt;
|&#039;&#039;The last button determines the difficulty mode. A lower number means an &#039;&#039;&#039;easier&#039;&#039;&#039; difficulty. &#039;&#039;&#039;-1&#039;&#039;&#039; turns the override off.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-1&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;0&#039;&#039;&#039; = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;1&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;2&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Max collectable totals&lt;br /&gt;
|Square, Square, Square, Square, O&lt;br /&gt;
|&#039;&#039;Sets all level gem and egg counts to their maxima,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;the total collected gems to 20,000 and the total eggs collected to 154 (which displays as 150)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Level warp&lt;br /&gt;
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?&lt;br /&gt;
|&#039;&#039;The last two buttons determine the level ID - does not support cutscenes in this version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O&#039;&#039;&#039; = &#039;&#039;0&#039;&#039; | &#039;&#039;&#039;1&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;2&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039; | &#039;&#039;&#039;3&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;4&#039;&#039;&#039; = &#039;&#039;Right&#039;&#039; | &#039;&#039;&#039;5&#039;&#039;&#039; = &#039;&#039;Down&#039;&#039; | &#039;&#039;&#039;6&#039;&#039;&#039; = &#039;&#039;Left&#039;&#039; | &#039;&#039;&#039;7&#039;&#039;&#039; = &#039;&#039;Up&#039;&#039; | &#039;&#039;&#039;8&#039;&#039;&#039; = &#039;&#039;R1&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|O, O, O, O, X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Permanent superflame&lt;br /&gt;
|R1, R2, L1, L2, R1, R2, L1, L2, O&lt;br /&gt;
|&#039;&#039;Causes crashing in levels where the superflame is not present&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Squidboard&lt;br /&gt;
|Up, Up, Left, Left, Right, Right, Down, Down, Square, O, Square&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!View credits&lt;br /&gt;
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The treasure finder cheat isn&#039;t present in this build.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Notes===&lt;br /&gt;
* Game is emulatable: Yes (as of January 21, 2024).&lt;br /&gt;
* Game contains dongle protection: Yes.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro3-Sep04-00.png|Title screen&lt;br /&gt;
File:Spyro3-Sep04-01.png&lt;br /&gt;
File:Spyro3-Sep04-02.png&lt;br /&gt;
File:Spyro3-Sep04-03.png&lt;br /&gt;
File:Spyro3-Sep04-04.png&lt;br /&gt;
File:Spyro3-Sep04-05.png&lt;br /&gt;
File:Spyro3-Sep04-06.png|Pause Menu&lt;br /&gt;
File:Spyro3-Sep04-07.png&lt;br /&gt;
File:Spyro3-Sep04-08.png&lt;br /&gt;
File:Spyro3-Sep04-09.png&lt;br /&gt;
File:Spyro3-Sep04-10.png&lt;br /&gt;
File:Spyro3-Sep04-11.png&lt;br /&gt;
File:Spyro3-Sep04-12.png&lt;br /&gt;
File:Spyro3-Sep04-13.png&lt;br /&gt;
File:Spyro3-Sep04-14.png&lt;br /&gt;
File:Spyro3-Sep04-15.png&lt;br /&gt;
File:Spyro3-Sep04-16.png&lt;br /&gt;
File:Spyro3-Sep04-17.png&lt;br /&gt;
File:Spyro3-Sep04-18.png&lt;br /&gt;
File:Spyro3-Sep04-19.png&lt;br /&gt;
File:Spyro3-Sep04-20.png&lt;br /&gt;
File:Spyro3-Sep04-21.png&lt;br /&gt;
File:Spyro3-Sep04-22.png&lt;br /&gt;
File:Spyro3-Sep04-23.png|Atlas&lt;br /&gt;
File:Spyro3-Sep04-24.png&lt;br /&gt;
File:Spyro3-Sep04-26.png&lt;br /&gt;
File:Spyro3-Sep04-27.png&lt;br /&gt;
File:Spyro3-Sep04-28.png&lt;br /&gt;
File:Spyro3-Sep04-29.png&lt;br /&gt;
File:Spyro3-Sep04-30.png&lt;br /&gt;
File:Spyro3-Sep04-31.png&lt;br /&gt;
File:Spyro3-Sep04-32.png|&lt;br /&gt;
File:Spyro3-Sep04-33.png|Super Bonus Round Atlas&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-00.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-01.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-02.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-03.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-04.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-05.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-06.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-07.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-08.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-09.png|Test level gameplay&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro3-Sep04-CD.JPG|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;yOtC5uWtG4g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;e8Diwwb49lc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;F-MEaNLm1q0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;jrHRn2AtfL4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;I_KYUIcr_BM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;kIrkfGcsF-Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;qHPYgMcOqPY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;DVtmXnFxC-Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&amp;diff=108020</id>
		<title>Spyro: Year of the Dragon (Sep 4, 2000 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&amp;diff=108020"/>
		<updated>2024-01-22T09:58:32Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* GameShark codes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Spyro: Year of the Dragon (Sep 4, 2000 prototype)&lt;br /&gt;
|titlescreen=Spyro3-Sep04-00.png&lt;br /&gt;
|builddate=Sep 4, 2000 00:00:00&lt;br /&gt;
|buildname=Review&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Hwd45&lt;br /&gt;
|filereleasedate=Jan 21, 2024&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=MPF 2.1 (Plextor PX-W4012TA 1.07)&lt;br /&gt;
|origin_ownership=Hwd45 (2023-Present)&lt;br /&gt;
|origin_labels=SPYRO 3 15/09/00&lt;br /&gt;
|game=Spyro: Year of the Dragon&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}&lt;br /&gt;
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}&lt;br /&gt;
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}&lt;br /&gt;
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/Crash_Bash_and_Spyro_3&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro - Year of the Dragon (Sep 4, 2000 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Spyro: Year of the Dragon for the PlayStation.&lt;br /&gt;
Previously, the September 11th prototype was known as the September 4th prototype - with the release of this build, and a greater understanding of the late development timeline, the aforementioned build has been renamed. As such, one should be aware that there are two review builds that have at one point been referred to as the September 4th prototype.&lt;br /&gt;
&lt;br /&gt;
==GameShark codes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[GameShark]&lt;br /&gt;
$Restore Double Jump&amp;lt;br&amp;gt;&lt;br /&gt;
8004C432 2400&amp;lt;br&amp;gt;&lt;br /&gt;
8004C4CE 2400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Re-implement sublevel themes&amp;lt;br&amp;gt;&lt;br /&gt;
30064E41 000C&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E41 0006&amp;lt;br&amp;gt;&lt;br /&gt;
30064E43 0014&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E43 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E44 0005&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E44 0006&amp;lt;br&amp;gt;&lt;br /&gt;
30064E47 000A&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4B 000D&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0000&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4B 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4C 0019&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0002&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4C 0020&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4D 0000&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0002&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4D 001F&amp;lt;br&amp;gt;&lt;br /&gt;
30064E53 001C&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E53 001F&amp;lt;br&amp;gt;&lt;br /&gt;
30064E55 0007&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0002&amp;lt;br&amp;gt;&lt;br /&gt;
30064E55 001A&amp;lt;br&amp;gt;&lt;br /&gt;
30064E56 0010&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E56 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5C 0013&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0002&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5C 001F&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5D 001D&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5D 0020&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5E 0011&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0002&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5E 001A&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5F 0016&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0003&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5F 001A&amp;lt;br&amp;gt;&lt;br /&gt;
30064E62 0003&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/September_4th,_2000_build}}&lt;br /&gt;
* An NTSC-U review build dated about 10 days before the final.&lt;br /&gt;
* Like the first revision of the final game, the file dates do not reflect when the game was actually built. However, there is a build string in the save file information which indicates a build date of September 4th, 2000.&lt;br /&gt;
** A similar string is also seen in the game&#039;s demos.&lt;br /&gt;
** The string - &#039;&#039;&#039;SPYRO_3(pal)-v.9.4&#039;&#039;&#039; - claims the build to be a PAL version, when it&#039;s actually NTSC-U. This build string may thus be left over from a slightly earlier version.&lt;br /&gt;
** The string is also present in the later September 11th prototype, but as that build is clearly much closer to release, it&#039;s thought that the burn date on the disc is more likely to be accurate than the save file string. By contrast, the date written on the September 4th disc is 15/09/00, a date which is clearly inaccurate to the build date, due to it being after the final build.&lt;br /&gt;
* The game features a different soundtrack to the final release, notably inlcuding tracks that would never be used in any final release as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.&lt;br /&gt;
* A number of cutscenes have minor audiovisual differences when compared to their final counterparts.&lt;br /&gt;
** All of the pre-cutscene images are missing, and are instead replaced with an image of an empty Atlas page. Interestingly, the versions of the cutscenes that the final&#039;s cutscene images depict appear to be from an earlier point in development than this build.&lt;br /&gt;
** All cutscenes are dialogue-only in this version, missing their music and sound effects (aside from recorded voice-based sound effects, like snoring or burping - rather, sounds used elsewhere in the game and sounds originating from a sound effect library seem to be the ones missing).&lt;br /&gt;
** A number of particles are missing from cutscenes, notably including magic sparkles, fireworks, and the particles produced by Sparx.&lt;br /&gt;
** In cutscenes, Sparx has the wrong color applied to his model, making him appear a very dark blue-black color.&lt;br /&gt;
** The portals to the critter levels are all similarly different in appearance - their level portals are missing, and the portal frames instead appear as if they hadn&#039;t been activated yet.&lt;br /&gt;
** In &amp;quot;The Escape!&amp;quot;, the camera is much closer to Hunter during the close-up scenes, even including the one where the camera swings in close rather than moving instantaneously. At times, the camera appears to move entirely inside the cage.&lt;br /&gt;
** In both &amp;quot;Bianca Strikes Back&amp;quot; and &amp;quot;Spike Is Born&amp;quot;, the cutscene audio ends with a loud popping sound, and the rest of the cutscene stutters dramatically (pausing for roughly 1 second for every 2 seconds of the cutscene).&lt;br /&gt;
** Like other cutscenes, the music is missing from the &amp;quot;THE END&amp;quot; cutscene. The only sound that plays throughout this cutscene are two burping sounds, both of which are identical, and neither match the ones used in the final game. Amusingly, the burps are totally absent in the later September 11th build, despite this build having the music and some of the sound effects for this cutscene.&lt;br /&gt;
* Each of the various anti-crack protection measures are not present in this version of the game.&lt;br /&gt;
** The instance of Zoe in Sunrise Spring which delivers the anti-piracy warning is missing, and thus the text used in this exchange is, too. Additionally, the code associated with this interaction hasn&#039;t been implemented, yet. The audio message is present in the STR and assigned to the correct level, however.&lt;br /&gt;
** Modchip protection also appears to be absent.&lt;br /&gt;
* Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting. A dongle file which will circumvent this protection has been included in the release package - this should be inserted into slot 2.&lt;br /&gt;
* Across the game, there are a wide array of missing sound effects, particularly in later levels.&lt;br /&gt;
* Many levels had changes to their moby placement (i.e. the in-game objects), and a fair number of moby models were tweaked slightly, too. This is especially true of the baby dragons, for which a handful were given completely new animations.&lt;br /&gt;
* The title screen audio from Spyro 2 plays instead of the audio used in the final versions of Spyro 3. The music still matches the final, however. The title screen also lacks any of the standard menu sound effects.&lt;br /&gt;
* The game only includes one autodemo, a shortened, altered version of the Sgt. Byrd in Molten Crater demo from the final game.&lt;br /&gt;
* While Skill Points are present, the &amp;quot;Skill Point!&amp;quot; text which displays upon collecting one is not. There&#039;s also no Skill Points section implemented in the Atlas, yet.&lt;br /&gt;
** The skill point in the boxing area of Frozen Altars is completely absent in this version. All other skill points are obtainable.&lt;br /&gt;
* The calculations used to determine the player&#039;s completion percentage differ from the final game. In addition, both the Atlas and the title screen perform this calculation in different ways, both of which diverge significantly from the final game.&lt;br /&gt;
** The gems collected from the final encounter with Moneybags are erroneously doubled in the title screen calculation, meaning that a full completion of the game can result in the player having anywhere from 98% to 114% completion, according to the title screen. In the final game, this figure is always 117%.&lt;br /&gt;
** A standard full completion of this build will award the player with anywhere from 100% to 103% completion, according to the Atlas, depending on the route the player takes through the game and whether they have (manually) set a progress flag which is erroneously not written to in-game.&lt;br /&gt;
* The final encounter with Moneybags has some notable differences:&lt;br /&gt;
** Moneybags drops exactly 6 individual gems at a time in this build, whereas in later builds he drops many at a time. In addition, the gems he drops seem to be of any variety (with a bias in favor of pink (25) gems dropping more often), rather than only dropping a random selection of yellow (10) and pink (25) gems until the final 100 gems, where he begins dropping gems of any variety. This results in the fight being much, much longer.&lt;br /&gt;
** In the final, the total that Moneybags drops is always deliberately less than or equal to the amount Moneybags has left to give the player. This count is not checked correctly in this build, so it&#039;s possible for Moneybags to spit out enough gems to make you go slightly over the intended gem count, causing the HUD and Atlas to desync on how many gems the player has obtained.&lt;br /&gt;
* Many audio dialogue lines are missing or changed, as are a handful of the text dialogue lines.&lt;br /&gt;
* Amusingly, the Atlas contents page lists &amp;quot;Super Bonus Worlds&amp;quot; as &amp;quot;Super Bogus Worlds&amp;quot;.&lt;br /&gt;
* The Atlas epilogue section can be viewed from the beginning of the game, rather than requiring you beat the Sorceress and collect 10 skill points, first. All 12 pages of the epilogue can be viewed, too, rather than requiring all skill points in order to view the last six pages.&lt;br /&gt;
* The images used on the level pages of the Atlas are perfectly rectangular and seem to effectively just be cropped screenshots. In the later builds, these images are given an artistic blur effect and the edges of each of these screenshots are worn down.&lt;br /&gt;
** Several of the level screenshots differ from their final equivalents. Most notably, some feature early screenshots of the levels, and Super Bonus Round&#039;s uses a recolored version of the Scorch&#039;s Pit image with &amp;quot;#50&amp;quot; scribbled over it.&lt;br /&gt;
* The &amp;quot;Quit Game&amp;quot; option in the pause menu quits straight to the title instead of asking the player if they&#039;re sure.&lt;br /&gt;
* The locked chest key sprite is a bit different, looking slightly narrower than the one in the final game.&lt;br /&gt;
* There are a few HUD sprites missing in several of the levels late into the game.&lt;br /&gt;
* The world geometry and skybox darkens slightly when the player is underwater, as in Spyro 2. In the final game, this effect was removed entirely.&lt;br /&gt;
** The underwater visuals are particularly noticeable in Evening Lake Home - in particular, the portals appear much darker and cloudier than they do in the final game, and the underside of the surface of the water appears much brighter against the darkened skybox.&lt;br /&gt;
** Additionally, the visuals in the underwater sublevel of Desert Ruins are particularly heavily affected by this effect. The skybox appears much brighter and cloudier than it does normally.&lt;br /&gt;
* Desert Ruins&#039;s loading screen skybox has blue lava instead of green, matching the design for the level in earlier builds.&lt;br /&gt;
* Some minigame challenges behave somewhat differently in this version if you finish them and then re-enter the area they&#039;re in before leaving the level.&lt;br /&gt;
* The egg requirements for Harbor Speedway and Sorceress&#039;s Lair are 100 and 120 respectively, rather than the final&#039;s 90 and 100 respectively.&lt;br /&gt;
* Many of the parameters used in the adaptive difficulty system were changed.&lt;br /&gt;
* The save file format in this version mostly matches the final format, but speedway race times are not saved to the memory card.&lt;br /&gt;
* The infamous &amp;quot;speedway bug&amp;quot;, wherein the player is locked out of obtaining certain eggs in speedway levels if they&#039;ve previously failed them, is not present in this version of the game. The issue seems to have arisen following an attempted fix for a different, less serious speedway bug.&lt;br /&gt;
* Similarly, the slightly less infamous bug which causes the &amp;quot;Spike Is Born&amp;quot; cutscene to never play is also absent in this version. The issue seems to have arisen following a slight change in how vehicles determine where to send the player.&lt;br /&gt;
* The &amp;quot;THE END&amp;quot; cutscene is never shown to the player. In the final game, the cutscene is always shown after defeating the final boss, but in this version, the game attempts to check if you&#039;ve seen the cutscene, first. Unfortunately, it only plays the cutscene if you &#039;&#039;have&#039;&#039; seen the cutscene, instead of if you haven&#039;t.&lt;br /&gt;
* The credits are not played after the &amp;quot;One Less Noble Warrior&amp;quot; or  &amp;quot;THE END&amp;quot; cutscenes, in this version. As such, they can only be seen using the credits cheat code.&lt;br /&gt;
* If a text box or an in-level cutscene plays immediately before a story cutscene starts, the aspect ratio of that interaction will persist into the cutscene.&lt;br /&gt;
** When paying Moneybags to free a critter, the screen borders which are revealed during the dialogue interaction can briefly be seen retreating to the top and bottom of the screen.&lt;br /&gt;
** After defeating the Sorceress, the aspect ratio from the cutscene of her reaching out of the lava remain throughout all of the post-Sorceress cutscenes.&lt;br /&gt;
* The &amp;quot;Level Complete&amp;quot; text does not show up properly in this build. Instead, the &amp;quot;X00/X00&amp;quot; gems counter or the &amp;quot;X/X&amp;quot; eggs counter (whichever was shown most recently) shows up a second time, and &amp;quot;Level Complete&amp;quot; appears very quickly when it disappears.&lt;br /&gt;
** &amp;quot;Level Complete&amp;quot; appears normally upon re-entry to the level, however.&lt;br /&gt;
* Hunter’s cage trap cutscene plays every time the player is in Evening Lake when they’re close enough where the cutscene takes place, rather than only taking place once when the player has finished three of the Evening Lake levels. The corresponding progress flag is not written to by this interaction, so this has no impact on gameplay.&lt;br /&gt;
** If the flag is written to using memory editing or by loading a save file from a later review build, Hunter will disappear as usual. In skateboarding areas, Hunter’s skateboard will still be present despite Hunter being invisible.&lt;br /&gt;
* Exiting Sorceress&#039;s Lair sometimes puts the player in an odd position. This is due to some missing spawn data which is present in later versions; without it, the game defaults to spawning them where Sunny Villa&#039;s portal exit would usually be.&lt;br /&gt;
* The reticle controls in a couple of the minigames are not up-down inverted as they are in later builds.&lt;br /&gt;
* The tank controls in Haunted Tomb and Sorceress&#039; Lair differ from later builds.&lt;br /&gt;
* A number of changes were made to the Help menus.&lt;br /&gt;
* In Midnight Mountain Home, there is a large hole in the geometry on the back side of the building you start in. This hole was filled in in later builds.&lt;br /&gt;
* Super Bonus Round has a few notable differences:&lt;br /&gt;
** The entrances to each of the sublevels are slightly higher than they are in later builds. As a result, flying into the archways above the doors allows you to enter the sublevels, even if you don&#039;t have enough gems to enter the intended way.&lt;br /&gt;
** Boosting in the submarine in this level causes it to move extremely fast.&lt;br /&gt;
** The skateboarding area has many gem baskets, whereas these were all replaced with gems in later builds. Later versions of this level do not include any baskets whatsoever.&lt;br /&gt;
** Bianca is absent from the final area.&lt;br /&gt;
** The dragon is called &amp;quot;Zan Jayna&amp;quot;, named after the DC Wonder Twins, instead of &amp;quot;Ying Yang&amp;quot;. This is the only dragon in the game with a different name, at this stage of development.&lt;br /&gt;
* Most appearances of Hunter include a pink patch on his arm, as he did in Spyro 2. In some cutscenes, he has brown eyes, as he did in the Japanese version of Spyro 2.&lt;br /&gt;
* In Harbor Speedway, Hunter is, for some reason, standing on the aircraft carrier instead of inside the lighthouse.&lt;br /&gt;
* The model for the Enchanted Towers NPC in Midday Garden Home has a slightly different design, with brown hair and a longer fringe. The hair color still appears to be visible in its low poly LOD model in the final game.&lt;br /&gt;
** This model is present in the later September 11th build, too, but goes unseen in-game in that version.&lt;br /&gt;
* In Enchanted Towers, the explosion sound effect which plays when the sorceress statue gets hit is notorious for how loud it is in the final game. In this version, if anything, it&#039;s too quiet!&lt;br /&gt;
* Due to several issues present in this version of the game, only 19950 gems can be obtained under normal means, instead of the full 20000. If you&#039;re willing to use some sequence breaking movement and cheat codes to warp to late levels early, this total can be bumped up to 19975.&lt;br /&gt;
** Five green (2) gems in Lost Fleet are set to an incorrect state, causing them to look and act like red (1) gems instead. This loses the player 5 gems they would otherwise have.&lt;br /&gt;
** Some leftover code in Lost Fleet causes one of the submarines to drop gems when it&#039;s not supposed to, awarding the player with an extra 150 gems. However, this also results in one of the submarines in Super Bonus Round &#039;&#039;not&#039;&#039; dropping its 175 gems, meaning the player loses 25 gems this way. By using cheat codes to play Super Bonus Round first, the player can get around this issue.&lt;br /&gt;
** 20 gems in Haunted Tomb are unobtainable due to enemies not dropping them as intended.&lt;br /&gt;
&lt;br /&gt;
=== Soundtrack ===&lt;br /&gt;
* The game features a different soundtrack to the final release, notably including tracks that would never be used in any final release, as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.&lt;br /&gt;
** Like other builds, levels not assigned their music yet are instead assigned the music for another level. In this version, &#039;&#039;&#039;a track called &amp;quot;Grape&amp;quot;&#039;&#039;&#039; (which was previously heard on Stewart Copeland&#039;s website and in the 2022 official Spyro the Dragon OST release) is used by all levels which have not been assigned their final themes, yet.&lt;br /&gt;
*** Sunrise Spring Home, Midday Garden Home, Evening Lake Home and Midnight Mountain Home all lack their respective tracks, and thus use Grape.&lt;br /&gt;
*** Buzz&#039;s Dungeon incorrectly uses Grape, despite its track being finished and implemented. Its finished theme is not assigned to any level in this build.&lt;br /&gt;
*** Starfish Reef uses Grape - considering that it&#039;s the only level to do so whilst not being a homeworld or a boss level (all of which would get their own themes in the final release), it&#039;s suspected that Grape was intended to be Starfish Reef&#039;s theme. In the final, it would just reuse the title theme.&lt;br /&gt;
*** Sorceress&#039;s Lair also uses Grape, though the build additionally includes an &#039;&#039;&#039;unfinished version of the final Sorceress&#039;s Lair theme&#039;&#039;&#039; which is not assigned to any level. This unfinished theme is notably darker and more sinister than the final track, which has a somewhat more optimistic tone.&lt;br /&gt;
** Most levels which did not have their own theme in the earliest final release but would get their own themes in NTSC-U Revision 1 use their final themes in this version, albeit with slightly different audio and instrumentation levelling:&lt;br /&gt;
*** Mushroom Speedway, Enchanted Towers, Country Speedway, Honey Speedway, Haunted Tomb and Dino Mines all use their Revision 1 themes.&lt;br /&gt;
*** Lost Fleet&#039;s Revision 1 theme is implemented but is not used by the level. Instead, &#039;&#039;&#039;Lost Fleet uses an entirely new theme&#039;&#039;&#039; which was not present in any final build. This theme is a finished version of the track heard in the April 25th, 2000 Prototype. It&#039;s not known why Lost Fleet has two tracks in this version, or if the Revision 1 theme had been intended to be used elsewhere.&lt;br /&gt;
*** Crystal Island&#039;s Revision 1 theme is implemented but it is instead used by Bugbot Factory, whereas Crystal Islands uses the title theme, a track which is used by Bugbot Factory in the final release. This appears to be a mixup rather than the intended order of these tracks.&lt;br /&gt;
** Crawdad Farm uses &#039;&#039;&#039;a track called Cherry&#039;&#039;&#039;, which was previously heard on Stewart Copeland&#039;s website and in the 2022 official Spyro the Dragon OST release, rather than reusing the title theme.&lt;br /&gt;
** Spider Town uses &#039;&#039;&#039;an entirely new theme&#039;&#039;&#039; which had not previously been known to the public.&lt;br /&gt;
** There are additional differences with respect to sublevel and in-game cutscene music:&lt;br /&gt;
*** All critter sublevels use the music used by the wider level, rather than using that critter&#039;s theme. This is due to the moby code which activates their music not yet being present. As a result, the main area of Enchanted Towers uses its intended theme, rather than reusing Sgt. Byrd&#039;s Base&#039;s theme.&lt;br /&gt;
*** The Cloud Spires belfry music, the Icy Peak ice dance music and the Enchanted Towers bone dance music is all unimplemented and thus never gets used in-game.&lt;br /&gt;
&lt;br /&gt;
=== Audio Dialogue ===&lt;br /&gt;
* A number of audio dialogue lines are missing or changed:&lt;br /&gt;
** All Sparx audio dialogue and all but one of Bianca&#039;s audio messages are absent.&lt;br /&gt;
** One of Hunter&#039;s audio messages in Midday Garden Home (&amp;quot;When you see a ladder...&amp;quot;) seems to be a dev recording.&lt;br /&gt;
** One of Bob&#039;s audio messages in Icy Peak has an unused duplicate, for some reason.&lt;br /&gt;
** Two audio lines in Bamboo Terrace which are present but unused in the final game are absent from this version. It&#039;s not clear why they were given recordings so late into development when they likely hadn&#039;t been relevant for months prior to this build.&lt;br /&gt;
** Ling Ling&#039;s audio dialogue at the beginning of Bamboo Terrace refers to Evening Lake Home as &amp;quot;Sunset Shore&amp;quot;, a previously unheard of name for the level. It&#039;s likely that this name had not been used for the level for over 3 months prior to this build.&lt;br /&gt;
*** Though not audio dialogue, interestingly, a line of text dialogue in the same level also still refers to a tiger enemy that was likely cut from the game months prior.&lt;br /&gt;
** Two of Hunter&#039;s audio messages in Country Speedway diverge completely from his text dialogue, and seem to describe a version of the minigame used in the level which would have been closer to the Mushroom Speedway minigame (even going as far as to mention his plane, which doesn&#039;t appear in the mission otherwise).&lt;br /&gt;
** In the final game, The Professor has two unused audio messages in Evening Lake Home. Oddly, in this version he has three!&lt;br /&gt;
** Crazy Ed&#039;s &amp;quot;Has anyone seen my pick?&amp;quot; audio message, previously discovered in an earlier demo version of the game, is still present in Lost Fleet. This dialogue is completely unused and was removed in the final game.&lt;br /&gt;
** One of Allgeier&#039;s audio dialogue messages (&amp;quot;I&#039;ve waited 7000 years...&amp;quot;) is absent.&lt;br /&gt;
&lt;br /&gt;
=== Moby Printfs ===&lt;br /&gt;
A number of strings used in debugging are present in this version and are not known to be present in any other version. These are all strings which are printf&#039;d by mobys (the in-game objects).&lt;br /&gt;
&lt;br /&gt;
 WARNING!!!  INVALID CLASS %d for spawner %d`&lt;br /&gt;
&lt;br /&gt;
Printed by crawdad and bugbot spawners in Crawdad Farm and Bugbot Factory.&lt;br /&gt;
&lt;br /&gt;
 invalid exit data! bossMoby = %d, eggPos = %d&lt;br /&gt;
&lt;br /&gt;
Used by all level exit portals in Sparx levels.&lt;br /&gt;
&lt;br /&gt;
 Hey!  MobyUpdate_602 has a path that has no end!  Trying to return to LOS home&lt;br /&gt;
&lt;br /&gt;
Used by the spiders in Spider Town and the ladybirds in Bugbot Factory, relates to issues with moby path data.&lt;br /&gt;
&lt;br /&gt;
 FATAL ERROR!!! BROKEN CHILD LINK in boss #617&lt;br /&gt;
&lt;br /&gt;
Related to moby links in the Spider Town boss, i.e. linking the spider boss to the spawned mini-spiders.&lt;br /&gt;
&lt;br /&gt;
 BROKEN LINKS FOR MOBY 717 !!!&lt;br /&gt;
 please repair immediately&lt;br /&gt;
&lt;br /&gt;
Two strings used by Hunter in Evening Lake, printed when the moby links used in his cutscene are found to be broken.&lt;br /&gt;
&lt;br /&gt;
 SERIOUS ERROR in boss moby #622, sibling spawning failed!&lt;br /&gt;
&lt;br /&gt;
Another moby link message, this time used by the mantaray boss in Starfish Reef, relating to links between each of the mantarays in the boss area.&lt;br /&gt;
&lt;br /&gt;
 broken link for moby 953!&lt;br /&gt;
&lt;br /&gt;
Used by a moby related to the Hunter mission in Harbor Speedway.&lt;br /&gt;
&lt;br /&gt;
 WARNING... bad init path!, curNode = %d&lt;br /&gt;
&lt;br /&gt;
Another pathing message, used by the bugbot spawner in Bugbot Factory.&lt;br /&gt;
&lt;br /&gt;
 bad moby in level 48 boss, #%d&lt;br /&gt;
 &lt;br /&gt;
 ERROR!!!  %d is following the wrong dude after %d&#039;s death!  Status table follows:&lt;br /&gt;
 %d&#039;s state is %d&lt;br /&gt;
&lt;br /&gt;
Several strings used by a moby relating to the boss in Bugbot Factory. The latter is used to print a table of all of the linked moby states.&lt;br /&gt;
&lt;br /&gt;
=== Test Level ===&lt;br /&gt;
For some reason, leftover data from different builds are included in place of one of the cutscenes:&lt;br /&gt;
* In the final game, this cutscene - occupying level ID 72 - is totally absent. In its place, there are three empty WAD files.&lt;br /&gt;
* In this build, there are three non-empty files - a cutscene overlay, cutscene models and sound effects, and a cutscene level model.&lt;br /&gt;
* The cutscene overlay is unremarkable and just seems to reflect the overlay of an empty cutscene.&lt;br /&gt;
* The cutscene models and sound effects are the ones used in the level intro cutscene for Aquaria Towers in the &#039;&#039;Japanese&#039;&#039; version of Spyro &#039;&#039;2&#039;&#039;.&lt;br /&gt;
* The cutscene level model is actually a standard level in a rather unusual format. Analysis of its contents has proven that it is a previously unseen format from some time before the April 25th prototype, and it is just about close enough to that build&#039;s format to make it possible to update the level to be playable in that build.&lt;br /&gt;
&lt;br /&gt;
Some notable features of the format of this level:&lt;br /&gt;
* The dragon names component and the dragon models (and their WAD header offsets) are entirely missing, indicating that the build is from before their implementation.&lt;br /&gt;
* The difficulty flags are not set for any moby. These are generally set for mobys in the April prototype, where a very early version of the adaptive difficulty feature is present.&lt;br /&gt;
&lt;br /&gt;
Included with the release are instructions on how to get this level playable. Its most notable features:&lt;br /&gt;
* The test level is for Sheila. Sheila has an early design which somewhat matches her concept art, and notably she has horns on the top of her head.&lt;br /&gt;
* The level contains platforms for testing Sheila&#039;s jump heights. Each platform has a number written onto it using a texture, to communicate the height of the platform. These number textures are not seen in any standard level.&lt;br /&gt;
* Several gem baskets are placed throughout this level. Several mobys never seen anywhere else in this game, nor in Spyro 2 - classes 169 and 195 - are also present in this level. As we do not have the level overlay for this level, we can&#039;t confirm the behavior of these mobys, but they appear to be for testing each of Sheila&#039;s abilities.&lt;br /&gt;
* The Spyro sprite in the HUD animates particularly weirdly. Spyro&#039;s eyes are not offset from the rest of his head correctly, and there appears to be a few extra frames for some reason.&lt;br /&gt;
&lt;br /&gt;
Once in the level, Sheila can be played by changing her state to 3, and then to 1. Each of the following GameShark codes can be used in turn to perform these actions:&lt;br /&gt;
&lt;br /&gt;
 300A76EC 0003&lt;br /&gt;
 300A76EC 0001&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!99 lives&lt;br /&gt;
|R2, L2, R2, L2, Up, Up, Up, Up, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Big head Spyro&lt;br /&gt;
|Up, Up, Up, Up, R1, R1, R1, R1, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Dialogue test&lt;br /&gt;
|Square, Square, O, O, Square, Square, O, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Color change&lt;br /&gt;
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?&lt;br /&gt;
|&#039;&#039;The last button determines the color&#039;&#039;&lt;br /&gt;
&#039;&#039;Red&#039;&#039;&#039; = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;Blue&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;Pink&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039; | &#039;&#039;&#039;Green&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;Black&#039;&#039;&#039; = &#039;&#039;Down&#039;&#039; | &#039;&#039;&#039;Yellow&#039;&#039;&#039; = &#039;&#039;Up&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Extra hit point&lt;br /&gt;
|Square, Up, Square, Down, Square, Left, Square, Right, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Flat Spyro&lt;br /&gt;
|Left, Right, Left, Right, L2, R2, L2, R2, Square&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Global difficulty&lt;br /&gt;
|O, Square, Right, Left, Right, Square, O, ?&lt;br /&gt;
|&#039;&#039;The last button determines the difficulty mode. A lower number means an &#039;&#039;&#039;higher&#039;&#039;&#039; difficulty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30&#039;&#039;&#039; (easy) = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;0&#039;&#039;&#039; (normal) = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;-40&#039;&#039;&#039; (hard) = &#039;&#039;Square&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Local difficulty override&lt;br /&gt;
|Left, Right, Square, O, Square, Right, Left, ?&lt;br /&gt;
|&#039;&#039;The last button determines the difficulty mode. A lower number means an &#039;&#039;&#039;easier&#039;&#039;&#039; difficulty. &#039;&#039;&#039;-1&#039;&#039;&#039; turns the override off.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-1&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;0&#039;&#039;&#039; = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;1&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;2&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Max collectable totals&lt;br /&gt;
|Square, Square, Square, Square, O&lt;br /&gt;
|&#039;&#039;Sets all level gem and egg counts to their maxima,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;the total collected gems to 20,000 and the total eggs collected to 154 (which displays as 150)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Level warp&lt;br /&gt;
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?&lt;br /&gt;
|&#039;&#039;The last two buttons determine the level ID - does not support cutscenes in this version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O&#039;&#039;&#039; = &#039;&#039;0&#039;&#039; | &#039;&#039;&#039;1&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;2&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039; | &#039;&#039;&#039;3&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;4&#039;&#039;&#039; = &#039;&#039;Right&#039;&#039; | &#039;&#039;&#039;5&#039;&#039;&#039; = &#039;&#039;Down&#039;&#039; | &#039;&#039;&#039;6&#039;&#039;&#039; = &#039;&#039;Left&#039;&#039; | &#039;&#039;&#039;7&#039;&#039;&#039; = &#039;&#039;Up&#039;&#039; | &#039;&#039;&#039;8&#039;&#039;&#039; = &#039;&#039;R1&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|O, O, O, O, X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Permanent superflame&lt;br /&gt;
|R1, R2, L1, L2, R1, R2, L1, L2, O&lt;br /&gt;
|&#039;&#039;Causes crashing in levels where the superflame is not present&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Squidboard&lt;br /&gt;
|Up, Up, Left, Left, Right, Right, Down, Down, Square, O, Square&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!View credits&lt;br /&gt;
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The treasure finder cheat isn&#039;t present in this build.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Notes===&lt;br /&gt;
* Game is emulatable: Yes (as of January 21, 2024).&lt;br /&gt;
* Game contains dongle protection: Yes.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro3-Sep04-00.png|Title screen&lt;br /&gt;
File:Spyro3-Sep04-01.png&lt;br /&gt;
File:Spyro3-Sep04-02.png&lt;br /&gt;
File:Spyro3-Sep04-03.png&lt;br /&gt;
File:Spyro3-Sep04-04.png&lt;br /&gt;
File:Spyro3-Sep04-05.png&lt;br /&gt;
File:Spyro3-Sep04-06.png|Pause Menu&lt;br /&gt;
File:Spyro3-Sep04-07.png&lt;br /&gt;
File:Spyro3-Sep04-08.png&lt;br /&gt;
File:Spyro3-Sep04-09.png&lt;br /&gt;
File:Spyro3-Sep04-10.png&lt;br /&gt;
