Sonic Adventure 2 Battle Rom
Sonic Adventure 2Developer:Publisher:Platform:Released in JP: June 23, 2001Released in US: June 23, 2001Released in EU: June 23, 2001This game has unused areas.This game has unused modes / minigames.This game has unused graphics.This game has unused music.This game has unused sounds.This game has unused text.This game has debugging material.This game has regional differences.This game has anti-piracy features.This game has hidden bonus content.Sonic Adventure 2 is the sequel to. There are three types of levels: Sonic/Shadow levels with lots of speed, Tails/Eggman levels - shoot everything in sight, and Knuckles/Rouge levels, where you hunt three treasures.
It was re-released for the GameCube as. According to, this was a radar for Egg Quarters that was planned to detect the beetle robots patrolling the stage. It would have been located next to the objective's radar and flashed when the robots were nearby. It can be found in STG26RADER.PRS.Random RingsThere is a capsule graphic of a ring with a question mark on it as opposed to a 5, 10, or 20. According to the original file name, itemprandomring, this would have given the player a random amount of rings.Scene Select IconThe Dark story's scene select has the option to start the game at the second Sonic boss. However, the player must complete a stage before they're able to access the equivalent part of the Hero story, as its scene select doesn't include the option to start at the boss. The icon for the option does exist though, and it's slightly different to the icon that was used for the Dark story.Monitor Screen TextureFound in E0127TEXTURE.PRS, this screen was meant to appear on Eggman's monitor in the cutscene where Eggman finds that Sonic's group made it to the Space Colony ARK from the pyramid base, but it's never shown.
To top it all off, the emerald Tails is holding has the wrong color (white as opposed to yellow).Alternate Character IconsAll of the unlockable 2 player mode characters (Amy, Metal Sonic, Chao Walker, Big, Tikal and Chaos) have their own life icons, but they aren't ever seen due to 2 player mode not using the lives system.Two Player Unused GraphicsThere are two graphics in the ROM that that imply via file name that they would have been used on the two player menu, but they aren't.Early Menu GraphicsThese graphics are very much like the final menu, only less polished. They feature the same options (used and unused), and were likely used before the final graphics were complete. These graphics also have a Japanese counterpart, with exactly the same colors and organization, just in Japanese.The original file name for this one is mainmenubutton. It would have been used on the main menu somehow, with the text laid on top of the graphic, not having a separate graphic for each option.Options Menu IconsThe File Select menu uses a different set of icons for buttons that aren't highlighted. The icons in the options menu also have this alternate set, but none of them are used because the buttons there always use the first icon. There's also an icon for the, which in the File Select menu replaces the VMU icon when one is plugged in. The button in the options menu is always a regular VMU regardless of what's plugged in though.The alternate icons were removed in the ports aside from the memory card and the rumble pack, which were given new graphics in each version despite being unused.Menu Title GraphicsThere are three menu title graphics that go unused in the final version.
They would have been placed in the upper-left hand corner of the menu like all other graphics like this, yet they are not.Unused Tutorial ScreensThere are a handful of tutorial screens that were not implemented for whatever reason.For explaining Mystic Melody with Tails. Normally, when an upgrade is obtained, screens in the tutorial are subsequently unlocked.
This would have been for after Tails or Eggman gets Mystic Melody, but even when they are collected, this screen does not come up.For explaining button prompts. A different graphic was used instead.For testing the tutorial screens probably.For explaining special attacks during two player. While Omochao brings up the topic on both Knuckles'/Rouge's and Tails'/Eggman's tutorials, these screens don't come up, possibly due to a glitch or an oversight.Mipmap TestTwo images can be found on the disc that seem to have been used for testing mipmaps, as stated by the text in the background of the two images. Interestingly, these images use the earlier logo seen in Sonic Adventure 2: The Trial rather than the regular one.Level MapsThere are maps for many of the levels in the game inside the game's files.
