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Shadow the Hedgehog

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Debugging Content#

Setting word 0x805EC170 in the North American GameCube version allows the player to set GameMode State. This allows access to some debug/testing modes, listed below.

Set 0x805EC170

Result

-1

Game Initialize Screen and Menus

0

Select Mode

1

Story Mode / Last Story

2

Test Mode 1 - 1P GAME Menu On Exit

3

Test Mode 2 - 2P GAME Battle Menu On Exit

4

Test Mode 3 - 2P GAME Battle Menu On Exit (Possible slot for scrapped race mode)

5

SFD Player Menu

6

Expert Mode

7

Library Mode

Test Modes 1-3#

Any debugging code related to these modes is stubbed in the game. Loading any stage while Test Mode is set will load into the stage0000 test map. The only difference between Test Mode 1, 2, and 3 is which menu the game will exit to upon quitting the stage, listed in the table above.

SFD Player#

The SFD Player can play any of the game's cutscenes. Its menu can be controlled with the D-Pad and Start button while set to PORT1. Additional debug information is also displayed during playback.

frmid

width

height

x_mb

y_mb

fps

fno

time

tunit

concat_cnt

fno_per_file

time_per_file

errcnt

rcvcnt

usrdatsize

svd_size

SFD Player debug menu in GameCube USA E1001.sfd when played through the SFD Player debug menu in Shadow the Hedgehog, GameCube USA

Unused Models#

Debug Models#

ShTH_capsule.png ShTH_cone.png ShTH_cube.png ShTH_cylinder.png ShTH_sphere.png

The game's root directory contains a file, debugmodels.one, which contains several DFF files: "CAPSULE_MODEL", "CONE_MODEL", "CUBE_MODEL", "CYLINDER_MODEL", and "SPHERE_MODEL". The file is loaded at startup.

The object SetOBJ[25[92] "DebugMissionClearCollision" used the cylinder and sphere models to create a spinning "M" inside a sphere.

The PS2 version of the game also contains DEBUGMODELS_HI.ONE, which has the same models but in higher poly versions.

EShadow#

The "character" folder (which contains the model data for Shadow, the Shadow androids from Battle Mode and the Partners) has an unused file named eshadow.one. It contains a copy of Shadow's models and textures from shadow.one, just with different render flags assigned to the model files that gives Shadow a transparent look, similar to Espio's chroma camo technique from Sonic Heroes.

This file is loaded by Digital Circuit (stg0200) and Mad Matrix (stg0403), but goes unused. Model is shown below as it appears when enabled on the GameCube version, and with a No Bloom hack applied.

eshadow enabled on GameCube eshadow enabled with a no bloom hack applied on GameCube

ElecWakka SETObject#

Watch on YouTubeSetOBJ[07][E5] This game SETObj is unused yet has a full model, texture, animation, and game behavior coded for it. setid.bin has no stages linked to this object. However the data for the object can be found in stg0403/stage0403_gdt.one (Mad Matrix) labelled as "WAKKA".

The object is a large hollow hexagon and spins at a fixed rate and resembles the hexagons found on the circuit paths, but much larger. It has no collision, suggesting it may have been decorative.

Unused GUN Soldier Texture Variants#

The GUN Soldier loads different textures depending on the stage ID, there exists 0-7, but in the code 3 and 5 are not an existing branch. 0 is the default case but is never observed in the game.

Type0

Brown uniform with a pink tint. Light blue eye gear.

Stages that fall outside any of the branches will use this texture. All stages (including bosses) that do not have GUN Soldiers except for Air Fleet (uses a regularly used texture) use this texture when GUN Soldiers are placed.

Type3

Green uniform with red vest and red helmet. Orange eye gear.

Type5

Unique camo uniform. Yellow eye gear.

Unused Video#

E5022.sfd#

ShadowTheHedgehog_E5022.mp4

An early VFX pass on the cutscene of the Eclipse Cannon's firing shot. It features unfiltered audio of Black Doom's voice in both English and Japanese on separate channels. It can only be found in the Xbox version of the game as E5022.sfd.

Unused Animations#

To do:
Shadow: Alternate melee animations, Sonic Heroes animation ports, Rail lean, Trip, Fall, Rail Melee Specials, Chaos Spear non-super, Unused Tricks, Unfinished anims

A large amount of unused animations remain, mainly for Shadow. Some Sonic Heroes animations (ported to Shadow's current model skeleton) exist, such as the TrickRing animation.

Earlier Stage Layouts#

To do:

  • Add images from the final game to compare
  • Check The ARK and Lost Impact for changes

In the synopsis files, there are images of stages that would show when pressing continue from where the player last left off after quitting to the main menu. The images used here show earlier layouts that was changed in the final.

Stage (Synopsis)

Stage (In-game)

Notes

ShadowtheHedgheog PrisonIsland in-game.png

There is a third barricade object present on the farther right side of the image, not to mention they also use the one from the E3 demo. An extra green crate can be seen stacked above another one, and a giant cage is also present in the background.

ShadowtheHedgehog CircusPark in-game.png

A fourth bounce sphere is present here, where there is three in the final.

ShadowtheHedgehog CentralCity in-game.png

Several object changes can be found here on both left and right sides, compared to the final.

