Difference between revisions of "Sonic Heroes (NPDP Prototype)"

From Hidden Palace
Jump to navigation Jump to search
(Removed build date since we don't know the actual date.)
(Added released status)
Line 1: Line 1:
 
{{Prototype
 
{{Prototype
 +
|Page name=Sonic Heroes (NPDP Prototype)
 
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png
 
|titlescreen=Sonic Heroes NPDP Debug Prototype - Title Screen.png
|Page name=Sonic Heroes (NPDP Prototype)
+
|status=Released
 
|dumper=MSX
 
|dumper=MSX
 
|releasedby=MSX
 
|releasedby=MSX
Line 14: Line 15:
 
|file=Sonic Heroes NPDP Prototype 1.7z
 
|file=Sonic Heroes NPDP Prototype 1.7z
 
}}
 
}}
 +
==Error Log==
 +
 +
<nowiki>N[OSREPORT]: USB Init Error<< Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) ></nowiki>
 +
 +
This build is likely looking for an USB adapter like the ''GCP-2000''.
 +
 +
==Gecko Codes==
 +
 +
This code will allow you to run the game under emulation and/or retail hardware by stubbing out the USB adapter the game is looking for.
 +
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Stub out USB I/O Calls [Sewer56]
 +
 +
04017338 60000000
 +
 +
04218a2c 4e800020
 +
 +
04218af4 4e800020
 +
 +
04219274 4e800020
 +
 +
042190dc 4e800020
 +
 +
04218e10 4e800020
 +
 +
04218f94 4e800020
 +
|-
 +
|// Commented:
 +
80017338 60000000 // NOP Call to function that inits USB I/O
 +
 +
80218a2c 4e800020 // Stub out HIOEnumDevices
 +
 +
80218af4 4e800020 // Stub out HIOInit
 +
 +
80219274 4e800020 // Stub out HIORead
 +
 +
802190dc 4e800020 // Stub out HIORead (Overload)
 +
 +
80218e10 4e800020 // Stub out HIOReadMailbox
 +
 +
80218f94 4e800020 // Stub out HIOWriteMailbox
 +
|}
 +
 +
This code will allow you to boot into the regular main menu as opposed to "Easy Menu".
 +
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Replace Easy Menu with System Mode X [Sewer56]
 +
 +
C2022C90 00000004
 +
 +
7C0C0378 2C050003
 +
 +
40820008 38A00001
 +
 +
7D806378 90A3FF78
 +
 +
60000000 00000000
 +
|-
 +
|// Commented:
 +
 +
Replace 38A0000X (end of third line) with desired system mode:
 +
 +
0 = PAL Select
 +
 +
1 = Menu
 +
 +
2 = InGame
 +
 +
3 = EasyMenu
 +
 +
4 = Credits
 +
 +
5 = EasyMenuMovie
 +
 +
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things.
 +
|}
 +
 +
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.
 +
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Level select workaround
 +
 +
042A78EC XXXXXXXX
 +
 +
XXXXXXXX = Level ID
 +
 +
|}
 +
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Additive switch effect
 +
 +
0002115E 00000002
 +
|}
 +
 +
==General Changes==
 +
 +
*At the time of release this is the only known build to boot into "Easy Menu" without hacking.
 +
**Easy Menu lacks the ability to select team "ForEdit" (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.
 +
**The teams for Player(s) 3/4 cannot be selected in "Easy Menu".
 +
**Sitting around in "Easy Menu" for a while may make the game freeze when starting a stage.
 +
***Not sure what causes this; don't think it's a memory leak but this issue isn't present in other game versions.
 +
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.
 +
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).
 +
**This demo desyncs mid-way; likely to a change in the level's collision.
 +
*A bug in Audio Menu causes track names to not render if hovering over a track that isn't unlocked.
 +
*Starting Story Mode crashes the game if there are no stages completed.
 +
**If any story segment is complete and you are picking the starting stage, story however works fine.
 +
*Team Rose's stages appear to be the same length as the final version, that is longer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] which is shorter than [[Sonic Heroes (October 8, 2003 prototype)|8th October Prototype]].
 +
 +
==Debug Controls==
 +
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).
 +
 +
===Easy Menu (Startup Screen)===
 +
3P DPAD = Change Sound Mode
 +
 +
Note: Something weird about this screen is that 3P and 4P cannot select a team.
 +
They are able to do so however in many other versions of the game.
 +
 +
===Basic Debug Mode (Same as Oct 8 Prototype)===
 +
 +
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)
 +
 +
L + R + X + Y = Finish Current Stage
 +
 +
L + R + DPAD UP = Add 1 life.
 +
 +
L + R + DPAD DOWN = Add 1 ring.
 +
 +
L + R + DPAD LEFT = 1x level up (for all characters).
  
==Notes==
+
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}
+
 
 +
===Free Movement Mode===
 +
Z = Enable
 +
 
 +
LStick = Move
 +
 
 +
Z + LStick = Up/Down
 +
 
 +
A = Release
 +
 
 +
===Camera Debug Mode===
 +
B + A = Show Camera Debug HUD
 +
 
 +
B + Y = Toggle Camera Mode
 +
 
 +
B + X = Show Camera Render Regions
 +
 
 +
===Snapshot Mode (Port 2)===
 +
2P Z (In-game, while paused) = Enable
 +
 
 +
2P DPAD = Move Fast
 +
 
 +
2P LStick = Move Slow
 +
 
 +
2P L/R = Up/Down
 +
 
 +
2P START + L/R = Zoom
 +
 
 +
2P START + LStick = Rotate
 +
 
 +
===SET (Object Layout) Editor===
 +
 
 +
A + Z = Enable
 +
 
 +
START + RStick = Rotate
 +
 
 +
START + L/R = Zoom
 +
 
 +
START + X = Change "Ring Type"
 +
 
 +
START + Y = Change Speed
 +
 
 +
START + B = Place Item
 +
 
 +
START + A = Go to nearest object (if you don't place it again, it will be deleted)
 +
 
 +
B + DPAD = Change Light Gate
 +
 
 +
Y + DPAD = Change Object
 +
 
 +
Control Stick = Toggle object properties
 +
 
 +
A + Control Stick = Change object settings
 +
 
 +
A + X = Exit
 +
 
 +
A + B = Drop to Floor
 +
 
 +
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)
 +
 
 +
===CAM (Camera) Editor===
 +
Z + Y = Enable
 +
 
 +
LStick = Move
 +
 
 +
L/R = Lower/Raise
 +
 
 +
B + Y = Reset Position
 +
 
 +
A + B = Switch Cam Speed
 +
 
 +
START + B = Place Item
 +
 
 +
START + A = Go to nearest object (if you don't place it again, it will be deleted)
 +
 
 +
===Memory and Profiling===
 +
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)
 +
 
