Sonic Heroes (NPDP Prototype 2): Difference between revisions
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(Created page with "{{Prototype |Page name=Sonic Heroes (NPDP Prototype 2) |status=Released |dumper=MSX |releasedby=MSX |filereleasedate=March 3, 2021 |origin_type=NPDP cartridge |origin_ownershi...") |
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{{Prototype | {{Prototype | ||
|Page name=Sonic Heroes (NPDP | |Page name=Sonic Heroes (NPDP prototype) | ||
|status=Released | |status=Released | ||
|dumper=MSX | |dumper=MSX | ||
|builtafter=Oct 8, 2003 | |||
|titlescreen=G9SE8P 2021-03-04 07-24-53.png | |||
|releasedby=MSX | |releasedby=MSX | ||
|filereleasedate=March 3, 2021 | |filereleasedate=March 3, 2021 | ||
Line 9: | Line 11: | ||
|game=Sonic Heroes | |game=Sonic Heroes | ||
|system=Nintendo GameCube | |system=Nintendo GameCube | ||
|release_date={{RegionDate|JP|Dec 30, 2003}} {{RegionDate|US|Jan 5, 2004}} {{RegionDate|EU|Feb 6, 2004}} | |||
|unreleased=No | |unreleased=No | ||
}} | }} | ||
Line 14: | Line 17: | ||
|file=Sonic Heroes NPDP Prototype 2.7z | |file=Sonic Heroes NPDP Prototype 2.7z | ||
}} | }} | ||
==Notes== | ==Notes== | ||
{{Tcrf link|Proto:Sonic Heroes/GameCube NPDP Prototypes}} | |||
* This appears to be a near final build. | |||
* This build is more recent than the [[Sonic Heroes (Oct 8, 2003 prototype)|October 8, 2003]] prototype but older than the [[Sonic Heroes (Nov 18, 2003 prototype)|November 18, 2003]] prototype. | |||
===General Changes=== | |||
*Basic debug mode (L+R in-game) is still enabled. | |||
*The text on the Blue Window doesn't have the drop shadow added. | |||
*The main menu background (RW Maestro) often does not successfully render after returning from gameplay until switching to another menu. | |||
*This build can crash on Seaside Hill (maybe other stages too?) due to an unknown memory issue. First symptom is usually the ADX Decoder (Music) looping. | |||
*The story mode progression counter has been implemented but is broken. Displays -03 after completion of any map. | |||
*Omochao somewhat works (unlike Oct 8 prototype) but only has speech (no text), locks controls and disappears quickly. | |||
*Super Hard Mode cannot be enabled without hacking. Layout data for Super Hard not present on ROM. | |||
*Unlike Oct 8, Prototype, most menus can be navigated in any order (left-right-up-down) instead of just a fixed order. | |||
*Egg Emperor has a more recent model; complete with the Eggman texture for the cockpit (Oct 8, Prototype just has a spinny circle); but is not quite the final (music still missing). His gameplay resembles the final build (unlike Oct 8, Prototype). | |||
*Some early stages for Team Rose have been shortened down since the Oct 8, Prototype (e.g. Ocean Palace), while others remain longer (e.g. Power Plant). | |||
*Characters in the selection screen have slightly different positioning. | |||
*Rouge's eyelids (a separate model) are not rendered in the menu screens. | |||
*The sound test and CG theater are still fully unlocked. | |||
*The player starts off with 119 emblems. | |||
==Origin== | ==Origin== | ||
<center><gallery mode="packed"> | |||
File:Sonic NPDP.jpg|NPDP cartridge | |||
</gallery></center> | |||
==Acknowledgments== | ==Acknowledgments== | ||
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart. | Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart. | ||
==See also== | |||
*[https://datomatic.no-intro.org/index.php?page=show_record&s=261&n=0013 No-Intro entry] | |||
{{Prototype Footer|{{Navbox prototype|Sonic Heroes}}}} |
Latest revision as of 22:42, February 26, 2024
Sonic Heroes (NPDP Prototype 2) | ||||||||||||||||||
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Download Sonic Heroes (NPDP Prototype 2) (info) |
Notes
The Cutting Room Floor research
- This appears to be a near final build.
- This build is more recent than the October 8, 2003 prototype but older than the November 18, 2003 prototype.
General Changes
- Basic debug mode (L+R in-game) is still enabled.
- The text on the Blue Window doesn't have the drop shadow added.
- The main menu background (RW Maestro) often does not successfully render after returning from gameplay until switching to another menu.
- This build can crash on Seaside Hill (maybe other stages too?) due to an unknown memory issue. First symptom is usually the ADX Decoder (Music) looping.
- The story mode progression counter has been implemented but is broken. Displays -03 after completion of any map.
- Omochao somewhat works (unlike Oct 8 prototype) but only has speech (no text), locks controls and disappears quickly.
- Super Hard Mode cannot be enabled without hacking. Layout data for Super Hard not present on ROM.
- Unlike Oct 8, Prototype, most menus can be navigated in any order (left-right-up-down) instead of just a fixed order.
- Egg Emperor has a more recent model; complete with the Eggman texture for the cockpit (Oct 8, Prototype just has a spinny circle); but is not quite the final (music still missing). His gameplay resembles the final build (unlike Oct 8, Prototype).
- Some early stages for Team Rose have been shortened down since the Oct 8, Prototype (e.g. Ocean Palace), while others remain longer (e.g. Power Plant).
- Characters in the selection screen have slightly different positioning.
- Rouge's eyelids (a separate model) are not rendered in the menu screens.
- The sound test and CG theater are still fully unlocked.
- The player starts off with 119 emblems.
Origin
Acknowledgments
Thanks to emu_kidid for the modified version of Swiss required to unlock and dump the cart.
See also