ShadowtheHedgehog AirFleet in-game.png

A switch was originally present at the beginning of the stage here. The first set of lasers, where a flippable grate object can be found in-game, is much closer as the recycle-like objects on the side is seen behind it.

ShadowtheHedgehog IronJungle in-game.png

The cannons on the Egg Balloon seem to have a different texture compared to the final. The platform where the second one would be found is not present, not to mention both Egg Pawns in the synopsis image are equipped with Egg Guns instead of Egg Bazookas. The jumping vehicle in the background also has a couple crates, which were replaced by barricades.

ShadowtheHedgehog GUNFortress in-game.png

The turrets are not placed on the floating platforms, as they are not present in the synopsis image. Also, there are a lot of barricades that were removed from the final, which also used the variants from the E3 Demo.

ShadowtheHedgehog BlackComet in-game.png

The objects that are seen here have a light aura of red, where the final game has them blue. This is also seen in the Final Haunt synopsis image, but is barely visible.

Build Dates#

Build dates for all the versions can be found in their respective main executable. While all the final Xbox releases have different headers, their build date and time are the same.

Version

Hex Address

Build Date

GameCube (US - E3 2005)

0x44D4B8

May 13 2005 22:52:48

Xbox (US - Beta 4)

0x4138D4

Sep 15 2005 17:50:39

GameCube (EU - RC1)

0x4EAEB0

Sep 20 2005 11:40:30

GameCube (US)

0x4CE220

Oct 10 2005 23:48:24

PlayStation 2 (US)

0x6E87B8

Oct 12 2005 14:56:41

PlayStation 2 (EU)

0x6EA758

Oct 16 2005 12:09:34

PlayStation 2 (JP)

0x6E9238

Oct 16 2005 12:09:34

GameCube (JP)

0x4CE898

Oct 16 2005 15:45:51

Xbox (US / EU / JP)

0x435180

Oct 16 2005 15:49:12

GameCube (EU)

0x4CF2D0

Oct 20 2005 11:17:41

PlayStation 2 (KR)

0x7BE2B8

Oct 28 2005 10:31:40

GameCube (JP - Trial Version)

0x4D1D58

Oct 31 2005 13:55:50

PlayStation 2 (US - OPM 102 Demo)

0x6CD478

Nov 7 2005 21:06:35

(Source: Ferrox & dreamsyntax)

Regional Differences#

Title Screen#

Japan

International

The logo in the Japanese version's title screen has the game's name written in katakana.

Revisional Differences#

To do:

  • There are lots of minor layout bugfixes and adjustments in the October 16 and newer revisions of the game, as well as a duplicate enemy exclusive to to those versions. See here for details.
  • Visual differences.
  • Check if the Korean PS2 version has any other changes, due to its different compile date.

Title Screen#

GameCube

PlayStation 2

Xbox

  • The "Press START" prompt on the GameCube version at the title screen is different in the PS2 and Xbox versions, reading "Press START Button" instead.
  • The GameCube version's title screen adds the requisite "Licensed by Nintendo" text.

General Differences#

  • All three versions target 60 FPS, though overall performance in the PlayStation 2 version is considerably poorer, sometimes dipping below 30.
  • The Xbox and GameCube versions run at 640 x 480, with support for progressive scan, while the PS2 version runs at 640 x 448 interlaced.
  • The Xbox version lacks the ability for the second player to control the Partner characters.
  • The button prompt that appears on the synopsis screen when resuming an unfinished story is missing in the Xbox version.

GameCube/PS2

Xbox

ShadowtheHedgehogGameCube StorySummary.png ShadowtheHedgehogXbox StorySummary.png
  • The Xbox version contains messages for creating/loading game data.

Create

Load

ShadowTheHedgehog CreateGameDataXbox.png ShadowTheHedgehogXbox LoadGameData.png
  • The Xbox version also has confirmation dialog that appear choosing "restart" or "quit" on the pause menu.

Restart

Quit

ShadowtheHedgehogXbox RestartConfirmation.png ShadowTheHedgehog ExitMissionXbox.png

BlackArms Worm WaitAppear AttackCallback Change#

Watch on YouTubeThere is a change to the BkWorm (any variant of Black Arms Worm) object's AttackCallback behavior.

EnemyAIState_BKWormAI_WaitAppear: underground, the player has not yet gotten close enough for its shadow to appear and trigger it to surface

While the BkWorm is in WaitAppear in:

- Built prior to October 16 (GameCube US and PS2 US versions):

     The AttackCallback is disabled in this state (invulnerable to attacks).

- Built October 16 or later (All Xbox versions, PS2 EU/JP, GameCube EU/JP):

     The AttackCallback is left enabled in this state (vulnerable to attacks).

This difference means that, with a vacuum or lock-on type weapon, the BkWorm can be defeated before it ever surfaces.

(Source: dreamsyntax)

GUN Commander's Hand Gesture#

GameCube/Xbox

PlayStation 2

The GameCube and Xbox versions have broken hand animations for the GUN Commander in his first cutscene (event1101).

Oddities#

  • Sonic shares Shadow's braking sound effect, which is doubly odd considering the sound is meant for Shadow's Air Shoes, and other partner characters are silent when braking.
  • In the North American version, when Amy attacks, one of her two voice lines is in her Japanese voice.