 +
===Story/Unlock Flags Test (Port 3)===
 +
Z = Enable
 +
 
 +
L/R = Change Page
 +
 
 +
DPAD = Navigate
 +
 
 +
A = Toggle
 +
 
 +
===Enemy Test (Port 3)===
 +
START = Enable
 +
 
 +
DPAD Left/Right = Change Page
 +
 
 +
DPAD Up/Down = Navigate
 +
 
 +
A = Toggle
 +
 
 +
X = Toggle all ON
 +
 
 +
Y = Toggle all OFF
 +
 
 +
===Cutscene Debug (Port 2)===
 +
 
 +
2P A = Start after reset.
 +
2P B = Pause
 +
2P X = Unpause
 +
2P DPAD = Frame Rewind/Advance
 +
2P START = Reset cutscene. (Crashes if done too many times.)
 +
 
 +
===Particle Editor (Port 4 + Port 1)===
 +
 
 +
4P Z + START = Enable
 +
 
 +
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)
 +
 
 +
4P Z = Toggle Menu Visibility
 +
 
 +
4P L/R = Select Particle
 +
 
 +
4P X = Go Down
 +
 
 +
4P Y = Go Up
 +
 
 +
4P B + A = Exit Menu
 +
 
 +
1P LStick = Move
 +
 
 +
1P DPAD = Rotate
 +
 
 +
1P L/R = Raise/Lower
 +
 
 +
1P X = Reset Rotation
 +
 
 +
1P Y = Teleport to Char
 +
 
 +
1P A = Test Particle
 +
 
 +
===Particle Table Editor (open from Particle Editor)===
 +
4P Z + A = Enter Table Editor
 +
 
 +
4P B = Play Particle
 +
 
 +
4P A = Cancel Particle
 +
 
 +
1P A + LStick = Move Table Entry Origin Position
 +
 
 +
===Special Stage Debug (Port 4)===
 +
4P A = Player Param Editor
 +
 
 +
4P B = Toggle Special Stage Debug Menu
 +
 
 +
4P DPAD = Navigate Menu
 +
 
 +
4P L/R = Increase/Decrease Value
 +
 
 +
==Error Log==
 +
 
 +
<nowiki>N[OSREPORT]: USB Init Error<< Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) ></nowiki>
 +
 
 +
This build is likely looking for an USB adapter like the ''GCP-2000''.
 +
 
 +
==Gecko Codes==
 +
 
 +
This code will allow you to run the game under emulation and/or retail hardware by stubbing out the USB adapter the game is looking for.
 +
 
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Stub out USB I/O Calls [Sewer56]
 +
 
 +
04017338 60000000
 +
 
 +
04218a2c 4e800020
 +
 
 +
04218af4 4e800020
 +
 
 +
04219274 4e800020
 +
 
 +
042190dc 4e800020
 +
 
 +
04218e10 4e800020
 +
 
 +
04218f94 4e800020
 +
|-
 +
|// Commented:
 +
80017338 60000000 // NOP Call to function that inits USB I/O
 +
 
 +
80218a2c 4e800020 // Stub out HIOEnumDevices
 +
 
 +
80218af4 4e800020 // Stub out HIOInit
 +
 
 +
80219274 4e800020 // Stub out HIORead
 +
 
 +
802190dc 4e800020 // Stub out HIORead (Overload)
 +
 
 +
80218e10 4e800020 // Stub out HIOReadMailbox
 +
 
 +
80218f94 4e800020 // Stub out HIOWriteMailbox
 +
|}
 +
 
 +
This code will allow you to boot into the regular main menu as opposed to "Easy Menu".
 +
 
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Replace Easy Menu with System Mode X [Sewer56]
 +
 
 +
C2022C90 00000004
 +
 
 +
7C0C0378 2C050003
 +
 
 +
40820008 38A00001
 +
 
 +
7D806378 90A3FF78
 +
 
 +
60000000 00000000
 +
|-
 +
|// Commented:
 +
 
 +
Replace 38A0000X (end of third line) with desired system mode:
 +
 
 +
0 = PAL Select
 +
 
 +
1 = Menu
 +
 
 +
2 = InGame
 +
 
 +
3 = EasyMenu
 +
 
 +
4 = Credits
 +
 
 +
5 = EasyMenuMovie
 +
 
 +
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things.
 +
|}
 +
 
 +
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.
 +
 
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Level select workaround
 +
 
 +
042A78EC XXXXXXXX
 +
 
 +
XXXXXXXX = Level ID
 +
 
 +
|}
 +
 
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Additive switch effect
 +
 
 +
0002115E 00000002
 +
|}
 +
 
 +
==General Changes==
 +
 
 +
*At the time of release this is the only known build to boot into "Easy Menu" without hacking.
 +
**Easy Menu lacks the ability to select team "ForEdit" (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.
 +
**The teams for Player(s) 3/4 cannot be selected in "Easy Menu".
 +
**Sitting around in "Easy Menu" for a while may make the game freeze when starting a stage.
 +
***Not sure what causes this; don't think it's a memory leak but this issue isn't present in other game versions.
 +
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.
 +
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).
 +
**This demo desyncs mid-way; likely to a change in the level's collision.
 +
*A bug in Audio Menu causes track names to not render if hovering over a track that isn't unlocked.
 +
*Starting Story Mode crashes the game if there are no stages completed.
 +
**If any story segment is complete and you are picking the starting stage, story however works fine.
 +
*Team Rose's stages appear to be the same length as the final version, that is longer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] which is shorter than [[Sonic Heroes (October 8, 2003 prototype)|8th October Prototype]].
 +
 
 +
==Debug Controls==
 +
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).
 +
 
 +
===Easy Menu (Startup Screen)===
 +
3P DPAD = Change Sound Mode
 +
 
 +
Note: Something weird about this screen is that 3P and 4P cannot select a team.
 +
They are able to do so however in many other versions of the game.
 +
 
 +
===Basic Debug Mode (Same as Oct 8 Prototype)===
 +
 
 +
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)
 +
 
 +
L + R + X + Y = Finish Current Stage
 +
 
 +
L + R + DPAD UP = Add 1 life.
 +
 
 +
L + R + DPAD DOWN = Add 1 ring.
 +
 
 +
L + R + DPAD LEFT = 1x level up (for all characters).
 +
 
 +
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~
 +
 
 +
===Free Movement Mode===
 +
Z = Enable
 +
 
 +
LStick = Move
 +
 
 +
Z + LStick = Up/Down
 +
 
 +
A = Release
 +
 
 +
===Camera Debug Mode===
 +
B + A = Show Camera Debug HUD
 +
 
 +
B + Y = Toggle Camera Mode
 +
 
 +
B + X = Show Camera Render Regions
 +
 
 +
===Snapshot Mode (Port 2)===
 +
2P Z (In-game, while paused) = Enable
 +
 
 +
2P DPAD = Move Fast
 +
 
 +
2P LStick = Move Slow
 +
 
 +
2P L/R = Up/Down
 +
 
 +
2P START + L/R = Zoom
 +
 
 +
2P START + LStick = Rotate
 +
 
 +
===SET (Object Layout) Editor===
 +
 
 +
A + Z = Enable
 +
 
 +
START + RStick = Rotate
 +
 
 +
START + L/R = Zoom
 +
 
 +
START + X = Change "Ring Type"
 +
 
 +
START + Y = Change Speed
 +
 
 +
START + B = Place Item
 +
 
 +
START + A = Go to nearest object (if you don't place it again, it will be deleted)
 +
 