File:Spyro3-Sep04-11.png&lt;br /&gt;
File:Spyro3-Sep04-12.png&lt;br /&gt;
File:Spyro3-Sep04-13.png&lt;br /&gt;
File:Spyro3-Sep04-14.png&lt;br /&gt;
File:Spyro3-Sep04-15.png&lt;br /&gt;
File:Spyro3-Sep04-16.png&lt;br /&gt;
File:Spyro3-Sep04-17.png&lt;br /&gt;
File:Spyro3-Sep04-18.png&lt;br /&gt;
File:Spyro3-Sep04-19.png&lt;br /&gt;
File:Spyro3-Sep04-20.png&lt;br /&gt;
File:Spyro3-Sep04-21.png&lt;br /&gt;
File:Spyro3-Sep04-22.png&lt;br /&gt;
File:Spyro3-Sep04-23.png|Atlas&lt;br /&gt;
File:Spyro3-Sep04-24.png&lt;br /&gt;
File:Spyro3-Sep04-26.png&lt;br /&gt;
File:Spyro3-Sep04-27.png&lt;br /&gt;
File:Spyro3-Sep04-28.png&lt;br /&gt;
File:Spyro3-Sep04-29.png&lt;br /&gt;
File:Spyro3-Sep04-30.png&lt;br /&gt;
File:Spyro3-Sep04-31.png&lt;br /&gt;
File:Spyro3-Sep04-32.png|&lt;br /&gt;
File:Spyro3-Sep04-33.png|Super Bonus Round Atlas&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-00.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-01.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-02.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-03.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-04.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-05.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-06.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-07.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-08.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-09.png|Test level gameplay&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro3-Sep04-CD.JPG|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;yOtC5uWtG4g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;e8Diwwb49lc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;F-MEaNLm1q0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;jrHRn2AtfL4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;I_KYUIcr_BM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;kIrkfGcsF-Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;qHPYgMcOqPY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;DVtmXnFxC-Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&amp;diff=108019</id>
		<title>Spyro: Year of the Dragon (Sep 4, 2000 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&amp;diff=108019"/>
		<updated>2024-01-22T09:57:40Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Spyro: Year of the Dragon (Sep 4, 2000 prototype)&lt;br /&gt;
|titlescreen=Spyro3-Sep04-00.png&lt;br /&gt;
|builddate=Sep 4, 2000 00:00:00&lt;br /&gt;
|buildname=Review&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=Hwd45&lt;br /&gt;
|filereleasedate=Jan 21, 2024&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=MPF 2.1 (Plextor PX-W4012TA 1.07)&lt;br /&gt;
|origin_ownership=Hwd45 (2023-Present)&lt;br /&gt;
|origin_labels=SPYRO 3 15/09/00&lt;br /&gt;
|game=Spyro: Year of the Dragon&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}&lt;br /&gt;
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}&lt;br /&gt;
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}&lt;br /&gt;
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/Crash_Bash_and_Spyro_3&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro - Year of the Dragon (Sep 4, 2000 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Spyro: Year of the Dragon for the PlayStation.&lt;br /&gt;
Previously, the September 11th prototype was known as the September 4th prototype - with the release of this build, and a greater understanding of the late development timeline, the aforementioned build has been renamed. As such, one should be aware that there are two review builds that have at one point been referred to as the September 4th prototype.&lt;br /&gt;
&lt;br /&gt;
==GameShark codes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[GameShark]&lt;br /&gt;
$Restore Double Jump&lt;br /&gt;
8004C432 2400&amp;lt;br&amp;gt;&lt;br /&gt;
8004C4CE 2400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Re-implement sublevel themes&lt;br /&gt;
30064E41 000C&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E41 0006&amp;lt;br&amp;gt;&lt;br /&gt;
30064E43 0014&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E43 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E44 0005&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E44 0006&amp;lt;br&amp;gt;&lt;br /&gt;
30064E47 000A&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4B 000D&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0000&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4B 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4C 0019&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0002&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4C 0020&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4D 0000&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0002&amp;lt;br&amp;gt;&lt;br /&gt;
30064E4D 001F&amp;lt;br&amp;gt;&lt;br /&gt;
30064E53 001C&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E53 001F&amp;lt;br&amp;gt;&lt;br /&gt;
30064E55 0007&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0002&amp;lt;br&amp;gt;&lt;br /&gt;
30064E55 001A&amp;lt;br&amp;gt;&lt;br /&gt;
30064E56 0010&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E56 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5C 0013&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0002&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5C 001F&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5D 001D&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0001&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5D 0020&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5E 0011&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0002&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5E 001A&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5F 0016&amp;lt;br&amp;gt;&lt;br /&gt;
D006BC6C 0003&amp;lt;br&amp;gt;&lt;br /&gt;
30064E5F 001A&amp;lt;br&amp;gt;&lt;br /&gt;
30064E62 0003&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/September_4th,_2000_build}}&lt;br /&gt;
* An NTSC-U review build dated about 10 days before the final.&lt;br /&gt;
* Like the first revision of the final game, the file dates do not reflect when the game was actually built. However, there is a build string in the save file information which indicates a build date of September 4th, 2000.&lt;br /&gt;
** A similar string is also seen in the game&#039;s demos.&lt;br /&gt;
** The string - &#039;&#039;&#039;SPYRO_3(pal)-v.9.4&#039;&#039;&#039; - claims the build to be a PAL version, when it&#039;s actually NTSC-U. This build string may thus be left over from a slightly earlier version.&lt;br /&gt;
** The string is also present in the later September 11th prototype, but as that build is clearly much closer to release, it&#039;s thought that the burn date on the disc is more likely to be accurate than the save file string. By contrast, the date written on the September 4th disc is 15/09/00, a date which is clearly inaccurate to the build date, due to it being after the final build.&lt;br /&gt;
* The game features a different soundtrack to the final release, notably inlcuding tracks that would never be used in any final release as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.&lt;br /&gt;
* A number of cutscenes have minor audiovisual differences when compared to their final counterparts.&lt;br /&gt;
** All of the pre-cutscene images are missing, and are instead replaced with an image of an empty Atlas page. Interestingly, the versions of the cutscenes that the final&#039;s cutscene images depict appear to be from an earlier point in development than this build.&lt;br /&gt;
** All cutscenes are dialogue-only in this version, missing their music and sound effects (aside from recorded voice-based sound effects, like snoring or burping - rather, sounds used elsewhere in the game and sounds originating from a sound effect library seem to be the ones missing).&lt;br /&gt;
** A number of particles are missing from cutscenes, notably including magic sparkles, fireworks, and the particles produced by Sparx.&lt;br /&gt;
** In cutscenes, Sparx has the wrong color applied to his model, making him appear a very dark blue-black color.&lt;br /&gt;
** The portals to the critter levels are all similarly different in appearance - their level portals are missing, and the portal frames instead appear as if they hadn&#039;t been activated yet.&lt;br /&gt;
** In &amp;quot;The Escape!&amp;quot;, the camera is much closer to Hunter during the close-up scenes, even including the one where the camera swings in close rather than moving instantaneously. At times, the camera appears to move entirely inside the cage.&lt;br /&gt;
** In both &amp;quot;Bianca Strikes Back&amp;quot; and &amp;quot;Spike Is Born&amp;quot;, the cutscene audio ends with a loud popping sound, and the rest of the cutscene stutters dramatically (pausing for roughly 1 second for every 2 seconds of the cutscene).&lt;br /&gt;
** Like other cutscenes, the music is missing from the &amp;quot;THE END&amp;quot; cutscene. The only sound that plays throughout this cutscene are two burping sounds, both of which are identical, and neither match the ones used in the final game. Amusingly, the burps are totally absent in the later September 11th build, despite this build having the music and some of the sound effects for this cutscene.&lt;br /&gt;
* Each of the various anti-crack protection measures are not present in this version of the game.&lt;br /&gt;
** The instance of Zoe in Sunrise Spring which delivers the anti-piracy warning is missing, and thus the text used in this exchange is, too. Additionally, the code associated with this interaction hasn&#039;t been implemented, yet. The audio message is present in the STR and assigned to the correct level, however.&lt;br /&gt;
** Modchip protection also appears to be absent.&lt;br /&gt;
* Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting. A dongle file which will circumvent this protection has been included in the release package - this should be inserted into slot 2.&lt;br /&gt;
* Across the game, there are a wide array of missing sound effects, particularly in later levels.&lt;br /&gt;
* Many levels had changes to their moby placement (i.e. the in-game objects), and a fair number of moby models were tweaked slightly, too. This is especially true of the baby dragons, for which a handful were given completely new animations.&lt;br /&gt;
* The title screen audio from Spyro 2 plays instead of the audio used in the final versions of Spyro 3. The music still matches the final, however. The title screen also lacks any of the standard menu sound effects.&lt;br /&gt;
* The game only includes one autodemo, a shortened, altered version of the Sgt. Byrd in Molten Crater demo from the final game.&lt;br /&gt;
* While Skill Points are present, the &amp;quot;Skill Point!&amp;quot; text which displays upon collecting one is not. There&#039;s also no Skill Points section implemented in the Atlas, yet.&lt;br /&gt;
** The skill point in the boxing area of Frozen Altars is completely absent in this version. All other skill points are obtainable.&lt;br /&gt;
* The calculations used to determine the player&#039;s completion percentage differ from the final game. In addition, both the Atlas and the title screen perform this calculation in different ways, both of which diverge significantly from the final game.&lt;br /&gt;
** The gems collected from the final encounter with Moneybags are erroneously doubled in the title screen calculation, meaning that a full completion of the game can result in the player having anywhere from 98% to 114% completion, according to the title screen. In the final game, this figure is always 117%.&lt;br /&gt;
** A standard full completion of this build will award the player with anywhere from 100% to 103% completion, according to the Atlas, depending on the route the player takes through the game and whether they have (manually) set a progress flag which is erroneously not written to in-game.&lt;br /&gt;
* The final encounter with Moneybags has some notable differences:&lt;br /&gt;
** Moneybags drops exactly 6 individual gems at a time in this build, whereas in later builds he drops many at a time. In addition, the gems he drops seem to be of any variety (with a bias in favor of pink (25) gems dropping more often), rather than only dropping a random selection of yellow (10) and pink (25) gems until the final 100 gems, where he begins dropping gems of any variety. This results in the fight being much, much longer.&lt;br /&gt;
** In the final, the total that Moneybags drops is always deliberately less than or equal to the amount Moneybags has left to give the player. This count is not checked correctly in this build, so it&#039;s possible for Moneybags to spit out enough gems to make you go slightly over the intended gem count, causing the HUD and Atlas to desync on how many gems the player has obtained.&lt;br /&gt;
* Many audio dialogue lines are missing or changed, as are a handful of the text dialogue lines.&lt;br /&gt;
* Amusingly, the Atlas contents page lists &amp;quot;Super Bonus Worlds&amp;quot; as &amp;quot;Super Bogus Worlds&amp;quot;.&lt;br /&gt;
* The Atlas epilogue section can be viewed from the beginning of the game, rather than requiring you beat the Sorceress and collect 10 skill points, first. All 12 pages of the epilogue can be viewed, too, rather than requiring all skill points in order to view the last six pages.&lt;br /&gt;
* The images used on the level pages of the Atlas are perfectly rectangular and seem to effectively just be cropped screenshots. In the later builds, these images are given an artistic blur effect and the edges of each of these screenshots are worn down.&lt;br /&gt;
** Several of the level screenshots differ from their final equivalents. Most notably, some feature early screenshots of the levels, and Super Bonus Round&#039;s uses a recolored version of the Scorch&#039;s Pit image with &amp;quot;#50&amp;quot; scribbled over it.&lt;br /&gt;
* The &amp;quot;Quit Game&amp;quot; option in the pause menu quits straight to the title instead of asking the player if they&#039;re sure.&lt;br /&gt;
* The locked chest key sprite is a bit different, looking slightly narrower than the one in the final game.&lt;br /&gt;
* There are a few HUD sprites missing in several of the levels late into the game.&lt;br /&gt;
* The world geometry and skybox darkens slightly when the player is underwater, as in Spyro 2. In the final game, this effect was removed entirely.&lt;br /&gt;
** The underwater visuals are particularly noticeable in Evening Lake Home - in particular, the portals appear much darker and cloudier than they do in the final game, and the underside of the surface of the water appears much brighter against the darkened skybox.&lt;br /&gt;
** Additionally, the visuals in the underwater sublevel of Desert Ruins are particularly heavily affected by this effect. The skybox appears much brighter and cloudier than it does normally.&lt;br /&gt;
* Desert Ruins&#039;s loading screen skybox has blue lava instead of green, matching the design for the level in earlier builds.&lt;br /&gt;
* Some minigame challenges behave somewhat differently in this version if you finish them and then re-enter the area they&#039;re in before leaving the level.&lt;br /&gt;
* The egg requirements for Harbor Speedway and Sorceress&#039;s Lair are 100 and 120 respectively, rather than the final&#039;s 90 and 100 respectively.&lt;br /&gt;
* Many of the parameters used in the adaptive difficulty system were changed.&lt;br /&gt;
* The save file format in this version mostly matches the final format, but speedway race times are not saved to the memory card.&lt;br /&gt;
* The infamous &amp;quot;speedway bug&amp;quot;, wherein the player is locked out of obtaining certain eggs in speedway levels if they&#039;ve previously failed them, is not present in this version of the game. The issue seems to have arisen following an attempted fix for a different, less serious speedway bug.&lt;br /&gt;
* Similarly, the slightly less infamous bug which causes the &amp;quot;Spike Is Born&amp;quot; cutscene to never play is also absent in this version. The issue seems to have arisen following a slight change in how vehicles determine where to send the player.&lt;br /&gt;
* The &amp;quot;THE END&amp;quot; cutscene is never shown to the player. In the final game, the cutscene is always shown after defeating the final boss, but in this version, the game attempts to check if you&#039;ve seen the cutscene, first. Unfortunately, it only plays the cutscene if you &#039;&#039;have&#039;&#039; seen the cutscene, instead of if you haven&#039;t.&lt;br /&gt;
* The credits are not played after the &amp;quot;One Less Noble Warrior&amp;quot; or  &amp;quot;THE END&amp;quot; cutscenes, in this version. As such, they can only be seen using the credits cheat code.&lt;br /&gt;
* If a text box or an in-level cutscene plays immediately before a story cutscene starts, the aspect ratio of that interaction will persist into the cutscene.&lt;br /&gt;
** When paying Moneybags to free a critter, the screen borders which are revealed during the dialogue interaction can briefly be seen retreating to the top and bottom of the screen.&lt;br /&gt;
** After defeating the Sorceress, the aspect ratio from the cutscene of her reaching out of the lava remain throughout all of the post-Sorceress cutscenes.&lt;br /&gt;
* The &amp;quot;Level Complete&amp;quot; text does not show up properly in this build. Instead, the &amp;quot;X00/X00&amp;quot; gems counter or the &amp;quot;X/X&amp;quot; eggs counter (whichever was shown most recently) shows up a second time, and &amp;quot;Level Complete&amp;quot; appears very quickly when it disappears.&lt;br /&gt;
** &amp;quot;Level Complete&amp;quot; appears normally upon re-entry to the level, however.&lt;br /&gt;
* Hunter’s cage trap cutscene plays every time the player is in Evening Lake when they’re close enough where the cutscene takes place, rather than only taking place once when the player has finished three of the Evening Lake levels. The corresponding progress flag is not written to by this interaction, so this has no impact on gameplay.&lt;br /&gt;
** If the flag is written to using memory editing or by loading a save file from a later review build, Hunter will disappear as usual. In skateboarding areas, Hunter’s skateboard will still be present despite Hunter being invisible.&lt;br /&gt;
* Exiting Sorceress&#039;s Lair sometimes puts the player in an odd position. This is due to some missing spawn data which is present in later versions; without it, the game defaults to spawning them where Sunny Villa&#039;s portal exit would usually be.&lt;br /&gt;
* The reticle controls in a couple of the minigames are not up-down inverted as they are in later builds.&lt;br /&gt;
* The tank controls in Haunted Tomb and Sorceress&#039; Lair differ from later builds.&lt;br /&gt;
* A number of changes were made to the Help menus.&lt;br /&gt;
* In Midnight Mountain Home, there is a large hole in the geometry on the back side of the building you start in. This hole was filled in in later builds.&lt;br /&gt;
* Super Bonus Round has a few notable differences:&lt;br /&gt;
** The entrances to each of the sublevels are slightly higher than they are in later builds. As a result, flying into the archways above the doors allows you to enter the sublevels, even if you don&#039;t have enough gems to enter the intended way.&lt;br /&gt;
** Boosting in the submarine in this level causes it to move extremely fast.&lt;br /&gt;
** The skateboarding area has many gem baskets, whereas these were all replaced with gems in later builds. Later versions of this level do not include any baskets whatsoever.&lt;br /&gt;
** Bianca is absent from the final area.&lt;br /&gt;
** The dragon is called &amp;quot;Zan Jayna&amp;quot;, named after the DC Wonder Twins, instead of &amp;quot;Ying Yang&amp;quot;. This is the only dragon in the game with a different name, at this stage of development.&lt;br /&gt;
* Most appearances of Hunter include a pink patch on his arm, as he did in Spyro 2. In some cutscenes, he has brown eyes, as he did in the Japanese version of Spyro 2.&lt;br /&gt;
* In Harbor Speedway, Hunter is, for some reason, standing on the aircraft carrier instead of inside the lighthouse.&lt;br /&gt;
* The model for the Enchanted Towers NPC in Midday Garden Home has a slightly different design, with brown hair and a longer fringe. The hair color still appears to be visible in its low poly LOD model in the final game.&lt;br /&gt;
** This model is present in the later September 11th build, too, but goes unseen in-game in that version.&lt;br /&gt;
* In Enchanted Towers, the explosion sound effect which plays when the sorceress statue gets hit is notorious for how loud it is in the final game. In this version, if anything, it&#039;s too quiet!&lt;br /&gt;
* Due to several issues present in this version of the game, only 19950 gems can be obtained under normal means, instead of the full 20000. If you&#039;re willing to use some sequence breaking movement and cheat codes to warp to late levels early, this total can be bumped up to 19975.&lt;br /&gt;
** Five green (2) gems in Lost Fleet are set to an incorrect state, causing them to look and act like red (1) gems instead. This loses the player 5 gems they would otherwise have.&lt;br /&gt;
** Some leftover code in Lost Fleet causes one of the submarines to drop gems when it&#039;s not supposed to, awarding the player with an extra 150 gems. However, this also results in one of the submarines in Super Bonus Round &#039;&#039;not&#039;&#039; dropping its 175 gems, meaning the player loses 25 gems this way. By using cheat codes to play Super Bonus Round first, the player can get around this issue.&lt;br /&gt;
** 20 gems in Haunted Tomb are unobtainable due to enemies not dropping them as intended.&lt;br /&gt;
&lt;br /&gt;
=== Soundtrack ===&lt;br /&gt;
* The game features a different soundtrack to the final release, notably including tracks that would never be used in any final release, as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.&lt;br /&gt;
** Like other builds, levels not assigned their music yet are instead assigned the music for another level. In this version, &#039;&#039;&#039;a track called &amp;quot;Grape&amp;quot;&#039;&#039;&#039; (which was previously heard on Stewart Copeland&#039;s website and in the 2022 official Spyro the Dragon OST release) is used by all levels which have not been assigned their final themes, yet.&lt;br /&gt;
*** Sunrise Spring Home, Midday Garden Home, Evening Lake Home and Midnight Mountain Home all lack their respective tracks, and thus use Grape.&lt;br /&gt;
*** Buzz&#039;s Dungeon incorrectly uses Grape, despite its track being finished and implemented. Its finished theme is not assigned to any level in this build.&lt;br /&gt;
*** Starfish Reef uses Grape - considering that it&#039;s the only level to do so whilst not being a homeworld or a boss level (all of which would get their own themes in the final release), it&#039;s suspected that Grape was intended to be Starfish Reef&#039;s theme. In the final, it would just reuse the title theme.&lt;br /&gt;
*** Sorceress&#039;s Lair also uses Grape, though the build additionally includes an &#039;&#039;&#039;unfinished version of the final Sorceress&#039;s Lair theme&#039;&#039;&#039; which is not assigned to any level. This unfinished theme is notably darker and more sinister than the final track, which has a somewhat more optimistic tone.&lt;br /&gt;
** Most levels which did not have their own theme in the earliest final release but would get their own themes in NTSC-U Revision 1 use their final themes in this version, albeit with slightly different audio and instrumentation levelling:&lt;br /&gt;
*** Mushroom Speedway, Enchanted Towers, Country Speedway, Honey Speedway, Haunted Tomb and Dino Mines all use their Revision 1 themes.&lt;br /&gt;
*** Lost Fleet&#039;s Revision 1 theme is implemented but is not used by the level. Instead, &#039;&#039;&#039;Lost Fleet uses an entirely new theme&#039;&#039;&#039; which was not present in any final build. This theme is a finished version of the track heard in the April 25th, 2000 Prototype. It&#039;s not known why Lost Fleet has two tracks in this version, or if the Revision 1 theme had been intended to be used elsewhere.&lt;br /&gt;
*** Crystal Island&#039;s Revision 1 theme is implemented but it is instead used by Bugbot Factory, whereas Crystal Islands uses the title theme, a track which is used by Bugbot Factory in the final release. This appears to be a mixup rather than the intended order of these tracks.&lt;br /&gt;
** Crawdad Farm uses &#039;&#039;&#039;a track called Cherry&#039;&#039;&#039;, which was previously heard on Stewart Copeland&#039;s website and in the 2022 official Spyro the Dragon OST release, rather than reusing the title theme.&lt;br /&gt;
** Spider Town uses &#039;&#039;&#039;an entirely new theme&#039;&#039;&#039; which had not previously been known to the public.&lt;br /&gt;
** There are additional differences with respect to sublevel and in-game cutscene music:&lt;br /&gt;
*** All critter sublevels use the music used by the wider level, rather than using that critter&#039;s theme. This is due to the moby code which activates their music not yet being present. As a result, the main area of Enchanted Towers uses its intended theme, rather than reusing Sgt. Byrd&#039;s Base&#039;s theme.&lt;br /&gt;
*** The Cloud Spires belfry music, the Icy Peak ice dance music and the Enchanted Towers bone dance music is all unimplemented and thus never gets used in-game.&lt;br /&gt;
&lt;br /&gt;
=== Audio Dialogue ===&lt;br /&gt;
* A number of audio dialogue lines are missing or changed:&lt;br /&gt;
** All Sparx audio dialogue and all but one of Bianca&#039;s audio messages are absent.&lt;br /&gt;
** One of Hunter&#039;s audio messages in Midday Garden Home (&amp;quot;When you see a ladder...&amp;quot;) seems to be a dev recording.&lt;br /&gt;
** One of Bob&#039;s audio messages in Icy Peak has an unused duplicate, for some reason.&lt;br /&gt;
** Two audio lines in Bamboo Terrace which are present but unused in the final game are absent from this version. It&#039;s not clear why they were given recordings so late into development when they likely hadn&#039;t been relevant for months prior to this build.&lt;br /&gt;
** Ling Ling&#039;s audio dialogue at the beginning of Bamboo Terrace refers to Evening Lake Home as &amp;quot;Sunset Shore&amp;quot;, a previously unheard of name for the level. It&#039;s likely that this name had not been used for the level for over 3 months prior to this build.&lt;br /&gt;
*** Though not audio dialogue, interestingly, a line of text dialogue in the same level also still refers to a tiger enemy that was likely cut from the game months prior.&lt;br /&gt;
** Two of Hunter&#039;s audio messages in Country Speedway diverge completely from his text dialogue, and seem to describe a version of the minigame used in the level which would have been closer to the Mushroom Speedway minigame (even going as far as to mention his plane, which doesn&#039;t appear in the mission otherwise).&lt;br /&gt;
** In the final game, The Professor has two unused audio messages in Evening Lake Home. Oddly, in this version he has three!&lt;br /&gt;
** Crazy Ed&#039;s &amp;quot;Has anyone seen my pick?&amp;quot; audio message, previously discovered in an earlier demo version of the game, is still present in Lost Fleet. This dialogue is completely unused and was removed in the final game.&lt;br /&gt;
** One of Allgeier&#039;s audio dialogue messages (&amp;quot;I&#039;ve waited 7000 years...&amp;quot;) is absent.&lt;br /&gt;
&lt;br /&gt;
=== Moby Printfs ===&lt;br /&gt;
A number of strings used in debugging are present in this version and are not known to be present in any other version. These are all strings which are printf&#039;d by mobys (the in-game objects).&lt;br /&gt;
&lt;br /&gt;
 WARNING!!!  INVALID CLASS %d for spawner %d`&lt;br /&gt;
&lt;br /&gt;
Printed by crawdad and bugbot spawners in Crawdad Farm and Bugbot Factory.&lt;br /&gt;
&lt;br /&gt;
 invalid exit data! bossMoby = %d, eggPos = %d&lt;br /&gt;
&lt;br /&gt;
Used by all level exit portals in Sparx levels.&lt;br /&gt;
&lt;br /&gt;
 Hey!  MobyUpdate_602 has a path that has no end!  Trying to return to LOS home&lt;br /&gt;
&lt;br /&gt;
Used by the spiders in Spider Town and the ladybirds in Bugbot Factory, relates to issues with moby path data.&lt;br /&gt;
&lt;br /&gt;
 FATAL ERROR!!! BROKEN CHILD LINK in boss #617&lt;br /&gt;
&lt;br /&gt;
Related to moby links in the Spider Town boss, i.e. linking the spider boss to the spawned mini-spiders.&lt;br /&gt;
&lt;br /&gt;
 BROKEN LINKS FOR MOBY 717 !!!&lt;br /&gt;
 please repair immediately&lt;br /&gt;
&lt;br /&gt;
Two strings used by Hunter in Evening Lake, printed when the moby links used in his cutscene are found to be broken.&lt;br /&gt;
&lt;br /&gt;
 SERIOUS ERROR in boss moby #622, sibling spawning failed!&lt;br /&gt;
&lt;br /&gt;
Another moby link message, this time used by the mantaray boss in Starfish Reef, relating to links between each of the mantarays in the boss area.&lt;br /&gt;
&lt;br /&gt;
 broken link for moby 953!&lt;br /&gt;
&lt;br /&gt;
Used by a moby related to the Hunter mission in Harbor Speedway.&lt;br /&gt;
&lt;br /&gt;
 WARNING... bad init path!, curNode = %d&lt;br /&gt;
&lt;br /&gt;
Another pathing message, used by the bugbot spawner in Bugbot Factory.&lt;br /&gt;
&lt;br /&gt;
 bad moby in level 48 boss, #%d&lt;br /&gt;
 &lt;br /&gt;
 ERROR!!!  %d is following the wrong dude after %d&#039;s death!  Status table follows:&lt;br /&gt;
 %d&#039;s state is %d&lt;br /&gt;
&lt;br /&gt;
Several strings used by a moby relating to the boss in Bugbot Factory. The latter is used to print a table of all of the linked moby states.&lt;br /&gt;
&lt;br /&gt;
=== Test Level ===&lt;br /&gt;
For some reason, leftover data from different builds are included in place of one of the cutscenes:&lt;br /&gt;
* In the final game, this cutscene - occupying level ID 72 - is totally absent. In its place, there are three empty WAD files.&lt;br /&gt;
* In this build, there are three non-empty files - a cutscene overlay, cutscene models and sound effects, and a cutscene level model.&lt;br /&gt;
* The cutscene overlay is unremarkable and just seems to reflect the overlay of an empty cutscene.&lt;br /&gt;
* The cutscene models and sound effects are the ones used in the level intro cutscene for Aquaria Towers in the &#039;&#039;Japanese&#039;&#039; version of Spyro &#039;&#039;2&#039;&#039;.&lt;br /&gt;
* The cutscene level model is actually a standard level in a rather unusual format. Analysis of its contents has proven that it is a previously unseen format from some time before the April 25th prototype, and it is just about close enough to that build&#039;s format to make it possible to update the level to be playable in that build.&lt;br /&gt;
&lt;br /&gt;
Some notable features of the format of this level:&lt;br /&gt;
* The dragon names component and the dragon models (and their WAD header offsets) are entirely missing, indicating that the build is from before their implementation.&lt;br /&gt;
* The difficulty flags are not set for any moby. These are generally set for mobys in the April prototype, where a very early version of the adaptive difficulty feature is present.&lt;br /&gt;
&lt;br /&gt;
Included with the release are instructions on how to get this level playable. Its most notable features:&lt;br /&gt;
* The test level is for Sheila. Sheila has an early design which somewhat matches her concept art, and notably she has horns on the top of her head.&lt;br /&gt;
* The level contains platforms for testing Sheila&#039;s jump heights. Each platform has a number written onto it using a texture, to communicate the height of the platform. These number textures are not seen in any standard level.&lt;br /&gt;
* Several gem baskets are placed throughout this level. Several mobys never seen anywhere else in this game, nor in Spyro 2 - classes 169 and 195 - are also present in this level. As we do not have the level overlay for this level, we can&#039;t confirm the behavior of these mobys, but they appear to be for testing each of Sheila&#039;s abilities.&lt;br /&gt;
* The Spyro sprite in the HUD animates particularly weirdly. Spyro&#039;s eyes are not offset from the rest of his head correctly, and there appears to be a few extra frames for some reason.&lt;br /&gt;
&lt;br /&gt;
Once in the level, Sheila can be played by changing her state to 3, and then to 1. Each of the following GameShark codes can be used in turn to perform these actions:&lt;br /&gt;
&lt;br /&gt;
 300A76EC 0003&lt;br /&gt;
 300A76EC 0001&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!99 lives&lt;br /&gt;
|R2, L2, R2, L2, Up, Up, Up, Up, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Big head Spyro&lt;br /&gt;
|Up, Up, Up, Up, R1, R1, R1, R1, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Dialogue test&lt;br /&gt;
|Square, Square, O, O, Square, Square, O, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Color change&lt;br /&gt;
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?&lt;br /&gt;
|&#039;&#039;The last button determines the color&#039;&#039;&lt;br /&gt;
&#039;&#039;Red&#039;&#039;&#039; = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;Blue&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;Pink&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039; | &#039;&#039;&#039;Green&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;Black&#039;&#039;&#039; = &#039;&#039;Down&#039;&#039; | &#039;&#039;&#039;Yellow&#039;&#039;&#039; = &#039;&#039;Up&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Extra hit point&lt;br /&gt;
|Square, Up, Square, Down, Square, Left, Square, Right, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Flat Spyro&lt;br /&gt;
|Left, Right, Left, Right, L2, R2, L2, R2, Square&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Global difficulty&lt;br /&gt;
|O, Square, Right, Left, Right, Square, O, ?&lt;br /&gt;
|&#039;&#039;The last button determines the difficulty mode. A lower number means an &#039;&#039;&#039;higher&#039;&#039;&#039; difficulty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30&#039;&#039;&#039; (easy) = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;0&#039;&#039;&#039; (normal) = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;-40&#039;&#039;&#039; (hard) = &#039;&#039;Square&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Local difficulty override&lt;br /&gt;
|Left, Right, Square, O, Square, Right, Left, ?&lt;br /&gt;
|&#039;&#039;The last button determines the difficulty mode. A lower number means an &#039;&#039;&#039;easier&#039;&#039;&#039; difficulty. &#039;&#039;&#039;-1&#039;&#039;&#039; turns the override off.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-1&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;0&#039;&#039;&#039; = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;1&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;2&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Max collectable totals&lt;br /&gt;
|Square, Square, Square, Square, O&lt;br /&gt;
|&#039;&#039;Sets all level gem and egg counts to their maxima,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;the total collected gems to 20,000 and the total eggs collected to 154 (which displays as 150)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Level warp&lt;br /&gt;
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?&lt;br /&gt;
|&#039;&#039;The last two buttons determine the level ID - does not support cutscenes in this version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O&#039;&#039;&#039; = &#039;&#039;0&#039;&#039; | &#039;&#039;&#039;1&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;2&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039; | &#039;&#039;&#039;3&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;4&#039;&#039;&#039; = &#039;&#039;Right&#039;&#039; | &#039;&#039;&#039;5&#039;&#039;&#039; = &#039;&#039;Down&#039;&#039; | &#039;&#039;&#039;6&#039;&#039;&#039; = &#039;&#039;Left&#039;&#039; | &#039;&#039;&#039;7&#039;&#039;&#039; = &#039;&#039;Up&#039;&#039; | &#039;&#039;&#039;8&#039;&#039;&#039; = &#039;&#039;R1&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|O, O, O, O, X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Permanent superflame&lt;br /&gt;
|R1, R2, L1, L2, R1, R2, L1, L2, O&lt;br /&gt;
|&#039;&#039;Causes crashing in levels where the superflame is not present&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Squidboard&lt;br /&gt;
|Up, Up, Left, Left, Right, Right, Down, Down, Square, O, Square&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!View credits&lt;br /&gt;
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The treasure finder cheat isn&#039;t present in this build.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Notes===&lt;br /&gt;
* Game is emulatable: Yes (as of January 21, 2024).&lt;br /&gt;
* Game contains dongle protection: Yes.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro3-Sep04-00.png|Title screen&lt;br /&gt;
File:Spyro3-Sep04-01.png&lt;br /&gt;
File:Spyro3-Sep04-02.png&lt;br /&gt;
File:Spyro3-Sep04-03.png&lt;br /&gt;
File:Spyro3-Sep04-04.png&lt;br /&gt;
File:Spyro3-Sep04-05.png&lt;br /&gt;
File:Spyro3-Sep04-06.png|Pause Menu&lt;br /&gt;
File:Spyro3-Sep04-07.png&lt;br /&gt;
File:Spyro3-Sep04-08.png&lt;br /&gt;
File:Spyro3-Sep04-09.png&lt;br /&gt;
File:Spyro3-Sep04-10.png&lt;br /&gt;
File:Spyro3-Sep04-11.png&lt;br /&gt;
File:Spyro3-Sep04-12.png&lt;br /&gt;
File:Spyro3-Sep04-13.png&lt;br /&gt;
File:Spyro3-Sep04-14.png&lt;br /&gt;
File:Spyro3-Sep04-15.png&lt;br /&gt;
File:Spyro3-Sep04-16.png&lt;br /&gt;
File:Spyro3-Sep04-17.png&lt;br /&gt;
File:Spyro3-Sep04-18.png&lt;br /&gt;
File:Spyro3-Sep04-19.png&lt;br /&gt;
File:Spyro3-Sep04-20.png&lt;br /&gt;
File:Spyro3-Sep04-21.png&lt;br /&gt;
File:Spyro3-Sep04-22.png&lt;br /&gt;
File:Spyro3-Sep04-23.png|Atlas&lt;br /&gt;
File:Spyro3-Sep04-24.png&lt;br /&gt;
File:Spyro3-Sep04-26.png&lt;br /&gt;
File:Spyro3-Sep04-27.png&lt;br /&gt;
File:Spyro3-Sep04-28.png&lt;br /&gt;
File:Spyro3-Sep04-29.png&lt;br /&gt;
File:Spyro3-Sep04-30.png&lt;br /&gt;
File:Spyro3-Sep04-31.png&lt;br /&gt;
File:Spyro3-Sep04-32.png|&lt;br /&gt;
File:Spyro3-Sep04-33.png|Super Bonus Round Atlas&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-00.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-01.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-02.png|Test level&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-03.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-04.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-05.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-06.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-07.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-08.png|Test level gameplay&lt;br /&gt;
File:Spyro3-Sep04-TestLevel-09.png|Test level gameplay&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro3-Sep04-CD.JPG|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;yOtC5uWtG4g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;e8Diwwb49lc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;F-MEaNLm1q0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;jrHRn2AtfL4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;I_KYUIcr_BM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;kIrkfGcsF-Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;qHPYgMcOqPY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube height=&amp;quot;224&amp;quot; width=&amp;quot;400&amp;quot;&amp;gt;DVtmXnFxC-Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106625</id>
		<title>Sonic Heroes (Sep 28, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106625"/>
		<updated>2024-01-06T00:29:29Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Patches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic_Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
|Page name=Sonic Heroes (Sep 28, 2003 prototype)&lt;br /&gt;
|builddate=Sep 28, 2003&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=drx&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=January 1, 2024&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator&lt;br /&gt;
|origin_ownership=drx&lt;br /&gt;