These are stored as BMP images, compressed into PRS files. Secretary (In game)Unused Afterimage ModelWhen Sonic performs the Light Dash, an afterimage model can be seen for the duration of the technique. This isn't the case for Shadow, but he does have the appropriate model stored within TERIOSMDL.PRS, along with the rest of his model data.Unused Stages Test LevelsThere are three test levels that were used during the game's development and removed from the final game that were known as BASIC TEST, KNUCKLES TEST and SONIC TEST respectively. Although one of these (BASIC TEST) would with the Gamecube version, all three levels are absent from the Dreamcast version.TexturesThe textures for the test levels can be found in the game's files:. There is a single camera angle at the center of the stage that seems to circle around Knuckles, focusing on a nonexistent object in the center of the map. The first two Master Emerald shards can randomly spawn in several enemies, which seem to make incorrect sounds (Knuckles voices, menu sounds, radar beeps, etc.) or in several preset locations in the ground. The third one is always in the same place, but it seems to be completely inaccessible, however.Mission TextMission text for two of the stages can be found inside MISSIONE.PRS:Stage 0 (BASIC TEST):1st Mission: Make sure we debug this!2nd Mission: Find 100 bugs!3rd Mission: Find bugs that you couldn't find!4th Mission: Debugged in 2 minutes!Last Mission: Try bug 0!Stage 2 (SONIC TEST):1st Mission: This stage is cool!Japanese hint text for Stage 1 (KNUCKLES TEST) can be found in the file EH0001J.PRS.
It contains the following five strings:JapaneseTranslationこのメッセージはテストナリよ。This message is a test.このマッサージはベストナリよ。This massage is the best.このソーセージはラストナリよ。This sausage is the last.このボンテージはヒットナリよ。This bondage is a success/hit.このバンデージはビッグナリよ。This bandage is big.Early Green Forest Layout. There are more objects located out of view in White Jungle. They include floating platforms, lines of rings, more dash pads, two invincibility capsules, a weird spinning object, and numerous Beetle robots. These objects don't seem to have much connection and are located in such a way that the player would never see them normally.The objects were rearranged in the GameCube version. They contain the same kind of format, but the capsules are gone, the odd spinning object is gone, and the Beetles perform different actions (nothing).
Two Player City EscapeSET00132PS.BIN and SET00132PU.BIN contain an unused object layout for City Escape in 2-Player mode that is very different from both the normal version of the level and the version that appears in Sonic Adventure 2: Battle. Since City Escape is never used in 2-Player mode normally, this layout is never seen.This layout is interesting in that it resembles the version of City Escape from Sonic Adventure 2: The Trial more than the one in the final game. The posters, along with objects such as the platforms before the first checkpoint all use their layouts from that version.
Sky RailCutscenes Early FilesEarly versions of the files used to time dialogue, audio and effects in cutscenes are found in EXXXX0.PRS. The data this file contains was originally used for Japanese cutscenes, but this was later moved to EXXXXJ files. The state the file was in at the time of the switch was preserved in the original file, so early versions of each cutscene can be found. Most scenes are simply missing music, sound effects or timestamps, but some have more considerable differences.
As these files are intended for Japanese text and voices, they tend to load incorrect subtitles and voice clips in other languages.All scenes with differences are listed below.Scene IDNotesE0000 (Hero Intro)No timestamp.E0002 (Sonic meets Shadow)Sonic's unused line ('Those robots are a total pain in the.' ) is used at the beginning. The second one ('What!' ) is said later, during the initial shot of Shadow on top of the defeated robot.E0003 (Knuckles)NOTE: Dark's version (E0103) is identical to the final game. No timestamp. No music, much like this scene in SA2:Preview.
Eggman's scream is missing when Knuckles breaks the Emerald.E0004 (Tails at Prison Island 1)No music.E0005 (Tails at Prison Island 2)Doesn't sync up correctly with the animation, implying the scene was changed after the switch.E0011 (After Prison Island)No music.E0014 (Tails and Amy meet Knuckles)Amy and Tails both react to Knuckles coming out of the sewer. In the final version, only Amy does - the line for Tails goes unused and has no English equivalent.E0016 (Eggman's Base 1)No music.E0017 (Eggman's Base 2)No music or sound effects.E0021 (Sonic, Tails, Amy on the ARK).