 +
B + DPAD = Change Light Gate
 +
 
 +
Y + DPAD = Change Object
 +
 
 +
Control Stick = Toggle object properties
 +
 
 +
A + Control Stick = Change object settings
 +
 
 +
A + X = Exit
 +
 
 +
A + B = Drop to Floor
 +
 
 +
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)
 +
 
 +
===CAM (Camera) Editor===
 +
Z + Y = Enable
 +
 
 +
LStick = Move
 +
 
 +
L/R = Lower/Raise
 +
 
 +
B + Y = Reset Position
 +
 
 +
A + B = Switch Cam Speed
 +
 
 +
START + B = Place Item
 +
 
 +
START + A = Go to nearest object (if you don't place it again, it will be deleted)
 +
 
 +
===Memory and Profiling===
 +
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)
 +
 
 +
===Story/Unlock Flags Test (Port 3)===
 +
Z = Enable
 +
 
 +
L/R = Change Page
 +
 
 +
DPAD = Navigate
 +
 
 +
A = Toggle
 +
 
 +
===Enemy Test (Port 3)===
 +
START = Enable
 +
 
 +
DPAD Left/Right = Change Page
 +
 
 +
DPAD Up/Down = Navigate
 +
 
 +
A = Toggle
 +
 
 +
X = Toggle all ON
 +
 
 +
Y = Toggle all OFF
 +
 
 +
===Cutscene Debug (Port 2)===
 +
 
 +
2P A = Start after reset.
 +
2P B = Pause
 +
2P X = Unpause
 +
2P DPAD = Frame Rewind/Advance
 +
2P START = Reset cutscene. (Crashes if done too many times.)
 +
 
 +
===Particle Editor (Port 4 + Port 1)===
 +
 
 +
4P Z + START = Enable
 +
 
 +
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)
 +
 
 +
4P Z = Toggle Menu Visibility
 +
 
 +
4P L/R = Select Particle
 +
 
 +
4P X = Go Down
 +
 
 +
4P Y = Go Up
 +
 
 +
4P B + A = Exit Menu
 +
 
 +
1P LStick = Move
 +
 
 +
1P DPAD = Rotate
 +
 
 +
1P L/R = Raise/Lower
 +
 
 +
1P X = Reset Rotation
 +
 
 +
1P Y = Teleport to Char
 +
 
 +
1P A = Test Particle
 +
 
 +
===Particle Table Editor (open from Particle Editor)===
 +
4P Z + A = Enter Table Editor
 +
 
 +
4P B = Play Particle
 +
 
 +
4P A = Cancel Particle
 +
 
 +
1P A + LStick = Move Table Entry Origin Position
 +
 
 +
===Special Stage Debug (Port 4)===
 +
4P A = Player Param Editor
 +
 
 +
4P B = Toggle Special Stage Debug Menu
 +
 
 +
4P DPAD = Navigate Menu
 +
 
 +
4P L/R = Increase/Decrease Value
 +
 
 +
 
 +
<center><gallery mode="packed">
 +
File:Sonic NPDP.jpg|NPDP cartridge
 +
</gallery></center>
 +
 
 +
==Images==
 +
<center><gallery mode="packed">
 +
File:Sonic Heroes NPDP Debug Prototype - Easy Menu.png|Default menu the prototype boots into, a.k.a. "Easy Menu". This is the only known build to boot directly into this menu.
 +
File:Sonic Heroes NPDP Debug Prototype - Title Screen.png|Title screen of this prototype, accessed via hacking.
 +
File:Sonic Heroes NPDP Debug Prototype - Story Select.png|Crashes on story start if no story progression is made, otherwise works fine.
 +
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.
 +
File:Sonic Heroes NPDP Debug Prototype - Challenge Menu.png|Challenge menu with a nice typo.
 +
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.
 +
File:Sonic Heroes NPDP Debug Prototype - Rail Canyon Demo.png|In-game gameplay demo of Rail Canyon.
 +
File:Sonic Heroes NPDP Debug Prototype - 2P Snapshot Mode.png|Built-in free camera mode available when paused on Controller Port 2.
 +
File:Sonic Heroes NPDP Debug Prototype - Block Test.png|Allows you to test rendering of objects only.
 +
File:Sonic Heroes NPDP Debug Prototype - Cam Editor.png|In-game fully featured camera editor.
 +
File:Sonic Heroes NPDP Debug Prototype - Cam Debug.png|Camera debug displaying camera trigger regions and currently shown cameras.
 +
File:Sonic Heroes NPDP Debug Prototype - CCL Debug.png|Object collision (CCL) debug. Object collision uses a different internal system to world collision.
 +
File:Sonic Heroes NPDP Debug Prototype - Chaotix Rail Canyon.png|Mission description says 5 minutes. Actual timer is 6 minutes.
 +
File:Sonic Heroes NPDP Debug Prototype - CPU Profiler.png|Shows the amount of CPU time taken by various in-game functions.
 +
File:Sonic Heroes NPDP Debug Prototype - Heap Allocation Previewer.png|Allows you to view all allocations on the game's managed heap.
 +
File:Sonic Heroes NPDP Debug Prototype - Heap Debug.png|Shows information about the game's managed heap.
 +
File:Sonic Heroes NPDP Debug Prototype - Texture Memory Allocation Debug.png|Or at least that's what it's meant to be.
 +
File:Sonic Heroes NPDP Debug Prototype - Land Information Debug.png|Shows debug information about all loaded geometry to the screen.
 +
File:Sonic Heroes NPDP Debug Prototype - Debug Text Test.png|Menu which tests rendering of debug text.
 +
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.
 +
File:Sonic Heroes NPDP Debug Prototype - Enemy Icon Test.png|Tests enemy reaction icons.
 +
File:Sonic Heroes NPDP Debug Prototype - Enemy Link Test.png|Not sure what this does. I'd think it tests the links between objects (e.g. enemy to cage) but I haven't figured out how to use this so far.
 +
File:Sonic Heroes NPDP Debug Prototype - Event Debug.png|Available on controller port 2. You can control events, including rewind, forward, reset etc.
 +
File:Sonic Heroes NPDP Debug Prototype - Free Movement Mode.png|Free Movement Mode a.k.a. NoClip
 +
File:Sonic Heroes NPDP Debug Prototype - Particle Editor.png|Available on Port 4. Edits individual particles.
 +
File:Sonic Heroes NPDP Debug Prototype - Particle Table Editor.png|Available on Port 4. Edits particle tables (i.e. sXX_ptcl.bin)
 +
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<X> (PlanEx)
 +
File:Sonic Heroes NPDP Debug Prototype - SET Editor Item Range.png|The SET editor can display item ranges, cool!
 +
File:Sonic Heroes NPDP Debug Prototype - Special Stage Debug.png|Variable editor for Special Stages.
 +
File:Sonic Heroes NPDP Debug Prototype - Special Stage Player Param Debug.png|Variable editor for Player Parameters in Special Stages.
 +
File:Sonic Heroes NPDP Debug Prototype - Unlock Flags Debug.png|Available on Port 3. Allows you to toggle flags which unlock in-game items.
 +
</gallery></center>
 +
 
