the cutting room mirror

Sonic Adventure DX: Director's Cut (GameCube)

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

Sonic Adventure DX: Director's Cut is the enhanced GameCube port of the Dreamcast original. While the core game is the same, DX updated several models and textures, removed the 30 FPS cap, backported the Chao system from Sonic Adventure 2: Battle and added several unlockable features (including Mission Mode, a playable Metal Sonic, and Sonic's entire Game Gear library).

Despite these additions, it's generally seen as the inferior version due to bugs (both those lingering from the Dreamcast version and new ones), a less stable frame rate, a less polished art style (primarily owing to the removal of the original's Lantern lighting engine), and having none of the DLC. Additionally, DX would serve as the basis for subsequent ports that introduced more issues and further tarnished its reputation.

This page lists unused content exclusive to DX. For content that appeared in the original version, look here.

Sub-Pages#

Unused Graphics#

Twinkle Park Arrow#

Early prototypes of DX had arrows on the floor in Twinkle Park Act 2. While they were removed from the level model, their texture still exists.

Demo Leftovers#

Files from various demos of Sonic Adventure DX. The English version of these graphics were used on the Nintendo GameCube Preview Disc Demo.

SonicAdventureDX_DemoLogo.png SonicAdventureDX_AVA_GTITLE0_SHOW.png
The logo for the demo version of the game can be found in both ava_gtitle0_SHOW_e.gvm and ava_gtitle0_SHOW.gvm respectively. The Japanese demo is the チャレンジ バージョン "Challenge Version".

SonicAdventureDX_DemoEnd.png SonicAdventureDX_TITLE_END_SHOW.png
The demo's "Thanks for playing!" screen can be found in both title_end_SHOW_e.gvm and title_end_SHOW.gvm respectively. The Japanese text reads 2003年発売予定。乞うご期待! "Planned Release 2003. Don't miss it!"

The character select screen names used in the demo can be found in both b_chnam_SHOW_e.gvm and b_chnam_SHOW.gvm respectively.

English#

Japanese#

Dreamcast Water Textures#

While the Dreamcast version's choppy water was replaced with a new animation in DX, the old textures used for the Past and Egg Carrier are still present as PAST02 and EC_SEA respectively.

Unused Objects#

While most of the hidden or unused objects in the game were present in the Dreamcast version, a small number of objects are exclusive to DX.

SA_hiddenblocks.png

Underneath the ground near the waterfall in Mystic Ruins is a row of 15 blocks which are normally never seen.

SonicAdventureDX_HiddenRing1.png

There is a hidden ring exclusive to DX hidden behind City Hall in Station Square.

Dreamcast Leftovers#

DX has many leftover files on the disc, including from the original Dreamcast version, Sonic Adventure 2: Battle, and the DX demos.

Dreamcast Version#

SonicAdventureDX_LeftoverTitle.png

A file containing the Japanese title screen from Sonic Adventure International can be found in ava_gtitle0_.GVM. The Japanese title screen used in-game is found in ava_gtitle0.GVM. The image on the left is what the screen looks like when assembled.

SonicAdventureDX_TVSettingsMenu.png

The TV settings menu still exists in the GameCube version despite it being inaccessible. However, the text has layering issues and none of the options function correctly. Pressing cancel will take the player to the Options menu.

Furthermore, a number of extra texture files can be found for certain areas of the game containing textures from their Dreamcast counterparts:

  • Textures for the Dreamcast version of the City Hall and Station areas of Station Square can be found in _advSS00.GVM and _advSS03.GVM.
  • Textures for the Dreamcast version of each Chao Garden can be found in GARDEN00.GVM, GARDEN01.GVM, and GARDEN02.GVM.

Chao Garden#

A number of leftovers from the Dreamcast version's Chao Transporter can also be found.

As Tikal was removed from the Station Square Chao Garden in the GameCube version, the lines used for her appearances there go unused.

Audio

Transcript

This is the Chao Garden. If you bring the eggs you find all over the world, a Chao will be born.

The egg will hatch naturally after a while. You can also help the egg to hatch. Depending on how you hatch the egg, the characteristics of a Chao will be affected.

If you give a Chao a small animal, the Chao changes. Try experimenting using different animals.

DLC#

SonicAdventure_ChristmasTree.png

The tree used for the Christmas 1999 DLC still exists in the files.

Also present are few songs that were used for DLC in Sonic Adventure but weren't carried over to any other rereleases:

Name

Audio

Dreams Dreams (A-Cappella Ver.)

Dreams Dreams (Sweet Mix In Holy Night)

Palmtree Panic (Present and Good Future, Japan/Europe)

Super Sonic Racing

Sonic Adventure 2: Battle#

The Principal, Transporter, and Black Market's text files were implemented in a modified form in DX. However, for some reason the original versions of each file from Sonic Adventure 2: Battle are still on the disc and can be found in MsgAlItem_e.bin, MsgAlKinderBl_e.bin, MsgAlKinderPr_e.bin, and MsgAlWarn_e.bin.

A few tracks from the Sonic Adventure 2: Battle Chao Garden also exist as leftovers in this game.

Name

Audio

Chao Garden

Hero Chao Garden

Dark Chao Garden

Mission Mode#

Unused Flag Colors#

The servers are the seven... flags?

The collectible flag object used for some missions only ever appears in red and yellow variants, but five more colors (blue, white, green, gray, and purple) are defined.

Unused Mission Type#

Watch on YouTubeThere is an unused type of mission that requires you to collect items in a specific order. It seems that it wasn't finished, however, as collecting the wrong item simply doesn't count it, making the mission unwinnable until you restart the level.

Mission Test Object#

Watch on YouTubeObject ID 12 in the Mission Mode object list, named "Mi_TEST ", is an object used for testing. It revolves around the player, following them as they move, and can be controlled with Controller 2: Up and Down alter the speed (Up moving counterclockwise and Down moving clockwise), Left decreases the revolution radius, Right increases the radius, and A causes the menu confirm sound to play.

Compressed Batch Script#

The file prs.prs is a compressed copy of the batch script used to compress the Game Gear ROM images for the game. When decompressed, it reads:

press -r g-sonic.gg g-sonic.prs
press -r labylin.gg labylin.prs
press -r mbmachin.gg mbmachin.prs
press -r prs.bat prs.prs
press -r s-drift2.gg s-drift2.prs
press -r s-tail2.gg s-tail2.prs
press -r skypat.gg skypat.prs
press -r sonic-ch.gg sonic-ch.prs
press -r sonic.gg sonic.prs
press -r sonic2.gg sonic2.prs
press -r sonicdri.gg sonicdri.prs
press -r sonictai.gg sonictai.prs
press -r sonic_tt.gg sonic_tt.prs
press -r spinball.gg spinball.prs
press -r tailsadv.gg tailsadv.prs

Regional Differences#

Loading Screen#

Japanese

International

SonicAdventureDXPJP LoadingScreen.png SonicAdventureDX LoadingScreen.png

The loading screen in the Japanese version has a blue background instead of a black one, and the text says "Sonic Adventure DX" instead of "Now Loading".

Logos#

Japanese

International

SonicAdventureDXJP SofdecandADXScreen.png SonicAdventureDX SofdecandADXScreen.png

There's no mention of the GameCube's GBA link cable compatibility in the Japanese version.

Title Screen#

Japanese

International

Sonic_Adventure_DX_Director's_Cut_(GameCube)-title.png

Japan omits "Director's Cut". The black background white text over DX is a transliteration of DX in Japanese.

References#


  1. MobyGames↩︎