|origin_labels=SONIC PS2 1544&amp;lt;br&amp;gt;2 OCT 2003&amp;lt;br&amp;gt;EXPORT&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 1, 2003}}{{RegionDate|US|Dec 2, 2003}}{{RegionDate|EU|Dec 9, 2003}}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/New_Years_2024_-_Sonic_Heroes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes (Sep 28, 2003 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A PAL prototype of Sonic Heroes for the PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
==Patches==&lt;br /&gt;
&lt;br /&gt;
This patch allows you to boot into Easy Mode, to select which level to navigate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Boot into Easy Select]&lt;br /&gt;
&lt;br /&gt;
author=Sewer56&lt;br /&gt;
&lt;br /&gt;
comment=On boot only.&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,00456d20,word,002af79c&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This patch maintain&#039;s the flying character&#039;s energy, useful to fly into un-reachable areas from one point.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Infinite Flight]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002393D0,word,00000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Permanent additive warp effect]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002A3254,short,00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Disable character specific Tornado effects]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,0023EB94,word,24050000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Unlock Light Dash abilities for all speed chars + Amy Wall cling]&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,002431B0,word,10000003&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,002431B4,word,00000000&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,00272A64,word,808207F1&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,00455578,word,0027D734&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,00455584,word,0027D734&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic_Heroes/PlayStation_2_prototype_9.28}}&lt;br /&gt;
*Basic debug mode (L+R in-game).&lt;br /&gt;
*Runs at 50fps without any frameskip&lt;br /&gt;
*50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.&lt;br /&gt;
*Uses the final title screen despite being older than the 10.8 build&lt;br /&gt;
*Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the &#039;&#039;Mario Kart: Double Dash!&#039;&#039; demo build.&lt;br /&gt;
*Two Player mode has XBOX HUD Elements, and black bar&lt;br /&gt;
*Massive slowdown on 2P splitscreen levels&lt;br /&gt;
*Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings&lt;br /&gt;
*Audio is a mix of English and Japanese voices&lt;br /&gt;
*Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).&lt;br /&gt;
*Unique sound effect for score counter at end.&lt;br /&gt;
*Omega uses unfiltered voice clips.&lt;br /&gt;
*FMVs show corruption on the bottom of the screen.&lt;br /&gt;
*Various missing textures&lt;br /&gt;
*Some objects don&#039;t use special pixel processing render states.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011642.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011704.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011714.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011757.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011824.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101012636.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013430.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013728.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013754.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101014221.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015348.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015524.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015549.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015827.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015928.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020031.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020040.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020151.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020306.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020539.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020954.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101021120.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165038.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165236.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165259.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:SonicHeroes-Sep28_DiscFront.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;Q4oytXXfS0g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to Sewer56 for helping to research this build!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]&lt;br /&gt;
*[http://redump.org/disc/111026/ Redump.org entry]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106624</id>
		<title>Sonic Heroes (Sep 28, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106624"/>
		<updated>2024-01-06T00:18:06Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Patches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic_Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
|Page name=Sonic Heroes (Sep 28, 2003 prototype)&lt;br /&gt;
|builddate=Sep 28, 2003&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=drx&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=January 1, 2024&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator&lt;br /&gt;
|origin_ownership=drx&lt;br /&gt;
|origin_labels=SONIC PS2 1544&amp;lt;br&amp;gt;2 OCT 2003&amp;lt;br&amp;gt;EXPORT&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 1, 2003}}{{RegionDate|US|Dec 2, 2003}}{{RegionDate|EU|Dec 9, 2003}}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/New_Years_2024_-_Sonic_Heroes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes (Sep 28, 2003 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A PAL prototype of Sonic Heroes for the PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
==Patches==&lt;br /&gt;
&lt;br /&gt;
This patch allows you to boot into Easy Mode, to select which level to navigate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Boot into Easy Select]&lt;br /&gt;
&lt;br /&gt;
author=Sewer56&lt;br /&gt;
&lt;br /&gt;
comment=On boot only.&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,00456d20,word,002af79c&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This patch maintain&#039;s the flying character&#039;s energy, useful to fly into un-reachable areas from one point.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Infinite Flight]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002393D0,word,00000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Permanent additive warp effect]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002A3254,short,00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Disable character specific Tornado effects]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,0023EB94,word,24050000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Unlock Light Dash abilities for all speed chars + Amy Wall cling]&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,002431B4,word,10000003&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,00272A64,word,808207F1&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,00455578,word,0027D734&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,00455584,word,0027D734&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic_Heroes/PlayStation_2_prototype_9.28}}&lt;br /&gt;
*Basic debug mode (L+R in-game).&lt;br /&gt;
*Runs at 50fps without any frameskip&lt;br /&gt;
*50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.&lt;br /&gt;
*Uses the final title screen despite being older than the 10.8 build&lt;br /&gt;
*Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the &#039;&#039;Mario Kart: Double Dash!&#039;&#039; demo build.&lt;br /&gt;
*Two Player mode has XBOX HUD Elements, and black bar&lt;br /&gt;
*Massive slowdown on 2P splitscreen levels&lt;br /&gt;
*Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings&lt;br /&gt;
*Audio is a mix of English and Japanese voices&lt;br /&gt;
*Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).&lt;br /&gt;
*Unique sound effect for score counter at end.&lt;br /&gt;
*Omega uses unfiltered voice clips.&lt;br /&gt;
*FMVs show corruption on the bottom of the screen.&lt;br /&gt;
*Various missing textures&lt;br /&gt;
*Some objects don&#039;t use special pixel processing render states.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011642.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011704.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011714.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011757.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011824.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101012636.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013430.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013728.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013754.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101014221.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015348.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015524.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015549.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015827.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015928.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020031.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020040.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020151.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020306.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020539.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020954.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101021120.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165038.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165236.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165259.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:SonicHeroes-Sep28_DiscFront.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;Q4oytXXfS0g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to Sewer56 for helping to research this build!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]&lt;br /&gt;
*[http://redump.org/disc/111026/ Redump.org entry]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106623</id>
		<title>Sonic Heroes (Sep 28, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106623"/>
		<updated>2024-01-06T00:17:50Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Patches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic_Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
|Page name=Sonic Heroes (Sep 28, 2003 prototype)&lt;br /&gt;
|builddate=Sep 28, 2003&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=drx&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=January 1, 2024&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator&lt;br /&gt;
|origin_ownership=drx&lt;br /&gt;
|origin_labels=SONIC PS2 1544&amp;lt;br&amp;gt;2 OCT 2003&amp;lt;br&amp;gt;EXPORT&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 1, 2003}}{{RegionDate|US|Dec 2, 2003}}{{RegionDate|EU|Dec 9, 2003}}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/New_Years_2024_-_Sonic_Heroes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes (Sep 28, 2003 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A PAL prototype of Sonic Heroes for the PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
==Patches==&lt;br /&gt;
&lt;br /&gt;
This patch allows you to boot into Easy Mode, to select which level to navigate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Boot into Easy Select]&lt;br /&gt;
&lt;br /&gt;
author=Sewer56&lt;br /&gt;
&lt;br /&gt;
comment=On boot only.&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,00456d20,word,002af79c&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This patch maintain&#039;s the flying character&#039;s energy, useful to fly into un-reachable areas from one point.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Infinite Flight]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002393D0,word,00000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Permanent additive warp effect]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002A3254,short,00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Disable character specific Tornado effects]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,0023EB94,word,24050000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Unlock Light Dash abilities for all speed chars + Amy Wall cling]&lt;br /&gt;
patch=1,EE,002431B4,word,10000003&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,00272A64,word,808207F1&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,00455578,word,0027D734&amp;lt;br&amp;gt;&lt;br /&gt;
patch=1,EE,00455584,word,0027D734&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic_Heroes/PlayStation_2_prototype_9.28}}&lt;br /&gt;
*Basic debug mode (L+R in-game).&lt;br /&gt;
*Runs at 50fps without any frameskip&lt;br /&gt;
*50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.&lt;br /&gt;
*Uses the final title screen despite being older than the 10.8 build&lt;br /&gt;
*Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the &#039;&#039;Mario Kart: Double Dash!&#039;&#039; demo build.&lt;br /&gt;
*Two Player mode has XBOX HUD Elements, and black bar&lt;br /&gt;
*Massive slowdown on 2P splitscreen levels&lt;br /&gt;
*Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings&lt;br /&gt;
*Audio is a mix of English and Japanese voices&lt;br /&gt;
*Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).&lt;br /&gt;
*Unique sound effect for score counter at end.&lt;br /&gt;
*Omega uses unfiltered voice clips.&lt;br /&gt;
*FMVs show corruption on the bottom of the screen.&lt;br /&gt;
*Various missing textures&lt;br /&gt;
*Some objects don&#039;t use special pixel processing render states.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011642.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011704.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011714.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011757.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011824.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101012636.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013430.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013728.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013754.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101014221.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015348.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015524.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015549.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015827.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015928.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020031.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020040.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020151.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020306.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020539.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020954.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101021120.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165038.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165236.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165259.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:SonicHeroes-Sep28_DiscFront.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;Q4oytXXfS0g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to Sewer56 for helping to research this build!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]&lt;br /&gt;
*[http://redump.org/disc/111026/ Redump.org entry]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106622</id>
		<title>Sonic Heroes (Sep 28, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106622"/>
		<updated>2024-01-06T00:17:25Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Patches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic_Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
|Page name=Sonic Heroes (Sep 28, 2003 prototype)&lt;br /&gt;
|builddate=Sep 28, 2003&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=drx&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=January 1, 2024&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator&lt;br /&gt;
|origin_ownership=drx&lt;br /&gt;
|origin_labels=SONIC PS2 1544&amp;lt;br&amp;gt;2 OCT 2003&amp;lt;br&amp;gt;EXPORT&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 1, 2003}}{{RegionDate|US|Dec 2, 2003}}{{RegionDate|EU|Dec 9, 2003}}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/New_Years_2024_-_Sonic_Heroes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes (Sep 28, 2003 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A PAL prototype of Sonic Heroes for the PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
==Patches==&lt;br /&gt;
&lt;br /&gt;
This patch allows you to boot into Easy Mode, to select which level to navigate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Boot into Easy Select]&lt;br /&gt;
&lt;br /&gt;
author=Sewer56&lt;br /&gt;
&lt;br /&gt;
comment=On boot only.&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,00456d20,word,002af79c&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This patch maintain&#039;s the flying character&#039;s energy, useful to fly into un-reachable areas from one point.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Infinite Flight]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002393D0,word,00000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Permanent additive warp effect]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002A3254,short,00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Disable character specific Tornado effects]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,0023EB94,word,24050000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Unlock Light Dash abilities for all speed chars + Amy Wall cling]&lt;br /&gt;
patch=1,EE,002431B4,word,10000003&lt;br /&gt;
patch=1,EE,00272A64,word,808207F1&lt;br /&gt;
patch=1,EE,00455578,word,0027D734&lt;br /&gt;
patch=1,EE,00455584,word,0027D734&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic_Heroes/PlayStation_2_prototype_9.28}}&lt;br /&gt;
*Basic debug mode (L+R in-game).&lt;br /&gt;
*Runs at 50fps without any frameskip&lt;br /&gt;
*50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.&lt;br /&gt;
*Uses the final title screen despite being older than the 10.8 build&lt;br /&gt;
*Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the &#039;&#039;Mario Kart: Double Dash!&#039;&#039; demo build.&lt;br /&gt;
*Two Player mode has XBOX HUD Elements, and black bar&lt;br /&gt;
*Massive slowdown on 2P splitscreen levels&lt;br /&gt;
*Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings&lt;br /&gt;
*Audio is a mix of English and Japanese voices&lt;br /&gt;
*Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).&lt;br /&gt;
*Unique sound effect for score counter at end.&lt;br /&gt;
*Omega uses unfiltered voice clips.&lt;br /&gt;
*FMVs show corruption on the bottom of the screen.&lt;br /&gt;
*Various missing textures&lt;br /&gt;
*Some objects don&#039;t use special pixel processing render states.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011642.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011704.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011714.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011757.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011824.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101012636.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013430.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013728.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013754.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101014221.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015348.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015524.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015549.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015827.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015928.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020031.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020040.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020151.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020306.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020539.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020954.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101021120.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165038.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165236.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165259.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:SonicHeroes-Sep28_DiscFront.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;Q4oytXXfS0g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to Sewer56 for helping to research this build!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]&lt;br /&gt;
*[http://redump.org/disc/111026/ Redump.org entry]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106411</id>
		<title>Sonic Heroes (Sep 28, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106411"/>
		<updated>2024-01-04T02:05:16Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic_Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
|Page name=Sonic Heroes (Sep 28, 2003 prototype)&lt;br /&gt;
|builddate=Sep 28, 2003&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=drx&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=January 1, 2024&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator&lt;br /&gt;
|origin_ownership=drx&lt;br /&gt;
|origin_labels=SONIC PS2 1544&amp;lt;br&amp;gt;2 OCT 2003&amp;lt;br&amp;gt;EXPORT&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 1, 2003}}{{RegionDate|US|Dec 2, 2003}}{{RegionDate|EU|Dec 9, 2003}}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/New_Years_2024_-_Sonic_Heroes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes (Sep 28, 2003 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A PAL prototype of Sonic Heroes for the PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
==Patches==&lt;br /&gt;
&lt;br /&gt;
This patch allows you to boot into Easy Mode, to select which level to navigate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Boot into Easy Select]&lt;br /&gt;
&lt;br /&gt;
author=Sewer56&lt;br /&gt;
&lt;br /&gt;
comment=On boot only.&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,00456d20,word,002af79c&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This patch maintain&#039;s the flying character&#039;s energy, useful to fly into un-reachable areas from one point.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Infinite Flight]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002393D0,word,00000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Permanent additive warp effect]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002A3254,short,00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Disable character specific Tornado effects]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,0023EB94,word,24050000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic_Heroes/PlayStation_2_prototype_9.28}}&lt;br /&gt;
*Basic debug mode (L+R in-game).&lt;br /&gt;
*Runs at 50fps without any frameskip&lt;br /&gt;
*50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.&lt;br /&gt;
*Uses the final title screen despite being older than the 10.8 build&lt;br /&gt;
*Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the &#039;&#039;Mario Kart: Double Dash!&#039;&#039; demo build.&lt;br /&gt;
*Two Player mode has XBOX HUD Elements, and black bar&lt;br /&gt;
*Massive slowdown on 2P splitscreen levels&lt;br /&gt;
*Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings&lt;br /&gt;
*Audio is a mix of English and Japanese voices&lt;br /&gt;
*Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).&lt;br /&gt;
*Unique sound effect for score counter at end.&lt;br /&gt;
*Omega uses unfiltered voice clips.&lt;br /&gt;
*FMVs show corruption on the bottom of the screen.&lt;br /&gt;
*Various missing textures&lt;br /&gt;
*Some objects don&#039;t use special pixel processing render states.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011642.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011704.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011714.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011757.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011824.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101012636.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013430.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013728.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013754.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101014221.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015348.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015524.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015549.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015827.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015928.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020031.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020040.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020151.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020306.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020539.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020954.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101021120.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165038.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165236.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165259.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:SonicHeroes-Sep28_DiscFront.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;Q4oytXXfS0g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to Sewer56 for helping to research this build!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]&lt;br /&gt;
*[http://redump.org/disc/111026/ Redump.org entry]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106165</id>
		<title>Sonic Heroes (Sep 28, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106165"/>
		<updated>2024-01-02T06:48:44Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Patches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic_Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
|Page name=Sonic Heroes (Sep 28, 2003 prototype)&lt;br /&gt;
|builddate=Sep 28, 2003&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=drx&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=January 1, 2024&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator&lt;br /&gt;
|origin_ownership=drx&lt;br /&gt;
|origin_labels=SONIC PS2 1544&amp;lt;br&amp;gt;2 OCT 2003&amp;lt;br&amp;gt;EXPORT&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 1, 2003}}{{RegionDate|US|Dec 2, 2003}}{{RegionDate|EU|Dec 9, 2003}}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/New_Years_2024_-_Sonic_Heroes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes (Sep 28, 2003 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A PAL prototype of Sonic Heroes for the PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
==Patches==&lt;br /&gt;
&lt;br /&gt;
This patch allows you to boot into Easy Mode, to select which level to navigate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Boot into Easy Select]&lt;br /&gt;
&lt;br /&gt;
author=Sewer56&lt;br /&gt;
&lt;br /&gt;
comment=On boot only.&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,00456d20,word,002af79c&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This patch maintain&#039;s the flying character&#039;s energy, useful to fly into un-reachable areas from one point.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Infinite Flight]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002393D0,word,00000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Permanent additive warp effect]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002A3254,short,00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic_Heroes/PlayStation_2_prototype_9.28}}&lt;br /&gt;
*Basic debug mode (L+R in-game).&lt;br /&gt;
*Runs at 50fps without any frameskip&lt;br /&gt;
*50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.&lt;br /&gt;
*Uses the final title screen despite being older than the 10.8 build&lt;br /&gt;
*Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the &#039;&#039;Mario Kart: Double Dash!&#039;&#039; demo build.&lt;br /&gt;
*Two Player mode has XBOX HUD Elements, and black bar&lt;br /&gt;
*Massive slowdown on 2P splitscreen levels&lt;br /&gt;
*Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings&lt;br /&gt;
*Audio is a mix of English and Japanese voices&lt;br /&gt;
*Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).&lt;br /&gt;
*Unique sound effect for score counter at end.&lt;br /&gt;
*Omega uses unfiltered voice clips.&lt;br /&gt;
*FMVs show corruption on the bottom of the screen.&lt;br /&gt;
*Various missing textures&lt;br /&gt;
*Some objects don&#039;t use special pixel processing render states.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011642.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011704.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011714.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011757.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011824.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101012636.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013430.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013728.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013754.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101014221.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015348.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015524.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015549.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015827.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015928.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020031.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020040.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020151.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020306.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020539.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020954.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101021120.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165038.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165236.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165259.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:SonicHeroes-Sep28_DiscFront.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;Q4oytXXfS0g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to Sewer56 for helping to research this build!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]&lt;br /&gt;
*[http://redump.org/disc/111026/ Redump.org entry]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106164</id>
		<title>Sonic Heroes (Sep 28, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106164"/>
		<updated>2024-01-02T06:42:46Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic_Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
|Page name=Sonic Heroes (Sep 28, 2003 prototype)&lt;br /&gt;
|builddate=Sep 28, 2003&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=drx&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=January 1, 2024&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator&lt;br /&gt;
|origin_ownership=drx&lt;br /&gt;
|origin_labels=SONIC PS2 1544&amp;lt;br&amp;gt;2 OCT 2003&amp;lt;br&amp;gt;EXPORT&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 1, 2003}}{{RegionDate|US|Dec 2, 2003}}{{RegionDate|EU|Dec 9, 2003}}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/New_Years_2024_-_Sonic_Heroes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes (Sep 28, 2003 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A PAL prototype of Sonic Heroes for the PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
==Patches==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Boot into Easy Select]&lt;br /&gt;
&lt;br /&gt;
author=Sewer56&lt;br /&gt;
&lt;br /&gt;
comment=On boot only.&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,00456d20,word,002af79c&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Infinite Flight]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002393D0,word,00000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[PCSX2 Pnach]&lt;br /&gt;
&lt;br /&gt;
[Heroes 10.2: Permanent additive warp effect]&lt;br /&gt;
&lt;br /&gt;
patch=1,EE,002A3254,short,00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic_Heroes/PlayStation_2_prototype_9.28}}&lt;br /&gt;
*Basic debug mode (L+R in-game).&lt;br /&gt;
*Runs at 50fps without any frameskip&lt;br /&gt;
*50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.&lt;br /&gt;
*Uses the final title screen despite being older than the 10.8 build&lt;br /&gt;
*Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the &#039;&#039;Mario Kart: Double Dash!&#039;&#039; demo build.&lt;br /&gt;
*Two Player mode has XBOX HUD Elements, and black bar&lt;br /&gt;
*Massive slowdown on 2P splitscreen levels&lt;br /&gt;
*Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings&lt;br /&gt;
*Audio is a mix of English and Japanese voices&lt;br /&gt;
*Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).&lt;br /&gt;
*Unique sound effect for score counter at end.&lt;br /&gt;
*Omega uses unfiltered voice clips.&lt;br /&gt;
*FMVs show corruption on the bottom of the screen.&lt;br /&gt;
*Various missing textures&lt;br /&gt;
*Some objects don&#039;t use special pixel processing render states.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011642.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011704.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011714.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011757.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011824.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101012636.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013430.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013728.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013754.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101014221.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015348.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015524.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015549.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015827.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015928.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020031.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020040.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020151.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020306.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020539.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020954.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101021120.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165038.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165236.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165259.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:SonicHeroes-Sep28_DiscFront.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;Q4oytXXfS0g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to Sewer56 for helping to research this build!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]&lt;br /&gt;
*[http://redump.org/disc/111026/ Redump.org entry]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106156</id>
		<title>Sonic Heroes (Sep 28, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106156"/>
		<updated>2024-01-02T01:01:20Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* General Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic_Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
|Page name=Sonic Heroes (Sep 28, 2003 prototype)&lt;br /&gt;
|builddate=Sep 28, 2003&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=drx&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=January 1, 2024&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator&lt;br /&gt;
|origin_ownership=drx&lt;br /&gt;
|origin_labels=SONIC PS2 1544&amp;lt;br&amp;gt;2 OCT 2003&amp;lt;br&amp;gt;EXPORT&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 1, 2003}}{{RegionDate|US|Dec 2, 2003}}{{RegionDate|EU|Dec 9, 2003}}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/New_Years_2024_-_Sonic_Heroes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes (Sep 28, 2003 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A PAL prototype of Sonic Heroes for the PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
*Basic debug mode (L+R in-game).&lt;br /&gt;
*Runs at 50fps without any frameskip&lt;br /&gt;
*50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.&lt;br /&gt;
*Uses the final title screen despite being older than the 10.8 build&lt;br /&gt;
*Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the &#039;&#039;Mario Kart: Double Dash!&#039;&#039; demo build.&lt;br /&gt;
*Two Player mode has XBOX HUD Elements, and black bar&lt;br /&gt;
*Massive slowdown on 2P splitscreen levels&lt;br /&gt;
*Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings&lt;br /&gt;
*Audio is a mix of English and Japanese voices&lt;br /&gt;
*Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).&lt;br /&gt;
*Unique sound effect for score counter at end.&lt;br /&gt;
*Omega uses unfiltered voice clips.&lt;br /&gt;
*FMVs show corruption on the bottom of the screen.&lt;br /&gt;
*Various missing textures&lt;br /&gt;
*Some objects don&#039;t use special pixel processing render states.&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011642.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011704.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011714.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011757.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011824.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101012636.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013430.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013728.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013754.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101014221.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015348.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015524.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015549.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015827.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015928.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020031.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020040.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020151.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020306.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020539.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020954.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101021120.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165038.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165236.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165259.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:SonicHeroes-Sep28_DiscFront.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;Q4oytXXfS0g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to Sewer56 for helping to research this build!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]&lt;br /&gt;
*[http://redump.org/disc/111026/ Redump.org entry]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106154</id>
		<title>Sonic Heroes (Sep 28, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106154"/>
		<updated>2024-01-02T00:57:33Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic_Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
|Page name=Sonic Heroes (Sep 28, 2003 prototype)&lt;br /&gt;
|builddate=Sep 28, 2003&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=drx&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=January 1, 2024&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator&lt;br /&gt;
|origin_ownership=drx&lt;br /&gt;
|origin_labels=SONIC PS2 1544&amp;lt;br&amp;gt;2 OCT 2003&amp;lt;br&amp;gt;EXPORT&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|final_builddate={{RegionDate|JP|Dec 1, 2003}}{{RegionDate|US|Dec 2, 2003}}{{RegionDate|EU|Dec 9, 2003}}&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|news_page=News/New_Years_2024_-_Sonic_Heroes&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes (Sep 28, 2003 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A PAL prototype of Sonic Heroes for the PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*Basic debug mode (L+R in-game).&lt;br /&gt;