 +
==Error Log==
 +
 
 +
<nowiki>N[OSREPORT]: USB Init Error<< Dolphin SDK - PAD    release build: Aug  6 2003 04:30:02 (0x2301) ></nowiki>
 +
 
 +
This build is likely looking for an USB adapter like the ''GCP-2000''.
 +
 
 +
==Gecko Codes==
 +
 
 +
This code will allow you to run the game under emulation and/or retail hardware by stubbing out the USB adapter the game is looking for.
 +
 
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Stub out USB I/O Calls [Sewer56]
 +
 
 +
04017338 60000000
 +
 
 +
04218a2c 4e800020
 +
 
 +
04218af4 4e800020
 +
 
 +
04219274 4e800020
 +
 
 +
042190dc 4e800020
 +
 
 +
04218e10 4e800020
 +
 
 +
04218f94 4e800020
 +
|-
 +
|// Commented:
 +
80017338 60000000 // NOP Call to function that inits USB I/O
 +
 
 +
80218a2c 4e800020 // Stub out HIOEnumDevices
 +
 
 +
80218af4 4e800020 // Stub out HIOInit
 +
 
 +
80219274 4e800020 // Stub out HIORead
 +
 
 +
802190dc 4e800020 // Stub out HIORead (Overload)
 +
 
 +
80218e10 4e800020 // Stub out HIOReadMailbox
 +
 
 +
80218f94 4e800020 // Stub out HIOWriteMailbox
 +
|}
 +
 
 +
This code will allow you to boot into the regular main menu as opposed to "Easy Menu".
 +
 
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Replace Easy Menu with System Mode X [Sewer56]
 +
 
 +
C2022C90 00000004
 +
 
 +
7C0C0378 2C050003
 +
 
 +
40820008 38A00001
 +
 
 +
7D806378 90A3FF78
 +
 
 +
60000000 00000000
 +
|-
 +
|// Commented:
 +
 
 +
Replace 38A0000X (end of third line) with desired system mode:
 +
 
 +
0 = PAL Select
 +
 
 +
1 = Menu
 +
 
 +
2 = InGame
 +
 
 +
3 = EasyMenu
 +
 
 +
4 = Credits
 +
 
 +
5 = EasyMenuMovie
 +
 
 +
Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things.
 +
|}
 +
 
 +
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.
 +
 
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Level select workaround
 +
 
 +
042A78EC XXXXXXXX
 +
 
 +
XXXXXXXX = Level ID
 +
 
 +
|}
 +
 
 +
{| class="wikitable"
 +
|+
 +
|[Gecko]
 +
$Additive switch effect
 +
 
 +
0002115E 00000002
 +
|}
 +
 
 +
==General Changes==
 +
 
 +
*At the time of release this is the only known build to boot into "Easy Menu" without hacking.
 +
**Easy Menu lacks the ability to select team "ForEdit" (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.
 +
**The teams for Player(s) 3/4 cannot be selected in "Easy Menu".
 +
**Sitting around in "Easy Menu" for a while may make the game freeze when starting a stage.
 +
***Not sure what causes this; don't think it's a memory leak but this issue isn't present in other game versions.
 +
*In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.
 +
*The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).
 +
**This demo desyncs mid-way; likely to a change in the level's collision.
 +
*A bug in Audio Menu causes track names to not render if hovering over a track that isn't unlocked.
 +
*Starting Story Mode crashes the game if there are no stages completed.
 +
**If any story segment is complete and you are picking the starting stage, story however works fine.
 +
*Team Rose's stages appear to be the same length as the final version, that is longer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] which is shorter than [[Sonic Heroes (October 8, 2003 prototype)|8th October Prototype]].
 +
 
 +
==Debug Controls==
 +
This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).
 +
 
 +
===Easy Menu (Startup Screen)===
 +
3P DPAD = Change Sound Mode
 +
 
 +
Note: Something weird about this screen is that 3P and 4P cannot select a team.
 +
They are able to do so however in many other versions of the game.
 +
 
 +
===Basic Debug Mode (Same as Oct 8 Prototype)===
 +
 
 +
Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)
 +
 
 +
L + R + X + Y = Finish Current Stage
 +
 
 +
L + R + DPAD UP = Add 1 life.
 +
 
 +
L + R + DPAD DOWN = Add 1 ring.
 +
 
 +
L + R + DPAD LEFT = 1x level up (for all characters).
 +
 
 +
L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~
 +
 
 +
===Free Movement Mode===
 +
Z = Enable
 +
 
 +
LStick = Move
 +
 
 +
Z + LStick = Up/Down
 +
 
 +
A = Release
 +
 
 +
===Camera Debug Mode===
 +
B + A = Show Camera Debug HUD
 +
 
 +
B + Y = Toggle Camera Mode
 +
 
 +
B + X = Show Camera Render Regions
 +
 
 +
===Snapshot Mode (Port 2)===
 +
2P Z (In-game, while paused) = Enable
 +
 
 +
2P DPAD = Move Fast
 +
 
 +
2P LStick = Move Slow
 +
 
 +
2P L/R = Up/Down
 +
 
 +
2P START + L/R = Zoom
 +
 
 +
2P START + LStick = Rotate
 +
 
 +
===SET (Object Layout) Editor===
 +
 
 +
A + Z = Enable
 +
 
 +
START + RStick = Rotate
 +
 
 +
START + L/R = Zoom
 +
 
 +
START + X = Change "Ring Type"
 +
 
 +
START + Y = Change Speed
 +
 
 +
START + B = Place Item
 +
 
 +
START + A = Go to nearest object (if you don't place it again, it will be deleted)
 +
 
 +
B + DPAD = Change Light Gate
 +
 
 +
Y + DPAD = Change Object
 +
 
 +
Control Stick = Toggle object properties
 +
 
 +
A + Control Stick = Change object settings
 +
 
 +
A + X = Exit
 +
 
 +
A + B = Drop to Floor
 +
 
 +
A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)
 +
 
 +
===CAM (Camera) Editor===
 +
Z + Y = Enable
 +
 
 +
LStick = Move
 +
 
 +
L/R = Lower/Raise
 +
 
 +
B + Y = Reset Position
 +
 
 +
A + B = Switch Cam Speed
 +
 
 +
START + B = Place Item
 +
 
 +
START + A = Go to nearest object (if you don't place it again, it will be deleted)
 +
 
