the cutting room mirror

GameCube prototype 10.8

This article has a talk page!
view on tcrf.net

This is a sub-page of Proto:Sonic Heroes.

Debug Modes#

To do:
There's still more.

Debug Menu#

Action Replay code

040AEB94 38800002
0401B1E8 38800009
04164490 38800002

Debug Displays#

Camera Info#

Action Replay code

0428C080 00000001

SonicHeroesPrototyoe10.8-DebugCameraInfo.png
Using this Action Replay code enables a debug display during gameplay.

Demo Sequence#

To do:
Footage needed.

The demo sequence still remains broken like how it was in the 9.28 prototype.

Text Differences#

To do:
There's more differences.

While some differences are identical (such as how it's always shown to be the 99th save file and the earlier staff credits text still being used for one last time before being updated again), this build has more text differences in English than the 9.28 prototype!

Prototype 10.8

Final

Don't create

Do not create

The "Do not create" text was changed to simply say "Don't create". This is rather confusing, since the former from the final was already included in the previous build.

Prototype 10.8

Final

SonicHeroes10.8Prototype-Dontdelete.png
Don't delete

SonicHeroesFinal-Donotdelete.png
Do not delete

Likewise, when choosing the "Delete" option, the "Do not delete" text became "Don't delete". Both of these were reverted back in the final.

Prototype 10.8

Final

Are you sure you wish to delete this save file 99?

Are you sure you wish to delete Game Data [number]?

Speaking of deleting save files, the line "this" was removed and "save file" was replaced with "Game Data" in the final.

Prototype 10.8

Final

The file 99 on the Memory Card in Slot A is corrupted and must be deleted.

The Game Data [number] on the Memory Card in Slot A is corrupted and must be deleted.

"Game Data" was originally "file".

Prototype 10.8

Final

You need to connect at least two controllers.

Please connect second Controller to Controller Socket 2 and press A Button.

Although this text can't normally be seen, the game stating to use two controllers was rewritten in the final since the initial writing didn't make much sense.

Cutscene Differences#

Team Rose and Team Chaotix still use the early introduction cutscenes, suggesting that they were still being worked on at this point in development. With that said, there are other differences not seen from the previous build shown below.

FMV#

PlayStation 2 prototype 9.28

GameCube prototype 10.8

Similar to before, the bottom of the screen for the FMVs appear to be corrupted in-game.

Team Chaotix's Story#

As mentioned above, the intro cutscene is identical to the 9.28 prototype, and as such, it won't be mentioned here.

Ending/Credits Cutscene#

  • The song kicks in too early, causing the song to end in the middle of the credits.
  • The sound mixing in this cutscene can be considered worse than the final, as the voice clips get drown out by the song.
  • There is no "Defeat Last Evil!" screen after the credits if the player beats Team Chaotix's story and collects the Chaos Emeralds first.

Last Story#

While all of the cutscenes for the Last Story are now fully accessible, two cutscenes contain notably unfinished assets.

Metal Sonic's Transformation Cutscene#

Watch on YouTube

  • The music and sound effects are completely absent here.

GameCube prototype 10.8

Final

GameCube prototype 10.8

Final

  • Neo Metal Sonic's voice isn't filtered, making this rather odd considering that the Japanese version of this was filtered before.

GameCube prototype 10.8

Final

...And of course, there's his "roar" sound after transforming not found anywhere in the AFS archive. The previous build and even the next cutscenes after this had his audio filtered, so why that isn't the case here is unclear.

Last Story Ending/Credits Cutscene#

To do:
Finish listing the differences, and show this cutscene/credits in action via video.

GameCube prototype 10.8

Final

Final Main Theme
Final Last Story Credits Theme

  • The entire Sonic Heroes song plays, coming from SNG_VO1_MAIN.adx. In the final, a separate version, under the file SNG_E404.adx, of the main theme plays instead for timing reasons.
  • The song is loud enough to drown out Sonic's last lines.
  • The staff credits screen uses the infamous broken text from the 9.28 prototype.
  • The credits screen is overall very unfinished and buggy.
  • There are no "Get all A-Rank!" and "Try Super Hard Mode!" screens after the credits.

Unused Level#

Test Level#

Action Replay code

0026F5C7 00000001

Watch on YouTube

A massive test level which includes an object that has since been removed. This also exists in the E3 prototype, but...

  • The game doesn't crash upon loading.
  • It lacks object layouts.

(Source: Sewer56)

Textures

There are also textures for the test level.

Unused Graphics#

SonicHeroes-E3title_022.png
Path: textures/e3Adv.txd/E3title_022.png
Despite its removal from the title screen in this build, the logo itself is still present. This was previously used in the E3 prototype.

Unused CG Theater Icons#

Prototype 10.8

Final

These would normally be used in the CG Theater menu for when a story is completed, but since the game always uses the locked graphic as if they weren't unlocked (even after beating that story), all of the icons go completely unused in this build (and that includes the opening cinematic, which is always available from the start in the final, even if the player didn't watch the cutscene for the first time). They were later used in the NPDP prototypes, however. The opening cinematic's icon is identical to the final, although the story icons are different since these were previously used in the 9.28 prototype.

  • Each icon have team names. Team Chaotix is misspelled as "Team Caotix" due to a lack of space.
    • The last story's icon features the word "LAST" instead.
  • The background is completely different.
  • The tint effect was removed in the final.

Unused Icons#

SonicHeroesTrialVerison-o_fpow.png

Path: textures/obj_common.txd/o_fpow
SonicHeroesE3-o_sfpow.png Path: textures/obj_common.txd/o_sfpow
SonicHeroesTrialVersion-o_lvup.png Path: textures/obj_common.txd/o_lvup
The infamous Formation Power and unused "Level Up" icons are both present in the texture file, obj_commmon.txd. It even includes the unused Super Formation Power item, which wasn't present in the GameCube's "Trial Version" demo. This is the last known build to feature the fully unused icons, as they would be outright removed in the later builds and final, starting with the NPDP prototypes.

Unused Text#

Ending Screens Text#

All ending screens after the credits cannot be seen in this build, but the text that would be shown there can be found in the TextEnglish.utx file. "Defeat Last Evil!" is the only ending text in English that went completely unchanged in the final.

Prototype 10.8

Final

Try Other Team Story!

Try another story!

The "S" for story was lowercased and "Other Team" was changed to "another" in the final.

Prototype 10.8

Final

Try all A Rank!

Get all A-Rank!

"Get" was originally "Try" and there was no dash between "A" and "Rank".

Prototype 10.8

Final

Try Super Hard mode!

Try Super Hard Mode!

The "M" is lowercased.

Prototype 10.8

Final

Thank you For playing!

Thank you for playing!

The "F" is uppercased.