*Runs at 50fps without any frameskip&lt;br /&gt;
*50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.&lt;br /&gt;
*Uses the final title screen despite being older than the 10.8 build&lt;br /&gt;
*Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the &#039;&#039;Mario Kart: Double Dash!&#039;&#039; demo build.&lt;br /&gt;
*Two Player mode has XBOX HUD Elements, and black bar&lt;br /&gt;
*Massive slowdown on 2P splitscreen levels&lt;br /&gt;
*Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings&lt;br /&gt;
*Audio is a mix of English and Japanese voices&lt;br /&gt;
*Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).&lt;br /&gt;
*Unique sound effect for score counter at end.&lt;br /&gt;
*Omega uses unfiltered voice clips.&lt;br /&gt;
*FMVs show corruption on the bottom of the screen.&lt;br /&gt;
*Various missing textures&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011642.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011704.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011714.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011757.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011824.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101012636.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013430.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013728.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013754.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101014221.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015348.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015524.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015549.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015827.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015928.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020031.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020040.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020151.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020306.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020539.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020954.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101021120.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165038.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165236.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101165259.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:SonicHeroes-Sep28_DiscFront.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;Q4oytXXfS0g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to Sewer56 for helping to research this build!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]&lt;br /&gt;
*[http://redump.org/disc/111026/ Redump.org entry]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_SLES-51950_20240101165259.png&amp;diff=106153</id>
		<title>File:Sonic Heroes SLES-51950 20240101165259.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_SLES-51950_20240101165259.png&amp;diff=106153"/>
		<updated>2024-01-02T00:57:14Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_SLES-51950_20240101165236.png&amp;diff=106152</id>
		<title>File:Sonic Heroes SLES-51950 20240101165236.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_SLES-51950_20240101165236.png&amp;diff=106152"/>
		<updated>2024-01-02T00:57:00Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_SLES-51950_20240101165038.png&amp;diff=106151</id>
		<title>File:Sonic Heroes SLES-51950 20240101165038.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_SLES-51950_20240101165038.png&amp;diff=106151"/>
		<updated>2024-01-02T00:56:55Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106134</id>
		<title>Sonic Heroes (Sep 28, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Sep_28,_2003_prototype)&amp;diff=106134"/>
		<updated>2024-01-01T23:37:22Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* General Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Sonic Heroes (Sep 28, 2003 prototype)&lt;br /&gt;
|builddate=Sep 28, 2003&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=drx&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=Jan 1, 2024&lt;br /&gt;
|origin_type=DVD-R&lt;br /&gt;
|titlescreen=Sonic_Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
|origin_dumpmethod=DiscImageCreator&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=PlayStation 2&lt;br /&gt;
|origin_ownership=drx&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes (Sep 28, 2003 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A PAL prototype of Sonic Heroes for the PlayStation 2.&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*Basic debug mode (L+R in-game).&lt;br /&gt;
*Runs at 50fps without any frameskip&lt;br /&gt;
*50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.&lt;br /&gt;
*Uses the final title screen despite being older than the 10.8 build&lt;br /&gt;
*Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the &#039;&#039;Mario Kart: Double Dash!&#039;&#039; demo build.&lt;br /&gt;
*Two Player mode has XBOX HUD Elements, and black bar&lt;br /&gt;
*Massive slowdown on 2P splitscreen levels&lt;br /&gt;
*Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings&lt;br /&gt;
*Audio is a mix of English and Japanese voices&lt;br /&gt;
*Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).&lt;br /&gt;
*Unique sound effect for score counter at end.&lt;br /&gt;
*Omega uses unfiltered voice clips.&lt;br /&gt;
*FMVs show corruption on the bottom of the screen.&lt;br /&gt;
*Various missing textures&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011642.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011656.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011704.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011714.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011757.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101011824.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101012636.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013430.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013728.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101013754.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101014221.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015348.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015524.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015549.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015827.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101015928.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020031.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020040.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020151.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020306.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020539.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101020954.png&lt;br /&gt;
File:Sonic Heroes_SLES-51950_20240101021120.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:SonicHeroes-Sep28_DiscFront.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to Sewer56 for helping to research this build!&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(E3_prototype)&amp;diff=87719</id>
		<title>Sonic Heroes (E3 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(E3_prototype)&amp;diff=87719"/>
		<updated>2023-03-28T23:42:24Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Action Replay/Gecko */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes E3 GameCube Prototype.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|origin_type=NR Disc&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes E3 Demo (Gamecube prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
A prototype build for E3 of Sonic Heroes for the Nintendo Gamecube.&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link| Proto:Sonic Heroes/E3 2003 prototype}}&lt;br /&gt;
* Contains some small debug features when pressing certain buttons with controller one in game.&lt;br /&gt;
&lt;br /&gt;
==Action Replay/Gecko==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay/Gecko]&lt;br /&gt;
$Level modifier&amp;lt;/br&amp;gt;&lt;br /&gt;
020C96C2 ????????&amp;lt;/br&amp;gt;&lt;br /&gt;
020C9892 ????????&lt;br /&gt;
&lt;br /&gt;
Notes: First line is the code for Seaside Hill (Easy), and the second is Rail Canyon (Hard). Some stages, like Grand Metropolis, and Power Plant, stored on disc will crash if used.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay/Gecko]&lt;br /&gt;
$Team modifier&amp;lt;/br&amp;gt;&lt;br /&gt;
020C96D6 ????????&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay]&lt;br /&gt;
Hold L+R+A for Raising Jump (E3, Sonic Heroes)&amp;lt;/br&amp;gt;&lt;br /&gt;
8A1CC642 00000160&amp;lt;/br&amp;gt;&lt;br /&gt;
04650B7C 3FE00000&amp;lt;/br&amp;gt;&lt;br /&gt;
0465167C 3FE00000&amp;lt;/br&amp;gt;&lt;br /&gt;
046521CC 3FE00000&amp;lt;/br&amp;gt;&lt;br /&gt;
00000000 40000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay]&lt;br /&gt;
Press D-Pad Up for Turbo (E3, Sonic Heroes)&amp;lt;/br&amp;gt;&lt;br /&gt;
8A1CC642 00000008&amp;lt;/br&amp;gt;&lt;br /&gt;
04650B78 41C00000&amp;lt;/br&amp;gt;&lt;br /&gt;
04651678 41C00000&amp;lt;/br&amp;gt;&lt;br /&gt;
046521C8 41C00000&amp;lt;/br&amp;gt;&lt;br /&gt;
00000000 40000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay]&lt;br /&gt;
Infinite Flight (E3, Sonic Heroes)&amp;lt;/br&amp;gt;&lt;br /&gt;
04651924 00000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(E3_prototype)&amp;diff=87718</id>
		<title>Sonic Heroes (E3 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(E3_prototype)&amp;diff=87718"/>
		<updated>2023-03-28T23:42:13Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Action Replay/Gecko */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes E3 GameCube Prototype.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|origin_type=NR Disc&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes E3 Demo (Gamecube prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
A prototype build for E3 of Sonic Heroes for the Nintendo Gamecube.&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link| Proto:Sonic Heroes/E3 2003 prototype}}&lt;br /&gt;
* Contains some small debug features when pressing certain buttons with controller one in game.&lt;br /&gt;
&lt;br /&gt;
==Action Replay/Gecko==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay/Gecko]&lt;br /&gt;
$Level modifier&amp;lt;/br&amp;gt;&lt;br /&gt;
020C96C2 ????????&amp;lt;/br&amp;gt;&lt;br /&gt;
020C9892 ????????&lt;br /&gt;
&lt;br /&gt;
Notes: First line is the code for Seaside Hill (Easy), and the second is Rail Canyon (Hard). Some stages, like Grand Metropolis, and Power Plant, stored on disc will crash if used.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay/Gecko]&lt;br /&gt;
$Team modifier&amp;lt;/br&amp;gt;&lt;br /&gt;
020C96D6 00000003&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay]&lt;br /&gt;
Hold L+R+A for Raising Jump (E3, Sonic Heroes)&amp;lt;/br&amp;gt;&lt;br /&gt;
8A1CC642 00000160&amp;lt;/br&amp;gt;&lt;br /&gt;
04650B7C 3FE00000&amp;lt;/br&amp;gt;&lt;br /&gt;
0465167C 3FE00000&amp;lt;/br&amp;gt;&lt;br /&gt;
046521CC 3FE00000&amp;lt;/br&amp;gt;&lt;br /&gt;
00000000 40000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay]&lt;br /&gt;
Press D-Pad Up for Turbo (E3, Sonic Heroes)&amp;lt;/br&amp;gt;&lt;br /&gt;
8A1CC642 00000008&amp;lt;/br&amp;gt;&lt;br /&gt;
04650B78 41C00000&amp;lt;/br&amp;gt;&lt;br /&gt;
04651678 41C00000&amp;lt;/br&amp;gt;&lt;br /&gt;
046521C8 41C00000&amp;lt;/br&amp;gt;&lt;br /&gt;
00000000 40000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay]&lt;br /&gt;
Infinite Flight (E3, Sonic Heroes)&amp;lt;/br&amp;gt;&lt;br /&gt;
04651924 00000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(E3_prototype)&amp;diff=87717</id>
		<title>Sonic Heroes (E3 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(E3_prototype)&amp;diff=87717"/>
		<updated>2023-03-28T22:35:40Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Gecko Codes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes E3 GameCube Prototype.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|origin_type=NR Disc&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes E3 Demo (Gamecube prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
A prototype build for E3 of Sonic Heroes for the Nintendo Gamecube.&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link| Proto:Sonic Heroes/E3 2003 prototype}}&lt;br /&gt;
* Contains some small debug features when pressing certain buttons with controller one in game.&lt;br /&gt;
&lt;br /&gt;
==Action Replay/Gecko==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay/Gecko]&lt;br /&gt;
$Level modifier&amp;lt;/br&amp;gt;&lt;br /&gt;
020C96C2 ????????&amp;lt;/br&amp;gt;&lt;br /&gt;
020C9892 ????????&lt;br /&gt;
&lt;br /&gt;
Notes: First line is the code for Seaside Hill (Easy), and the second is Rail Canyon (Hard). Some stages, like Grand Metropolis, and Power Plant, stored on disc will crash if used.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay]&lt;br /&gt;
Hold L+R+A for Raising Jump (E3, Sonic Heroes)&amp;lt;/br&amp;gt;&lt;br /&gt;
8A1CC642 00000160&amp;lt;/br&amp;gt;&lt;br /&gt;
04650B7C 3FE00000&amp;lt;/br&amp;gt;&lt;br /&gt;
0465167C 3FE00000&amp;lt;/br&amp;gt;&lt;br /&gt;
046521CC 3FE00000&amp;lt;/br&amp;gt;&lt;br /&gt;
00000000 40000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay]&lt;br /&gt;
Press D-Pad Up for Turbo (E3, Sonic Heroes)&amp;lt;/br&amp;gt;&lt;br /&gt;
8A1CC642 00000008&amp;lt;/br&amp;gt;&lt;br /&gt;
04650B78 41C00000&amp;lt;/br&amp;gt;&lt;br /&gt;
04651678 41C00000&amp;lt;/br&amp;gt;&lt;br /&gt;
046521C8 41C00000&amp;lt;/br&amp;gt;&lt;br /&gt;
00000000 40000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Action Replay]&lt;br /&gt;
Infinite Flight (E3, Sonic Heroes)&amp;lt;/br&amp;gt;&lt;br /&gt;
04651924 00000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(E3_prototype)&amp;diff=87681</id>
		<title>Sonic Heroes (E3 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(E3_prototype)&amp;diff=87681"/>
		<updated>2023-03-28T19:36:33Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes E3 GameCube Prototype.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|origin_type=NR Disc&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes E3 Demo (Gamecube prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
A prototype build for E3 of Sonic Heroes for the Nintendo Gamecube.&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link| Proto:Sonic Heroes/E3 2003 prototype}}&lt;br /&gt;
* Contains some small debug features when pressing certain buttons with controller one in game.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Level modifier&amp;lt;/br&amp;gt;&lt;br /&gt;
020C96C2 ????????&amp;lt;/br&amp;gt;&lt;br /&gt;
020C9892 ????????&lt;br /&gt;
&lt;br /&gt;
Notes: First line is the code for Seaside Hill (Easy), and the second is Rail Canyon (Hard). Some stages, like Grand Metropolis, and Power Plant, stored on disc will crash if used.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=87680</id>
		<title>Sonic Heroes (Oct 30, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=87680"/>
		<updated>2023-03-28T19:11:35Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Free Movement Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype)&lt;br /&gt;
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png&lt;br /&gt;
|builddate=Oct 30, 2003 18:16:44&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
|builtafter=Oct 13, 2003&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 1.7z&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*This build is newer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] but older than the [[Sonic Heroes (November 18, 2003 prototype)|18th November Prototype.]]&lt;br /&gt;
*When in Free movement mode, the players are able to free fall at any costs.&lt;br /&gt;
*This was in an unlabeled slot on the NPDP cartridge.&lt;br /&gt;
&lt;br /&gt;
==Error Log==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;N[OSREPORT]: USB Init Error&amp;lt;&amp;lt; Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) &amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build is likely looking for an USB adapter like the &#039;&#039;GCP-2000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Stub out USB I/O Calls [Sewer56]&lt;br /&gt;
&lt;br /&gt;
04017338 60000000&lt;br /&gt;
&lt;br /&gt;
04218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
04218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
04219274 4e800020&lt;br /&gt;
&lt;br /&gt;
042190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
04218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
04218f94 4e800020&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
80017338 60000000 // NOP Call to function that inits USB I/O&lt;br /&gt;
&lt;br /&gt;
80218a2c 4e800020 // Stub out HIOEnumDevices&lt;br /&gt;
&lt;br /&gt;
80218af4 4e800020 // Stub out HIOInit&lt;br /&gt;
&lt;br /&gt;
80219274 4e800020 // Stub out HIORead&lt;br /&gt;
&lt;br /&gt;
802190dc 4e800020 // Stub out HIORead (Overload)&lt;br /&gt;
&lt;br /&gt;
80218e10 4e800020 // Stub out HIOReadMailbox&lt;br /&gt;
&lt;br /&gt;
80218f94 4e800020 // Stub out HIOWriteMailbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code will allow you to boot into the regular main menu as opposed to &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Replace Easy Menu with System Mode X [Sewer56]&lt;br /&gt;
&lt;br /&gt;
C2022C90 00000004&lt;br /&gt;
&lt;br /&gt;
7C0C0378 2C050003&lt;br /&gt;
&lt;br /&gt;
40820008 38A00001&lt;br /&gt;
&lt;br /&gt;
7D806378 90A3FF78&lt;br /&gt;
&lt;br /&gt;
60000000 00000000&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
&lt;br /&gt;
Replace 38A0000X (end of third line) with desired system mode:&lt;br /&gt;
&lt;br /&gt;
0 = PAL Select&lt;br /&gt;
&lt;br /&gt;
1 = Menu&lt;br /&gt;
&lt;br /&gt;
2 = InGame&lt;br /&gt;
&lt;br /&gt;
3 = EasyMenu&lt;br /&gt;
&lt;br /&gt;
4 = Credits&lt;br /&gt;
&lt;br /&gt;
5 = EasyMenuMovie&lt;br /&gt;
&lt;br /&gt;
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code (if not using an easy menu boot with the code above) can be used as a workaround to enter a specific level if the selection crashes in Easy Menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Level select workaround&lt;br /&gt;
&lt;br /&gt;
042A78EC XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
XXXXXXXX = Level ID&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Additive switch effect&lt;br /&gt;
&lt;br /&gt;
0002115E 00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*At the time of release this is the only known build to boot into &amp;quot;Easy Menu&amp;quot; without hacking.&lt;br /&gt;
**Easy Menu lacks the ability to select team &amp;quot;ForEdit&amp;quot; (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.&lt;br /&gt;
**The teams for Player(s) 3/4 cannot be selected in &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
**Sitting around in &amp;quot;Easy Menu&amp;quot; for a while may make the game freeze when starting a stage.&lt;br /&gt;
***Not sure what causes this; don&#039;t think it&#039;s a memory leak but this issue isn&#039;t present in other game versions.&lt;br /&gt;
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.&lt;br /&gt;
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).&lt;br /&gt;
**This demo desyncs mid-way; likely to a change in the level&#039;s collision.&lt;br /&gt;
*A bug in Audio Menu causes track names to not render if hovering over a track that isn&#039;t unlocked.&lt;br /&gt;
*Starting Story Mode crashes the game if there are no stages completed. &lt;br /&gt;
**If any story segment is complete and you are picking the starting stage, story however works fine.&lt;br /&gt;
*Team Rose&#039;s stages appear to be the same length as the final version, that is longer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] which is shorter than [[Sonic Heroes (October 8, 2003 prototype)|8th October Prototype]].&lt;br /&gt;
&lt;br /&gt;
==Debug Controls==&lt;br /&gt;
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).&lt;br /&gt;
&lt;br /&gt;
===Easy Menu (Startup Screen)===&lt;br /&gt;
3P DPAD = Change Sound Mode&lt;br /&gt;
&lt;br /&gt;
Note: Something weird about this screen is that 3P and 4P cannot select a team.&lt;br /&gt;
They are able to do so however in many other versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Basic Debug Mode (Same as Oct 8 Prototype)===&lt;br /&gt;
&lt;br /&gt;
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)&lt;br /&gt;
&lt;br /&gt;
L + R + X + Y = Finish Current Stage&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD UP = Add 1 life.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD DOWN = Add 1 ring.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD LEFT = 1x level up (for all characters).&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~&lt;br /&gt;
&lt;br /&gt;
===Free Movement (Scan) Mode===&lt;br /&gt;
Z = Enable &lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
Z + LStick = Up/Down&lt;br /&gt;
&lt;br /&gt;
A = Release&lt;br /&gt;
&lt;br /&gt;
===Camera Debug Mode===&lt;br /&gt;
B + A = Show Camera Debug HUD&lt;br /&gt;
&lt;br /&gt;
B + Y = Toggle Camera Mode&lt;br /&gt;
&lt;br /&gt;
B + X = Show Camera Render Regions&lt;br /&gt;
&lt;br /&gt;
===Snapshot Mode (Port 2)===&lt;br /&gt;
2P Z (In-game, while paused) = Enable&lt;br /&gt;
&lt;br /&gt;
2P DPAD = Move Fast&lt;br /&gt;
&lt;br /&gt;
2P LStick = Move Slow&lt;br /&gt;
&lt;br /&gt;
2P L/R = Up/Down&lt;br /&gt;
&lt;br /&gt;
2P START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
2P START + LStick = Rotate&lt;br /&gt;
&lt;br /&gt;
===SET (Object Layout) Editor===&lt;br /&gt;
&lt;br /&gt;
A + Z = Enable&lt;br /&gt;
&lt;br /&gt;
START + RStick = Rotate&lt;br /&gt;
&lt;br /&gt;
START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
START + X = Change &amp;quot;Ring Type&amp;quot;&lt;br /&gt;
&lt;br /&gt;
START + Y = Change Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
B + DPAD = Change Light Gate&lt;br /&gt;
&lt;br /&gt;
Y + DPAD = Change Object&lt;br /&gt;
&lt;br /&gt;
Control Stick = Toggle object properties&lt;br /&gt;
&lt;br /&gt;
A + Control Stick = Change object settings&lt;br /&gt;
&lt;br /&gt;
A + X = Exit&lt;br /&gt;
&lt;br /&gt;
A + B = Drop to Floor&lt;br /&gt;
&lt;br /&gt;
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)&lt;br /&gt;
&lt;br /&gt;
===CAM (Camera) Editor===&lt;br /&gt;
Z + Y = Enable&lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
L/R = Lower/Raise&lt;br /&gt;
&lt;br /&gt;
B + Y = Reset Position&lt;br /&gt;
&lt;br /&gt;
A + B = Switch Cam Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
===Memory and Profiling===&lt;br /&gt;
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)&lt;br /&gt;
&lt;br /&gt;
===Story/Unlock Flags Test (Port 3)===&lt;br /&gt;
Z = Enable&lt;br /&gt;
&lt;br /&gt;
L/R = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD = Navigate&lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
===Enemy Test (Port 3)===&lt;br /&gt;
START = Enable&lt;br /&gt;
&lt;br /&gt;
DPAD Left/Right = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD Up/Down = Navigate &lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
X = Toggle all ON&lt;br /&gt;
&lt;br /&gt;
Y = Toggle all OFF&lt;br /&gt;
&lt;br /&gt;
===Cutscene Debug (Port 2)===&lt;br /&gt;
&lt;br /&gt;
2P A = Start after reset.&lt;br /&gt;
2P B = Pause&lt;br /&gt;
2P X = Unpause&lt;br /&gt;
2P DPAD = Frame Rewind/Advance&lt;br /&gt;
2P START = Reset cutscene. (Crashes if done too many times.)&lt;br /&gt;
&lt;br /&gt;
===Particle Editor (Port 4 + Port 1)=== &lt;br /&gt;
&lt;br /&gt;
4P Z + START = Enable&lt;br /&gt;
&lt;br /&gt;
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)&lt;br /&gt;
&lt;br /&gt;
4P Z = Toggle Menu Visibility&lt;br /&gt;
&lt;br /&gt;
4P L/R = Select Particle&lt;br /&gt;
&lt;br /&gt;
4P X = Go Down&lt;br /&gt;
&lt;br /&gt;
4P Y = Go Up&lt;br /&gt;
&lt;br /&gt;
4P B + A = Exit Menu&lt;br /&gt;
&lt;br /&gt;
1P LStick = Move&lt;br /&gt;
&lt;br /&gt;
1P DPAD = Rotate&lt;br /&gt;
&lt;br /&gt;
1P L/R = Raise/Lower&lt;br /&gt;
&lt;br /&gt;
1P X = Reset Rotation&lt;br /&gt;
&lt;br /&gt;
1P Y = Teleport to Char&lt;br /&gt;
&lt;br /&gt;
1P A = Test Particle&lt;br /&gt;
&lt;br /&gt;
===Particle Table Editor (open from Particle Editor)===&lt;br /&gt;
4P Z + A = Enter Table Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Play Particle&lt;br /&gt;
&lt;br /&gt;
4P A = Cancel Particle&lt;br /&gt;
&lt;br /&gt;
1P A + LStick = Move Table Entry Origin Position&lt;br /&gt;
&lt;br /&gt;
===Special Stage Debug (Port 4)===&lt;br /&gt;
4P A = Player Param Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Toggle Special Stage Debug Menu&lt;br /&gt;
&lt;br /&gt;
4P DPAD = Navigate Menu&lt;br /&gt;
&lt;br /&gt;
4P L/R = Increase/Decrease Value&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Easy Menu.png|Default menu the prototype boots into, a.k.a. &amp;quot;Easy Menu&amp;quot;. This is the only known build to boot directly into this menu.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Title Screen.png|Title screen of this prototype, accessed via hacking.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Story Select.png|Crashes on story start if no story progression is made, otherwise works fine.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Audio Menu.png|Fully functional, however buggy in that it allows you to scroll onto items not yet unlocked; and when you do so, no items render.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Challenge Menu.png|Challenge menu with a nice typo.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Seaside Hill Demo.png|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.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Rail Canyon Demo.png|In-game gameplay demo of Rail Canyon.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - 2P Snapshot Mode.png|Built-in free camera mode available when paused on Controller Port 2.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Block Test.png|Allows you to test rendering of objects only.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Editor.png|In-game fully featured camera editor.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Debug.png|Camera debug displaying camera trigger regions and currently shown cameras.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CCL Debug.png|Object collision (CCL) debug. Object collision uses a different internal system to world collision.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Chaotix Rail Canyon.png|Mission description says 5 minutes. Actual timer is 6 minutes.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CPU Profiler.png|Shows the amount of CPU time taken by various in-game functions.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Allocation Previewer.png|Allows you to view all allocations on the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Debug.png|Shows information about the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Texture Memory Allocation Debug.png|Or at least that&#039;s what it&#039;s meant to be.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Land Information Debug.png|Shows debug information about all loaded geometry to the screen.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Debug Text Test.png|Menu which tests rendering of debug text.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Debug Print.png|Shows various regions related to enemies. Area they can hear, area they can see, etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Icon Test.png|Tests enemy reaction icons.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Link Test.png|Not sure what this does. I&#039;d think it tests the links between objects (e.g. enemy to cage) but I haven&#039;t figured out how to use this so far.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Event Debug.png|Available on controller port 2. You can control events, including rewind, forward, reset etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Free Movement Mode.png|Free Movement Mode a.k.a. NoClip&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Editor.png|Available on Port 4. Edits individual particles.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Table Editor.png|Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor.png|Built-in object layout editor. Can edit all 3 types of layout files, DB (Design), PB (Plan), P&amp;lt;X&amp;gt; (PlanEx)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor Item Range.png|The SET editor can display item ranges, cool!&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Debug.png|Variable editor for Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Player Param Debug.png|Variable editor for Player Parameters in Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Unlock Flags Debug.png|Available on Port 3. Allows you to toggle flags which unlock in-game items.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Spyro_the_Dragon_(Jun_15,_1998_prototype)&amp;diff=56606</id>
		<title>Spyro the Dragon (Jun 15, 1998 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Spyro_the_Dragon_(Jun_15,_1998_prototype)&amp;diff=56606"/>
		<updated>2021-07-25T01:42:17Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=spyro 1998-06-15 proto - 09.png&lt;br /&gt;
|builddate=Jun 15, 1998 19:50:56&lt;br /&gt;
|buildname=Preview&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|dumper=hwd45&lt;br /&gt;
|releasedby=hwd45&lt;br /&gt;
|filereleasedate=February 26, 2020&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_labels=SPYRO PREVIEW VERSION NTSC&lt;br /&gt;
|origin_dumpmethod=CloneCD (SuperMulti DVD burner)&lt;br /&gt;
|origin_ownership=hwd45 (2020-Present)&lt;br /&gt;
|game=Spyro the Dragon&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platform&lt;br /&gt;
|final_builddate={{RegionDate|US|Aug 13, 1998}} {{RegionDate|EU|Sep 10, 1998}} {{RegionDate|JP|Jan 6, 1999}}&lt;br /&gt;
|release_date={{RegionDate|US|Sep 9, 1998}} {{RegionDate|EU|Oct 23, 1998}} {{RegionDate|JP|Apr 1, 1999}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro the Dragon (Jun 15, 1998 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Spyro the Dragon for the Sony PlayStation, dated around two months before the final build.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link| Proto:Spyro_the_Dragon_(PlayStation)/June_15th,_1998_build}}&lt;br /&gt;
&lt;br /&gt;
*There is no title screen or intro cutscene, nor is there any option to select a save file.&lt;br /&gt;
*Many gems and dragons have moved relative to their final positions.&lt;br /&gt;
*The only dragons to feature cutscenes are the dragons in the first three homeworlds, and all of these cutscenes feature unfinished dialogue and voice recordings.&lt;br /&gt;
*The rest of the dragons either only present text dialogue or show no dialogue prompt at all.&lt;br /&gt;
*Alpine Ridge, Twilight Harbor, Gnasty Gnorc and all Flight and Boss stages use early names, as does Gnasty&#039;s World.&lt;br /&gt;
*Wild Flight (where the terrain&#039;s designed with an appearance akin to a PS1 version of &#039;&#039;Roblox&#039;&#039;), Crystal Flight, Haunted Towers and Gnasty Gnorc all use placeholder textures, the latter level being in an incredibly early state.&lt;br /&gt;
*Gnorc Cove takes the role of the Gnorc Gnexus as the first level in Gnasty&#039;s World you encounter.&lt;br /&gt;
*Twilight Harbor has a very early object placement and is missing all its gems.&lt;br /&gt;
*All exit vortices use the dragon pad model in place of the vortex base. Most levels also include a gem floating in the vortex, too, something that is never seen in the final game.&lt;br /&gt;
*Both Gnorc Gnexus and Gnasty&#039;s Loot are missing from this version.&lt;br /&gt;
*There&#039;s a placeholder level name amongst the other Gnasty&#039;s World levels called &amp;quot;BUNCHACRAP&amp;quot;.&lt;br /&gt;
*The fairies seen in the flight levels, High Caves and Haunted Towers use an earlier and much more cartoony design.&lt;br /&gt;
*Many enemies throughout the game were retextured in the final version.&lt;br /&gt;
*The Magic Crafters home features an extra room seen in some prerelease materials, but the room is empty.&lt;br /&gt;
*Blowhard features an introductory message warning the player about the boss and the boss fight itself features mechanics that weren&#039;t seen in the final release.&lt;br /&gt;
&lt;br /&gt;
=== Cheat codes ===&lt;br /&gt;
At any time during gameplay, hold down these button combinations until your entry is confirmed by Spyro jumping.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Warp to next level&lt;br /&gt;
|L1 + L2 + R1 + R2&lt;br /&gt;
|-&lt;br /&gt;
!Toggle active/passive camera&lt;br /&gt;
|L2 + R1&lt;br /&gt;
|-&lt;br /&gt;
!Toggle XA playback&lt;br /&gt;
|Square, Triangle, Circle, X&lt;br /&gt;
|-&lt;br /&gt;
!Toggle Sparx&#039; pick-up ability&lt;br /&gt;
|R1 + R2 + Circle&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;(Note: The level warp cheat can softlock the game during the level transition if the game isn&#039;t paused before entry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro 1998-06-15 proto - 01.png|Loading screen.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 02.png|Gameplay 1.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 03.png|Gameplay 2.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 04.png|Gameplay 3.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 05.png|Gameplay 4.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 06.png|Gameplay 5.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 07.png|Gameplay 6.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 08.png|Gameplay 7.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 09.png|Gameplay 8.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 10.png|Gameplay 9.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 11.png|Gameplay 10.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 12.png|Gameplay 11.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 13.png|Gameplay 12.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 14.png|Gameplay 13.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 15.png|Gameplay 14.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 16.png|Gameplay 15.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 17.png|Gameplay 16.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 18.png|Gameplay 17.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 19.png|Gameplay 18.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 20.png|Gameplay 19.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 21.png|Gameplay 20.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 22.png|Gameplay 21.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 23.png|Gameplay 22.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 24.png|Gameplay 23.&lt;br /&gt;
File:Spyro 1998-06-15 proto - 25.png|Gameplay 24.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;aPmxesFO770&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;CgR5BzUhii4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;XYABLjYhu5o&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;1Ao3MNMbUYo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;Dp_qaOIomkc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;Tpr5F8kYzp4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Files==&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=IMAGE.ccd|type=File|date=2020-02-22 15:40:56|size=773|crc32=c3eb547|md5=669650e02ca39797135523ca14ae00b6|sha1=ec767d7201e3937ae33dace9b444cee941c5924a|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=IMAGE.cue|type=File|date=2020-02-22 15:40:56|size=69|crc32=a751f444|md5=03631235d6116cf1c84636c23ede5ccb|sha1=eccb47c328b5a69a8ab1bdbcdf280518916aa2f2|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=IMAGE.img|type=File|date=2020-02-22 15:41:00|size=446068560|crc32=2dd8a912|md5=c2c7459bad169626665e96f79250d8b4|sha1=59aafe14648890f13bbc50122e41b05007f879cf|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=IMAGE.sub|type=File|date=2020-02-22 15:41:00|size=18206880|crc32=e2107d28|md5=1ac6a5b479184cdb86b3afb660ac3603|sha1=91e438e14ed92eff1cf2a6007e8565ea0db689cc|comment=}}&lt;br /&gt;
|date=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro 1998-06-15 proto disc front.jpg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A very HUGE special thanks to hwd45 for making this release possible!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor The Cutting Room Floor]&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro the Dragon}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Apr_25,_2000_prototype)&amp;diff=53505</id>
		<title>Spyro: Year of the Dragon (Apr 25, 2000 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Apr_25,_2000_prototype)&amp;diff=53505"/>
		<updated>2021-04-22T23:22:15Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Screenshots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Spyro: Year of the Dragon (Apr 25, 2000 prototype)&lt;br /&gt;
|titlescreen=Spyro3-Apr25Preview-1.png&lt;br /&gt;
|builddate=Apr 25, 2000 00:00:00 &lt;br /&gt;
|buildname=Previewable&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Spyro Year of the Dragon Previewable&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Spyro: Year of the Dragon&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}&lt;br /&gt;
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}&lt;br /&gt;
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}&lt;br /&gt;
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/SpyroYearoftheDragonApr252000prototype&lt;br /&gt;
|file=Spyro - Year of the Dragon (Apr 25, 2000 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Spyro: Year of the Dragon for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/April_25th,_2000_build}}&lt;br /&gt;
An early prototype of Spyro: Year of the Dragon for the Sony PlayStation. This build seems to match the one used at E3 2000, as well as the one used in a number of previews and gameplay B-roll footage. The build is an NTSC-U preview build.&lt;br /&gt;
The disc&#039;s file dates and primary volume creation date lists the prototype as being built on 5th April 2000 as opposed to the final&#039;s 14th September 2000, but no primary volume modification date is included. Its original disc was labelled with &amp;quot;4.25 E&amp;quot;, which likely represents a burn date of April 25th.&lt;br /&gt;
Oftentimes, the modification dates on the files of Spyro builds (and PSX titles generally) do not match their true modification dates. This, in combination with the fact that no primary volume modification date is listed, and the fact that &amp;quot;4.25 E&amp;quot; so closely resembles some of the build date and version strings used in other Spyro 3 builds (5.25.a, 7.27.a and 9.4) suggests a possible date of April 25th instead, which may be more likely to be accurate due to its use as a versioning number. Either way, the build appears to have been built at some point in April 2000.&lt;br /&gt;
&lt;br /&gt;
*There are a number of Spyro 2 leftovers, notably including the game&#039;s title screen.&lt;br /&gt;
*Starting the game from the title screen immediately puts the player into Bamboo Terrace (which is called &amp;quot;Rice Paddies&amp;quot; in this version). There are no save files.&lt;br /&gt;
*The pause menu is replaced with a level and minigame warp menu, allowing the user to move from place to place more easily.&lt;br /&gt;
*Only 13 of the game&#039;s 37 levels are playable by normal means, with only one sublevel playable in each of Sunny Villa and Molten Crater.&lt;br /&gt;
**Data corresponding to an additional four levels - Sunrise Spring, Seashell Shore, Crawdad Farm and Spike&#039;s Arena - is present, as is the rest of Sunny Villa and Molten Crater.&lt;br /&gt;
**Crawdad Farm, Spike&#039;s Arena and the remaining areas of Sunny Villa and Molten Crater are accessible with the use of cheat codes.&lt;br /&gt;
**Sunrise Spring appears to &#039;&#039;&#039;only&#039;&#039;&#039; be accessible with memory editing, as using cheat codes to enter the level results in a crash. In order to enter the level, the player must fix one of the level ID variables as 10 (dec) &#039;&#039;&#039;on the title screen&#039;&#039;&#039; and start the game - access via any other level will not work. See the level list below for more details.&lt;br /&gt;
**Seashell Shore appears to not be easily accessible with memory editing, possibly due to errors in the data corresponding to that level. The game will instead crash upon attempting to enter the level. Specifically, the crash is on load stage 6, which corresponds with the loading of the mobys - model ripping tools have shown that at least one of the mobys seems to misbehave in its animations, so it&#039;s possible that loading this particular moby is causing the crash.&lt;br /&gt;
**One sublevel of both Seashell Shore and Lost Fleet are still not present at this point.&lt;br /&gt;
*The pause menu displays names for each of the levels, many of which differ wildly from their final names.&lt;br /&gt;