 +
===Memory and Profiling===
 +
Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)
 +
 
 +
===Story/Unlock Flags Test (Port 3)===
 +
Z = Enable
 +
 
 +
L/R = Change Page
 +
 
 +
DPAD = Navigate
 +
 
 +
A = Toggle
 +
 
 +
===Enemy Test (Port 3)===
 +
START = Enable
 +
 
 +
DPAD Left/Right = Change Page
 +
 
 +
DPAD Up/Down = Navigate
 +
 
 +
A = Toggle
 +
 
 +
X = Toggle all ON
 +
 
 +
Y = Toggle all OFF
 +
 
 +
===Cutscene Debug (Port 2)===
 +
 
 +
2P A = Start after reset.
 +
2P B = Pause
 +
2P X = Unpause
 +
2P DPAD = Frame Rewind/Advance
 +
2P START = Reset cutscene. (Crashes if done too many times.)
 +
 
 +
===Particle Editor (Port 4 + Port 1)===
 +
 
 +
4P Z + START = Enable
 +
 
 +
4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)
 +
 
 +
4P Z = Toggle Menu Visibility
 +
 
 +
4P L/R = Select Particle
 +
 
 +
4P X = Go Down
 +
 
 +
4P Y = Go Up
 +
 
 +
4P B + A = Exit Menu
 +
 
 +
1P LStick = Move
 +
 
 +
1P DPAD = Rotate
 +
 
 +
1P L/R = Raise/Lower
 +
 
 +
1P X = Reset Rotation
 +
 
 +
1P Y = Teleport to Char
 +
 
 +
1P A = Test Particle
 +
 
 +
===Particle Table Editor (open from Particle Editor)===
 +
4P Z + A = Enter Table Editor
 +
 
 +
4P B = Play Particle
 +
 
 +
4P A = Cancel Particle
 +
 
 +
1P A + LStick = Move Table Entry Origin Position
 +
 
 +
===Special Stage Debug (Port 4)===
 +
4P A = Player Param Editor
 +
 
 +
4P B = Toggle Special Stage Debug Menu
 +
 
 +
4P DPAD = Navigate Menu
  
*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.
+
4P L/R = Increase/Decrease Value
*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.]]
 
*When in Free movement mode, the players are able to free fall at any costs.
 
*This was in an unlabeled slot on the NPDP cartridge.
 
  
 
==Error Log==
 
==Error Log==
Line 316: Line 1,227:
 
4P L/R = Increase/Decrease Value
 
4P L/R = Increase/Decrease Value
  
==Origin==
+
 
 
<center><gallery mode="packed">
 
<center><gallery mode="packed">
 
File:Sonic NPDP.jpg|NPDP cartridge
 
File:Sonic NPDP.jpg|NPDP cartridge
Line 356: Line 1,267:
 
</gallery></center>
 
</gallery></center>
  
==Acknowledgments==
+
 
 
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.
 
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.
 +
==Notes==
 +
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}}
 +
 +
*At the time of release, this is the only known Debug build of Sonic Heroes, but it does not boot under retail hardware or emulation without hacking.
 +
*This build is newer than the [[Sonic Heroes (NPDP Prototype 2)|other NPDP build]] but older than the [[Sonic Heroes (November 18, 2003 prototype)|18th November Prototype.]]
 +
*When in Free movement mode, the players are able to free fall at any costs.
 +
*This was in an unlabeled slot on the NPDP cartridge.
  
 
<!-- ==Footer== -->
 
<!-- ==Footer== -->
 
{{Navbox prototype|Sonic Heroes}}
 
{{Navbox prototype|Sonic Heroes}}

Revision as of 03:00, March 16, 2021

Title Screen
Sonic Heroes (NPDP Prototype)
Dump status Released
Dumped by MSX
Released by MSX
File release date March 3, 2021
Origin NPDP cartridge
Game Sonic Heroes
System Nintendo GameCube
Release date JP Dec 30, 2003
US Jan 5, 2004
EU Feb 6, 2004
Download Sonic Heroes (NPDP Prototype) (info)

Contents

Error Log

N[OSREPORT]: USB Init Error<< Dolphin SDK - PAD release build: Aug 6 2003 04:30:02 (0x2301) >

This build is likely looking for an USB adapter like the GCP-2000.

Gecko Codes

This code will allow you to run the game under emulation and/or retail hardware by stubbing out the USB adapter the game is looking for.

[Gecko]

$Stub out USB I/O Calls [Sewer56]

04017338 60000000

04218a2c 4e800020

04218af4 4e800020

04219274 4e800020

042190dc 4e800020

04218e10 4e800020

04218f94 4e800020

// Commented:

80017338 60000000 // NOP Call to function that inits USB I/O

80218a2c 4e800020 // Stub out HIOEnumDevices

80218af4 4e800020 // Stub out HIOInit

80219274 4e800020 // Stub out HIORead

802190dc 4e800020 // Stub out HIORead (Overload)

80218e10 4e800020 // Stub out HIOReadMailbox

80218f94 4e800020 // Stub out HIOWriteMailbox

This code will allow you to boot into the regular main menu as opposed to "Easy Menu".

[Gecko]

$Replace Easy Menu with System Mode X [Sewer56]

C2022C90 00000004

7C0C0378 2C050003

40820008 38A00001

7D806378 90A3FF78

60000000 00000000

// Commented:

Replace 38A0000X (end of third line) with desired system mode:

0 = PAL Select

1 = Menu

2 = InGame

3 = EasyMenu

4 = Credits

5 = EasyMenuMovie

Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things.

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.

[Gecko]

$Level select workaround

042A78EC XXXXXXXX

XXXXXXXX = Level ID

[Gecko]

$Additive switch effect

0002115E 00000002

General Changes

  • At the time of release this is the only known build to boot into "Easy Menu" without hacking.
    • Easy Menu lacks the ability to select team "ForEdit" (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.
    • The teams for Player(s) 3/4 cannot be selected in "Easy Menu".
    • Sitting around in "Easy Menu" for a while may make the game freeze when starting a stage.
      • Not sure what causes this; don't think it's a memory leak but this issue isn't present in other game versions.
  • In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.
  • The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).
    • This demo desyncs mid-way; likely to a change in the level's collision.
  • A bug in Audio Menu causes track names to not render if hovering over a track that isn't unlocked.
  • Starting Story Mode crashes the game if there are no stages completed.
    • If any story segment is complete and you are picking the starting stage, story however works fine.
  • Team Rose's stages appear to be the same length as the final version, that is longer than the other NPDP build which is shorter than 8th October Prototype.

Debug Controls

This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).

Easy Menu (Startup Screen)

3P DPAD = Change Sound Mode

Note: Something weird about this screen is that 3P and 4P cannot select a team. They are able to do so however in many other versions of the game.

Basic Debug Mode (Same as Oct 8 Prototype)

Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)

L + R + X + Y = Finish Current Stage

L + R + DPAD UP = Add 1 life.

