![]() ![]() However the data for the object can be found in stg0403/stage0403_gdt.one (Mad Matrix). Setid.bin has no stages linked to this object. This game SETObj is unused yet has a full model, texture, animation, and game behavior coded for it. Model is shown below as it appears when enabled in NGC version, and with a No Bloom hack applied. This file is loaded by stg0200 (Digital Circuit) and stg0403 (Mad Matrix), but goes unused. It contains a copy of shadow's models and texture from shadow.one with different render flags assigned to the model files, to give a transparent look as if Shadow had Espio's chroma cammo technique from Sonic Heroes. The "character" folder (which contains the model data for Shadow, the Shadow androids from multiplayer mode, and the friendly NPCs) has a file named eshadow.one. Within the file are the same models but each are much higher poly versions. The PS2 version of the game also contains DEBUGMODELS_HI.ONE (41,260 bytes). The game object: SetOBJ, "DebugMissionClearCollision" uses the Cylinder and Sphere models to create a spinning 'M' inside a sphere for the object. Within the file are several DFF files named "CAPSULE_MODEL", "CONE_MODEL", "CUBE_MODEL", "CYLINDER_MODEL", and "SPHERE_MODEL". The game's root contains a file named debugmodels.one (4,972 bytes). Green uniform with red vest and red helmet. All stages (including bosses) that do not have GUN Soldiers except for Air Fleet (uses a regularly used texture) use this texture when GUN Soldiers are placed. Stages that fall outside any of the branches will use this texture. 0 is the default case but is never observed in the game.īrown uniform with a pink tint. The GUN Soldier loads different textures depending on the stage ID, there exists 0-7, but in the code 3 and 5 are not an existing branch. Functionality, it seems to be broken, as even loading "stg0100 (City1)", which is present in the demo version, crashes the game. Additional debug information is also displayed while its being played.Ī stage select menu found only in the PS2 OPM 102 demo of the game, allowing access to any stage that isn't a boss stage or test stage, can be accessed by pressing R3+Circle at the title screen. The only difference between Test Mode 1, 2, and 3 is which menu the game will exit to upon quitting the stage, listed in the table above.Ī menu controllable with the D-pad and Start button to select in PORT1, allowing the player to play any cutscene in the game. Loading any stage while Test Mode is set will load into the stage0000 test map. Test Mode 3 - 2P GAME Battle Menu On Exit (Possibly Slot for Scrapped Race Mode)Īny debugging code related to these modes is stubbed in the game. Test Mode 2 - 2P GAME Battle Menu On Exit This allows access to some debug/testing modes, listed below. Setting word 0x805EC170 in the USA GameCube version allows the player to set GameMode State. Left in the game files in the GameCube and Xbox versions.
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