Subtitles desync during the part where Tails explains what the ARK is, though the other elements (Voices, SFX) are fine. This also causes the timestamp to print Amy's last line. No music.E0022 (Sonic in the ARK's Control room). No timestamp. No music.E0024 (Knuckles vs. Rouge)No sound effects.E0026 (Knuckles finds Sonic). No music or sound effects.
Sonic Adventure 2 Battle Rom
No timestamp.E0028 (Hero Ending)No music.E0107 (Shadow meets Sonic)Same differences as the Hero version (E0002)E0109 (Rouge in Eggman's base)No music.E0112 (Prison Island)No music.E0113 (Eggman vs. Tails)No music.E0116 (Shadow in the jungle)No grunt from Shadow after Rouge's dialogue.E0118 (Shadow saves Rouge). No music. Shadow's last line ('Chaos Control!' ) is missing.E0119 (Shadow flashback). No timestamp.
The second song is missing.E0120 (Rouge tells Eggman about Tails)No music or sound effects.E0124 (Rouge accesses the ARK's computer)No music.E0126 (Rouge vs. Knuckles)Same differences as the Hero version (E0024)E0127 (Eggman in his base). No music or sound effects. No timestamp.E0129 (Shadow confronts Rouge)No music.E0131 (Dark Ending)No music.E0203 (After Gerald's video)No sound effects.E0205 (Shadow vs. Biolizard)Shadow's first line is much later - after he approaches the Biolizard rather than before passing Sonic. Sonic's reaction is also later.E0208 (Ending 1)Completely silent other than misplaced voice clips, implying the scene was in an early state. One otherwise unused Amy clip ('Hang in there, Sonic, Shadow!'
) is played over a part where one of Maria's lines normally does. The last few clips (starting with Sonic's 'Now, Shadow!' Line) play very fast (almost at the same time) after the ARK disappears.
Subtitles appear but aren't synced correctly.E0210 (Ending 1). No music or sound effects. Instead of credits, regular subtitles appear. However, they desync for the last two lines.Early CutscenesMost cutscenes that are seen in the game read their information from a compressed source (e.g. E0000.PRS for the Hero Intro's models and animations). There are two exceptions to this rule: E0203 and E0210, which are the cutscenes where everyone listens to Gerald's diary and the credits sequence in Last Story, respectively. The versions that are used by the game are uncompressed (E0203.BIN and E0210.BIN, respectively), while the compressed versions aren't used at all.
While Amy isn't present in the data at all, her drop shadow is still rendered throughout the sceneEditing them to become readable by the game reveals that they're either incomplete or from an earlier point in development. E0203 has the least issues, though it should be noted that it uses and Rouge's wings are her in-game variants instead of the higher-quality models used in the other cutscenes.
E0210 is missing some models, specifically parts of Knuckles and all of Amy, but is otherwise identical to the final version.UnusedThere is an unused in-level cutscene stored in ME0012.PRS that displays Sonic doing a short animation for his head and hands. It lasts for 20 seconds and has a texture mapping error where the texture for the Flame Ring is used for Sonic's sclera. The error was fixed in the example video and Sonic Adventure 2: Battle, even though the cutscene is unused there, as well. (Source: ) Unused FilesThere's files presumably for the Hero and Dark Side Stories, they're labeled E0050 through E0054, and E0150 through E0154. The textures for these are just Sonic's, except his Soap Shoes, suggesting this is an old leftover.
Along with 0 files for E0029 and E0030, but the actual files for those cutscenes don't exist.Texture OdditiesIn E0100 (Dark Story Intro), the texture miu128ig004 actually has the name of it at the top. The name for Chaos Emerald textures sometimes don't actually match the color. E0021 - Yellow Fake Chaos Emerald (chaosemewhite).
