the cutting room mirror

Unused Graphics

This is a sub-page of Shadow the Hedgehog.

To do:
If additional files are found and you want to contribute please note the platform, region, and file path (including any embedded file paths).

Different game versions have different leftovers of unused textures and scripts.

The /csdFiles contains menu scripts and textures. The scripts are platform specific and will sometimes contain textures embedded in the files.

  • .gncp files in the GameCube version.
  • .sncp files in the PlayStation 2 version.
  • .xncp files in the Xbox version.

Gindows Font#

The font from the "Gindows" debug environment used in some Sega games, located on the root of the GameCube version, with a name of gindows.png.

(Source: Sonic Retro)

PS2 US: /TEST.TXD#

test1
'test1' texture found in TEST.TXD on the PS2 US version of Shadow the Hedgehog. Misc. Kanji characters.

test2
'test2' texture found in TEST.TXD on the PS2 US version of Shadow the Hedgehog. Misc. symbols in a texture.

GC US: /InfoWindow.txd#

001_ad_hpasc1


A numerical font, similar to the font in Sonic Heroes, the only difference being the coloring of the font.

000_windowitem
Shadow-the-Hedgehog-GC-PS2-Icons.png
Early icons for the Command Window that appear to have been used in a very early build of the game (2005 Walk of Game Announcement Trailer uses it).

GC US: /advertise.txd#

ad_ht000
ShTH_advertise1.png

An early version of the game's logo. Was used in the "Coming Winter 2005" and "2005 Walk of Game Announcement" game trailers. Notably, this texture is formatted by RenderWare SDK 3.5.0.0, which is the version of RenderWare that Sonic Heroes uses. While every other texture in this game are formatted by RenderWare SDK 3.7.0.2, which is the version of RenderWare that Shadow the Hedgehog uses.

The PS2 and Xbox version of this texture is formatted with RenderWare SDK 3.7.0.2, but is altered to be 512x256.

GC US: /csdFiles/JP/E3RomTitle.gncp/E3RomTitle.txd#

001_e3menu
ShadowTH-gc-us-E3RomTitle-001_e3menu.png
Contains a texture for the stage select menu that was used in the E3 demo of the game.

003_gamemenu


Contains an early version of the menu font and selection names.

Things of note:

1. The font has a different color style with grays blending into the white letters.

2. EXPERT MODE is called HARD MODE. This reflects the object layout file notation: _cmn (all modes core layout), _nrd (story/select exclusive layout), _hrd (expert exclusive layout), _ds1 (all modes destructibles/decorations layout).

3. 2P GAME has a branch menu of RACEMODE and BATTLEMODE. In the final, picking 2P GAME immediately jumps into BATTLEMODE without a branch. RACEMODE was not implemented in the final.

4. GameCube X and Y buttons are placeholder images leftover from the E3 Demo

5. The PS2 ✕ Button is Purple instead of Blue

Xbox US: /csdFiles/BattleMode.txd#

Not to be confused with BattleMode_XX.txd (XX is for the language) which is present on the other versions and is also used in Xbox versions.
This file is only present on the Xbox versions (verified on US and EU Xbox releases) and is an unused very early version of the Battle Mode menu. This early menu can be seen in action at the Games Convention 2005 Demo.

000_battlemode
ShadowTH-Battlemode_prototype.png

  • The battle mode text is black instead of light gray.
  • There are only three characters, which are three recolors of a single render of Shadow, with the yellow one sporting a tie, mustache, and three astonish marks by the ear.
  • The stage images use a placeholder image of Glyphic Canyon with "pic [1-3]" written over them.
  • There are no selection indicator icons.
  • No grid is present, instead two windows that could potentially be used to build a grid are shown.

001_bg
ShadowTH-Xbox-us-BattleModetxd-001_bg.png
The crop is different and lacks an overlaying Shadow on this early version of the background for the Battle Mode menu.

002_gamemenu


1. The font has a different color style with grays blending into the white letters.

2. EXPERT MODE is called HARD MODE.

3. GameCube X and Y buttons are placeholder images.

4. Buttons are in different positions.

5. The PS2 ✕ Button is Purple instead of Blue

GC US: /csdFiles/Logo.gncp/Logo.txd#

000_sega
ShadowTH-gc-us-Logotxd-000_sega.png

Contains an unused red colored Sega logo. The light blue Sega texture is used in JP version. The dark blue Sega texture is used in all other versions.

GC US: /csdFiles/MediaMenu.gncp/MediaMenu.txd#

000_MediaMenu
ShadowTH-gc-us-MediaMenu-000_MediaMenu.png
Contains a stage select screen, with Stage 04-04 and Stage 02-01 on it.

001_stgtitle
ShadowTH-gc-us-MediaMenu-001_stgtitle.png
Contains the texture for selection of Stage 04-04 and Stage 02-01 without the selection screen.

Both are 'lit up' versions compared to the other image, potentially representing selected state. Both of these textures can be found, in a usable state, in an otherwise unused menu from the E3 build.

Full Character Introduction Titles#

MChara.gncp contains a full list of the graphics used for when meeting a partner character for the first time. In the final version, these are split into separate textures. Notably, Dr. Eggman's name is referred to as just "Eggman" instead of "Dr. Eggman".

GC US, EU, JP: /csdfiles/pause/pause0700_XX.txd/micon#

TheLastWayUnusedmicon.png
Normally, the level "The Last Way" Uses the Boss Pause Menu, however in the files is a fully textured Mission Menu never seen