L + R + DPAD DOWN = Add 1 ring.

L + R + DPAD LEFT = 1x level up (for all characters).

L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~

Free Movement Mode

Z = Enable

LStick = Move

Z + LStick = Up/Down

A = Release

Camera Debug Mode

B + A = Show Camera Debug HUD

B + Y = Toggle Camera Mode

B + X = Show Camera Render Regions

Snapshot Mode (Port 2)

2P Z (In-game, while paused) = Enable

2P DPAD = Move Fast

2P LStick = Move Slow

2P L/R = Up/Down

2P START + L/R = Zoom

2P START + LStick = Rotate

SET (Object Layout) Editor

A + Z = Enable

START + RStick = Rotate

START + L/R = Zoom

START + X = Change "Ring Type"

START + Y = Change Speed

START + B = Place Item

START + A = Go to nearest object (if you don't place it again, it will be deleted)

B + DPAD = Change Light Gate

Y + DPAD = Change Object

Control Stick = Toggle object properties

A + Control Stick = Change object settings

A + X = Exit

A + B = Drop to Floor

A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)

CAM (Camera) Editor

Z + Y = Enable

LStick = Move

L/R = Lower/Raise

B + Y = Reset Position

A + B = Switch Cam Speed

START + B = Place Item

START + A = Go to nearest object (if you don't place it again, it will be deleted)

Memory and Profiling

Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)

Story/Unlock Flags Test (Port 3)

Z = Enable

L/R = Change Page

DPAD = Navigate

A = Toggle

Enemy Test (Port 3)

START = Enable

DPAD Left/Right = Change Page

DPAD Up/Down = Navigate

A = Toggle

X = Toggle all ON

Y = Toggle all OFF

Cutscene Debug (Port 2)

2P A = Start after reset. 2P B = Pause 2P X = Unpause 2P DPAD = Frame Rewind/Advance 2P START = Reset cutscene. (Crashes if done too many times.)

Particle Editor (Port 4 + Port 1)

4P Z + START = Enable

4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)

4P Z = Toggle Menu Visibility

4P L/R = Select Particle

4P X = Go Down

4P Y = Go Up

4P B + A = Exit Menu

1P LStick = Move

1P DPAD = Rotate

1P L/R = Raise/Lower

1P X = Reset Rotation

1P Y = Teleport to Char

1P A = Test Particle

Particle Table Editor (open from Particle Editor)

4P Z + A = Enter Table Editor

4P B = Play Particle

4P A = Cancel Particle

1P A + LStick = Move Table Entry Origin Position

Special Stage Debug (Port 4)

4P A = Player Param Editor

4P B = Toggle Special Stage Debug Menu

4P DPAD = Navigate Menu

4P L/R = Increase/Decrease Value

Error Log

N[OSREPORT]: USB Init Error<< Dolphin SDK - PAD release build: Aug 6 2003 04:30:02 (0x2301) >

This build is likely looking for an USB adapter like the GCP-2000.

Gecko Codes

This code will allow you to run the game under emulation and/or retail hardware by stubbing out the USB adapter the game is looking for.

[Gecko]

$Stub out USB I/O Calls [Sewer56]

04017338 60000000

04218a2c 4e800020

04218af4 4e800020

04219274 4e800020

042190dc 4e800020

04218e10 4e800020

04218f94 4e800020

// Commented:

80017338 60000000 // NOP Call to function that inits USB I/O

80218a2c 4e800020 // Stub out HIOEnumDevices

80218af4 4e800020 // Stub out HIOInit

80219274 4e800020 // Stub out HIORead

802190dc 4e800020 // Stub out HIORead (Overload)

80218e10 4e800020 // Stub out HIOReadMailbox

80218f94 4e800020 // Stub out HIOWriteMailbox

This code will allow you to boot into the regular main menu as opposed to "Easy Menu".

[Gecko]

$Replace Easy Menu with System Mode X [Sewer56]

C2022C90 00000004

7C0C0378 2C050003

40820008 38A00001

7D806378 90A3FF78

60000000 00000000

// Commented:

Replace 38A0000X (end of third line) with desired system mode:

0 = PAL Select

1 = Menu

2 = InGame

3 = EasyMenu

4 = Credits

5 = EasyMenuMovie

Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things.

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.

[Gecko]

$Level select workaround

042A78EC XXXXXXXX

XXXXXXXX = Level ID

[Gecko]

$Additive switch effect

0002115E 00000002

General Changes

  • At the time of release this is the only known build to boot into "Easy Menu" without hacking.
    • Easy Menu lacks the ability to select team "ForEdit" (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.
    • The teams for Player(s) 3/4 cannot be selected in "Easy Menu".
    • Sitting around in "Easy Menu" for a while may make the game freeze when starting a stage.
      • Not sure what causes this; don't think it's a memory leak but this issue isn't present in other game versions.
  • In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.
  • The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).
    • This demo desyncs mid-way; likely to a change in the level's collision.
  • A bug in Audio Menu causes track names to not render if hovering over a track that isn't unlocked.
  • Starting Story Mode crashes the game if there are no stages completed.
    • If any story segment is complete and you are picking the starting stage, story however works fine.
  • Team Rose's stages appear to be the same length as the final version, that is longer than the other NPDP build which is shorter than 8th October Prototype.

Debug Controls

This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).

Easy Menu (Startup Screen)

3P DPAD = Change Sound Mode

Note: Something weird about this screen is that 3P and 4P cannot select a team. They are able to do so however in many other versions of the game.

Basic Debug Mode (Same as Oct 8 Prototype)

Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)

L + R + X + Y = Finish Current Stage

L + R + DPAD UP = Add 1 life.

L + R + DPAD DOWN = Add 1 ring.

L + R + DPAD LEFT = 1x level up (for all characters).

L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~

Free Movement Mode

Z = Enable

LStick = Move

Z + LStick = Up/Down

A = Release

Camera Debug Mode

B + A = Show Camera Debug HUD

B + Y = Toggle Camera Mode

B + X = Show Camera Render Regions

Snapshot Mode (Port 2)

2P Z (In-game, while paused) = Enable

2P DPAD = Move Fast

2P LStick = Move Slow

2P L/R = Up/Down

2P START + L/R = Zoom

2P START + LStick = Rotate

SET (Object Layout) Editor

A + Z = Enable

START + RStick = Rotate

START + L/R = Zoom

START + X = Change "Ring Type"

START + Y = Change Speed

START + B = Place Item

START + A = Go to nearest object (if you don't place it again, it will be deleted)

B + DPAD = Change Light Gate

Y + DPAD = Change Object

Control Stick = Toggle object properties

A + Control Stick = Change object settings

A + X = Exit

A + B = Drop to Floor

A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)

CAM (Camera) Editor

Z + Y = Enable

LStick = Move

L/R = Lower/Raise

B + Y = Reset Position

A + B = Switch Cam Speed

START + B = Place Item

START + A = Go to nearest object (if you don't place it again, it will be deleted)

Memory and Profiling

Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)

Story/Unlock Flags Test (Port 3)

Z = Enable

L/R = Change Page

DPAD = Navigate

A = Toggle

Enemy Test (Port 3)

START = Enable

DPAD Left/Right = Change Page

DPAD Up/Down = Navigate

A = Toggle

X = Toggle all ON

Y = Toggle all OFF

Cutscene Debug (Port 2)

2P A = Start after reset. 2P B = Pause 2P X = Unpause 2P DPAD = Frame Rewind/Advance 2P START = Reset cutscene. (Crashes if done too many times.)