E0025 - Yellow Fake Chaos Emerald (chaosemelightblue).World Ranking SystemThere is a functional World Ranking option in the Extras menu that is disabled by default. Selecting the option will bring the player to a blank screen with the options menu music playing, but the player won't be able to do anything.It can be enabled by setting 8C5CCB09 to 0.A partially implemented version of the menu seems to exist, but never loads.
It can be seen in by enabling various flags in the Emblem Results menu. The menu has various features such as current ranking and last update, as well as four search modes - 'Total Ranking', 'Score Attack', 'Time Attack' and 'Emblem'. (Although they can't be selected normally via the Emblem Results menu in this way)As well as the menu itself, the red 'X' from the Download Event menu can be found.There are also a number of menus related to connecting to the system hidden in the game. Setting 8C6224CC to 1 will make the menu visible and 8C6224DC determines the menu shown. There are more remnants of the system in the files. The following text could be found in Advertise.prs.
There is a debug menu in all versions of the game which is accessible by replacing ADVERTISE.PRS with TITLE.PRS.For the GameCube version, replace advertiseD.rel with titleD.rel or use the NTSC-US Action Replay code:7V85-EB5E-T1K7WG1HQ-DBYC-PVZAY3NV3-R6FU-ZPNDAIn the PC version, you can use a memory editor to go to 434687 and change CC 76 8B 00 to 98 8F 8B 00. The code to display the menu items onscreen was removed in the PC version, but it still functions.The menu has the following options to choose from:. GAME:1P ONLY - Play a level with one player.
GAME:2P 3POINTS MATCH - Play a level with two players until one player wins three times. GAME:2P 1POINT MATCH - Play a level with two players. TEST:EVENT - View cutscenes. DEMO:1P ONLY - Record a demo with one player. Press Start to end the recording.
DEMO:2P - Record a demo with two players. Press Start to end the recording. DEMO:LOOK PREVIOUS TAKEN ONE - Replay the previously recorded demo. PLAY:FROM HERO - Play the story mode on the Hero story. PLAY:FROM DARK - Play the story mode on the Dark story.
PLAY:FROM LAST - Play the story mode on the Last story.The GAME and DEMO options will ask you to choose a character or character set and a level. The list of levels includes all that character's normal stages, Chao World (misspelled as CHAO WARLD) and the the test levels (BASIC TEST, SONIC TEST or KNUCKLES TEST), which do not exist and crash if you try to select them.The Event Test not only lists all the events and allows you to view them, you can also stop cutscenes with the B button, and speed them up or slow them down with the shoulder buttons, even making them run in reverse.The debug menu uses an older demo cycle which has both a different character order and stages for Eggman, Knuckles and Shadow. As previously mentioned, these stages have reserved cameras for demo playback that are never normally seen due to the changes:Debug CycleRegular CycleSonic (City Escape)Sonic (City Escape)Eggman (Iron Gate)Eggman (Sand Ocean)Rouge (Dry Lagoon)Knuckles (Wild Canyon)Tails (Prison Lane)Shadow (Radical Highway)Knuckles (Pumpkin Hill)Tails (Prison Lane)Shadow (Sky Rail)Rouge (Dry Lagoon). LeftoversIn and, there is a debug mode that can be accessed by enabling certain flags. In the final version, this mode has been entirely removed with the exception of a few leftover features:Free MovementSonic Adventure 2 includes the same free movement mode from the previous game that lets the player move a character anywhere on the map.The controls are as follows:Analog Stick = MoveAnalog Stick + X = Move Up/DownA = Exit Free Movement mode.B = Go to the current character's start position.During development all characters were able to enter this mode, but in the final game this mode only exists for Sonic-type characters (Sonic, Shadow, Amy and Metal Sonic).