**The level names used on portals and loading screens are entirely generic at this point, with all levels given the name &amp;quot;Level &#039;&#039;x&#039;&#039;&amp;quot; where &#039;&#039;x&#039;&#039; is replaced with the level ID.&lt;br /&gt;
*The Atlas is not yet accessible, though some very limited functionality corresponding to the Atlas is present, though at this point it functions as not much more than a page-turning simulator.&lt;br /&gt;
**The Atlas is also still referred to as the &amp;quot;Guidebook&amp;quot; (a term used in Spyro 2) by the pause menu at this point, despite its graphics saying &amp;quot;Atlas&amp;quot;. The pause menu option for this menu does nothing when selected.&lt;br /&gt;
*The player also has the option to restart the level from the pause menu.&lt;br /&gt;
*A number of HUD elements across several levels are missing or differ from the final.&lt;br /&gt;
**This includes the egg icon and counter in the HUD.&lt;br /&gt;
*Only 7 of the game&#039;s music tracks are present, with the majority of them being vastly different to how they sound in the final game. In particular, Lost Fleet has an entirely unique theme, rather than re-using another level&#039;s theme as it would in the final game.&lt;br /&gt;
**In the NTSC-U Rev 1 release of Spyro: Year of the Dragon, a number of levels were given their own themes rather than reusing tracks. Lost Fleet &#039;&#039;still&#039;&#039; did not get an entirely unique theme once again, instead using a remix of the Sheila&#039;s Alp theme, for some reason.&lt;br /&gt;
**All levels which don&#039;t yet have their own theme in this version use Spooky Swamp&#039;s theme instead.&lt;br /&gt;
**There are several unused tracks which are entirely unrelated to Spyro - all of these tracks are by either U-Ziq or Propellerheads.&lt;br /&gt;
*There is no audio dialogue present whatsoever, and a large amount of the text dialogue is in a very incomplete state.&lt;br /&gt;
**Many lines of dialogue are also clearly placeholder strings presenting developer humour.&lt;br /&gt;
*The dialogue font and text colour matches the one used in Spyro 2.&lt;br /&gt;
*Eggs have a completely different appearance to their final look, and come in multiple different varieties, mostly corresponding to the type of dragon they hatch.&lt;br /&gt;
*Gem placement is almost universally different, as are the gem totals for each level.&lt;br /&gt;
*Many of the levels have significant structural changes.&lt;br /&gt;
*There are a number of cut enemies - most notably, tigers in Bamboo Terrace, Rhynoc Thieves in Molten Crater and a caterpillar boss in Crawdad Farm.&lt;br /&gt;
*Several of the alternate characters control and behave slightly differently from their final design.&lt;br /&gt;
**Sgt. Byrd is also quite noticeably different in appearance. Bentley also differs from his final design, but only in subtle texture tweaks.&lt;br /&gt;
**Oddly enough, the characters capable of shooting can do so even when an NPC is speaking to them or a cutscene is in the middle of taking place.&lt;br /&gt;
*Due to incomplete programming, the player cannot leave the level via the portal at the beginning of each of the critter levels. Instead, the player will return to the level regardless of whether they select &amp;quot;Yes&amp;quot; or &amp;quot;No&amp;quot; when asked if they want to leave the level. In three of the four critter levels, the player is amusingly greeted with a text string proclaiming &amp;quot;At some point, I&#039;ll need to program that.&amp;quot; if they attempt to leave.&lt;br /&gt;
*There are no skill points present at this stage of development.&lt;br /&gt;
*The gem values Moneybags requests differs in a couple of locations and he&#039;s entirely missing from some areas he&#039;d normally be, too. In a couple of places he appears, there are a number of gems deliberately placed next to him specifically to give the player exactly as many gems as they need to proceed.&lt;br /&gt;
**Even though using the pause menu to warp between levels resets most of the player&#039;s data, which instances of Moneybags have been paid is carried over, so he does not need to be paid more than once at the same location.&lt;br /&gt;
*Warping between levels using the pause menu resets all of the data corresponding to the items the player has collected. However, the player can circumvent this by using the cheat codes to warp between levels. Most (but not all) levels do not yet exhibit alternate behaviours (such as NPCs being missing) when re-entering a level after completion.&lt;br /&gt;
*This version of the game unsurprisingly has a number of glitches not present in the final, including what appears to be a glitch that will occasionally cause a few specific gems to vanish from the map.&lt;br /&gt;
*Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting.&lt;br /&gt;
**The dongle protection can be bypassed with the included patch, or by setting the int32 at address 0x80071610 to zero.&lt;br /&gt;
** In lieu of patching, a memory card card file containing the dongle save can be downloaded in mcd format [[:Media:SPYRODONGLES.mcd|here]] or in raw format [[:Media:BASLUS-99999SPYRO3|here]].&lt;br /&gt;
*Miscellaneous Notes:&lt;br /&gt;
**Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
**Game contains dongle protection: Patched.&lt;br /&gt;
**Game contains debugging symbols: No&lt;br /&gt;
**Dump was originally scrambled: No&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Big head Spyro&lt;br /&gt;
|Up, Up, Up, Up, R1, R1, R1, R1, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Colour change&lt;br /&gt;
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?&lt;br /&gt;
|&#039;&#039;The last button determines the colour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red&#039;&#039;&#039; = &#039;&#039;O&#039;&#039; | &#039;&#039;&#039;Blue&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;Pink&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039; | &#039;&#039;&#039;Green&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;Black&#039;&#039;&#039; = &#039;&#039;Down&#039;&#039; | &#039;&#039;&#039;Yellow&#039;&#039;&#039; = &#039;&#039;Up&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Extra hit point&lt;br /&gt;
|Square, Up, Square, Down, Square, Left, Square, Right, O&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Flat Spyro&lt;br /&gt;
|Left, Right, Left, Right, L2, R2, L2, R2, Square&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Level warp&lt;br /&gt;
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?&lt;br /&gt;
|&#039;&#039;The last two buttons determine the level ID&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;O&#039;&#039;&#039; = &#039;&#039;0&#039;&#039; | &#039;&#039;&#039;1&#039;&#039;&#039; = &#039;&#039;X&#039;&#039; | &#039;&#039;&#039;2&#039;&#039;&#039; = &#039;&#039;Square&#039;&#039; | &#039;&#039;&#039;3&#039;&#039;&#039; = &#039;&#039;Triangle&#039;&#039; | &#039;&#039;&#039;4&#039;&#039;&#039; = &#039;&#039;Right&#039;&#039; | &#039;&#039;&#039;5&#039;&#039;&#039; = &#039;&#039;Down&#039;&#039; | &#039;&#039;&#039;6&#039;&#039;&#039; = &#039;&#039;Left&#039;&#039; | &#039;&#039;&#039;7&#039;&#039;&#039; = &#039;&#039;Up&#039;&#039; | &#039;&#039;&#039;8&#039;&#039;&#039; = &#039;&#039;R1&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Max collectable totals&lt;br /&gt;
|Square, Square, Square, Square, O&lt;br /&gt;
|&#039;&#039;Sets all level gem counts to 400, the total collected gems to 10,000 and the total eggs collected to 64&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|O, O, O, O, X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!Permanent superflame&lt;br /&gt;
|R1, R2, L1, L2, R1, R2, L1, L2, O&lt;br /&gt;
|&#039;&#039;Causes crashing in levels where the superflame is not present&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!View Credits&lt;br /&gt;
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right&lt;br /&gt;
|&#039;&#039;Does not work in this version due to the credits being missing&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Playable Levels===&lt;br /&gt;
A full list of the playable levels are listed below. Those in &#039;&#039;&#039;bold&#039;&#039;&#039; are present in the game, and those in &#039;&#039;italics&#039;&#039; are either missing or unplayable without the use of external tools.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Sublevel&lt;br /&gt;
!Status&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sunrise Spring Home&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#ffffc7;&amp;quot; |&#039;&#039;&#039;&#039;&#039;Accessible through memory editing only&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Inaccessible under normal means - the level can be accessed by fixing address 0x800661ec as &amp;quot;10&amp;quot; (dec) whilst on the main menu, and starting the game.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sunny Villa&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through cheat codes only&#039;&#039;&#039;&lt;br /&gt;
|Only accessible through the use of cheat codes. Enter any level &#039;&#039;&#039;via the level select&#039;&#039;&#039; and then enter the following code on the pause menu:&amp;lt;br /&amp;gt;Up, Down, Up, Down, Left, Right, Left, Right, Square, X, X&lt;br /&gt;
|-&lt;br /&gt;
|Sheila&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through cheat codes only&#039;&#039;&#039;&lt;br /&gt;
|Only accessible through the use of cheat codes. Enter any minigame with area ID 1 (e.g. &amp;quot;Submarines&amp;quot;) &#039;&#039;&#039;via the minigame select&#039;&#039;&#039; and then enter the following code on the pause menu:&amp;lt;br /&amp;gt;Up, Down, Up, Down, Left, Right, Left, Right, Square, X, X&lt;br /&gt;
|-&lt;br /&gt;
|Skateboarding&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the minigame select under the &amp;quot;Skateboarding&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Cloud Spires&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Cloud City&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Sun Seeds&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Cloud City&amp;quot; option; the player must locate the sublevel in order to enter it.&lt;br /&gt;
|-&lt;br /&gt;
|Bell Towers&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Cloud City&amp;quot; option; the player must locate the sublevel in order to enter it.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Molten Crater&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through cheat codes only&#039;&#039;&#039;&lt;br /&gt;
|Only accessible through the use of cheat codes. Enter any level &#039;&#039;&#039;via the level select&#039;&#039;&#039; and then enter the following code on the pause menu:&amp;lt;br /&amp;gt;Up, Down, Up, Down, Left, Right, Left, Right, Square, X, Triangle&lt;br /&gt;
|-&lt;br /&gt;
|Tiki Heads&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the minigame select under the &amp;quot;Tiki Heads&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Thief Chase&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through cheat codes only&#039;&#039;&#039;&lt;br /&gt;
|Only accessible through the use of cheat codes. Enter any minigame with area ID 2 (e.g. &amp;quot;Skateboarding&amp;quot;) &#039;&#039;&#039;via the minigame select&#039;&#039;&#039; and then enter the following code on the pause menu:&amp;lt;br /&amp;gt;Up, Down, Up, Down, Left, Right, Left, Right, Square, X, Triangle&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Seashell Shore&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#ffffc7;&amp;quot; |&#039;&#039;&#039;&#039;&#039;Present but inaccessible&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Inaccessible under normal means - warping to the level consistently crashes the game.&lt;br /&gt;
|-&lt;br /&gt;
|Sheila&lt;br /&gt;
| style=&amp;quot;background-color:#ffffc7;&amp;quot; |&#039;&#039;&#039;&#039;&#039;Present but inaccessible&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Inaccessible under normal means - warping to the level consistently crashes the game.&lt;br /&gt;
|-&lt;br /&gt;
|Bluto&lt;br /&gt;
| style=&amp;quot;background-color:#ffffc7;&amp;quot; |&#039;&#039;&#039;&#039;&#039;Present but inaccessible&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Inaccessible under normal means - warping to the level consistently crashes the game.&lt;br /&gt;
|-&lt;br /&gt;
|Tunnel&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Sublevel does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Mushroom Speedway&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Sheila&#039;s Alp&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Sheila&#039;s Home&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Buzz&#039;s Dungeon&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Crawdad Farm&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through cheat codes only&#039;&#039;&#039;&lt;br /&gt;
|Only accessible through the use of cheat codes. Enter any level &#039;&#039;&#039;via the level select&#039;&#039;&#039; and then enter the following code on the pause menu:&amp;lt;br /&amp;gt;Up, Down, Up, Down, Left, Right, Left, Right, Square, X, R1&lt;br /&gt;
|-&lt;br /&gt;
|Midday Garden Home&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Icy Peak&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Iceberg&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Thief Chase&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the minigame select under the &amp;quot;Thief Chase&amp;quot; option.&amp;lt;br /&amp;gt;Alternatively accessible via the level select under the &amp;quot;Iceberg&amp;quot; option; the player must locate the sublevel in order to enter it.&lt;br /&gt;
|-&lt;br /&gt;
|Ice Dancing&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the minigame select under the &amp;quot;Figure Skating&amp;quot; option.&amp;lt;br /&amp;gt;Alternatively accessible via the level select under the &amp;quot;Iceberg&amp;quot; option; the player must locate the sublevel in order to enter it.&lt;br /&gt;
|-&lt;br /&gt;
|Enchanted Towers&lt;br /&gt;
|All Areas&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Spooky Swamp&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Swamp Party&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Sleepyhead&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the minigame select under the &amp;quot;Mini Boss&amp;quot; option.&amp;lt;br /&amp;gt;Alternatively accessible via the level select under the &amp;quot;Swamp Party&amp;quot; option; the player must locate the sublevel in order to enter it.&lt;br /&gt;
|-&lt;br /&gt;
|Sheila&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the minigame select under the &amp;quot;Roo Stomp&amp;quot; option.&amp;lt;br /&amp;gt;Alternatively accessible via the level select under the &amp;quot;Swamp Party&amp;quot; option; the player must locate the sublevel in order to enter it.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Bamboo Terrace&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible directly from the title screen.&amp;lt;br /&amp;gt;Alternatively accessible via the level select under the &amp;quot;Rice Paddies&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Rhynoc Blast&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the minigame select under the &amp;quot;Rhynoc Blast&amp;quot; option.&amp;lt;br /&amp;gt;Alternatively accessible via the level select under the &amp;quot;Rice Paddies&amp;quot; option; the player must locate the sublevel in order to enter it.&lt;br /&gt;
|-&lt;br /&gt;
|Bentley&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Rice Paddies&amp;quot; option; the player must locate the sublevel in order to enter it.&lt;br /&gt;
|-&lt;br /&gt;
|Country Speedway&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Country Speedway&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Sgt. Byrd&#039;s Base&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Sgt. Byrd&#039;s Home&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Spike&#039;s Arena&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through cheat codes only&#039;&#039;&#039;&lt;br /&gt;
|Only accessible through the use of cheat codes. Enter any level &#039;&#039;&#039;via the level select&#039;&#039;&#039; and then enter the following code on the pause menu:&amp;lt;br /&amp;gt;Up, Down, Up, Down, Left, Right, Left, Right, Square, Square, Up&lt;br /&gt;
|-&lt;br /&gt;
|Spider Town&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Evening Lake Home&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Frozen Altars&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Aztarctica&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Bentley&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the minigame select under the &amp;quot;Boxing&amp;quot; option.&amp;lt;br /&amp;gt;Alternatively accessible via the level select under the &amp;quot;Aztarctica&amp;quot; option; the player must locate the sublevel in order to enter it.&lt;br /&gt;
|-&lt;br /&gt;
|Cat Hockey&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Aztarctica&amp;quot; option; the player must locate the sublevel in order to enter it.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Lost Fleet&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Lost Fleet&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Sub Chase&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the minigame select under the &amp;quot;Submarines&amp;quot; option.&amp;lt;br /&amp;gt;Alternatively accessible via the level select under the &amp;quot;Lost Fleet&amp;quot; option; the player must locate the sublevel in order to enter it.&lt;br /&gt;
|-&lt;br /&gt;
|Skateboarding&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Sublevel does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Fireworks Factory&lt;br /&gt;
|All Areas&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Charmed Ridge&lt;br /&gt;
|All Areas&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Honey Speedway&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Bentley&#039;s Outpost&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Bentley&#039;s Home&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Scorch&#039;s Pit&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Starfish Reef&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Midnight Mountain Home&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Islands&lt;br /&gt;
|All Areas&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Desert Ruins&lt;br /&gt;
|All Areas&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Haunted Tomb&lt;br /&gt;
|All Areas&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Dino Mines&lt;br /&gt;
|All Areas&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Harbor Speedway&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Agent 9&#039;s Lab&lt;br /&gt;
|Main Level&lt;br /&gt;
| style=&amp;quot;background-color:#cbcefb;&amp;quot; |&#039;&#039;&#039;Accessible through normal means&#039;&#039;&#039;&lt;br /&gt;
|Accessible via the level select under the &amp;quot;Agent 9&#039;s Home&amp;quot; option.&lt;br /&gt;
|-&lt;br /&gt;
|Sorceress&#039; Lair&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Bugbot Factory&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|-&lt;br /&gt;
|Super Bonus Round&lt;br /&gt;
|Main Level&lt;br /&gt;
|&#039;&#039;Not present&#039;&#039;&lt;br /&gt;
|Level does not exist at this point.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gameshark codes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Restore Double Jump&lt;br /&gt;
8004B0F6 2400&lt;br /&gt;
8004B18E 2400&lt;br /&gt;
|}&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro3-Apr25Preview-1.png|Title screen&lt;br /&gt;
File:Spyro3-Apr25Preview-2.png|Loading screen&lt;br /&gt;
File:Spyro3-Apr25Preview-3.png|Pause menu&lt;br /&gt;
File:Spyro3-Apr25Preview-4.png|Level select&lt;br /&gt;
File:Spyro3-Apr25Preview-5.png|Minigame select&lt;br /&gt;
File:Spyro3-Apr25Preview-6.png|Gameplay - unused level&lt;br /&gt;
File:Spyro3-Apr25Preview-7.png|Gameplay - unused level&lt;br /&gt;
File:Spyro3-Apr25Preview-8.png|Gameplay - unused level&lt;br /&gt;
File:Spyro3-Apr25Preview-9.png|Gameplay - unused loading sequence&lt;br /&gt;
File:Spyro3-Apr25Preview-10.png|Gameplay - unused sublevel&lt;br /&gt;
File:Spyro3-Apr25Preview-11.png|Gameplay - removed sublevel&lt;br /&gt;
File:Spyro3-Apr25Preview-12.png|Gameplay - unused level&lt;br /&gt;
File:Spyro3-Apr25Preview-13.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-14.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-15.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-16.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-17.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-18.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-19.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-20.png|Gameplay - unused level&lt;br /&gt;
File:Spyro3-Apr25Preview-21.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-22.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-23.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-24.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-25.png|Gameplay&lt;br /&gt;
File:Spyro3-Apr25Preview-26.png|Atlas&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:PSX - Spyro Year of the Dragon Previewable.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;cPSyqDKfuSA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;7aVvzQxXQ9I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;r_5RMnLRtTA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;WHzzMXItwH0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;sAnNhkbGSIc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;EhOVqWjtxWs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;veTf80bNT2M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;ScI3-4Ag-nM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;AHKG1DvbpUA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;aNlN9lvGZ_Y&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;KDBSAdUChYg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;9quUPI6bIaQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;btOVuWTynGc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;gmqqEztKNQg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;rE2ftNzXTOw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
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{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon Previewable.ccd|type=File|date=2020-12-15 23:16:55|size=772|crc32=A8C17BE9|md5=aed520d66e65adcf25d22bbc413775aa|sha1=b172038fec69d00972dfb28e710e24a1706aa62f|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon Previewable.sub|type=File|date=2020-12-15 23:30:24|size=16934688|crc32=6D7BF34A|md5=019e34b5cb6e17963173ca6cbfd74a68|sha1=1a02fa75e39e48c1bd226233d9000c28a0bf2535|comment=}}&lt;br /&gt;
{{filelistentry |i=6|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon Previewable.jpeg|type=File|date=2021-03-14 12:13:24|size=1483376|crc32=77E39E3F|md5=e0dbb290e3aa75a8d77d318cbf9c7fcf|sha1=c198aac2b422c0d19265cd45ff53a3eb9b301fce|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Hwd45 for doing the initial research on this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
*[https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Aug_11,_1999_prototype)&amp;diff=53164</id>
		<title>Spyro 2: Ripto&#039;s Rage! (Aug 11, 1999 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Aug_11,_1999_prototype)&amp;diff=53164"/>
		<updated>2021-04-18T21:25:11Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
  &lt;br /&gt;
{{Prototype&lt;br /&gt;
|Page name=Spyro 2: Ripto&#039;s Rage! (Aug 11, 1999 prototype)&lt;br /&gt;
|titlescreen=Spyro2-Aug11-0.png&lt;br /&gt;
|builddate=Aug 11, 1999 14:42:18 &lt;br /&gt;
|buildname=Preview&lt;br /&gt;
|status=Released, redump needed&lt;br /&gt;
|releasedby=Hidden Palace&lt;br /&gt;
|filereleasedate=April 17, 2021&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)&lt;br /&gt;
|origin_labels=Spyro 2 8-17 Previewable&lt;br /&gt;
|origin_lot=Project Deluge&lt;br /&gt;
|game=Spyro 2: Ripto&#039;s Rage!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|JP|Jan 27, 2000 }} {{RegionDate|EU|Sep 30, 1999 }} {{RegionDate|US|Oct 11, 1999 }}&lt;br /&gt;
|release_date={{RegionDate|JP|Mar 16, 2000 }} {{RegionDate|EU|Sep 30, 1999 }} {{RegionDate|US|Nov 2, 1999 }}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|external=https://archive.org/details/Spyro2RiptosRageAug111999prototype&lt;br /&gt;
|file=Spyro 2 - Ripto&#039;s Rage! (Aug 11, 1999 prototype).7z&lt;br /&gt;
}}&lt;br /&gt;
A prototype of Spyro 2: Ripto&#039;s Rage! for the PlayStation.&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Spyro_2:_Ripto&#039;s_Rage!/August_11th,_1999_build}}&lt;br /&gt;
An NTSC-U preview build dated about a month and a half before the final.&lt;br /&gt;
* The title screen and intro sequence are incredibly bare, and save files display the name of the level the player was in before saving.&lt;br /&gt;
** However, the level names on this screen are simple placeholder names using the level ID, so as an example Autumn Plains will instead read as &amp;quot;Level 30&amp;quot; in this menu.&lt;br /&gt;
** Loading screens when travelling between worlds are equally bare.&lt;br /&gt;
* Only the first two main cutscenes are present, and both are quite a bit different from the final.&lt;br /&gt;
** The music and many sound effects are missing from both.&lt;br /&gt;
** Certain objects within the cutscenes are missing.&lt;br /&gt;
** The first cutscene has a very large and unusually shaped cliff behind where Sparx and Spyro start.&lt;br /&gt;
* The level intro and outro cutscenes all contain some additional dialogue from Elora which is not present in any other known version of the game. By contrast, the final cutscenes are dialogue-free.&lt;br /&gt;
** Many of these cutscenes are missing music or sound effects.&lt;br /&gt;
** For some of the later levels, the pre-level cutscene audio is instead a duplicate of another level&#039;s audio. For one such level, this audio is actually a developer recording of another level&#039;s cutscene audio.&lt;br /&gt;
** The outro cutscenes in Winter Tundra&#039;s levels are missing.&lt;br /&gt;
** Many of the cutscenes are visually incomplete, too.&lt;br /&gt;
* The Guidebook is especially incomplete at this point in development, with many of its graphics and layout being changed or rearranged later in development.&lt;br /&gt;
** In the Guidebook, the homeworld levels are all given different names - specifically, &amp;quot;Summer Castle&amp;quot;, &amp;quot;Autumn Castle&amp;quot; and &amp;quot;Winter Castle&amp;quot;. This is also true for Autumn Plains in the pause menu, but loading screens and homeworld vortices use the final names for these levels.&lt;br /&gt;
* Dongle protection is present in this build, which can stop the game from running on hardware and in most emulators. &lt;br /&gt;
** The dongle protection can be bypassed using the included xdelta patch.&lt;br /&gt;
* Many levels do not yet have their final music, and reuse the Glimmer theme instead.&lt;br /&gt;
* A few of the music tracks differ from their final tracks (i.e. Sunny Beach and Skelos Badlands reuse the demo soundtracks in levels)&lt;br /&gt;
* There are several unused minigame themes, a couple of which had not been heard before.&lt;br /&gt;
* Some of the audio dialogue is missing, particularly in later levels.&lt;br /&gt;
* Some object models use are entirely missing their textures.&lt;br /&gt;
* The final boss is very incomplete and only has one phase.&lt;br /&gt;
* A few levels have large changes to the geometry - in particular, Autumn Plains, Zephyr and Dragon Shores.&lt;br /&gt;
* Autumn Plains has an additional orb, resulting in there being a total of 65 orbs across the game.&lt;br /&gt;
* A couple gems in Robotica Farms are missing, and Zephyr has one extra gem. This results in a total of 9991 gems, rather than 10000.&lt;br /&gt;
* The requirement to get into Dragon Shores is higher, but due to the missing gems it&#039;s impossible to enter the main area of the level without using one of the cheat codes.&lt;br /&gt;
** The cinema does not yet function and there&#039;s no permanent superflame reward for reaching 100%.&lt;br /&gt;
* Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.&lt;br /&gt;
** O, O, O, O, X - Permanent invincibility&lt;br /&gt;
** O, O, O, O, Square - All abilities&lt;br /&gt;
** Square, Square, Square, Square, O - Sets the gem totals for the first 25 levels to 400, sets the orb totals for the first 25 levels to their maxima according to an array of orbs per level (which doesn&#039;t actually match the in-game orb totals), and setting the total variables to 10,000 gems and 64 orbs&lt;br /&gt;
** Square, O, Square, O, Square, O - Credits, crashes the game due to the credits not being present yet&lt;br /&gt;
* Miscellaneous Notes:&lt;br /&gt;
** Game is emulatable: Yes (as of April 17, 2021).&lt;br /&gt;
** Game contains dongle protection: Patched.&lt;br /&gt;
** Game contains debugging symbols: No&lt;br /&gt;
** Dump was originally scrambled: No&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;256&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;&lt;br /&gt;
Spyro2-Aug11-0.png|Title screen&lt;br /&gt;
Spyro2-Aug11-1.png|Save games&lt;br /&gt;
Spyro2-Aug11-14.png|Cutscenes&lt;br /&gt;
Spyro2-Aug11-2.png|Gameplay&lt;br /&gt;
Spyro2-Aug11-3.png|Gameplay&lt;br /&gt;
Spyro2-Aug11-4.png|Gameplay&lt;br /&gt;
Spyro2-Aug11-5.png|Gameplay&lt;br /&gt;
Spyro2-Aug11-6.png|Gameplay&lt;br /&gt;
Spyro2-Aug11-7.png|Gameplay&lt;br /&gt;
Spyro2-Aug11-8.png|Gameplay&lt;br /&gt;
Spyro2-Aug11-9.png|Gameplay&lt;br /&gt;
Spyro2-Aug11-10.png|Gameplay&lt;br /&gt;
Spyro2-Aug11-11.png|Gameplay&lt;br /&gt;
Spyro2-Aug11-12.png|Gameplay&lt;br /&gt;
Spyro2-Aug11-13.png|Gameplay&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
PSX - Spyro 2 8-17 Previewable.jpeg|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;A9Vha3_EgKk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;eS1Xt88ZsYA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;0n04oL7RNYY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;5E17wRZIkbw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;FxOa-Aw_kXs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;awnXvJLOSNc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;6kYiO-5aRoY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;E665phi25q8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;Wgsst20-6Tk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;z_T6RClnWNM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;JxsnQerb1-o&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;IBh2FH2bwGs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;gVP6IC3ADKg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;jFlwqOv2ZLQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube heights=&amp;quot;320&amp;quot; widths=&amp;quot;224&amp;quot;&amp;gt;ojMCPKqVeaI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Files==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{filelist|&lt;br /&gt;
{{filelistentry |i=1|icon=file|indent=0|filename=PSX_-_Spyro_2_8-17_Previewable.xdelta|type=File|date=2021-04-14 20:34:21|size=1192|crc32=70986483|md5=94286047837cc6b50c4dbaa77941d504|sha1=8ff298cde207ef863edfca5787238eee8eec0a13|comment=}}&lt;br /&gt;
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Spyro 2 8-17 Previewable.img|type=File|date=2020-12-14 10:11:24|size=304360560|crc32=9ABCFD93|md5=7e4ad765d2437000b5fa69aaf75ac82f|sha1=b745621cfe2fcf5be87b9e874431ecd5150423be|comment=}}&lt;br /&gt;
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Spyro 2 8-17 Previewable.cue|type=File|date=2020-12-14 10:03:17|size=94|crc32=17BA5B38|md5=6aea7fd3b204c97da111a60ef536ffe2|sha1=b37d4962f1d5dc4a468102376415516851515347|comment=}}&lt;br /&gt;
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Spyro 2 8-17 Previewable.ccd|type=File|date=2020-12-14 10:03:17|size=773|crc32=9CE098C2|md5=f8ecc767c2b3ca6ab02d830618a14a0c|sha1=159e9055cca352d9a636266718c5d5d454e58abe|comment=}}&lt;br /&gt;
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Spyro 2 8-17 Previewable.sub|type=File|date=2020-12-14 10:11:47|size=12422880|crc32=7CFFE3BA|md5=97ddf7c9e7b5a7003e9dac7ad109c953|sha1=f61d101bc6c1cbd943dae216a67fb5a3526b8c3e|comment=}}&lt;br /&gt;
{{filelistentry |i=6|icon=file|indent=0|filename=PSX - Spyro 2 8-17 Previewable.jpeg|type=File|date=2021-03-14 12:15:20|size=1035742|crc32=DFD7FE31|md5=0be9ed378422f4356446e891c2f9c36b|sha1=1c4dc88be65a6574cf2b221e14b4f87d9a673b5f|comment=}}&lt;br /&gt;
|date=yes}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
A huge thanks to Hwd45 for doing the initial research on this prototype!&lt;br /&gt;
==See also==&lt;br /&gt;
* [[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]&lt;br /&gt;
* [https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]&lt;br /&gt;
* [https://archive.org Internet Archive (IA)]&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro 2: Ripto&#039;s Rage!}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39537</id>
		<title>Sonic Heroes (Oct 30, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39537"/>
		<updated>2021-03-16T14:47:41Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: Reducing duplicates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype)&lt;br /&gt;
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 1.7z&lt;br /&gt;
}}&lt;br /&gt;
==Error Log==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;N[OSREPORT]: USB Init Error&amp;lt;&amp;lt; Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) &amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build is likely looking for an USB adapter like the &#039;&#039;GCP-2000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Stub out USB I/O Calls [Sewer56]&lt;br /&gt;
&lt;br /&gt;
04017338 60000000&lt;br /&gt;
&lt;br /&gt;
04218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
04218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
04219274 4e800020&lt;br /&gt;
&lt;br /&gt;
042190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
04218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
04218f94 4e800020&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
80017338 60000000 // NOP Call to function that inits USB I/O&lt;br /&gt;
&lt;br /&gt;
80218a2c 4e800020 // Stub out HIOEnumDevices&lt;br /&gt;
&lt;br /&gt;
80218af4 4e800020 // Stub out HIOInit&lt;br /&gt;
&lt;br /&gt;
80219274 4e800020 // Stub out HIORead&lt;br /&gt;
&lt;br /&gt;
802190dc 4e800020 // Stub out HIORead (Overload)&lt;br /&gt;
&lt;br /&gt;
80218e10 4e800020 // Stub out HIOReadMailbox&lt;br /&gt;
&lt;br /&gt;
80218f94 4e800020 // Stub out HIOWriteMailbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code will allow you to boot into the regular main menu as opposed to &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Replace Easy Menu with System Mode X [Sewer56]&lt;br /&gt;
&lt;br /&gt;
C2022C90 00000004&lt;br /&gt;
&lt;br /&gt;
7C0C0378 2C050003&lt;br /&gt;
&lt;br /&gt;
40820008 38A00001&lt;br /&gt;
&lt;br /&gt;
7D806378 90A3FF78&lt;br /&gt;
&lt;br /&gt;
60000000 00000000&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
&lt;br /&gt;
Replace 38A0000X (end of third line) with desired system mode:&lt;br /&gt;
&lt;br /&gt;
0 = PAL Select&lt;br /&gt;
&lt;br /&gt;
1 = Menu&lt;br /&gt;
&lt;br /&gt;
2 = InGame&lt;br /&gt;
&lt;br /&gt;
3 = EasyMenu&lt;br /&gt;
&lt;br /&gt;
4 = Credits&lt;br /&gt;
&lt;br /&gt;
5 = EasyMenuMovie&lt;br /&gt;
&lt;br /&gt;
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code (if not using an easy menu boot with the code above) can be used as a workaround to enter a specific level if the selection crashes in Easy Menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Level select workaround&lt;br /&gt;
&lt;br /&gt;
042A78EC XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
XXXXXXXX = Level ID&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Additive switch effect&lt;br /&gt;
&lt;br /&gt;
0002115E 00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*At the time of release this is the only known build to boot into &amp;quot;Easy Menu&amp;quot; without hacking.&lt;br /&gt;
**Easy Menu lacks the ability to select team &amp;quot;ForEdit&amp;quot; (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.&lt;br /&gt;
**The teams for Player(s) 3/4 cannot be selected in &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
**Sitting around in &amp;quot;Easy Menu&amp;quot; for a while may make the game freeze when starting a stage.&lt;br /&gt;
***Not sure what causes this; don&#039;t think it&#039;s a memory leak but this issue isn&#039;t present in other game versions.&lt;br /&gt;
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.&lt;br /&gt;
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).&lt;br /&gt;
**This demo desyncs mid-way; likely to a change in the level&#039;s collision.&lt;br /&gt;
*A bug in Audio Menu causes track names to not render if hovering over a track that isn&#039;t unlocked.&lt;br /&gt;
*Starting Story Mode crashes the game if there are no stages completed. &lt;br /&gt;
**If any story segment is complete and you are picking the starting stage, story however works fine.&lt;br /&gt;
*Team Rose&#039;s stages appear to be the same length as the final version, that is longer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] which is shorter than [[Sonic Heroes (October 8, 2003 prototype)|8th October Prototype]].&lt;br /&gt;
&lt;br /&gt;
==Debug Controls==&lt;br /&gt;
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).&lt;br /&gt;
&lt;br /&gt;
===Easy Menu (Startup Screen)===&lt;br /&gt;
3P DPAD = Change Sound Mode&lt;br /&gt;
&lt;br /&gt;
Note: Something weird about this screen is that 3P and 4P cannot select a team.&lt;br /&gt;
They are able to do so however in many other versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Basic Debug Mode (Same as Oct 8 Prototype)===&lt;br /&gt;
&lt;br /&gt;
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)&lt;br /&gt;
&lt;br /&gt;
L + R + X + Y = Finish Current Stage&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD UP = Add 1 life.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD DOWN = Add 1 ring.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD LEFT = 1x level up (for all characters).&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~&lt;br /&gt;
&lt;br /&gt;
===Free Movement Mode===&lt;br /&gt;
Z = Enable &lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
Z + LStick = Up/Down&lt;br /&gt;
&lt;br /&gt;
A = Release&lt;br /&gt;
&lt;br /&gt;
===Camera Debug Mode===&lt;br /&gt;
B + A = Show Camera Debug HUD&lt;br /&gt;
&lt;br /&gt;
B + Y = Toggle Camera Mode&lt;br /&gt;
&lt;br /&gt;
B + X = Show Camera Render Regions&lt;br /&gt;
&lt;br /&gt;
===Snapshot Mode (Port 2)===&lt;br /&gt;
2P Z (In-game, while paused) = Enable&lt;br /&gt;
&lt;br /&gt;
2P DPAD = Move Fast&lt;br /&gt;
&lt;br /&gt;
2P LStick = Move Slow&lt;br /&gt;
&lt;br /&gt;
2P L/R = Up/Down&lt;br /&gt;
&lt;br /&gt;
2P START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
2P START + LStick = Rotate&lt;br /&gt;
&lt;br /&gt;
===SET (Object Layout) Editor===&lt;br /&gt;
&lt;br /&gt;
A + Z = Enable&lt;br /&gt;
&lt;br /&gt;
START + RStick = Rotate&lt;br /&gt;
&lt;br /&gt;
START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
START + X = Change &amp;quot;Ring Type&amp;quot;&lt;br /&gt;
&lt;br /&gt;
START + Y = Change Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
B + DPAD = Change Light Gate&lt;br /&gt;
&lt;br /&gt;
Y + DPAD = Change Object&lt;br /&gt;
&lt;br /&gt;
Control Stick = Toggle object properties&lt;br /&gt;
&lt;br /&gt;
A + Control Stick = Change object settings&lt;br /&gt;
&lt;br /&gt;
A + X = Exit&lt;br /&gt;
&lt;br /&gt;
A + B = Drop to Floor&lt;br /&gt;