Particle Editor (Port 4 + Port 1)

4P Z + START = Enable

4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)

4P Z = Toggle Menu Visibility

4P L/R = Select Particle

4P X = Go Down

4P Y = Go Up

4P B + A = Exit Menu

1P LStick = Move

1P DPAD = Rotate

1P L/R = Raise/Lower

1P X = Reset Rotation

1P Y = Teleport to Char

1P A = Test Particle

Particle Table Editor (open from Particle Editor)

4P Z + A = Enter Table Editor

4P B = Play Particle

4P A = Cancel Particle

1P A + LStick = Move Table Entry Origin Position

Special Stage Debug (Port 4)

4P A = Player Param Editor

4P B = Toggle Special Stage Debug Menu

4P DPAD = Navigate Menu

4P L/R = Increase/Decrease Value


Images

Error Log

N[OSREPORT]: USB Init Error<< Dolphin SDK - PAD release build: Aug 6 2003 04:30:02 (0x2301) >

This build is likely looking for an USB adapter like the GCP-2000.

Gecko Codes

This code will allow you to run the game under emulation and/or retail hardware by stubbing out the USB adapter the game is looking for.

[Gecko]

$Stub out USB I/O Calls [Sewer56]

04017338 60000000

04218a2c 4e800020

04218af4 4e800020

04219274 4e800020

042190dc 4e800020

04218e10 4e800020

04218f94 4e800020

// Commented:

80017338 60000000 // NOP Call to function that inits USB I/O

80218a2c 4e800020 // Stub out HIOEnumDevices

80218af4 4e800020 // Stub out HIOInit

80219274 4e800020 // Stub out HIORead

802190dc 4e800020 // Stub out HIORead (Overload)

80218e10 4e800020 // Stub out HIOReadMailbox

80218f94 4e800020 // Stub out HIOWriteMailbox

This code will allow you to boot into the regular main menu as opposed to "Easy Menu".

[Gecko]

$Replace Easy Menu with System Mode X [Sewer56]

C2022C90 00000004

7C0C0378 2C050003

40820008 38A00001

7D806378 90A3FF78

60000000 00000000

// Commented:

Replace 38A0000X (end of third line) with desired system mode:

0 = PAL Select

1 = Menu

2 = InGame

3 = EasyMenu

4 = Credits

5 = EasyMenuMovie

Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things.

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.

[Gecko]

$Level select workaround

042A78EC XXXXXXXX

XXXXXXXX = Level ID

[Gecko]

$Additive switch effect

0002115E 00000002

General Changes

  • At the time of release this is the only known build to boot into "Easy Menu" without hacking.
    • Easy Menu lacks the ability to select team "ForEdit" (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.
    • The teams for Player(s) 3/4 cannot be selected in "Easy Menu".
    • Sitting around in "Easy Menu" for a while may make the game freeze when starting a stage.
      • Not sure what causes this; don't think it's a memory leak but this issue isn't present in other game versions.
  • In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.
  • The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).
    • This demo desyncs mid-way; likely to a change in the level's collision.
  • A bug in Audio Menu causes track names to not render if hovering over a track that isn't unlocked.
  • Starting Story Mode crashes the game if there are no stages completed.
    • If any story segment is complete and you are picking the starting stage, story however works fine.
  • Team Rose's stages appear to be the same length as the final version, that is longer than the other NPDP build which is shorter than 8th October Prototype.

Debug Controls

This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).

Easy Menu (Startup Screen)

3P DPAD = Change Sound Mode

Note: Something weird about this screen is that 3P and 4P cannot select a team. They are able to do so however in many other versions of the game.

Basic Debug Mode (Same as Oct 8 Prototype)

Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)

L + R + X + Y = Finish Current Stage

L + R + DPAD UP = Add 1 life.

L + R + DPAD DOWN = Add 1 ring.

L + R + DPAD LEFT = 1x level up (for all characters).

L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~

Free Movement Mode

Z = Enable

LStick = Move

Z + LStick = Up/Down

A = Release

Camera Debug Mode

B + A = Show Camera Debug HUD

B + Y = Toggle Camera Mode

B + X = Show Camera Render Regions

Snapshot Mode (Port 2)

2P Z (In-game, while paused) = Enable

2P DPAD = Move Fast

2P LStick = Move Slow

2P L/R = Up/Down

2P START + L/R = Zoom

2P START + LStick = Rotate

SET (Object Layout) Editor

A + Z = Enable

START + RStick = Rotate

START + L/R = Zoom

START + X = Change "Ring Type"

START + Y = Change Speed

START + B = Place Item

START + A = Go to nearest object (if you don't place it again, it will be deleted)

B + DPAD = Change Light Gate

Y + DPAD = Change Object

Control Stick = Toggle object properties

A + Control Stick = Change object settings

A + X = Exit

A + B = Drop to Floor

A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)

CAM (Camera) Editor

Z + Y = Enable

LStick = Move

L/R = Lower/Raise

B + Y = Reset Position

A + B = Switch Cam Speed

START + B = Place Item

START + A = Go to nearest object (if you don't place it again, it will be deleted)

Memory and Profiling

Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)

Story/Unlock Flags Test (Port 3)

Z = Enable

L/R = Change Page

DPAD = Navigate

A = Toggle

Enemy Test (Port 3)

START = Enable

DPAD Left/Right = Change Page

DPAD Up/Down = Navigate

A = Toggle

X = Toggle all ON

Y = Toggle all OFF

Cutscene Debug (Port 2)

2P A = Start after reset. 2P B = Pause 2P X = Unpause 2P DPAD = Frame Rewind/Advance 2P START = Reset cutscene. (Crashes if done too many times.)

Particle Editor (Port 4 + Port 1)

4P Z + START = Enable

4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)

4P Z = Toggle Menu Visibility

4P L/R = Select Particle

4P X = Go Down

4P Y = Go Up

4P B + A = Exit Menu

1P LStick = Move

1P DPAD = Rotate

1P L/R = Raise/Lower

1P X = Reset Rotation

1P Y = Teleport to Char

1P A = Test Particle

Particle Table Editor (open from Particle Editor)

4P Z + A = Enter Table Editor

4P B = Play Particle

4P A = Cancel Particle

1P A + LStick = Move Table Entry Origin Position

Special Stage Debug (Port 4)

4P A = Player Param Editor

4P B = Toggle Special Stage Debug Menu

4P DPAD = Navigate Menu

4P L/R = Increase/Decrease Value

Error Log

N[OSREPORT]: USB Init Error<< Dolphin SDK - PAD release build: Aug 6 2003 04:30:02 (0x2301) >

This build is likely looking for an USB adapter like the GCP-2000.

