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 |

Unused Models#
Debug Models#
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.

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#
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#
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To do: |
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#
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To do:
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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 |
|---|---|---|
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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. |
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A fourth bounce sphere is present here, where there is three in the final. |
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Several object changes can be found here on both left and right sides, compared to the final. |
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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. |
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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. |
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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. |
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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 |
|
Xbox (US - Beta 4) |
0x4138D4 |
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GameCube (EU - RC1) |
0x4EAEB0 |
|
GameCube (US) |
0x4CE220 |
|
PlayStation 2 (US) |
0x6E87B8 |
|
PlayStation 2 (EU) |
0x6EA758 |
|
PlayStation 2 (JP) |
0x6E9238 |
|
GameCube (JP) |
0x4CE898 |
|
Xbox (US / EU / JP) |
0x435180 |
|
GameCube (EU) |
0x4CF2D0 |
|
PlayStation 2 (KR) |
0x7BE2B8 |
|
GameCube (JP - Trial Version) |
0x4D1D58 |
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PlayStation 2 (US - OPM 102 Demo) |
0x6CD478 |
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(Source: Ferrox & dreamsyntax)
Regional Differences#
Title Screen#
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Japan |
International |
|---|---|
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The logo in the Japanese version's title screen has the game's name written in katakana.
Revisional Differences#
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To do:
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Title Screen#
GameCube |
PlayStation 2 |
Xbox |
|---|---|---|
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- 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 |
|---|---|
- The Xbox version contains messages for creating/loading game data.
Create |
Load |
|---|---|
- The Xbox version also has confirmation dialog that appear choosing "restart" or "quit" on the pause menu.
Restart |
Quit |
|---|---|
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#
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GameCube/Xbox |
PlayStation 2 |
|---|---|
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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.