&lt;br /&gt;
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)&lt;br /&gt;
&lt;br /&gt;
===CAM (Camera) Editor===&lt;br /&gt;
Z + Y = Enable&lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
L/R = Lower/Raise&lt;br /&gt;
&lt;br /&gt;
B + Y = Reset Position&lt;br /&gt;
&lt;br /&gt;
A + B = Switch Cam Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
===Memory and Profiling===&lt;br /&gt;
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)&lt;br /&gt;
&lt;br /&gt;
===Story/Unlock Flags Test (Port 3)===&lt;br /&gt;
Z = Enable&lt;br /&gt;
&lt;br /&gt;
L/R = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD = Navigate&lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
===Enemy Test (Port 3)===&lt;br /&gt;
START = Enable&lt;br /&gt;
&lt;br /&gt;
DPAD Left/Right = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD Up/Down = Navigate &lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
X = Toggle all ON&lt;br /&gt;
&lt;br /&gt;
Y = Toggle all OFF&lt;br /&gt;
&lt;br /&gt;
===Cutscene Debug (Port 2)===&lt;br /&gt;
&lt;br /&gt;
2P A = Start after reset.&lt;br /&gt;
2P B = Pause&lt;br /&gt;
2P X = Unpause&lt;br /&gt;
2P DPAD = Frame Rewind/Advance&lt;br /&gt;
2P START = Reset cutscene. (Crashes if done too many times.)&lt;br /&gt;
&lt;br /&gt;
===Particle Editor (Port 4 + Port 1)=== &lt;br /&gt;
&lt;br /&gt;
4P Z + START = Enable&lt;br /&gt;
&lt;br /&gt;
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)&lt;br /&gt;
&lt;br /&gt;
4P Z = Toggle Menu Visibility&lt;br /&gt;
&lt;br /&gt;
4P L/R = Select Particle&lt;br /&gt;
&lt;br /&gt;
4P X = Go Down&lt;br /&gt;
&lt;br /&gt;
4P Y = Go Up&lt;br /&gt;
&lt;br /&gt;
4P B + A = Exit Menu&lt;br /&gt;
&lt;br /&gt;
1P LStick = Move&lt;br /&gt;
&lt;br /&gt;
1P DPAD = Rotate&lt;br /&gt;
&lt;br /&gt;
1P L/R = Raise/Lower&lt;br /&gt;
&lt;br /&gt;
1P X = Reset Rotation&lt;br /&gt;
&lt;br /&gt;
1P Y = Teleport to Char&lt;br /&gt;
&lt;br /&gt;
1P A = Test Particle&lt;br /&gt;
&lt;br /&gt;
===Particle Table Editor (open from Particle Editor)===&lt;br /&gt;
4P Z + A = Enter Table Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Play Particle&lt;br /&gt;
&lt;br /&gt;
4P A = Cancel Particle&lt;br /&gt;
&lt;br /&gt;
1P A + LStick = Move Table Entry Origin Position&lt;br /&gt;
&lt;br /&gt;
===Special Stage Debug (Port 4)===&lt;br /&gt;
4P A = Player Param Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Toggle Special Stage Debug Menu&lt;br /&gt;
&lt;br /&gt;
4P DPAD = Navigate Menu&lt;br /&gt;
&lt;br /&gt;
4P L/R = Increase/Decrease Value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Easy Menu.png|Default menu the prototype boots into, a.k.a. &amp;quot;Easy Menu&amp;quot;. This is the only known build to boot directly into this menu.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Title Screen.png|Title screen of this prototype, accessed via hacking.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Story Select.png|Crashes on story start if no story progression is made, otherwise works fine.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Audio Menu.png|Fully functional, however buggy in that it allows you to scroll onto items not yet unlocked; and when you do so, no items render.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Challenge Menu.png|Challenge menu with a nice typo.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Seaside Hill Demo.png|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.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Rail Canyon Demo.png|In-game gameplay demo of Rail Canyon.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - 2P Snapshot Mode.png|Built-in free camera mode available when paused on Controller Port 2.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Block Test.png|Allows you to test rendering of objects only.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Editor.png|In-game fully featured camera editor.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Debug.png|Camera debug displaying camera trigger regions and currently shown cameras.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CCL Debug.png|Object collision (CCL) debug. Object collision uses a different internal system to world collision.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Chaotix Rail Canyon.png|Mission description says 5 minutes. Actual timer is 6 minutes.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CPU Profiler.png|Shows the amount of CPU time taken by various in-game functions.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Allocation Previewer.png|Allows you to view all allocations on the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Debug.png|Shows information about the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Texture Memory Allocation Debug.png|Or at least that&#039;s what it&#039;s meant to be.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Land Information Debug.png|Shows debug information about all loaded geometry to the screen.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Debug Text Test.png|Menu which tests rendering of debug text.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Debug Print.png|Shows various regions related to enemies. Area they can hear, area they can see, etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Icon Test.png|Tests enemy reaction icons.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Link Test.png|Not sure what this does. I&#039;d think it tests the links between objects (e.g. enemy to cage) but I haven&#039;t figured out how to use this so far.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Event Debug.png|Available on controller port 2. You can control events, including rewind, forward, reset etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Free Movement Mode.png|Free Movement Mode a.k.a. NoClip&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Editor.png|Available on Port 4. Edits individual particles.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Table Editor.png|Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor.png|Built-in object layout editor. Can edit all 3 types of layout files, DB (Design), PB (Plan), P&amp;lt;X&amp;gt; (PlanEx)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor Item Range.png|The SET editor can display item ranges, cool!&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Debug.png|Variable editor for Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Player Param Debug.png|Variable editor for Player Parameters in Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Unlock Flags Debug.png|Available on Port 3. Allows you to toggle flags which unlock in-game items.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*This build is newer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] but older than the [[Sonic Heroes (November 18, 2003 prototype)|18th November Prototype.]]&lt;br /&gt;
*When in Free movement mode, the players are able to free fall at any costs.&lt;br /&gt;
*This was in an unlabeled slot on the NPDP cartridge.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39438</id>
		<title>Sonic Heroes (Oct 30, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39438"/>
		<updated>2021-03-08T10:14:58Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Gecko Codes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype)&lt;br /&gt;
|builddate=Oct 30 2003 18:16:44 (Estimate)&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 1.7z&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*This build is newer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] but older than the [[Sonic Heroes (November 18, 2003 prototype)|18th November Prototype.]]&lt;br /&gt;
*When in Free movement mode, the players are able to free fall at any costs.&lt;br /&gt;
*This was in an unlabeled slot on the NPDP cartridge.&lt;br /&gt;
&lt;br /&gt;
==Error Log==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;N[OSREPORT]: USB Init Error&amp;lt;&amp;lt; Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) &amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build is likely looking for an USB adapter like the &#039;&#039;GCP-2000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Stub out USB I/O Calls [Sewer56]&lt;br /&gt;
&lt;br /&gt;
04017338 60000000&lt;br /&gt;
&lt;br /&gt;
04218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
04218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
04219274 4e800020&lt;br /&gt;
&lt;br /&gt;
042190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
04218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
04218f94 4e800020&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
80017338 60000000 // NOP Call to function that inits USB I/O&lt;br /&gt;
&lt;br /&gt;
80218a2c 4e800020 // Stub out HIOEnumDevices&lt;br /&gt;
&lt;br /&gt;
80218af4 4e800020 // Stub out HIOInit&lt;br /&gt;
&lt;br /&gt;
80219274 4e800020 // Stub out HIORead&lt;br /&gt;
&lt;br /&gt;
802190dc 4e800020 // Stub out HIORead (Overload)&lt;br /&gt;
&lt;br /&gt;
80218e10 4e800020 // Stub out HIOReadMailbox&lt;br /&gt;
&lt;br /&gt;
80218f94 4e800020 // Stub out HIOWriteMailbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code will allow you to boot into the regular main menu as opposed to &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Replace Easy Menu with System Mode X [Sewer56]&lt;br /&gt;
&lt;br /&gt;
C2022C90 00000004&lt;br /&gt;
&lt;br /&gt;
7C0C0378 2C050003&lt;br /&gt;
&lt;br /&gt;
40820008 38A00001&lt;br /&gt;
&lt;br /&gt;
7D806378 90A3FF78&lt;br /&gt;
&lt;br /&gt;
60000000 00000000&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
&lt;br /&gt;
Replace 38A0000X (end of third line) with desired system mode:&lt;br /&gt;
&lt;br /&gt;
0 = PAL Select&lt;br /&gt;
&lt;br /&gt;
1 = Menu&lt;br /&gt;
&lt;br /&gt;
2 = InGame&lt;br /&gt;
&lt;br /&gt;
3 = EasyMenu&lt;br /&gt;
&lt;br /&gt;
4 = Credits&lt;br /&gt;
&lt;br /&gt;
5 = EasyMenuMovie&lt;br /&gt;
&lt;br /&gt;
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code (if not using an easy menu boot with the code above) can be used as a workaround to enter a specific level if the selection crashes in Easy Menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Level select workaround&lt;br /&gt;
&lt;br /&gt;
042A78EC XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
XXXXXXXX = Level ID&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Additive switch effect&lt;br /&gt;
&lt;br /&gt;
0002115E 00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*At the time of release this is the only known build to boot into &amp;quot;Easy Menu&amp;quot; without hacking.&lt;br /&gt;
**Easy Menu lacks the ability to select team &amp;quot;ForEdit&amp;quot; (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.&lt;br /&gt;
**The teams for Player(s) 3/4 cannot be selected in &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
**Sitting around in &amp;quot;Easy Menu&amp;quot; for a while may make the game freeze when starting a stage.&lt;br /&gt;
***Not sure what causes this; don&#039;t think it&#039;s a memory leak but this issue isn&#039;t present in other game versions.&lt;br /&gt;
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.&lt;br /&gt;
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).&lt;br /&gt;
**This demo desyncs mid-way; likely to a change in the level&#039;s collision.&lt;br /&gt;
*A bug in Audio Menu causes track names to not render if hovering over a track that isn&#039;t unlocked.&lt;br /&gt;
*Starting Story Mode crashes the game if there are no stages completed. &lt;br /&gt;
**If any story segment is complete and you are picking the starting stage, story however works fine.&lt;br /&gt;
*Team Rose&#039;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]].&lt;br /&gt;
&lt;br /&gt;
==Debug Controls==&lt;br /&gt;
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).&lt;br /&gt;
&lt;br /&gt;
===Easy Menu (Startup Screen)===&lt;br /&gt;
3P DPAD = Change Sound Mode&lt;br /&gt;
&lt;br /&gt;
Note: Something weird about this screen is that 3P and 4P cannot select a team.&lt;br /&gt;
They are able to do so however in many other versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Basic Debug Mode (Same as Oct 8 Prototype)===&lt;br /&gt;
&lt;br /&gt;
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)&lt;br /&gt;
&lt;br /&gt;
L + R + X + Y = Finish Current Stage&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD UP = Add 1 life.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD DOWN = Add 1 ring.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD LEFT = 1x level up (for all characters).&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~&lt;br /&gt;
&lt;br /&gt;
===Free Movement Mode===&lt;br /&gt;
Z = Enable &lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
Z + LStick = Up/Down&lt;br /&gt;
&lt;br /&gt;
A = Release&lt;br /&gt;
&lt;br /&gt;
===Camera Debug Mode===&lt;br /&gt;
B + A = Show Camera Debug HUD&lt;br /&gt;
&lt;br /&gt;
B + Y = Toggle Camera Mode&lt;br /&gt;
&lt;br /&gt;
B + X = Show Camera Render Regions&lt;br /&gt;
&lt;br /&gt;
===Snapshot Mode (Port 2)===&lt;br /&gt;
2P Z (In-game, while paused) = Enable&lt;br /&gt;
&lt;br /&gt;
2P DPAD = Move Fast&lt;br /&gt;
&lt;br /&gt;
2P LStick = Move Slow&lt;br /&gt;
&lt;br /&gt;
2P L/R = Up/Down&lt;br /&gt;
&lt;br /&gt;
2P START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
2P START + LStick = Rotate&lt;br /&gt;
&lt;br /&gt;
===SET (Object Layout) Editor===&lt;br /&gt;
&lt;br /&gt;
A + Z = Enable&lt;br /&gt;
&lt;br /&gt;
START + RStick = Rotate&lt;br /&gt;
&lt;br /&gt;
START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
START + X = Change &amp;quot;Ring Type&amp;quot;&lt;br /&gt;
&lt;br /&gt;
START + Y = Change Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
B + DPAD = Change Light Gate&lt;br /&gt;
&lt;br /&gt;
Y + DPAD = Change Object&lt;br /&gt;
&lt;br /&gt;
Control Stick = Toggle object properties&lt;br /&gt;
&lt;br /&gt;
A + Control Stick = Change object settings&lt;br /&gt;
&lt;br /&gt;
A + X = Exit&lt;br /&gt;
&lt;br /&gt;
A + B = Drop to Floor&lt;br /&gt;
&lt;br /&gt;
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)&lt;br /&gt;
&lt;br /&gt;
===CAM (Camera) Editor===&lt;br /&gt;
Z + Y = Enable&lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
L/R = Lower/Raise&lt;br /&gt;
&lt;br /&gt;
B + Y = Reset Position&lt;br /&gt;
&lt;br /&gt;
A + B = Switch Cam Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
===Memory and Profiling===&lt;br /&gt;
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)&lt;br /&gt;
&lt;br /&gt;
===Story/Unlock Flags Test (Port 3)===&lt;br /&gt;
Z = Enable&lt;br /&gt;
&lt;br /&gt;
L/R = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD = Navigate&lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
===Enemy Test (Port 3)===&lt;br /&gt;
START = Enable&lt;br /&gt;
&lt;br /&gt;
DPAD Left/Right = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD Up/Down = Navigate &lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
X = Toggle all ON&lt;br /&gt;
&lt;br /&gt;
Y = Toggle all OFF&lt;br /&gt;
&lt;br /&gt;
===Cutscene Debug (Port 2)===&lt;br /&gt;
&lt;br /&gt;
2P A = Start after reset.&lt;br /&gt;
2P B = Pause&lt;br /&gt;
2P X = Unpause&lt;br /&gt;
2P DPAD = Frame Rewind/Advance&lt;br /&gt;
2P START = Reset cutscene. (Crashes if done too many times.)&lt;br /&gt;
&lt;br /&gt;
===Particle Editor (Port 4 + Port 1)=== &lt;br /&gt;
&lt;br /&gt;
4P Z + START = Enable&lt;br /&gt;
&lt;br /&gt;
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)&lt;br /&gt;
&lt;br /&gt;
4P Z = Toggle Menu Visibility&lt;br /&gt;
&lt;br /&gt;
4P L/R = Select Particle&lt;br /&gt;
&lt;br /&gt;
4P X = Go Down&lt;br /&gt;
&lt;br /&gt;
4P Y = Go Up&lt;br /&gt;
&lt;br /&gt;
4P B + A = Exit Menu&lt;br /&gt;
&lt;br /&gt;
1P LStick = Move&lt;br /&gt;
&lt;br /&gt;
1P DPAD = Rotate&lt;br /&gt;
&lt;br /&gt;
1P L/R = Raise/Lower&lt;br /&gt;
&lt;br /&gt;
1P X = Reset Rotation&lt;br /&gt;
&lt;br /&gt;
1P Y = Teleport to Char&lt;br /&gt;
&lt;br /&gt;
1P A = Test Particle&lt;br /&gt;
&lt;br /&gt;
===Particle Table Editor (open from Particle Editor)===&lt;br /&gt;
4P Z + A = Enter Table Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Play Particle&lt;br /&gt;
&lt;br /&gt;
4P A = Cancel Particle&lt;br /&gt;
&lt;br /&gt;
1P A + LStick = Move Table Entry Origin Position&lt;br /&gt;
&lt;br /&gt;
===Special Stage Debug (Port 4)===&lt;br /&gt;
4P A = Player Param Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Toggle Special Stage Debug Menu&lt;br /&gt;
&lt;br /&gt;
4P DPAD = Navigate Menu&lt;br /&gt;
&lt;br /&gt;
4P L/R = Increase/Decrease Value&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Easy Menu.png|Default menu the prototype boots into, a.k.a. &amp;quot;Easy Menu&amp;quot;. This is the only known build to boot directly into this menu.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Title Screen.png|Title screen of this prototype, accessed via hacking.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Story Select.png|Crashes on story start if no story progression is made, otherwise works fine.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Audio Menu.png|Fully functional, however buggy in that it allows you to scroll onto items not yet unlocked; and when you do so, no items render.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Challenge Menu.png|Challenge menu with a nice typo.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Seaside Hill Demo.png|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.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Rail Canyon Demo.png|In-game gameplay demo of Rail Canyon.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - 2P Snapshot Mode.png|Built-in free camera mode available when paused on Controller Port 2.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Block Test.png|Allows you to test rendering of objects only.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Editor.png|In-game fully featured camera editor.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Debug.png|Camera debug displaying camera trigger regions and currently shown cameras.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CCL Debug.png|Object collision (CCL) debug. Object collision uses a different internal system to world collision.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Chaotix Rail Canyon.png|Mission description says 5 minutes. Actual timer is 6 minutes.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CPU Profiler.png|Shows the amount of CPU time taken by various in-game functions.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Allocation Previewer.png|Allows you to view all allocations on the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Debug.png|Shows information about the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Texture Memory Allocation Debug.png|Or at least that&#039;s what it&#039;s meant to be.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Land Information Debug.png|Shows debug information about all loaded geometry to the screen.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Debug Text Test.png|Menu which tests rendering of debug text.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Debug Print.png|Shows various regions related to enemies. Area they can hear, area they can see, etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Icon Test.png|Tests enemy reaction icons.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Link Test.png|Not sure what this does. I&#039;d think it tests the links between objects (e.g. enemy to cage) but I haven&#039;t figured out how to use this so far.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Event Debug.png|Available on controller port 2. You can control events, including rewind, forward, reset etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Free Movement Mode.png|Free Movement Mode a.k.a. NoClip&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Editor.png|Available on Port 4. Edits individual particles.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Table Editor.png|Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor.png|Built-in object layout editor. Can edit all 3 types of layout files, DB (Design), PB (Plan), P&amp;lt;X&amp;gt; (PlanEx)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor Item Range.png|The SET editor can display item ranges, cool!&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Debug.png|Variable editor for Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Player Param Debug.png|Variable editor for Player Parameters in Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Unlock Flags Debug.png|Available on Port 3. Allows you to toggle flags which unlock in-game items.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39437</id>
		<title>Sonic Heroes (Oct 30, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39437"/>
		<updated>2021-03-08T10:13:47Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Gecko Codes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype)&lt;br /&gt;
|builddate=Oct 30 2003 18:16:44 (Estimate)&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 1.7z&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*This build is newer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] but older than the [[Sonic Heroes (November 18, 2003 prototype)|18th November Prototype.]]&lt;br /&gt;
*When in Free movement mode, the players are able to free fall at any costs.&lt;br /&gt;
*This was in an unlabeled slot on the NPDP cartridge.&lt;br /&gt;
&lt;br /&gt;
==Error Log==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;N[OSREPORT]: USB Init Error&amp;lt;&amp;lt; Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) &amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build is likely looking for an USB adapter like the &#039;&#039;GCP-2000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Stub out USB I/O Calls [Sewer56]&lt;br /&gt;
&lt;br /&gt;
04017338 60000000&lt;br /&gt;
&lt;br /&gt;
04218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
04218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
04219274 4e800020&lt;br /&gt;
&lt;br /&gt;
042190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
04218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
04218f94 4e800020&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
80017338 60000000 // NOP Call to function that inits USB I/O&lt;br /&gt;
&lt;br /&gt;
80218a2c 4e800020 // Stub out HIOEnumDevices&lt;br /&gt;
&lt;br /&gt;
80218af4 4e800020 // Stub out HIOInit&lt;br /&gt;
&lt;br /&gt;
80219274 4e800020 // Stub out HIORead&lt;br /&gt;
&lt;br /&gt;
802190dc 4e800020 // Stub out HIORead (Overload)&lt;br /&gt;
&lt;br /&gt;
80218e10 4e800020 // Stub out HIOReadMailbox&lt;br /&gt;
&lt;br /&gt;
80218f94 4e800020 // Stub out HIOWriteMailbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code will allow you to boot into the regular main menu as opposed to &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Replace Easy Menu with System Mode X [Sewer56]&lt;br /&gt;
&lt;br /&gt;
C2022C90 00000004&lt;br /&gt;
&lt;br /&gt;
7C0C0378 2C050003&lt;br /&gt;
&lt;br /&gt;
40820008 38A00001&lt;br /&gt;
&lt;br /&gt;
7D806378 90A3FF78&lt;br /&gt;
&lt;br /&gt;
60000000 00000000&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
&lt;br /&gt;
Replace 38A0000X (end of third line) with desired system mode:&lt;br /&gt;
&lt;br /&gt;
0 = PAL Select&lt;br /&gt;
&lt;br /&gt;
1 = Menu&lt;br /&gt;
&lt;br /&gt;
2 = InGame&lt;br /&gt;
&lt;br /&gt;
3 = EasyMenu&lt;br /&gt;
&lt;br /&gt;
4 = Credits&lt;br /&gt;
&lt;br /&gt;
5 = EasyMenuMovie&lt;br /&gt;
&lt;br /&gt;
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code can be used as a workaround to enter a specific level if the selection crashes in Easy Menu.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Level select workaround&lt;br /&gt;
&lt;br /&gt;
042A78EC XXXXXXXX&lt;br /&gt;
&lt;br /&gt;
XXXXXXXX = Level ID&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Additive switch effect&lt;br /&gt;
&lt;br /&gt;
0002115E 00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*At the time of release this is the only known build to boot into &amp;quot;Easy Menu&amp;quot; without hacking.&lt;br /&gt;
**Easy Menu lacks the ability to select team &amp;quot;ForEdit&amp;quot; (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.&lt;br /&gt;
**The teams for Player(s) 3/4 cannot be selected in &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
**Sitting around in &amp;quot;Easy Menu&amp;quot; for a while may make the game freeze when starting a stage.&lt;br /&gt;
***Not sure what causes this; don&#039;t think it&#039;s a memory leak but this issue isn&#039;t present in other game versions.&lt;br /&gt;
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.&lt;br /&gt;
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).&lt;br /&gt;
**This demo desyncs mid-way; likely to a change in the level&#039;s collision.&lt;br /&gt;
*A bug in Audio Menu causes track names to not render if hovering over a track that isn&#039;t unlocked.&lt;br /&gt;
*Starting Story Mode crashes the game if there are no stages completed. &lt;br /&gt;
**If any story segment is complete and you are picking the starting stage, story however works fine.&lt;br /&gt;
*Team Rose&#039;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]].&lt;br /&gt;
&lt;br /&gt;
==Debug Controls==&lt;br /&gt;
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).&lt;br /&gt;
&lt;br /&gt;
===Easy Menu (Startup Screen)===&lt;br /&gt;
3P DPAD = Change Sound Mode&lt;br /&gt;
&lt;br /&gt;
Note: Something weird about this screen is that 3P and 4P cannot select a team.&lt;br /&gt;
They are able to do so however in many other versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Basic Debug Mode (Same as Oct 8 Prototype)===&lt;br /&gt;
&lt;br /&gt;
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)&lt;br /&gt;
&lt;br /&gt;
L + R + X + Y = Finish Current Stage&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD UP = Add 1 life.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD DOWN = Add 1 ring.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD LEFT = 1x level up (for all characters).&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~&lt;br /&gt;
&lt;br /&gt;
===Free Movement Mode===&lt;br /&gt;
Z = Enable &lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
Z + LStick = Up/Down&lt;br /&gt;
&lt;br /&gt;
A = Release&lt;br /&gt;
&lt;br /&gt;
===Camera Debug Mode===&lt;br /&gt;
B + A = Show Camera Debug HUD&lt;br /&gt;
&lt;br /&gt;
B + Y = Toggle Camera Mode&lt;br /&gt;
&lt;br /&gt;
B + X = Show Camera Render Regions&lt;br /&gt;
&lt;br /&gt;
===Snapshot Mode (Port 2)===&lt;br /&gt;
2P Z (In-game, while paused) = Enable&lt;br /&gt;
&lt;br /&gt;
2P DPAD = Move Fast&lt;br /&gt;
&lt;br /&gt;
2P LStick = Move Slow&lt;br /&gt;
&lt;br /&gt;
2P L/R = Up/Down&lt;br /&gt;
&lt;br /&gt;
2P START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
2P START + LStick = Rotate&lt;br /&gt;
&lt;br /&gt;
===SET (Object Layout) Editor===&lt;br /&gt;
&lt;br /&gt;
A + Z = Enable&lt;br /&gt;
&lt;br /&gt;
START + RStick = Rotate&lt;br /&gt;
&lt;br /&gt;
START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
START + X = Change &amp;quot;Ring Type&amp;quot;&lt;br /&gt;
&lt;br /&gt;
START + Y = Change Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
B + DPAD = Change Light Gate&lt;br /&gt;
&lt;br /&gt;
Y + DPAD = Change Object&lt;br /&gt;
&lt;br /&gt;
Control Stick = Toggle object properties&lt;br /&gt;
&lt;br /&gt;
A + Control Stick = Change object settings&lt;br /&gt;
&lt;br /&gt;
A + X = Exit&lt;br /&gt;
&lt;br /&gt;
A + B = Drop to Floor&lt;br /&gt;
&lt;br /&gt;
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)&lt;br /&gt;
&lt;br /&gt;
===CAM (Camera) Editor===&lt;br /&gt;
Z + Y = Enable&lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
L/R = Lower/Raise&lt;br /&gt;
&lt;br /&gt;
B + Y = Reset Position&lt;br /&gt;
&lt;br /&gt;
A + B = Switch Cam Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
===Memory and Profiling===&lt;br /&gt;
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)&lt;br /&gt;
&lt;br /&gt;
===Story/Unlock Flags Test (Port 3)===&lt;br /&gt;
Z = Enable&lt;br /&gt;
&lt;br /&gt;
L/R = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD = Navigate&lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
===Enemy Test (Port 3)===&lt;br /&gt;
START = Enable&lt;br /&gt;
&lt;br /&gt;
DPAD Left/Right = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD Up/Down = Navigate &lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
X = Toggle all ON&lt;br /&gt;
&lt;br /&gt;
Y = Toggle all OFF&lt;br /&gt;
&lt;br /&gt;
===Cutscene Debug (Port 2)===&lt;br /&gt;
&lt;br /&gt;
2P A = Start after reset.&lt;br /&gt;
2P B = Pause&lt;br /&gt;
2P X = Unpause&lt;br /&gt;
2P DPAD = Frame Rewind/Advance&lt;br /&gt;
2P START = Reset cutscene. (Crashes if done too many times.)&lt;br /&gt;
&lt;br /&gt;
===Particle Editor (Port 4 + Port 1)=== &lt;br /&gt;
&lt;br /&gt;
4P Z + START = Enable&lt;br /&gt;
&lt;br /&gt;
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)&lt;br /&gt;
&lt;br /&gt;
4P Z = Toggle Menu Visibility&lt;br /&gt;
&lt;br /&gt;
4P L/R = Select Particle&lt;br /&gt;
&lt;br /&gt;
4P X = Go Down&lt;br /&gt;
&lt;br /&gt;
4P Y = Go Up&lt;br /&gt;
&lt;br /&gt;
4P B + A = Exit Menu&lt;br /&gt;
&lt;br /&gt;
1P LStick = Move&lt;br /&gt;
&lt;br /&gt;
1P DPAD = Rotate&lt;br /&gt;
&lt;br /&gt;
1P L/R = Raise/Lower&lt;br /&gt;
&lt;br /&gt;
1P X = Reset Rotation&lt;br /&gt;
&lt;br /&gt;
1P Y = Teleport to Char&lt;br /&gt;
&lt;br /&gt;
1P A = Test Particle&lt;br /&gt;
&lt;br /&gt;
===Particle Table Editor (open from Particle Editor)===&lt;br /&gt;
4P Z + A = Enter Table Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Play Particle&lt;br /&gt;
&lt;br /&gt;
4P A = Cancel Particle&lt;br /&gt;
&lt;br /&gt;
1P A + LStick = Move Table Entry Origin Position&lt;br /&gt;
&lt;br /&gt;
===Special Stage Debug (Port 4)===&lt;br /&gt;
4P A = Player Param Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Toggle Special Stage Debug Menu&lt;br /&gt;
&lt;br /&gt;
4P DPAD = Navigate Menu&lt;br /&gt;
&lt;br /&gt;
4P L/R = Increase/Decrease Value&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Easy Menu.png|Default menu the prototype boots into, a.k.a. &amp;quot;Easy Menu&amp;quot;. This is the only known build to boot directly into this menu.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Title Screen.png|Title screen of this prototype, accessed via hacking.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Story Select.png|Crashes on story start if no story progression is made, otherwise works fine.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Audio Menu.png|Fully functional, however buggy in that it allows you to scroll onto items not yet unlocked; and when you do so, no items render.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Challenge Menu.png|Challenge menu with a nice typo.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Seaside Hill Demo.png|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.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Rail Canyon Demo.png|In-game gameplay demo of Rail Canyon.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - 2P Snapshot Mode.png|Built-in free camera mode available when paused on Controller Port 2.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Block Test.png|Allows you to test rendering of objects only.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Editor.png|In-game fully featured camera editor.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Debug.png|Camera debug displaying camera trigger regions and currently shown cameras.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CCL Debug.png|Object collision (CCL) debug. Object collision uses a different internal system to world collision.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Chaotix Rail Canyon.png|Mission description says 5 minutes. Actual timer is 6 minutes.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CPU Profiler.png|Shows the amount of CPU time taken by various in-game functions.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Allocation Previewer.png|Allows you to view all allocations on the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Debug.png|Shows information about the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Texture Memory Allocation Debug.png|Or at least that&#039;s what it&#039;s meant to be.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Land Information Debug.png|Shows debug information about all loaded geometry to the screen.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Debug Text Test.png|Menu which tests rendering of debug text.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Debug Print.png|Shows various regions related to enemies. Area they can hear, area they can see, etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Icon Test.png|Tests enemy reaction icons.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Link Test.png|Not sure what this does. I&#039;d think it tests the links between objects (e.g. enemy to cage) but I haven&#039;t figured out how to use this so far.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Event Debug.png|Available on controller port 2. You can control events, including rewind, forward, reset etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Free Movement Mode.png|Free Movement Mode a.k.a. NoClip&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Editor.png|Available on Port 4. Edits individual particles.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Table Editor.png|Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor.png|Built-in object layout editor. Can edit all 3 types of layout files, DB (Design), PB (Plan), P&amp;lt;X&amp;gt; (PlanEx)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor Item Range.png|The SET editor can display item ranges, cool!&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Debug.png|Variable editor for Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Player Param Debug.png|Variable editor for Player Parameters in Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Unlock Flags Debug.png|Available on Port 3. Allows you to toggle flags which unlock in-game items.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39316</id>
		<title>Sonic Heroes (Oct 30, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39316"/>
		<updated>2021-03-06T16:16:42Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* SET (Object Layout) Editor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype)&lt;br /&gt;
|builddate=Oct 30 2003 18:16:44 (Estimate)&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 1.7z&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*This build is newer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] but older than the [[Sonic Heroes (November 18, 2003 prototype)|18th November Prototype.]]&lt;br /&gt;
*When in Free movement mode, the players are able to free fall at any costs.&lt;br /&gt;
*This was in an unlabeled slot on the NPDP cartridge.&lt;br /&gt;
&lt;br /&gt;
==Error Log==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;N[OSREPORT]: USB Init Error&amp;lt;&amp;lt; Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) &amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build is likely looking for an USB adapter like the &#039;&#039;GCP-2000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Stub out USB I/O Calls [Sewer56]&lt;br /&gt;
&lt;br /&gt;
04017338 60000000&lt;br /&gt;
&lt;br /&gt;
04218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
04218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
04219274 4e800020&lt;br /&gt;
&lt;br /&gt;
042190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
04218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
04218f94 4e800020&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
80017338 60000000 // NOP Call to function that inits USB I/O&lt;br /&gt;
&lt;br /&gt;
80218a2c 4e800020 // Stub out HIOEnumDevices&lt;br /&gt;
&lt;br /&gt;
80218af4 4e800020 // Stub out HIOInit&lt;br /&gt;
&lt;br /&gt;
80219274 4e800020 // Stub out HIORead&lt;br /&gt;
&lt;br /&gt;
802190dc 4e800020 // Stub out HIORead (Overload)&lt;br /&gt;
&lt;br /&gt;
80218e10 4e800020 // Stub out HIOReadMailbox&lt;br /&gt;
&lt;br /&gt;
80218f94 4e800020 // Stub out HIOWriteMailbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code will allow you to boot into the regular main menu as opposed to &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Replace Easy Menu with System Mode X [Sewer56]&lt;br /&gt;
&lt;br /&gt;
C2022C90 00000004&lt;br /&gt;
&lt;br /&gt;
7C0C0378 2C050003&lt;br /&gt;
&lt;br /&gt;
40820008 38A00001&lt;br /&gt;
&lt;br /&gt;
7D806378 90A3FF78&lt;br /&gt;
&lt;br /&gt;
60000000 00000000&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
&lt;br /&gt;
Replace 38A0000X (end of third line) with desired system mode:&lt;br /&gt;
&lt;br /&gt;
0 = PAL Select&lt;br /&gt;
&lt;br /&gt;
1 = Menu&lt;br /&gt;
&lt;br /&gt;
2 = InGame&lt;br /&gt;
&lt;br /&gt;
3 = EasyMenu&lt;br /&gt;
&lt;br /&gt;
4 = Credits&lt;br /&gt;
&lt;br /&gt;
5 = EasyMenuMovie&lt;br /&gt;
&lt;br /&gt;
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Additive switch effect&lt;br /&gt;
&lt;br /&gt;
0002115E 00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*At the time of release this is the only known build to boot into &amp;quot;Easy Menu&amp;quot; without hacking.&lt;br /&gt;
**Easy Menu lacks the ability to select team &amp;quot;ForEdit&amp;quot; (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.&lt;br /&gt;
**The teams for Player(s) 3/4 cannot be selected in &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
**Sitting around in &amp;quot;Easy Menu&amp;quot; for a while may make the game freeze when starting a stage.&lt;br /&gt;
***Not sure what causes this; don&#039;t think it&#039;s a memory leak but this issue isn&#039;t present in other game versions.&lt;br /&gt;
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.&lt;br /&gt;
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).&lt;br /&gt;
**This demo desyncs mid-way; likely to a change in the level&#039;s collision.&lt;br /&gt;
*A bug in Audio Menu causes track names to not render if hovering over a track that isn&#039;t unlocked.&lt;br /&gt;
*Starting Story Mode crashes the game if there are no stages completed. &lt;br /&gt;
**If any story segment is complete and you are picking the starting stage, story however works fine.&lt;br /&gt;
*Team Rose&#039;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]].&lt;br /&gt;
&lt;br /&gt;
==Debug Controls==&lt;br /&gt;
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).&lt;br /&gt;
&lt;br /&gt;
===Easy Menu (Startup Screen)===&lt;br /&gt;
3P DPAD = Change Sound Mode&lt;br /&gt;
&lt;br /&gt;
Note: Something weird about this screen is that 3P and 4P cannot select a team.&lt;br /&gt;
They are able to do so however in many other versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Basic Debug Mode (Same as Oct 8 Prototype)===&lt;br /&gt;
&lt;br /&gt;
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)&lt;br /&gt;
&lt;br /&gt;
L + R + X + Y = Finish Current Stage&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD UP = Add 1 life.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD DOWN = Add 1 ring.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD LEFT = 1x level up (for all characters).&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~&lt;br /&gt;
&lt;br /&gt;
===Free Movement Mode===&lt;br /&gt;
Z = Enable &lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
Z + LStick = Up/Down&lt;br /&gt;
&lt;br /&gt;
A = Release&lt;br /&gt;
&lt;br /&gt;
===Camera Debug Mode===&lt;br /&gt;
B + A = Show Camera Debug HUD&lt;br /&gt;
&lt;br /&gt;
B + Y = Toggle Camera Mode&lt;br /&gt;
&lt;br /&gt;
B + X = Show Camera Render Regions&lt;br /&gt;
&lt;br /&gt;
===Snapshot Mode (Port 2)===&lt;br /&gt;
2P Z (In-game, while paused) = Enable&lt;br /&gt;
&lt;br /&gt;
2P DPAD = Move Fast&lt;br /&gt;
&lt;br /&gt;
2P LStick = Move Slow&lt;br /&gt;
&lt;br /&gt;
2P L/R = Up/Down&lt;br /&gt;
&lt;br /&gt;
2P START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
2P START + LStick = Rotate&lt;br /&gt;
&lt;br /&gt;
===SET (Object Layout) Editor===&lt;br /&gt;
&lt;br /&gt;
A + Z = Enable&lt;br /&gt;
&lt;br /&gt;
START + RStick = Rotate&lt;br /&gt;
&lt;br /&gt;
START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
START + X = Change &amp;quot;Ring Type&amp;quot;&lt;br /&gt;
&lt;br /&gt;
START + Y = Change Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
B + DPAD = Change Light Gate&lt;br /&gt;
&lt;br /&gt;