Gecko Codes

This code will allow you to run the game under emulation and/or retail hardware by stubbing out the USB adapter the game is looking for.

[Gecko]

$Stub out USB I/O Calls [Sewer56]

04017338 60000000

04218a2c 4e800020

04218af4 4e800020

04219274 4e800020

042190dc 4e800020

04218e10 4e800020

04218f94 4e800020

// Commented:

80017338 60000000 // NOP Call to function that inits USB I/O

80218a2c 4e800020 // Stub out HIOEnumDevices

80218af4 4e800020 // Stub out HIOInit

80219274 4e800020 // Stub out HIORead

802190dc 4e800020 // Stub out HIORead (Overload)

80218e10 4e800020 // Stub out HIOReadMailbox

80218f94 4e800020 // Stub out HIOWriteMailbox

This code will allow you to boot into the regular main menu as opposed to "Easy Menu".

[Gecko]

$Replace Easy Menu with System Mode X [Sewer56]

C2022C90 00000004

7C0C0378 2C050003

40820008 38A00001

7D806378 90A3FF78

60000000 00000000

// Commented:

Replace 38A0000X (end of third line) with desired system mode:

0 = PAL Select

1 = Menu

2 = InGame

3 = EasyMenu

4 = Credits

5 = EasyMenuMovie

Please note that booting in modes other than 0, 1, 3, 5 will require some extra codes to initialize things.

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.

[Gecko]

$Level select workaround

042A78EC XXXXXXXX

XXXXXXXX = Level ID

[Gecko]

$Additive switch effect

0002115E 00000002

General Changes

  • At the time of release this is the only known build to boot into "Easy Menu" without hacking.
    • Easy Menu lacks the ability to select team "ForEdit" (seen in later versions); which is a placeholder related to how Super Hard Mode is internally implemented.
    • The teams for Player(s) 3/4 cannot be selected in "Easy Menu".
    • Sitting around in "Easy Menu" for a while may make the game freeze when starting a stage.
      • Not sure what causes this; don't think it's a memory leak but this issue isn't present in other game versions.
  • In Story Mode, Egg Emperor is not played if resuming story starting with Egg Fleet.
  • The demo for Seaside Hill in this prototype is unique and not seen in other builds (at time of writing).
    • This demo desyncs mid-way; likely to a change in the level's collision.
  • A bug in Audio Menu causes track names to not render if hovering over a track that isn't unlocked.
  • Starting Story Mode crashes the game if there are no stages completed.
    • If any story segment is complete and you are picking the starting stage, story however works fine.
  • Team Rose's stages appear to be the same length as the final version, that is longer than the other NPDP build which is shorter than 8th October Prototype.

Debug Controls

This section details all currently known non-trivial hidden debug controls (no UI label, non-obvious control scheme).

Easy Menu (Startup Screen)

3P DPAD = Change Sound Mode

Note: Something weird about this screen is that 3P and 4P cannot select a team. They are able to do so however in many other versions of the game.

Basic Debug Mode (Same as Oct 8 Prototype)

Hold L + R = Enable (Shows coordinate data for Speed Character and unlocks camera from auto cam)

L + R + X + Y = Finish Current Stage

L + R + DPAD UP = Add 1 life.

L + R + DPAD DOWN = Add 1 ring.

L + R + DPAD LEFT = 1x level up (for all characters).

L + R + DPAD RIGHT =F ill team blast gauge. (Unlike Oct 8, this fills up slowly instead of instantly).~

Free Movement Mode

Z = Enable

LStick = Move

Z + LStick = Up/Down

A = Release

Camera Debug Mode

B + A = Show Camera Debug HUD

B + Y = Toggle Camera Mode

B + X = Show Camera Render Regions

Snapshot Mode (Port 2)

2P Z (In-game, while paused) = Enable

2P DPAD = Move Fast

2P LStick = Move Slow

2P L/R = Up/Down

2P START + L/R = Zoom

2P START + LStick = Rotate

SET (Object Layout) Editor

A + Z = Enable

START + RStick = Rotate

START + L/R = Zoom

START + X = Change "Ring Type"

START + Y = Change Speed

START + B = Place Item

START + A = Go to nearest object (if you don't place it again, it will be deleted)

B + DPAD = Change Light Gate

Y + DPAD = Change Object

Control Stick = Toggle object properties

A + Control Stick = Change object settings

A + X = Exit

A + B = Drop to Floor

A + Y = Change Layout File (Design = sXX_DB.bin, Plan = sXX_PB.bin, PlanEx = sXX_PX.bin)

CAM (Camera) Editor

Z + Y = Enable

LStick = Move

L/R = Lower/Raise

B + Y = Reset Position

A + B = Switch Cam Speed

START + B = Place Item

START + A = Go to nearest object (if you don't place it again, it will be deleted)

Memory and Profiling

Y + L = Switch Menu (Texture Memory Allocations, CPU Profiler, Heap Allocation Viewer, Test)

Story/Unlock Flags Test (Port 3)

Z = Enable

L/R = Change Page

DPAD = Navigate

A = Toggle

Enemy Test (Port 3)

START = Enable

DPAD Left/Right = Change Page

DPAD Up/Down = Navigate

A = Toggle

X = Toggle all ON

Y = Toggle all OFF

Cutscene Debug (Port 2)

2P A = Start after reset. 2P B = Pause 2P X = Unpause 2P DPAD = Frame Rewind/Advance 2P START = Reset cutscene. (Crashes if done too many times.)

Particle Editor (Port 4 + Port 1)

4P Z + START = Enable

4P START + Y = ??? (Game Crash. Theory: Tries to export new file but fails.)

4P Z = Toggle Menu Visibility

4P L/R = Select Particle

4P X = Go Down

4P Y = Go Up

4P B + A = Exit Menu

1P LStick = Move

1P DPAD = Rotate

1P L/R = Raise/Lower

1P X = Reset Rotation

1P Y = Teleport to Char

1P A = Test Particle

Particle Table Editor (open from Particle Editor)

4P Z + A = Enter Table Editor

4P B = Play Particle

4P A = Cancel Particle

1P A + LStick = Move Table Entry Origin Position

Special Stage Debug (Port 4)

4P A = Player Param Editor

4P B = Toggle Special Stage Debug Menu

4P DPAD = Navigate Menu

4P L/R = Increase/Decrease Value


Images


Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.

Notes

The Cutting Room Floor research
  • At the time of release, this is the only known Debug build of Sonic Heroes, but it does not boot under retail hardware or emulation without hacking.
  • This build is newer than the other NPDP build but older than the 18th November Prototype.
  • When in Free movement mode, the players are able to free fall at any costs.
  • This was in an unlabeled slot on the NPDP cartridge.