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Sonic Racing: CrossWorlds

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Unused Sonic R Music#

   "artist_name_152": "Richard Jacques",
   "bgm_name_40541": "Super Sonic Racing",
   "bgm_name_40542": "Super Sonic Racing: Final Lap",
   "bgm_name_40551": "Can You Feel The Sunshine?",
   "bgm_name_40552": "Can You Feel The Sunshine?: Final Lap",
   "bgm_name_40561": "Living in the City",
   "bgm_name_40562": "Living in the City: Final Lap",
   "bgm_name_40571": "Back In Time",
   "bgm_name_40572": "Back In Time: Final Lap",
   "bgm_name_40581": "Work It Out ",
   "bgm_name_40582": "Work It Out: Final Lap",
   "bgm_name_40591": "Diamond in the Sky",
   "bgm_name_40592": "Diamond in the Sky: Final Lap",

The code data for "DB_BGM" includes IDs for Richard Jacques' artist name (without another artist), the title screen music, and the music for the five courses in Sonic R, all of which were intended for the Jukebox. These tracks probably went unused due to license issues and the IDs were later removed in a recent update.

Unused Jade Wisp State#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Force the game to have a player use this state and see if it works.

ItemJadeGhost

In the code data for EVehicleSpecialStatusType, there is a unused driver state ID possibly intended to be used with the Jade Wisp from Team Sonic Racing, the ID being listed early suggests it was likely an item replaced by a similar functioning Shield item later in development. There is currently no way to force the game to load this state on a player.

Lumen Remnants#

By editing the game's "WindowsEngine.ini" file and packing it in a ".pak" file, it is possible to restore the Lumen lighting system (used in the Closed Network Test) by adding the following commands under "[SystemSettings]":

r.GenerateMeshDistanceFields=1
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.DistanceFieldAO=1

The results of it are rather inconsistent, and in some cases outright broken, suggesting that it was cut for that (alongside performance reasons).

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Internal Project Names#

The game's internal project names are "UNION" (the folder containing the game's assets) and "TERRA" (internal references within the files). "Terra" is a South Korean brand of carbonated beer, continuing a running theme of Sonic projects being codenamed after beer.

Version Differences#

Platform Differences#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: There may be more visual differences between versions that need to be documented.

  • The Switch 1 and 2 versions support Wireless Play for up to 8 players, each on individual systems.
  • Visuals and frame-rate vary depending on the platform:
    • The console versions use dynamic resolution scaling, while the PC version runs at a fixed resolution determined by the selected size in the settings.
    • The eighth-generation versions (PS4/Xbox One/Switch) run at 30fps, whereas the ninth-generation versions (PS5/Series X/Series S/Switch 2) run at 60fps. The PC version has a toggle to choose between 30 and 60.
    • Asset quality is largely the same between eighth-generation and ninth-generation consoles, though the Switch version utilizes lower-poly meshes and lower-resolution textures due to hardware constraints.
    • The ninth-generation versions have all post-processing effects enabled, while the eighth-generation and Switch 2 versions have some disabled to improve performance (most notably with the screen-space reflections and ambient occlusion). The Switch version has many of the effects disabled, including motion blur.
    • Material quality is set to a lower setting in the Switch version, resulting in a somewhat flatter appearance compared to the other versions.
    • Rings, dash panels and item boxes do not cast shadows in the Switch version.
    • Stage terrain being viewed through the warp rings is shown with the actual terrain models in most versions. On the Switch version, it instead displays a cubemap of the area.