Y + DPAD = Change Object&lt;br /&gt;
&lt;br /&gt;
Control Stick = Toggle object properties&lt;br /&gt;
&lt;br /&gt;
A + Control Stick = Change object settings&lt;br /&gt;
&lt;br /&gt;
A + X = Exit&lt;br /&gt;
&lt;br /&gt;
A + B = Drop to Floor&lt;br /&gt;
&lt;br /&gt;
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)&lt;br /&gt;
&lt;br /&gt;
===CAM (Camera) Editor===&lt;br /&gt;
Z + Y = Enable&lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
L/R = Lower/Raise&lt;br /&gt;
&lt;br /&gt;
B + Y = Reset Position&lt;br /&gt;
&lt;br /&gt;
A + B = Switch Cam Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
===Memory and Profiling===&lt;br /&gt;
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)&lt;br /&gt;
&lt;br /&gt;
===Story/Unlock Flags Test (Port 3)===&lt;br /&gt;
Z = Enable&lt;br /&gt;
&lt;br /&gt;
L/R = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD = Navigate&lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
===Enemy Test (Port 3)===&lt;br /&gt;
START = Enable&lt;br /&gt;
&lt;br /&gt;
DPAD Left/Right = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD Up/Down = Navigate &lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
X = Toggle all ON&lt;br /&gt;
&lt;br /&gt;
Y = Toggle all OFF&lt;br /&gt;
&lt;br /&gt;
===Cutscene Debug (Port 2)===&lt;br /&gt;
&lt;br /&gt;
2P A = Start after reset.&lt;br /&gt;
2P B = Pause&lt;br /&gt;
2P X = Unpause&lt;br /&gt;
2P DPAD = Frame Rewind/Advance&lt;br /&gt;
2P START = Reset cutscene. (Crashes if done too many times.)&lt;br /&gt;
&lt;br /&gt;
===Particle Editor (Port 4 + Port 1)=== &lt;br /&gt;
&lt;br /&gt;
4P Z + START = Enable&lt;br /&gt;
&lt;br /&gt;
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)&lt;br /&gt;
&lt;br /&gt;
4P Z = Toggle Menu Visibility&lt;br /&gt;
&lt;br /&gt;
4P L/R = Select Particle&lt;br /&gt;
&lt;br /&gt;
4P X = Go Down&lt;br /&gt;
&lt;br /&gt;
4P Y = Go Up&lt;br /&gt;
&lt;br /&gt;
4P B + A = Exit Menu&lt;br /&gt;
&lt;br /&gt;
1P LStick = Move&lt;br /&gt;
&lt;br /&gt;
1P DPAD = Rotate&lt;br /&gt;
&lt;br /&gt;
1P L/R = Raise/Lower&lt;br /&gt;
&lt;br /&gt;
1P X = Reset Rotation&lt;br /&gt;
&lt;br /&gt;
1P Y = Teleport to Char&lt;br /&gt;
&lt;br /&gt;
1P A = Test Particle&lt;br /&gt;
&lt;br /&gt;
===Particle Table Editor (open from Particle Editor)===&lt;br /&gt;
4P Z + A = Enter Table Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Play Particle&lt;br /&gt;
&lt;br /&gt;
4P A = Cancel Particle&lt;br /&gt;
&lt;br /&gt;
1P A + LStick = Move Table Entry Origin Position&lt;br /&gt;
&lt;br /&gt;
===Special Stage Debug (Port 4)===&lt;br /&gt;
4P A = Player Param Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Toggle Special Stage Debug Menu&lt;br /&gt;
&lt;br /&gt;
4P DPAD = Navigate Menu&lt;br /&gt;
&lt;br /&gt;
4P L/R = Increase/Decrease Value&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Easy Menu.png|Default menu the prototype boots into, a.k.a. &amp;quot;Easy Menu&amp;quot;. This is the only known build to boot directly into this menu.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Title Screen.png|Title screen of this prototype, accessed via hacking.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Story Select.png|Crashes on story start if no story progression is made, otherwise works fine.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Audio Menu.png|Fully functional, however buggy in that it allows you to scroll onto items not yet unlocked; and when you do so, no items render.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Challenge Menu.png|Challenge menu with a nice typo.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Seaside Hill Demo.png|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.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Rail Canyon Demo.png|In-game gameplay demo of Rail Canyon.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - 2P Snapshot Mode.png|Built-in free camera mode available when paused on Controller Port 2.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Block Test.png|Allows you to test rendering of objects only.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Editor.png|In-game fully featured camera editor.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Debug.png|Camera debug displaying camera trigger regions and currently shown cameras.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CCL Debug.png|Object collision (CCL) debug. Object collision uses a different internal system to world collision.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Chaotix Rail Canyon.png|Mission description says 5 minutes. Actual timer is 6 minutes.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CPU Profiler.png|Shows the amount of CPU time taken by various in-game functions.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Allocation Previewer.png|Allows you to view all allocations on the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Debug.png|Shows information about the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Texture Memory Allocation Debug.png|Or at least that&#039;s what it&#039;s meant to be.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Land Information Debug.png|Shows debug information about all loaded geometry to the screen.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Debug Text Test.png|Menu which tests rendering of debug text.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Debug Print.png|Shows various regions related to enemies. Area they can hear, area they can see, etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Icon Test.png|Tests enemy reaction icons.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Link Test.png|Not sure what this does. I&#039;d think it tests the links between objects (e.g. enemy to cage) but I haven&#039;t figured out how to use this so far.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Event Debug.png|Available on controller port 2. You can control events, including rewind, forward, reset etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Free Movement Mode.png|Free Movement Mode a.k.a. NoClip&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Editor.png|Available on Port 4. Edits individual particles.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Table Editor.png|Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor.png|Built-in object layout editor. Can edit all 3 types of layout files, DB (Design), PB (Plan), P&amp;lt;X&amp;gt; (PlanEx)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor Item Range.png|The SET editor can display item ranges, cool!&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Debug.png|Variable editor for Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Player Param Debug.png|Variable editor for Player Parameters in Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Unlock Flags Debug.png|Available on Port 3. Allows you to toggle flags which unlock in-game items.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39315</id>
		<title>Sonic Heroes (Oct 30, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39315"/>
		<updated>2021-03-06T16:07:19Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* SET (Object Layout) Editor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype)&lt;br /&gt;
|builddate=Oct 30 2003 18:16:44 (Estimate)&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 1.7z&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*This build is newer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] but older than the [[Sonic Heroes (November 18, 2003 prototype)|18th November Prototype.]]&lt;br /&gt;
*When in Free movement mode, the players are able to free fall at any costs.&lt;br /&gt;
*This was in an unlabeled slot on the NPDP cartridge.&lt;br /&gt;
&lt;br /&gt;
==Error Log==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;N[OSREPORT]: USB Init Error&amp;lt;&amp;lt; Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) &amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build is likely looking for an USB adapter like the &#039;&#039;GCP-2000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Stub out USB I/O Calls [Sewer56]&lt;br /&gt;
&lt;br /&gt;
04017338 60000000&lt;br /&gt;
&lt;br /&gt;
04218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
04218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
04219274 4e800020&lt;br /&gt;
&lt;br /&gt;
042190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
04218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
04218f94 4e800020&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
80017338 60000000 // NOP Call to function that inits USB I/O&lt;br /&gt;
&lt;br /&gt;
80218a2c 4e800020 // Stub out HIOEnumDevices&lt;br /&gt;
&lt;br /&gt;
80218af4 4e800020 // Stub out HIOInit&lt;br /&gt;
&lt;br /&gt;
80219274 4e800020 // Stub out HIORead&lt;br /&gt;
&lt;br /&gt;
802190dc 4e800020 // Stub out HIORead (Overload)&lt;br /&gt;
&lt;br /&gt;
80218e10 4e800020 // Stub out HIOReadMailbox&lt;br /&gt;
&lt;br /&gt;
80218f94 4e800020 // Stub out HIOWriteMailbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code will allow you to boot into the regular main menu as opposed to &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Replace Easy Menu with System Mode X [Sewer56]&lt;br /&gt;
&lt;br /&gt;
C2022C90 00000004&lt;br /&gt;
&lt;br /&gt;
7C0C0378 2C050003&lt;br /&gt;
&lt;br /&gt;
40820008 38A00001&lt;br /&gt;
&lt;br /&gt;
7D806378 90A3FF78&lt;br /&gt;
&lt;br /&gt;
60000000 00000000&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
&lt;br /&gt;
Replace 38A0000X (end of third line) with desired system mode:&lt;br /&gt;
&lt;br /&gt;
0 = PAL Select&lt;br /&gt;
&lt;br /&gt;
1 = Menu&lt;br /&gt;
&lt;br /&gt;
2 = InGame&lt;br /&gt;
&lt;br /&gt;
3 = EasyMenu&lt;br /&gt;
&lt;br /&gt;
4 = Credits&lt;br /&gt;
&lt;br /&gt;
5 = EasyMenuMovie&lt;br /&gt;
&lt;br /&gt;
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Additive switch effect&lt;br /&gt;
&lt;br /&gt;
0002115E 00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*At the time of release this is the only known build to boot into &amp;quot;Easy Menu&amp;quot; without hacking.&lt;br /&gt;
**Easy Menu lacks the ability to select team &amp;quot;ForEdit&amp;quot; (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.&lt;br /&gt;
**The teams for Player(s) 3/4 cannot be selected in &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
**Sitting around in &amp;quot;Easy Menu&amp;quot; for a while may make the game freeze when starting a stage.&lt;br /&gt;
***Not sure what causes this; don&#039;t think it&#039;s a memory leak but this issue isn&#039;t present in other game versions.&lt;br /&gt;
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.&lt;br /&gt;
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).&lt;br /&gt;
**This demo desyncs mid-way; likely to a change in the level&#039;s collision.&lt;br /&gt;
*A bug in Audio Menu causes track names to not render if hovering over a track that isn&#039;t unlocked.&lt;br /&gt;
*Starting Story Mode crashes the game if there are no stages completed. &lt;br /&gt;
**If any story segment is complete and you are picking the starting stage, story however works fine.&lt;br /&gt;
*Team Rose&#039;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]].&lt;br /&gt;
&lt;br /&gt;
==Debug Controls==&lt;br /&gt;
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).&lt;br /&gt;
&lt;br /&gt;
===Easy Menu (Startup Screen)===&lt;br /&gt;
3P DPAD = Change Sound Mode&lt;br /&gt;
&lt;br /&gt;
Note: Something weird about this screen is that 3P and 4P cannot select a team.&lt;br /&gt;
They are able to do so however in many other versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Basic Debug Mode (Same as Oct 8 Prototype)===&lt;br /&gt;
&lt;br /&gt;
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)&lt;br /&gt;
&lt;br /&gt;
L + R + X + Y = Finish Current Stage&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD UP = Add 1 life.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD DOWN = Add 1 ring.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD LEFT = 1x level up (for all characters).&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~&lt;br /&gt;
&lt;br /&gt;
===Free Movement Mode===&lt;br /&gt;
Z = Enable &lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
Z + LStick = Up/Down&lt;br /&gt;
&lt;br /&gt;
A = Release&lt;br /&gt;
&lt;br /&gt;
===Camera Debug Mode===&lt;br /&gt;
B + A = Show Camera Debug HUD&lt;br /&gt;
&lt;br /&gt;
B + Y = Toggle Camera Mode&lt;br /&gt;
&lt;br /&gt;
B + X = Show Camera Render Regions&lt;br /&gt;
&lt;br /&gt;
===Snapshot Mode (Port 2)===&lt;br /&gt;
2P Z (In-game, while paused) = Enable&lt;br /&gt;
&lt;br /&gt;
2P DPAD = Move Fast&lt;br /&gt;
&lt;br /&gt;
2P LStick = Move Slow&lt;br /&gt;
&lt;br /&gt;
2P L/R = Up/Down&lt;br /&gt;
&lt;br /&gt;
2P START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
2P START + LStick = Rotate&lt;br /&gt;
&lt;br /&gt;
===SET (Object Layout) Editor===&lt;br /&gt;
&lt;br /&gt;
A + Z = Enable&lt;br /&gt;
&lt;br /&gt;
START + RStick = Rotate&lt;br /&gt;
&lt;br /&gt;
START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
START + X = Change &amp;quot;Ring Type&amp;quot;&lt;br /&gt;
&lt;br /&gt;
START + Y = Change Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
B + DPAD = Change Light Gate&lt;br /&gt;
&lt;br /&gt;
Y + DPAD = Change Object&lt;br /&gt;
&lt;br /&gt;
Control Stick = Change object settings&lt;br /&gt;
&lt;br /&gt;
A + X = Exit&lt;br /&gt;
&lt;br /&gt;
A + B = Drop to Floor&lt;br /&gt;
&lt;br /&gt;
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)&lt;br /&gt;
&lt;br /&gt;
===CAM (Camera) Editor===&lt;br /&gt;
Z + Y = Enable&lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
L/R = Lower/Raise&lt;br /&gt;
&lt;br /&gt;
B + Y = Reset Position&lt;br /&gt;
&lt;br /&gt;
A + B = Switch Cam Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
===Memory and Profiling===&lt;br /&gt;
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)&lt;br /&gt;
&lt;br /&gt;
===Story/Unlock Flags Test (Port 3)===&lt;br /&gt;
Z = Enable&lt;br /&gt;
&lt;br /&gt;
L/R = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD = Navigate&lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
===Enemy Test (Port 3)===&lt;br /&gt;
START = Enable&lt;br /&gt;
&lt;br /&gt;
DPAD Left/Right = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD Up/Down = Navigate &lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
X = Toggle all ON&lt;br /&gt;
&lt;br /&gt;
Y = Toggle all OFF&lt;br /&gt;
&lt;br /&gt;
===Cutscene Debug (Port 2)===&lt;br /&gt;
&lt;br /&gt;
2P A = Start after reset.&lt;br /&gt;
2P B = Pause&lt;br /&gt;
2P X = Unpause&lt;br /&gt;
2P DPAD = Frame Rewind/Advance&lt;br /&gt;
2P START = Reset cutscene. (Crashes if done too many times.)&lt;br /&gt;
&lt;br /&gt;
===Particle Editor (Port 4 + Port 1)=== &lt;br /&gt;
&lt;br /&gt;
4P Z + START = Enable&lt;br /&gt;
&lt;br /&gt;
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)&lt;br /&gt;
&lt;br /&gt;
4P Z = Toggle Menu Visibility&lt;br /&gt;
&lt;br /&gt;
4P L/R = Select Particle&lt;br /&gt;
&lt;br /&gt;
4P X = Go Down&lt;br /&gt;
&lt;br /&gt;
4P Y = Go Up&lt;br /&gt;
&lt;br /&gt;
4P B + A = Exit Menu&lt;br /&gt;
&lt;br /&gt;
1P LStick = Move&lt;br /&gt;
&lt;br /&gt;
1P DPAD = Rotate&lt;br /&gt;
&lt;br /&gt;
1P L/R = Raise/Lower&lt;br /&gt;
&lt;br /&gt;
1P X = Reset Rotation&lt;br /&gt;
&lt;br /&gt;
1P Y = Teleport to Char&lt;br /&gt;
&lt;br /&gt;
1P A = Test Particle&lt;br /&gt;
&lt;br /&gt;
===Particle Table Editor (open from Particle Editor)===&lt;br /&gt;
4P Z + A = Enter Table Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Play Particle&lt;br /&gt;
&lt;br /&gt;
4P A = Cancel Particle&lt;br /&gt;
&lt;br /&gt;
1P A + LStick = Move Table Entry Origin Position&lt;br /&gt;
&lt;br /&gt;
===Special Stage Debug (Port 4)===&lt;br /&gt;
4P A = Player Param Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Toggle Special Stage Debug Menu&lt;br /&gt;
&lt;br /&gt;
4P DPAD = Navigate Menu&lt;br /&gt;
&lt;br /&gt;
4P L/R = Increase/Decrease Value&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Easy Menu.png|Default menu the prototype boots into, a.k.a. &amp;quot;Easy Menu&amp;quot;. This is the only known build to boot directly into this menu.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Title Screen.png|Title screen of this prototype, accessed via hacking.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Story Select.png|Crashes on story start if no story progression is made, otherwise works fine.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Audio Menu.png|Fully functional, however buggy in that it allows you to scroll onto items not yet unlocked; and when you do so, no items render.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Challenge Menu.png|Challenge menu with a nice typo.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Seaside Hill Demo.png|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.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Rail Canyon Demo.png|In-game gameplay demo of Rail Canyon.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - 2P Snapshot Mode.png|Built-in free camera mode available when paused on Controller Port 2.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Block Test.png|Allows you to test rendering of objects only.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Editor.png|In-game fully featured camera editor.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Debug.png|Camera debug displaying camera trigger regions and currently shown cameras.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CCL Debug.png|Object collision (CCL) debug. Object collision uses a different internal system to world collision.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Chaotix Rail Canyon.png|Mission description says 5 minutes. Actual timer is 6 minutes.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CPU Profiler.png|Shows the amount of CPU time taken by various in-game functions.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Allocation Previewer.png|Allows you to view all allocations on the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Debug.png|Shows information about the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Texture Memory Allocation Debug.png|Or at least that&#039;s what it&#039;s meant to be.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Land Information Debug.png|Shows debug information about all loaded geometry to the screen.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Debug Text Test.png|Menu which tests rendering of debug text.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Debug Print.png|Shows various regions related to enemies. Area they can hear, area they can see, etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Icon Test.png|Tests enemy reaction icons.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Link Test.png|Not sure what this does. I&#039;d think it tests the links between objects (e.g. enemy to cage) but I haven&#039;t figured out how to use this so far.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Event Debug.png|Available on controller port 2. You can control events, including rewind, forward, reset etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Free Movement Mode.png|Free Movement Mode a.k.a. NoClip&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Editor.png|Available on Port 4. Edits individual particles.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Table Editor.png|Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor.png|Built-in object layout editor. Can edit all 3 types of layout files, DB (Design), PB (Plan), P&amp;lt;X&amp;gt; (PlanEx)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor Item Range.png|The SET editor can display item ranges, cool!&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Debug.png|Variable editor for Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Player Param Debug.png|Variable editor for Player Parameters in Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Unlock Flags Debug.png|Available on Port 3. Allows you to toggle flags which unlock in-game items.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39314</id>
		<title>Sonic Heroes (Oct 30, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39314"/>
		<updated>2021-03-06T15:55:21Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* SET (Object Layout) Editor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype)&lt;br /&gt;
|builddate=Oct 30 2003 18:16:44 (Estimate)&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 1.7z&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*This build is newer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] but older than the [[Sonic Heroes (November 18, 2003 prototype)|18th November Prototype.]]&lt;br /&gt;
*When in Free movement mode, the players are able to free fall at any costs.&lt;br /&gt;
*This was in an unlabeled slot on the NPDP cartridge.&lt;br /&gt;
&lt;br /&gt;
==Error Log==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;N[OSREPORT]: USB Init Error&amp;lt;&amp;lt; Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) &amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build is likely looking for an USB adapter like the &#039;&#039;GCP-2000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Stub out USB I/O Calls [Sewer56]&lt;br /&gt;
&lt;br /&gt;
04017338 60000000&lt;br /&gt;
&lt;br /&gt;
04218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
04218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
04219274 4e800020&lt;br /&gt;
&lt;br /&gt;
042190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
04218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
04218f94 4e800020&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
80017338 60000000 // NOP Call to function that inits USB I/O&lt;br /&gt;
&lt;br /&gt;
80218a2c 4e800020 // Stub out HIOEnumDevices&lt;br /&gt;
&lt;br /&gt;
80218af4 4e800020 // Stub out HIOInit&lt;br /&gt;
&lt;br /&gt;
80219274 4e800020 // Stub out HIORead&lt;br /&gt;
&lt;br /&gt;
802190dc 4e800020 // Stub out HIORead (Overload)&lt;br /&gt;
&lt;br /&gt;
80218e10 4e800020 // Stub out HIOReadMailbox&lt;br /&gt;
&lt;br /&gt;
80218f94 4e800020 // Stub out HIOWriteMailbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code will allow you to boot into the regular main menu as opposed to &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Replace Easy Menu with System Mode X [Sewer56]&lt;br /&gt;
&lt;br /&gt;
C2022C90 00000004&lt;br /&gt;
&lt;br /&gt;
7C0C0378 2C050003&lt;br /&gt;
&lt;br /&gt;
40820008 38A00001&lt;br /&gt;
&lt;br /&gt;
7D806378 90A3FF78&lt;br /&gt;
&lt;br /&gt;
60000000 00000000&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
&lt;br /&gt;
Replace 38A0000X (end of third line) with desired system mode:&lt;br /&gt;
&lt;br /&gt;
0 = PAL Select&lt;br /&gt;
&lt;br /&gt;
1 = Menu&lt;br /&gt;
&lt;br /&gt;
2 = InGame&lt;br /&gt;
&lt;br /&gt;
3 = EasyMenu&lt;br /&gt;
&lt;br /&gt;
4 = Credits&lt;br /&gt;
&lt;br /&gt;
5 = EasyMenuMovie&lt;br /&gt;
&lt;br /&gt;
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Additive switch effect&lt;br /&gt;
&lt;br /&gt;
0002115E 00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*At the time of release this is the only known build to boot into &amp;quot;Easy Menu&amp;quot; without hacking.&lt;br /&gt;
**Easy Menu lacks the ability to select team &amp;quot;ForEdit&amp;quot; (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.&lt;br /&gt;
**The teams for Player(s) 3/4 cannot be selected in &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
**Sitting around in &amp;quot;Easy Menu&amp;quot; for a while may make the game freeze when starting a stage.&lt;br /&gt;
***Not sure what causes this; don&#039;t think it&#039;s a memory leak but this issue isn&#039;t present in other game versions.&lt;br /&gt;
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.&lt;br /&gt;
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).&lt;br /&gt;
**This demo desyncs mid-way; likely to a change in the level&#039;s collision.&lt;br /&gt;
*A bug in Audio Menu causes track names to not render if hovering over a track that isn&#039;t unlocked.&lt;br /&gt;
*Starting Story Mode crashes the game if there are no stages completed. &lt;br /&gt;
**If any story segment is complete and you are picking the starting stage, story however works fine.&lt;br /&gt;
*Team Rose&#039;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]].&lt;br /&gt;
&lt;br /&gt;
==Debug Controls==&lt;br /&gt;
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).&lt;br /&gt;
&lt;br /&gt;
===Easy Menu (Startup Screen)===&lt;br /&gt;
3P DPAD = Change Sound Mode&lt;br /&gt;
&lt;br /&gt;
Note: Something weird about this screen is that 3P and 4P cannot select a team.&lt;br /&gt;
They are able to do so however in many other versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Basic Debug Mode (Same as Oct 8 Prototype)===&lt;br /&gt;
&lt;br /&gt;
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)&lt;br /&gt;
&lt;br /&gt;
L + R + X + Y = Finish Current Stage&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD UP = Add 1 life.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD DOWN = Add 1 ring.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD LEFT = 1x level up (for all characters).&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~&lt;br /&gt;
&lt;br /&gt;
===Free Movement Mode===&lt;br /&gt;
Z = Enable &lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
Z + LStick = Up/Down&lt;br /&gt;
&lt;br /&gt;
A = Release&lt;br /&gt;
&lt;br /&gt;
===Camera Debug Mode===&lt;br /&gt;
B + A = Show Camera Debug HUD&lt;br /&gt;
&lt;br /&gt;
B + Y = Toggle Camera Mode&lt;br /&gt;
&lt;br /&gt;
B + X = Show Camera Render Regions&lt;br /&gt;
&lt;br /&gt;
===Snapshot Mode (Port 2)===&lt;br /&gt;
2P Z (In-game, while paused) = Enable&lt;br /&gt;
&lt;br /&gt;
2P DPAD = Move Fast&lt;br /&gt;
&lt;br /&gt;
2P LStick = Move Slow&lt;br /&gt;
&lt;br /&gt;
2P L/R = Up/Down&lt;br /&gt;
&lt;br /&gt;
2P START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
2P START + LStick = Rotate&lt;br /&gt;
&lt;br /&gt;
===SET (Object Layout) Editor===&lt;br /&gt;
&lt;br /&gt;
A + Z = Enable&lt;br /&gt;
&lt;br /&gt;
START + RStick = Rotate&lt;br /&gt;
&lt;br /&gt;
START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
START + X = Change &amp;quot;Ring Type&amp;quot;&lt;br /&gt;
&lt;br /&gt;
START + Y = Change Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
B + DPAD = Change Light Gate&lt;br /&gt;
&lt;br /&gt;
Y + DPAD = Change Object&lt;br /&gt;
&lt;br /&gt;
Control Stick Left/Right = Change object settings&lt;br /&gt;
&lt;br /&gt;
A + X = Exit&lt;br /&gt;
&lt;br /&gt;
A + B = Drop to Floor&lt;br /&gt;
&lt;br /&gt;
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)&lt;br /&gt;
&lt;br /&gt;
===CAM (Camera) Editor===&lt;br /&gt;
Z + Y = Enable&lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
L/R = Lower/Raise&lt;br /&gt;
&lt;br /&gt;
B + Y = Reset Position&lt;br /&gt;
&lt;br /&gt;
A + B = Switch Cam Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
===Memory and Profiling===&lt;br /&gt;
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)&lt;br /&gt;
&lt;br /&gt;
===Story/Unlock Flags Test (Port 3)===&lt;br /&gt;
Z = Enable&lt;br /&gt;
&lt;br /&gt;
L/R = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD = Navigate&lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
===Enemy Test (Port 3)===&lt;br /&gt;
START = Enable&lt;br /&gt;
&lt;br /&gt;
DPAD Left/Right = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD Up/Down = Navigate &lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
X = Toggle all ON&lt;br /&gt;
&lt;br /&gt;
Y = Toggle all OFF&lt;br /&gt;
&lt;br /&gt;
===Cutscene Debug (Port 2)===&lt;br /&gt;
&lt;br /&gt;
2P A = Start after reset.&lt;br /&gt;
2P B = Pause&lt;br /&gt;
2P X = Unpause&lt;br /&gt;
2P DPAD = Frame Rewind/Advance&lt;br /&gt;
2P START = Reset cutscene. (Crashes if done too many times.)&lt;br /&gt;
&lt;br /&gt;
===Particle Editor (Port 4 + Port 1)=== &lt;br /&gt;
&lt;br /&gt;
4P Z + START = Enable&lt;br /&gt;
&lt;br /&gt;
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)&lt;br /&gt;
&lt;br /&gt;
4P Z = Toggle Menu Visibility&lt;br /&gt;
&lt;br /&gt;
4P L/R = Select Particle&lt;br /&gt;
&lt;br /&gt;
4P X = Go Down&lt;br /&gt;
&lt;br /&gt;
4P Y = Go Up&lt;br /&gt;
&lt;br /&gt;
4P B + A = Exit Menu&lt;br /&gt;
&lt;br /&gt;
1P LStick = Move&lt;br /&gt;
&lt;br /&gt;
1P DPAD = Rotate&lt;br /&gt;
&lt;br /&gt;
1P L/R = Raise/Lower&lt;br /&gt;
&lt;br /&gt;
1P X = Reset Rotation&lt;br /&gt;
&lt;br /&gt;
1P Y = Teleport to Char&lt;br /&gt;
&lt;br /&gt;
1P A = Test Particle&lt;br /&gt;
&lt;br /&gt;
===Particle Table Editor (open from Particle Editor)===&lt;br /&gt;
4P Z + A = Enter Table Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Play Particle&lt;br /&gt;
&lt;br /&gt;
4P A = Cancel Particle&lt;br /&gt;
&lt;br /&gt;
1P A + LStick = Move Table Entry Origin Position&lt;br /&gt;
&lt;br /&gt;
===Special Stage Debug (Port 4)===&lt;br /&gt;
4P A = Player Param Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Toggle Special Stage Debug Menu&lt;br /&gt;
&lt;br /&gt;
4P DPAD = Navigate Menu&lt;br /&gt;
&lt;br /&gt;
4P L/R = Increase/Decrease Value&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Easy Menu.png|Default menu the prototype boots into, a.k.a. &amp;quot;Easy Menu&amp;quot;. This is the only known build to boot directly into this menu.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Title Screen.png|Title screen of this prototype, accessed via hacking.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Story Select.png|Crashes on story start if no story progression is made, otherwise works fine.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Audio Menu.png|Fully functional, however buggy in that it allows you to scroll onto items not yet unlocked; and when you do so, no items render.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Challenge Menu.png|Challenge menu with a nice typo.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Seaside Hill Demo.png|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.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Rail Canyon Demo.png|In-game gameplay demo of Rail Canyon.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - 2P Snapshot Mode.png|Built-in free camera mode available when paused on Controller Port 2.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Block Test.png|Allows you to test rendering of objects only.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Editor.png|In-game fully featured camera editor.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Debug.png|Camera debug displaying camera trigger regions and currently shown cameras.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CCL Debug.png|Object collision (CCL) debug. Object collision uses a different internal system to world collision.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Chaotix Rail Canyon.png|Mission description says 5 minutes. Actual timer is 6 minutes.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CPU Profiler.png|Shows the amount of CPU time taken by various in-game functions.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Allocation Previewer.png|Allows you to view all allocations on the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Debug.png|Shows information about the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Texture Memory Allocation Debug.png|Or at least that&#039;s what it&#039;s meant to be.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Land Information Debug.png|Shows debug information about all loaded geometry to the screen.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Debug Text Test.png|Menu which tests rendering of debug text.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Debug Print.png|Shows various regions related to enemies. Area they can hear, area they can see, etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Icon Test.png|Tests enemy reaction icons.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Link Test.png|Not sure what this does. I&#039;d think it tests the links between objects (e.g. enemy to cage) but I haven&#039;t figured out how to use this so far.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Event Debug.png|Available on controller port 2. You can control events, including rewind, forward, reset etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Free Movement Mode.png|Free Movement Mode a.k.a. NoClip&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Editor.png|Available on Port 4. Edits individual particles.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Table Editor.png|Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor.png|Built-in object layout editor. Can edit all 3 types of layout files, DB (Design), PB (Plan), P&amp;lt;X&amp;gt; (PlanEx)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor Item Range.png|The SET editor can display item ranges, cool!&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Debug.png|Variable editor for Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Player Param Debug.png|Variable editor for Player Parameters in Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Unlock Flags Debug.png|Available on Port 3. Allows you to toggle flags which unlock in-game items.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39313</id>
		<title>Sonic Heroes (Oct 30, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39313"/>
		<updated>2021-03-06T15:16:49Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype)&lt;br /&gt;
|builddate=Oct 30 2003 18:16:44 (Estimate)&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 1.7z&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*This build is newer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] but older than the [[Sonic Heroes (November 18, 2003 prototype)|18th November Prototype.]]&lt;br /&gt;
*When in Free movement mode, the players are able to free fall at any costs.&lt;br /&gt;
*This was in an unlabeled slot on the NPDP cartridge.&lt;br /&gt;
&lt;br /&gt;
==Error Log==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;N[OSREPORT]: USB Init Error&amp;lt;&amp;lt; Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) &amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build is likely looking for an USB adapter like the &#039;&#039;GCP-2000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Stub out USB I/O Calls [Sewer56]&lt;br /&gt;
&lt;br /&gt;
04017338 60000000&lt;br /&gt;
&lt;br /&gt;
04218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
04218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
04219274 4e800020&lt;br /&gt;
&lt;br /&gt;
042190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
04218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
04218f94 4e800020&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
80017338 60000000 // NOP Call to function that inits USB I/O&lt;br /&gt;
&lt;br /&gt;
80218a2c 4e800020 // Stub out HIOEnumDevices&lt;br /&gt;
&lt;br /&gt;
80218af4 4e800020 // Stub out HIOInit&lt;br /&gt;
&lt;br /&gt;
80219274 4e800020 // Stub out HIORead&lt;br /&gt;
&lt;br /&gt;
802190dc 4e800020 // Stub out HIORead (Overload)&lt;br /&gt;
&lt;br /&gt;
80218e10 4e800020 // Stub out HIOReadMailbox&lt;br /&gt;
&lt;br /&gt;
80218f94 4e800020 // Stub out HIOWriteMailbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code will allow you to boot into the regular main menu as opposed to &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Replace Easy Menu with System Mode X [Sewer56]&lt;br /&gt;
&lt;br /&gt;
C2022C90 00000004&lt;br /&gt;
&lt;br /&gt;
7C0C0378 2C050003&lt;br /&gt;
&lt;br /&gt;
40820008 38A00001&lt;br /&gt;
&lt;br /&gt;
7D806378 90A3FF78&lt;br /&gt;
&lt;br /&gt;
60000000 00000000&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
&lt;br /&gt;
Replace 38A0000X (end of third line) with desired system mode:&lt;br /&gt;
&lt;br /&gt;
0 = PAL Select&lt;br /&gt;
&lt;br /&gt;
1 = Menu&lt;br /&gt;
&lt;br /&gt;
2 = InGame&lt;br /&gt;
&lt;br /&gt;
3 = EasyMenu&lt;br /&gt;
&lt;br /&gt;
4 = Credits&lt;br /&gt;
&lt;br /&gt;
5 = EasyMenuMovie&lt;br /&gt;
&lt;br /&gt;
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Additive switch effect&lt;br /&gt;
&lt;br /&gt;
0002115E 00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*At the time of release this is the only known build to boot into &amp;quot;Easy Menu&amp;quot; without hacking.&lt;br /&gt;
**Easy Menu lacks the ability to select team &amp;quot;ForEdit&amp;quot; (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.&lt;br /&gt;
**The teams for Player(s) 3/4 cannot be selected in &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
**Sitting around in &amp;quot;Easy Menu&amp;quot; for a while may make the game freeze when starting a stage.&lt;br /&gt;
***Not sure what causes this; don&#039;t think it&#039;s a memory leak but this issue isn&#039;t present in other game versions.&lt;br /&gt;
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.&lt;br /&gt;
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).&lt;br /&gt;
**This demo desyncs mid-way; likely to a change in the level&#039;s collision.&lt;br /&gt;
*A bug in Audio Menu causes track names to not render if hovering over a track that isn&#039;t unlocked.&lt;br /&gt;
*Starting Story Mode crashes the game if there are no stages completed. &lt;br /&gt;
**If any story segment is complete and you are picking the starting stage, story however works fine.&lt;br /&gt;
*Team Rose&#039;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]].&lt;br /&gt;
&lt;br /&gt;
==Debug Controls==&lt;br /&gt;
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).&lt;br /&gt;
&lt;br /&gt;
===Easy Menu (Startup Screen)===&lt;br /&gt;
3P DPAD = Change Sound Mode&lt;br /&gt;
&lt;br /&gt;
Note: Something weird about this screen is that 3P and 4P cannot select a team.&lt;br /&gt;
They are able to do so however in many other versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Basic Debug Mode (Same as Oct 8 Prototype)===&lt;br /&gt;
&lt;br /&gt;
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)&lt;br /&gt;
&lt;br /&gt;
L + R + X + Y = Finish Current Stage&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD UP = Add 1 life.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD DOWN = Add 1 ring.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD LEFT = 1x level up (for all characters).&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~&lt;br /&gt;
&lt;br /&gt;
===Free Movement Mode===&lt;br /&gt;
Z = Enable &lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
Z + LStick = Up/Down&lt;br /&gt;
&lt;br /&gt;
A = Release&lt;br /&gt;
&lt;br /&gt;
===Camera Debug Mode===&lt;br /&gt;
B + A = Show Camera Debug HUD&lt;br /&gt;
&lt;br /&gt;
B + Y = Toggle Camera Mode&lt;br /&gt;
&lt;br /&gt;
B + X = Show Camera Render Regions&lt;br /&gt;
&lt;br /&gt;
===Snapshot Mode (Port 2)===&lt;br /&gt;
2P Z (In-game, while paused) = Enable&lt;br /&gt;
&lt;br /&gt;
2P DPAD = Move Fast&lt;br /&gt;
&lt;br /&gt;
2P LStick = Move Slow&lt;br /&gt;
&lt;br /&gt;
2P L/R = Up/Down&lt;br /&gt;
&lt;br /&gt;
2P START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
2P START + LStick = Rotate&lt;br /&gt;
&lt;br /&gt;
===SET (Object Layout) Editor===&lt;br /&gt;
&lt;br /&gt;
A + Z = Enable&lt;br /&gt;
&lt;br /&gt;
START + RStick = Rotate&lt;br /&gt;
&lt;br /&gt;
START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
START + X = Change &amp;quot;Ring Type&amp;quot;&lt;br /&gt;
&lt;br /&gt;
START + Y = Change Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
B + DPAD = Change Light Gate&lt;br /&gt;
&lt;br /&gt;
Y + DPAD = Change Object&lt;br /&gt;
&lt;br /&gt;
A + X = Exit&lt;br /&gt;
&lt;br /&gt;
A + B = Drop to Floor&lt;br /&gt;
&lt;br /&gt;
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)&lt;br /&gt;
&lt;br /&gt;
===CAM (Camera) Editor===&lt;br /&gt;
Z + Y = Enable&lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
L/R = Lower/Raise&lt;br /&gt;
&lt;br /&gt;
B + Y = Reset Position&lt;br /&gt;
&lt;br /&gt;
A + B = Switch Cam Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
===Memory and Profiling===&lt;br /&gt;
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)&lt;br /&gt;
&lt;br /&gt;
===Story/Unlock Flags Test (Port 3)===&lt;br /&gt;
Z = Enable&lt;br /&gt;
&lt;br /&gt;
L/R = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD = Navigate&lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
===Enemy Test (Port 3)===&lt;br /&gt;
START = Enable&lt;br /&gt;
&lt;br /&gt;
DPAD Left/Right = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD Up/Down = Navigate &lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