It can be seen by setting their Action ID to 58.Board in Metal HarborIn the trial, a flag can be enabled that allows Sonic to gain access to a board by pressing Y on the second controller. This flag is enabled by default in the final game, but its functionality has been removed almost entirely with Metal Harbor being the only level in the game that the feature will still work in. This was fixed in the GameCube release. (Source:.) Trial Version LeftoversSonic Adventure 2: Trial Version (not to be confused with ) was released roughly a month before the final release. As can be expected, there are leftovers of this demo still on the final game, unused. These are mostly in the form of graphics, since the game was near complete at the time of the demo and the graphics were for the demo only.Title ScreenAn image of what was the demo's title screen.Menu GraphicsThis demo only allowed the player to play Sonic's City Escape stage, Shadow's Radical Highway stage, and then a two player match between Sonic and Shadow in Green Forest. These menu icons were used in the demo, but remain in the final.
It should be noted that these are separate from the unused menu graphics above.Graphics from another demo for the press, Sonic Adventure 2 (Preview), are found on the ROM as well. Intro (Scene moved to )Missing Cannon Core TracksIn SA2, all characters music are stylized, Sonic & Shadow uses Rock, Tails and Eggman uses Industrial, Knuckles uses Rap and Rouge uses Jazz. A great example is the last stage, Cannon Core.Sonic and Tails music match up respectively.
Sonic Adventure 2: Battle,December 10, 2001February 12, 2002May 3, 2002, ,4Playable,See also.Sonic and company are back and better than ever in Sonic Adventure 2: Battle. Eggman is causing trouble once again, and it's up to Sonic, Tails, and Knuckles to stop him. Experience faster action, all-new two-player games, and a branching storyline that lets you choose to save the world as the Hero side, or conquer it as the Dark side. In the single-player mode, you'll go through more than 30 unique stages, which include a forgotten pyramid, an abandoned military base, and a giant space station. And then there's the expanded two-player mode, which features 12 playable characters competing in new head-to-head games. Contents.Emulation Information Tiny Chao GardenConnections to a GBA (emulated via VBA-M) to enable play of 'Tiny Chao Garden' does work as of the VBA-Link updates.
In order to get a connection, sometimes the GBA Link has to be turned off as it's attempting to connect. There may be slow framerates as well. Getting the chao back in can be problematic, but has worked at least once.Problems Text MissingRandom letters and numbers missing, most noticeably in Chao World but occasionally in subtitles. The cause is unknown, and occurs even with a real GC BIOS.Setting the Texture Cache Accuracy to safe seems to be the fix. Black Bar at Bottom of ScreenThis is caused by the game running in 50Hz mode. Hold down B as emulation starts to get a prompt for 60Hz mode, or use RealXFB to fix 50 Hz mode. Fixed prior to, likely with Hybrid XFB.Dual Core CrashesWhen using Dual Core mode Sonic Adventure 2: Battle can be sensitive to emulation lag, which can result in various side effects including instability and crashes with certain stages (most cart racing stages are affected).
Disabling 'Enable Dual Core' will greatly increase stability. Single Core is now used by default for this title as of.Enhancements Blurry Distant TexturesSince, textures in Sonic Adventure 2: Battle will appear blurry in the distance at internal resolutions above native, due to false positives in Arbitrary Mipmap Detection. Since, this setting can be disabled to work around the issue.
However, if any 'mip trick' effects are used by the game, they will not work correctly.In prior versions, the only workaround is to enable GPU Texture Decoding. Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate. TestingThis title has been tested on the environments listed below:Test EntriesRevisionOS VersionCPUGPUResultTesterr5691Windows 7Intel Core i5-750 @ 4GHzATI Radeon HD 5870Perfect: 60FPSr5774Windows 7Intel Core i7-930 @ 2.8GHzNVIDIA GeForce GTX 470Perfect, 60FPS @ 1080p Widescreen.r6457Mac OS X 10.7Intel Core i7-870 @ 2.93GHzATI Radeon HD 575050FPS @ 2560 x 1440r6758Mac OS X 10.6.8Intel Core 2 Duo @ 2.13GHzNVIDIA GeForce 9400MRunning very smoothly at half speed (30). Sound desyncing during normal cutscenes, CGI cutscenes too slow to bear.