X = Toggle all ON&lt;br /&gt;
&lt;br /&gt;
Y = Toggle all OFF&lt;br /&gt;
&lt;br /&gt;
===Cutscene Debug (Port 2)===&lt;br /&gt;
&lt;br /&gt;
2P A = Start after reset.&lt;br /&gt;
2P B = Pause&lt;br /&gt;
2P X = Unpause&lt;br /&gt;
2P DPAD = Frame Rewind/Advance&lt;br /&gt;
2P START = Reset cutscene. (Crashes if done too many times.)&lt;br /&gt;
&lt;br /&gt;
===Particle Editor (Port 4 + Port 1)=== &lt;br /&gt;
&lt;br /&gt;
4P Z + START = Enable&lt;br /&gt;
&lt;br /&gt;
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)&lt;br /&gt;
&lt;br /&gt;
4P Z = Toggle Menu Visibility&lt;br /&gt;
&lt;br /&gt;
4P L/R = Select Particle&lt;br /&gt;
&lt;br /&gt;
4P X = Go Down&lt;br /&gt;
&lt;br /&gt;
4P Y = Go Up&lt;br /&gt;
&lt;br /&gt;
4P B + A = Exit Menu&lt;br /&gt;
&lt;br /&gt;
1P LStick = Move&lt;br /&gt;
&lt;br /&gt;
1P DPAD = Rotate&lt;br /&gt;
&lt;br /&gt;
1P L/R = Raise/Lower&lt;br /&gt;
&lt;br /&gt;
1P X = Reset Rotation&lt;br /&gt;
&lt;br /&gt;
1P Y = Teleport to Char&lt;br /&gt;
&lt;br /&gt;
1P A = Test Particle&lt;br /&gt;
&lt;br /&gt;
===Particle Table Editor (open from Particle Editor)===&lt;br /&gt;
4P Z + A = Enter Table Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Play Particle&lt;br /&gt;
&lt;br /&gt;
4P A = Cancel Particle&lt;br /&gt;
&lt;br /&gt;
1P A + LStick = Move Table Entry Origin Position&lt;br /&gt;
&lt;br /&gt;
===Special Stage Debug (Port 4)===&lt;br /&gt;
4P A = Player Param Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Toggle Special Stage Debug Menu&lt;br /&gt;
&lt;br /&gt;
4P DPAD = Navigate Menu&lt;br /&gt;
&lt;br /&gt;
4P L/R = Increase/Decrease Value&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Easy Menu.png|Default menu the prototype boots into, a.k.a. &amp;quot;Easy Menu&amp;quot;. This is the only known build to boot directly into this menu.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Title Screen.png|Title screen of this prototype, accessed via hacking.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Story Select.png|Crashes on story start if no story progression is made, otherwise works fine.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Audio Menu.png|Fully functional, however buggy in that it allows you to scroll onto items not yet unlocked; and when you do so, no items render.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Challenge Menu.png|Challenge menu with a nice typo.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Seaside Hill Demo.png|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.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Rail Canyon Demo.png|In-game gameplay demo of Rail Canyon.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - 2P Snapshot Mode.png|Built-in free camera mode available when paused on Controller Port 2.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Block Test.png|Allows you to test rendering of objects only.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Editor.png|In-game fully featured camera editor.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Debug.png|Camera debug displaying camera trigger regions and currently shown cameras.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CCL Debug.png|Object collision (CCL) debug. Object collision uses a different internal system to world collision.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Chaotix Rail Canyon.png|Mission description says 5 minutes. Actual timer is 6 minutes.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CPU Profiler.png|Shows the amount of CPU time taken by various in-game functions.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Allocation Previewer.png|Allows you to view all allocations on the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Debug.png|Shows information about the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Texture Memory Allocation Debug.png|Or at least that&#039;s what it&#039;s meant to be.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Land Information Debug.png|Shows debug information about all loaded geometry to the screen.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Debug Text Test.png|Menu which tests rendering of debug text.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Debug Print.png|Shows various regions related to enemies. Area they can hear, area they can see, etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Icon Test.png|Tests enemy reaction icons.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Link Test.png|Not sure what this does. I&#039;d think it tests the links between objects (e.g. enemy to cage) but I haven&#039;t figured out how to use this so far.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Event Debug.png|Available on controller port 2. You can control events, including rewind, forward, reset etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Free Movement Mode.png|Free Movement Mode a.k.a. NoClip&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Editor.png|Available on Port 4. Edits individual particles.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Table Editor.png|Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor.png|Built-in object layout editor. Can edit all 3 types of layout files, DB (Design), PB (Plan), P&amp;lt;X&amp;gt; (PlanEx)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor Item Range.png|The SET editor can display item ranges, cool!&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Debug.png|Variable editor for Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Player Param Debug.png|Variable editor for Player Parameters in Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Unlock Flags Debug.png|Available on Port 3. Allows you to toggle flags which unlock in-game items.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39312</id>
		<title>Sonic Heroes (Oct 30, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39312"/>
		<updated>2021-03-06T15:11:05Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Gecko Codes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype)&lt;br /&gt;
|builddate=Oct 30 2003 18:16:44 (Estimate)&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 1.7z&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*This build is newer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] but older than the [[Sonic Heroes (November 18, 2003 prototype)|18th November Prototype.]]&lt;br /&gt;
*This was in an unlabeled slot on the NPDP cartridge.&lt;br /&gt;
&lt;br /&gt;
==Error Log==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;N[OSREPORT]: USB Init Error&amp;lt;&amp;lt; Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) &amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build is likely looking for an USB adapter like the &#039;&#039;GCP-2000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Stub out USB I/O Calls [Sewer56]&lt;br /&gt;
&lt;br /&gt;
04017338 60000000&lt;br /&gt;
&lt;br /&gt;
04218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
04218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
04219274 4e800020&lt;br /&gt;
&lt;br /&gt;
042190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
04218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
04218f94 4e800020&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
80017338 60000000 // NOP Call to function that inits USB I/O&lt;br /&gt;
&lt;br /&gt;
80218a2c 4e800020 // Stub out HIOEnumDevices&lt;br /&gt;
&lt;br /&gt;
80218af4 4e800020 // Stub out HIOInit&lt;br /&gt;
&lt;br /&gt;
80219274 4e800020 // Stub out HIORead&lt;br /&gt;
&lt;br /&gt;
802190dc 4e800020 // Stub out HIORead (Overload)&lt;br /&gt;
&lt;br /&gt;
80218e10 4e800020 // Stub out HIOReadMailbox&lt;br /&gt;
&lt;br /&gt;
80218f94 4e800020 // Stub out HIOWriteMailbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code will allow you to boot into the regular main menu as opposed to &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Replace Easy Menu with System Mode X [Sewer56]&lt;br /&gt;
&lt;br /&gt;
C2022C90 00000004&lt;br /&gt;
&lt;br /&gt;
7C0C0378 2C050003&lt;br /&gt;
&lt;br /&gt;
40820008 38A00001&lt;br /&gt;
&lt;br /&gt;
7D806378 90A3FF78&lt;br /&gt;
&lt;br /&gt;
60000000 00000000&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
&lt;br /&gt;
Replace 38A0000X (end of third line) with desired system mode:&lt;br /&gt;
&lt;br /&gt;
0 = PAL Select&lt;br /&gt;
&lt;br /&gt;
1 = Menu&lt;br /&gt;
&lt;br /&gt;
2 = InGame&lt;br /&gt;
&lt;br /&gt;
3 = EasyMenu&lt;br /&gt;
&lt;br /&gt;
4 = Credits&lt;br /&gt;
&lt;br /&gt;
5 = EasyMenuMovie&lt;br /&gt;
&lt;br /&gt;
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Additive switch effect&lt;br /&gt;
&lt;br /&gt;
0002115E 00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*At the time of release this is the only known build to boot into &amp;quot;Easy Menu&amp;quot; without hacking.&lt;br /&gt;
**Easy Menu lacks the ability to select team &amp;quot;ForEdit&amp;quot; (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.&lt;br /&gt;
**The teams for Player(s) 3/4 cannot be selected in &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
**Sitting around in &amp;quot;Easy Menu&amp;quot; for a while may make the game freeze when starting a stage.&lt;br /&gt;
***Not sure what causes this; don&#039;t think it&#039;s a memory leak but this issue isn&#039;t present in other game versions.&lt;br /&gt;
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.&lt;br /&gt;
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).&lt;br /&gt;
**This demo desyncs mid-way; likely to a change in the level&#039;s collision.&lt;br /&gt;
*A bug in Audio Menu causes track names to not render if hovering over a track that isn&#039;t unlocked.&lt;br /&gt;
*Starting Story Mode crashes the game if there are no stages completed. &lt;br /&gt;
**If any story segment is complete and you are picking the starting stage, story however works fine.&lt;br /&gt;
*Team Rose&#039;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]].&lt;br /&gt;
&lt;br /&gt;
==Debug Controls==&lt;br /&gt;
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).&lt;br /&gt;
&lt;br /&gt;
===Easy Menu (Startup Screen)===&lt;br /&gt;
3P DPAD = Change Sound Mode&lt;br /&gt;
&lt;br /&gt;
Note: Something weird about this screen is that 3P and 4P cannot select a team.&lt;br /&gt;
They are able to do so however in many other versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Basic Debug Mode (Same as Oct 8 Prototype)===&lt;br /&gt;
&lt;br /&gt;
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)&lt;br /&gt;
&lt;br /&gt;
L + R + X + Y = Finish Current Stage&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD UP = Add 1 life.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD DOWN = Add 1 ring.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD LEFT = 1x level up (for all characters).&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~&lt;br /&gt;
&lt;br /&gt;
===Free Movement Mode===&lt;br /&gt;
Z = Enable &lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
Z + LStick = Up/Down&lt;br /&gt;
&lt;br /&gt;
A = Release&lt;br /&gt;
&lt;br /&gt;
===Camera Debug Mode===&lt;br /&gt;
B + A = Show Camera Debug HUD&lt;br /&gt;
&lt;br /&gt;
B + Y = Toggle Camera Mode&lt;br /&gt;
&lt;br /&gt;
B + X = Show Camera Render Regions&lt;br /&gt;
&lt;br /&gt;
===Snapshot Mode (Port 2)===&lt;br /&gt;
2P Z (In-game, while paused) = Enable&lt;br /&gt;
&lt;br /&gt;
2P DPAD = Move Fast&lt;br /&gt;
&lt;br /&gt;
2P LStick = Move Slow&lt;br /&gt;
&lt;br /&gt;
2P L/R = Up/Down&lt;br /&gt;
&lt;br /&gt;
2P START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
2P START + LStick = Rotate&lt;br /&gt;
&lt;br /&gt;
===SET (Object Layout) Editor===&lt;br /&gt;
&lt;br /&gt;
A + Z = Enable&lt;br /&gt;
&lt;br /&gt;
START + RStick = Rotate&lt;br /&gt;
&lt;br /&gt;
START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
START + X = Change &amp;quot;Ring Type&amp;quot;&lt;br /&gt;
&lt;br /&gt;
START + Y = Change Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
B + DPAD = Change Light Gate&lt;br /&gt;
&lt;br /&gt;
Y + DPAD = Change Object&lt;br /&gt;
&lt;br /&gt;
A + X = Exit&lt;br /&gt;
&lt;br /&gt;
A + B = Drop to Floor&lt;br /&gt;
&lt;br /&gt;
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)&lt;br /&gt;
&lt;br /&gt;
===CAM (Camera) Editor===&lt;br /&gt;
Z + Y = Enable&lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
L/R = Lower/Raise&lt;br /&gt;
&lt;br /&gt;
B + Y = Reset Position&lt;br /&gt;
&lt;br /&gt;
A + B = Switch Cam Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
===Memory and Profiling===&lt;br /&gt;
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)&lt;br /&gt;
&lt;br /&gt;
===Story/Unlock Flags Test (Port 3)===&lt;br /&gt;
Z = Enable&lt;br /&gt;
&lt;br /&gt;
L/R = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD = Navigate&lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
===Enemy Test (Port 3)===&lt;br /&gt;
START = Enable&lt;br /&gt;
&lt;br /&gt;
DPAD Left/Right = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD Up/Down = Navigate &lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
X = Toggle all ON&lt;br /&gt;
&lt;br /&gt;
Y = Toggle all OFF&lt;br /&gt;
&lt;br /&gt;
===Cutscene Debug (Port 2)===&lt;br /&gt;
&lt;br /&gt;
2P A = Start after reset.&lt;br /&gt;
2P B = Pause&lt;br /&gt;
2P X = Unpause&lt;br /&gt;
2P DPAD = Frame Rewind/Advance&lt;br /&gt;
2P START = Reset cutscene. (Crashes if done too many times.)&lt;br /&gt;
&lt;br /&gt;
===Particle Editor (Port 4 + Port 1)=== &lt;br /&gt;
&lt;br /&gt;
4P Z + START = Enable&lt;br /&gt;
&lt;br /&gt;
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)&lt;br /&gt;
&lt;br /&gt;
4P Z = Toggle Menu Visibility&lt;br /&gt;
&lt;br /&gt;
4P L/R = Select Particle&lt;br /&gt;
&lt;br /&gt;
4P X = Go Down&lt;br /&gt;
&lt;br /&gt;
4P Y = Go Up&lt;br /&gt;
&lt;br /&gt;
4P B + A = Exit Menu&lt;br /&gt;
&lt;br /&gt;
1P LStick = Move&lt;br /&gt;
&lt;br /&gt;
1P DPAD = Rotate&lt;br /&gt;
&lt;br /&gt;
1P L/R = Raise/Lower&lt;br /&gt;
&lt;br /&gt;
1P X = Reset Rotation&lt;br /&gt;
&lt;br /&gt;
1P Y = Teleport to Char&lt;br /&gt;
&lt;br /&gt;
1P A = Test Particle&lt;br /&gt;
&lt;br /&gt;
===Particle Table Editor (open from Particle Editor)===&lt;br /&gt;
4P Z + A = Enter Table Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Play Particle&lt;br /&gt;
&lt;br /&gt;
4P A = Cancel Particle&lt;br /&gt;
&lt;br /&gt;
1P A + LStick = Move Table Entry Origin Position&lt;br /&gt;
&lt;br /&gt;
===Special Stage Debug (Port 4)===&lt;br /&gt;
4P A = Player Param Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Toggle Special Stage Debug Menu&lt;br /&gt;
&lt;br /&gt;
4P DPAD = Navigate Menu&lt;br /&gt;
&lt;br /&gt;
4P L/R = Increase/Decrease Value&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Easy Menu.png|Default menu the prototype boots into, a.k.a. &amp;quot;Easy Menu&amp;quot;. This is the only known build to boot directly into this menu.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Title Screen.png|Title screen of this prototype, accessed via hacking.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Story Select.png|Crashes on story start if no story progression is made, otherwise works fine.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Audio Menu.png|Fully functional, however buggy in that it allows you to scroll onto items not yet unlocked; and when you do so, no items render.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Challenge Menu.png|Challenge menu with a nice typo.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Seaside Hill Demo.png|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.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Rail Canyon Demo.png|In-game gameplay demo of Rail Canyon.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - 2P Snapshot Mode.png|Built-in free camera mode available when paused on Controller Port 2.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Block Test.png|Allows you to test rendering of objects only.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Editor.png|In-game fully featured camera editor.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Debug.png|Camera debug displaying camera trigger regions and currently shown cameras.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CCL Debug.png|Object collision (CCL) debug. Object collision uses a different internal system to world collision.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Chaotix Rail Canyon.png|Mission description says 5 minutes. Actual timer is 6 minutes.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CPU Profiler.png|Shows the amount of CPU time taken by various in-game functions.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Allocation Previewer.png|Allows you to view all allocations on the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Debug.png|Shows information about the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Texture Memory Allocation Debug.png|Or at least that&#039;s what it&#039;s meant to be.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Land Information Debug.png|Shows debug information about all loaded geometry to the screen.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Debug Text Test.png|Menu which tests rendering of debug text.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Debug Print.png|Shows various regions related to enemies. Area they can hear, area they can see, etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Icon Test.png|Tests enemy reaction icons.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Link Test.png|Not sure what this does. I&#039;d think it tests the links between objects (e.g. enemy to cage) but I haven&#039;t figured out how to use this so far.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Event Debug.png|Available on controller port 2. You can control events, including rewind, forward, reset etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Free Movement Mode.png|Free Movement Mode a.k.a. NoClip&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Editor.png|Available on Port 4. Edits individual particles.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Table Editor.png|Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor.png|Built-in object layout editor. Can edit all 3 types of layout files, DB (Design), PB (Plan), P&amp;lt;X&amp;gt; (PlanEx)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor Item Range.png|The SET editor can display item ranges, cool!&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Debug.png|Variable editor for Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Player Param Debug.png|Variable editor for Player Parameters in Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Unlock Flags Debug.png|Available on Port 3. Allows you to toggle flags which unlock in-game items.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39311</id>
		<title>Sonic Heroes (Oct 30, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39311"/>
		<updated>2021-03-06T15:10:41Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Gecko Codes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype)&lt;br /&gt;
|builddate=Oct 30 2003 18:16:44 (Estimate)&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 1.7z&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
*This build is newer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] but older than the [[Sonic Heroes (November 18, 2003 prototype)|18th November Prototype.]]&lt;br /&gt;
*This was in an unlabeled slot on the NPDP cartridge.&lt;br /&gt;
&lt;br /&gt;
==Error Log==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;N[OSREPORT]: USB Init Error&amp;lt;&amp;lt; Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) &amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build is likely looking for an USB adapter like the &#039;&#039;GCP-2000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Stub out USB I/O Calls [Sewer56]&lt;br /&gt;
&lt;br /&gt;
04017338 60000000&lt;br /&gt;
&lt;br /&gt;
04218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
04218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
04219274 4e800020&lt;br /&gt;
&lt;br /&gt;
042190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
04218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
04218f94 4e800020&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
80017338 60000000 // NOP Call to function that inits USB I/O&lt;br /&gt;
&lt;br /&gt;
80218a2c 4e800020 // Stub out HIOEnumDevices&lt;br /&gt;
&lt;br /&gt;
80218af4 4e800020 // Stub out HIOInit&lt;br /&gt;
&lt;br /&gt;
80219274 4e800020 // Stub out HIORead&lt;br /&gt;
&lt;br /&gt;
802190dc 4e800020 // Stub out HIORead (Overload)&lt;br /&gt;
&lt;br /&gt;
80218e10 4e800020 // Stub out HIOReadMailbox&lt;br /&gt;
&lt;br /&gt;
80218f94 4e800020 // Stub out HIOWriteMailbox&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This code will allow you to boot into the regular main menu as opposed to &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Replace Easy Menu with System Mode X [Sewer56]&lt;br /&gt;
&lt;br /&gt;
C2022C90 00000004&lt;br /&gt;
&lt;br /&gt;
7C0C0378 2C050003&lt;br /&gt;
&lt;br /&gt;
40820008 38A00001&lt;br /&gt;
&lt;br /&gt;
7D806378 90A3FF78&lt;br /&gt;
&lt;br /&gt;
60000000 00000000&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
&lt;br /&gt;
Replace 38A0000X (end of third line) with desired system mode:&lt;br /&gt;
&lt;br /&gt;
0 = PAL Select&lt;br /&gt;
&lt;br /&gt;
1 = Menu&lt;br /&gt;
&lt;br /&gt;
2 = InGame&lt;br /&gt;
&lt;br /&gt;
3 = EasyMenu&lt;br /&gt;
&lt;br /&gt;
4 = Credits&lt;br /&gt;
&lt;br /&gt;
5 = EasyMenuMovie&lt;br /&gt;
&lt;br /&gt;
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Additive switch effect&lt;br /&gt;
0002115E 00000002&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
*At the time of release this is the only known build to boot into &amp;quot;Easy Menu&amp;quot; without hacking.&lt;br /&gt;
**Easy Menu lacks the ability to select team &amp;quot;ForEdit&amp;quot; (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.&lt;br /&gt;
**The teams for Player(s) 3/4 cannot be selected in &amp;quot;Easy Menu&amp;quot;.&lt;br /&gt;
**Sitting around in &amp;quot;Easy Menu&amp;quot; for a while may make the game freeze when starting a stage.&lt;br /&gt;
***Not sure what causes this; don&#039;t think it&#039;s a memory leak but this issue isn&#039;t present in other game versions.&lt;br /&gt;
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.&lt;br /&gt;
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).&lt;br /&gt;
**This demo desyncs mid-way; likely to a change in the level&#039;s collision.&lt;br /&gt;
*A bug in Audio Menu causes track names to not render if hovering over a track that isn&#039;t unlocked.&lt;br /&gt;
*Starting Story Mode crashes the game if there are no stages completed. &lt;br /&gt;
**If any story segment is complete and you are picking the starting stage, story however works fine.&lt;br /&gt;
*Team Rose&#039;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]].&lt;br /&gt;
&lt;br /&gt;
==Debug Controls==&lt;br /&gt;
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).&lt;br /&gt;
&lt;br /&gt;
===Easy Menu (Startup Screen)===&lt;br /&gt;
3P DPAD = Change Sound Mode&lt;br /&gt;
&lt;br /&gt;
Note: Something weird about this screen is that 3P and 4P cannot select a team.&lt;br /&gt;
They are able to do so however in many other versions of the game.&lt;br /&gt;
&lt;br /&gt;
===Basic Debug Mode (Same as Oct 8 Prototype)===&lt;br /&gt;
&lt;br /&gt;
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)&lt;br /&gt;
&lt;br /&gt;
L + R + X + Y = Finish Current Stage&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD UP = Add 1 life.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD DOWN = Add 1 ring.&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD LEFT = 1x level up (for all characters).&lt;br /&gt;
&lt;br /&gt;
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~&lt;br /&gt;
&lt;br /&gt;
===Free Movement Mode===&lt;br /&gt;
Z = Enable &lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
Z + LStick = Up/Down&lt;br /&gt;
&lt;br /&gt;
A = Release&lt;br /&gt;
&lt;br /&gt;
===Camera Debug Mode===&lt;br /&gt;
B + A = Show Camera Debug HUD&lt;br /&gt;
&lt;br /&gt;
B + Y = Toggle Camera Mode&lt;br /&gt;
&lt;br /&gt;
B + X = Show Camera Render Regions&lt;br /&gt;
&lt;br /&gt;
===Snapshot Mode (Port 2)===&lt;br /&gt;
2P Z (In-game, while paused) = Enable&lt;br /&gt;
&lt;br /&gt;
2P DPAD = Move Fast&lt;br /&gt;
&lt;br /&gt;
2P LStick = Move Slow&lt;br /&gt;
&lt;br /&gt;
2P L/R = Up/Down&lt;br /&gt;
&lt;br /&gt;
2P START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
2P START + LStick = Rotate&lt;br /&gt;
&lt;br /&gt;
===SET (Object Layout) Editor===&lt;br /&gt;
&lt;br /&gt;
A + Z = Enable&lt;br /&gt;
&lt;br /&gt;
START + RStick = Rotate&lt;br /&gt;
&lt;br /&gt;
START + L/R = Zoom&lt;br /&gt;
&lt;br /&gt;
START + X = Change &amp;quot;Ring Type&amp;quot;&lt;br /&gt;
&lt;br /&gt;
START + Y = Change Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
B + DPAD = Change Light Gate&lt;br /&gt;
&lt;br /&gt;
Y + DPAD = Change Object&lt;br /&gt;
&lt;br /&gt;
A + X = Exit&lt;br /&gt;
&lt;br /&gt;
A + B = Drop to Floor&lt;br /&gt;
&lt;br /&gt;
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)&lt;br /&gt;
&lt;br /&gt;
===CAM (Camera) Editor===&lt;br /&gt;
Z + Y = Enable&lt;br /&gt;
&lt;br /&gt;
LStick = Move&lt;br /&gt;
&lt;br /&gt;
L/R = Lower/Raise&lt;br /&gt;
&lt;br /&gt;
B + Y = Reset Position&lt;br /&gt;
&lt;br /&gt;
A + B = Switch Cam Speed&lt;br /&gt;
&lt;br /&gt;
START + B = Place Item&lt;br /&gt;
&lt;br /&gt;
START + A = Go to nearest object (if you don&#039;t place it again, it will be deleted)&lt;br /&gt;
&lt;br /&gt;
===Memory and Profiling===&lt;br /&gt;
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)&lt;br /&gt;
&lt;br /&gt;
===Story/Unlock Flags Test (Port 3)===&lt;br /&gt;
Z = Enable&lt;br /&gt;
&lt;br /&gt;
L/R = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD = Navigate&lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
===Enemy Test (Port 3)===&lt;br /&gt;
START = Enable&lt;br /&gt;
&lt;br /&gt;
DPAD Left/Right = Change Page&lt;br /&gt;
&lt;br /&gt;
DPAD Up/Down = Navigate &lt;br /&gt;
&lt;br /&gt;
A = Toggle&lt;br /&gt;
&lt;br /&gt;
X = Toggle all ON&lt;br /&gt;
&lt;br /&gt;
Y = Toggle all OFF&lt;br /&gt;
&lt;br /&gt;
===Cutscene Debug (Port 2)===&lt;br /&gt;
&lt;br /&gt;
2P A = Start after reset.&lt;br /&gt;
2P B = Pause&lt;br /&gt;
2P X = Unpause&lt;br /&gt;
2P DPAD = Frame Rewind/Advance&lt;br /&gt;
2P START = Reset cutscene. (Crashes if done too many times.)&lt;br /&gt;
&lt;br /&gt;
===Particle Editor (Port 4 + Port 1)=== &lt;br /&gt;
&lt;br /&gt;
4P Z + START = Enable&lt;br /&gt;
&lt;br /&gt;
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)&lt;br /&gt;
&lt;br /&gt;
4P Z = Toggle Menu Visibility&lt;br /&gt;
&lt;br /&gt;
4P L/R = Select Particle&lt;br /&gt;
&lt;br /&gt;
4P X = Go Down&lt;br /&gt;
&lt;br /&gt;
4P Y = Go Up&lt;br /&gt;
&lt;br /&gt;
4P B + A = Exit Menu&lt;br /&gt;
&lt;br /&gt;
1P LStick = Move&lt;br /&gt;
&lt;br /&gt;
1P DPAD = Rotate&lt;br /&gt;
&lt;br /&gt;
1P L/R = Raise/Lower&lt;br /&gt;
&lt;br /&gt;
1P X = Reset Rotation&lt;br /&gt;
&lt;br /&gt;
1P Y = Teleport to Char&lt;br /&gt;
&lt;br /&gt;
1P A = Test Particle&lt;br /&gt;
&lt;br /&gt;
===Particle Table Editor (open from Particle Editor)===&lt;br /&gt;
4P Z + A = Enter Table Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Play Particle&lt;br /&gt;
&lt;br /&gt;
4P A = Cancel Particle&lt;br /&gt;
&lt;br /&gt;
1P A + LStick = Move Table Entry Origin Position&lt;br /&gt;
&lt;br /&gt;
===Special Stage Debug (Port 4)===&lt;br /&gt;
4P A = Player Param Editor&lt;br /&gt;
&lt;br /&gt;
4P B = Toggle Special Stage Debug Menu&lt;br /&gt;
&lt;br /&gt;
4P DPAD = Navigate Menu&lt;br /&gt;
&lt;br /&gt;
4P L/R = Increase/Decrease Value&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Easy Menu.png|Default menu the prototype boots into, a.k.a. &amp;quot;Easy Menu&amp;quot;. This is the only known build to boot directly into this menu.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Title Screen.png|Title screen of this prototype, accessed via hacking.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Story Select.png|Crashes on story start if no story progression is made, otherwise works fine.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Audio Menu.png|Fully functional, however buggy in that it allows you to scroll onto items not yet unlocked; and when you do so, no items render.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Challenge Menu.png|Challenge menu with a nice typo.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Seaside Hill Demo.png|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.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Rail Canyon Demo.png|In-game gameplay demo of Rail Canyon.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - 2P Snapshot Mode.png|Built-in free camera mode available when paused on Controller Port 2.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Block Test.png|Allows you to test rendering of objects only.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Editor.png|In-game fully featured camera editor.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Cam Debug.png|Camera debug displaying camera trigger regions and currently shown cameras.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CCL Debug.png|Object collision (CCL) debug. Object collision uses a different internal system to world collision.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Chaotix Rail Canyon.png|Mission description says 5 minutes. Actual timer is 6 minutes.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - CPU Profiler.png|Shows the amount of CPU time taken by various in-game functions.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Allocation Previewer.png|Allows you to view all allocations on the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Heap Debug.png|Shows information about the game&#039;s managed heap.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Texture Memory Allocation Debug.png|Or at least that&#039;s what it&#039;s meant to be.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Land Information Debug.png|Shows debug information about all loaded geometry to the screen.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Debug Text Test.png|Menu which tests rendering of debug text.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Debug Print.png|Shows various regions related to enemies. Area they can hear, area they can see, etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Icon Test.png|Tests enemy reaction icons.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Enemy Link Test.png|Not sure what this does. I&#039;d think it tests the links between objects (e.g. enemy to cage) but I haven&#039;t figured out how to use this so far.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Event Debug.png|Available on controller port 2. You can control events, including rewind, forward, reset etc.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Free Movement Mode.png|Free Movement Mode a.k.a. NoClip&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Editor.png|Available on Port 4. Edits individual particles.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Particle Table Editor.png|Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor.png|Built-in object layout editor. Can edit all 3 types of layout files, DB (Design), PB (Plan), P&amp;lt;X&amp;gt; (PlanEx)&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - SET Editor Item Range.png|The SET editor can display item ranges, cool!&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Debug.png|Variable editor for Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Special Stage Player Param Debug.png|Variable editor for Player Parameters in Special Stages.&lt;br /&gt;
File:Sonic Heroes NPDP Debug Prototype - Unlock Flags Debug.png|Available on Port 3. Allows you to toggle flags which unlock in-game items.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_NPDP_Debug_Prototype_-_Title_Screen.png&amp;diff=39310</id>
		<title>File:Sonic Heroes NPDP Debug Prototype - Title Screen.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_NPDP_Debug_Prototype_-_Title_Screen.png&amp;diff=39310"/>
		<updated>2021-03-06T09:59:30Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: Crazy Muzzarino uploaded a new version of File:Sonic Heroes NPDP Debug Prototype - Title Screen.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Title screen of this prototype, accessed via hacking.}}&lt;br /&gt;
|date=2021-03-05&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Sewer56|Sewer56]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{licensing|generic}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(E3_prototype)&amp;diff=39301</id>
		<title>Sonic Heroes (E3 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(E3_prototype)&amp;diff=39301"/>
		<updated>2021-03-05T17:23:41Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes E3 GameCube Prototype.png&lt;br /&gt;
|status=Released&lt;br /&gt;
|origin_type=NR Disc&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|genre=Adventure&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes E3 Demo (Gamecube prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
A prototype build for E3 of Sonic Heroes for the Nintendo Gamecube.&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Tcrf link| Proto:Sonic Heroes/E3 2003 prototype}}&lt;br /&gt;
* Contains some small debug features when pressing certain buttons with controller one in game.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:00000000-2.png&amp;diff=39300</id>
		<title>File:00000000-2.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:00000000-2.png&amp;diff=39300"/>
		<updated>2021-03-05T17:23:15Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: Crazy Muzzarino moved page File:00000000-2.png to File:Sonic Heroes E3 GameCube Prototype.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Sonic Heroes E3 GameCube Prototype.png]]&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_E3_GameCube_Prototype.png&amp;diff=39299</id>
		<title>File:Sonic Heroes E3 GameCube Prototype.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_E3_GameCube_Prototype.png&amp;diff=39299"/>
		<updated>2021-03-05T17:23:15Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: Crazy Muzzarino moved page File:00000000-2.png to File:Sonic Heroes E3 GameCube Prototype.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_E3_GameCube_Prototype.png&amp;diff=39231</id>
		<title>File:Sonic Heroes E3 GameCube Prototype.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_E3_GameCube_Prototype.png&amp;diff=39231"/>
		<updated>2021-03-05T13:12:14Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: Crazy Muzzarino uploaded a new version of File:00000000-2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39229</id>
		<title>Sonic Heroes (Oct 30, 2003 prototype)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(Oct_30,_2003_prototype)&amp;diff=39229"/>
		<updated>2021-03-05T11:51:52Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|titlescreen=Sonic Heroes NPDP Debug.png&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype)&lt;br /&gt;
|builddate=Oct 30 2003 18:16:44&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 1.7z&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
At the time of release, this is the only known Debug build of Sonic Heroes, but it does not seem to boot under retail hardware or emulation.&lt;br /&gt;
&lt;br /&gt;
This was in an unlabeled slot on the NPDP cartridge.&lt;br /&gt;
&lt;br /&gt;
==Error Log==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;N[OSREPORT]: USB Init Error&amp;lt;&amp;lt; Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) &amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build is likely looking for an USB adapter like the &#039;&#039;GCP-2000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gecko Codes==&lt;br /&gt;
&lt;br /&gt;
These codes will stub out the USB adapter the game is looking for and allow the game to boot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|[Gecko]&lt;br /&gt;
$Stub out USB I/O Calls [Sewer56]&lt;br /&gt;
&lt;br /&gt;
04017338 60000000&lt;br /&gt;
&lt;br /&gt;
04218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
04218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
04219274 4e800020&lt;br /&gt;
&lt;br /&gt;
042190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
04218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
04218f94 4e800020&lt;br /&gt;
|-&lt;br /&gt;
|// Commented:&lt;br /&gt;
// NOP Call to function that ints I/O&lt;br /&gt;
&lt;br /&gt;
80017338 60000000&lt;br /&gt;
&lt;br /&gt;
// HIOEnumDevices blr&lt;br /&gt;
&lt;br /&gt;
80218a2c 4e800020&lt;br /&gt;
&lt;br /&gt;
// HIOInit blr&lt;br /&gt;
&lt;br /&gt;
80218af4 4e800020&lt;br /&gt;
&lt;br /&gt;
// HIORead blr&lt;br /&gt;
&lt;br /&gt;
80219274 4e800020&lt;br /&gt;
&lt;br /&gt;
// HIORead (Overload) blr&lt;br /&gt;
&lt;br /&gt;
802190dc 4e800020&lt;br /&gt;
&lt;br /&gt;
// HIOReadMailbox blr&lt;br /&gt;
&lt;br /&gt;
80218e10 4e800020&lt;br /&gt;
&lt;br /&gt;
// HIOWriteMailbox blr&lt;br /&gt;
&lt;br /&gt;
80218f94 4e800020&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_NPDP_Debug.png&amp;diff=39228</id>
		<title>File:Sonic Heroes NPDP Debug.png</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=File:Sonic_Heroes_NPDP_Debug.png&amp;diff=39228"/>
		<updated>2021-03-05T11:50:08Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: User created page with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=Title screen of the first NPDP Heroes prototype.}}&lt;br /&gt;
|date=2021-03-05&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:Crazy Muzzarino|Crazy Muzzarino]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{licensing|generic}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sonic Heroes prototypes]]&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(NPDP_Prototype_2)&amp;diff=39192</id>
		<title>Sonic Heroes (NPDP Prototype 2)</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=Sonic_Heroes_(NPDP_Prototype_2)&amp;diff=39192"/>
		<updated>2021-03-04T09:02:45Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Sonic Heroes (NPDP Prototype 2)&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=MSX&lt;br /&gt;
|releasedby=MSX&lt;br /&gt;
|filereleasedate=March 3, 2021&lt;br /&gt;
|origin_type=NPDP cartridge&lt;br /&gt;
|origin_ownership=MSX&lt;br /&gt;
|game=Sonic Heroes&lt;br /&gt;
|system=Nintendo GameCube&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Sonic Heroes NPDP Prototype 2.7z&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;ul&amp;gt;This appears to be a near final build.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;The text on the Blue Window doesn&#039;t have the drop shadow added.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;Characters in the selection screen are bigger than usual.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;Debug mode is still enabled.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;The sound test and CG theater are still fully unlocked.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Sonic NPDP.jpg|NPDP cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Acknowledgments==&lt;br /&gt;
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}}&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
	<entry>
		<id>http://hiddenpalace.org/w/index.php?title=User_talk:MSX&amp;diff=39189</id>
		<title>User talk:MSX</title>
		<link rel="alternate" type="text/html" href="http://hiddenpalace.org/w/index.php?title=User_talk:MSX&amp;diff=39189"/>
		<updated>2021-03-04T07:41:10Z</updated>

		<summary type="html">&lt;p&gt;Crazy Muzzarino: Created page with &amp;quot;Hi, do you happen to have a Walmart GC copy of &amp;#039;&amp;#039;Sonic Heroes&amp;#039;&amp;#039;? It&amp;#039;s the one that was playable in-store where the file selection screen&amp;#039;s replaced with the vs. battle screen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, do you happen to have a Walmart GC copy of &#039;&#039;Sonic Heroes&#039;&#039;? It&#039;s the one that was playable in-store where the file selection screen&#039;s replaced with the vs. battle screen where you can pick a side, and full access like the retail as normal?--[[User:Crazy Muzzarino|Crazy Muzzarino]] ([[User talk:Crazy Muzzarino|talk]]) 02:40, March 4, 2021 (EST)&lt;/div&gt;</summary>
		<author><name>Crazy Muzzarino</name></author>
	</entry>
</feed>