Twinkle Park - Sonic Adventure Autodemo
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- Опубліковано 4 тра 2024
- Twinkle Park in the Sonic Adventure Autodemo.
It doesn't load normally because its pointers to 1ST_READ are for an older version of the file. It took me a decade but I finally figured out how to fix it. In all, this stage had ~130 unique broken pointers, most appearing more than once. The stage didn't load its textures but they were on the disc, so I fixed that myself by making them load the same way as Speed Highway's.
It's in an early state. Act 1 had just received a redesign (but the object layout from the old version is still present) and Act 2 only has a basic layout for half of the stage. Act 1's layout is for an older object list - with default AD files it crashes trying to load the object ID 0x3D, which doesn't exist in the Autodemo. Very few of the final Act 1's objects are present in the object list and all of them are unused here.
Both Landtables have rough patches, Act 1 has an issue with the ceiling at the start being stretched (but not its collision) and a gap near the loops. Both of them also have visible untextured areas.
The lighting and texture files for the background and the coaster sparkles aren't on the disc. The majority of sounds in the stage are absent - the objects don't call any of the audio functions - even the code that handles the BGM is missing. The skybox does exist but it doesn't appear in this video due to a pointer being fixed incorrectly that I didn't notice until Sky Deck.
One of the biggest differences in this stage is the swinging pirate ship object, which has an entirely different model and runs different code to the final version's.
Unlike the final game, the loading zone for Act 3 accepts all characters. The exit transition for that area is placed further back than the final game - inside the hallway behind where the door is, which you don't see in the final.
This version of Twinkle Park lines up with a brief section of footage in an old Dreamcast promotional disc, which can be found here (at 1:08):
• Sega Dreamcast Promoti...
Download as a mod via X-Hax's GitHub:
github.com/X-Hax/dreamcast-mods
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► Commission Translations from Japanese: afternoonazurewind@gmail.com - Ігри
Without the music it feels like a ghost town
The lack of a skybox texture doesn't help things either.
Welcome To Ghost Park
fr i can just smell that horror rom hack energy
nightmare park
this is how it feels when playing a glitched copy that for some reason cuts music after 1 minute and 52 seconds
i like how without the lightning it looks like sadx lmao
When i started this video and heard no music, i thought my audio was turned down so i started increasing the volume till i got to max
Then the loudest SCHWOOO SCHWOOO (spin sfx) ive ever heard in my life lmao
Ditto.
This could have a warning, like "The level doesn't have music. Don't turn up your audio too much."
It DOES say it's missing bgm in the description you smartos. Bgm stands for Background music.
@@asra-5180 I felt a bit stupid. But it's kinda unusual to read the description before watching the video.
@@TheSonicDBZ actually, it's worse to do it that way. This is why stuff like this happens.
I was jumpscared by the sound too lol
The fact there's no texture in sky is crazy. Just an endless black abyss of a sky box
The Spin Dash sound effect freaks my cat the hell out
Skill issue. Mine didn't care lol.
My cat was definitely interested in my phone speaker during the spindash sfx
Lol my cat kept adjusting her ears while she was sitting next to me
Sometimes I can't stop thinking about how this is how the characters in games experience their adventures. In awkward silence. Some games like SMT V have protagonists with devices like headphones over their ears so I can headcanon they are listening to the soundtrack, The Pokémon gym leaders probably turn on a stereo system, but there's no way Mario is in Dire Dire Docks hearing what we hear and it's weird
Twinkle Park would probably have music on the rides and in speakers through the park, but i did think about this sometimes as a kid.
@@spacecadetkaito True I would like that, but I would also like if real theme parks played cool OST's instead of just hearing crying babies and coughing lol
This gives me an idea. What if instead of music for SM64, we modded in some kind of immersive soundscape?
@@throwawaydetective9080 I'm not exactly a fan of that idea as you can tell but I'd be open minded if I could experience it
@@vanilla8956 oh it would definitely be weird, but that’s the point
SPEEPSHighway is like Bigfoot: You never know when they'll upload a video.
You'd have to be out in the woods with good wi-fi reception to find it.
Man I'd love to know what that early Act 1 was like. Like having such a tight cluster of enemies like that feels so experimental. Almost like a debug test environment more than an actual level
The fact that the gelatinous waddler guy at 4:32 doesn't make the wobbling noise was the biggest surprise.
bro returned 😭🙏
he always does
And?
@@RaidenOverlord what else am i ment to say
It's really interesting to finally see Twinkle Park in all of its Autodemo glory! I hope the original Act 1 is found one day, that object layout is interesting! The springs and ring combos look like they match the background of that tails shot from the unveiling!
Even if it's from the autodemo; seeing Twinkle Park without most of it's assets, music, or even the skybox gives it a real unsettling vibes.(Kinda feels like something out of a creepypasta.)
Yeah, I had to stop the video and look away because it really made me feel uneasy lol
0:45 My gut says you could've made that jump, but the fact that you went debug mode over it means I'm probably wrong.
Also, that unused Act 1 layout would've been really interesting, trying to get your kart around all the extra obstacles. Thinking about it, those big inflatable badniks seem like they might've been designed with the kart section in mind, as they're only threatening in enclosed spaces.
And seeing Sonic run through the mirror hall was kinda fun. It's neat to see it play such a small part in Sonic's version when it's such a major part in Amy's version.
There's a literal Rocket though. You can't use that with the Kart. I don't think the Kart was made at that point.
@@asra-5180 But the layout of the obstacles only makes sense in the context of driving a kart through them. Maybe there would've been a thing that disengages the kart just before the rocket.
THE MAD MAN FINALLY DID IT!!
(true story: a long time ago, I once ported Act 2's object and camera layout to SADX, but that video is long gone unfortunately)
Man, I love how sonic moves in this game.
4:37 whoa, i've never seen this polygon squishing effect on this enemy when sonic's in contact with it; is that unique to the autodemo or just obscure behavior?
If it's the latter, we should try it out on the Dreamcast version of Sonic Adventure.
The Sonic Adventure god has graced us with its presence once more.
You know nothing, fool! It's WINDY!
THE GOD
OF DECOMPILATION
HAHAHAHAHAHAHAHAHAHAHAHAHAHA
This is my favorite stage in the game, so it's really cool to see it mid-development!
Huge respect for the work you put in, Speeps. You should be proud!
Welcome back!
So, about the leftovers for Act 1 of Twinkle Park... could that the same act 1 that was shown at the Tokyo unveiling, which briefly featured a zoom-in shot of Tails in the foreground? Because from the looks of it, the object layout resembles nothing from the Final Act 1 of TP.
Actual champion, been wanting to see this for ages. Love the dedication towards this game.
Act 1 layout looks really interesting
Even though this is supposed to be a early version of the level, hearing it without music or no enemies feels very...liminal spacy if that makes any sense. It just feels off.
You're doing god's work with this, thank you so much for making this actually playable
"Hey guys check out my Sonic fangame demo, its a pretty early build, hope you like it!"
That unfinished level that isn't normally in the gameplay:
It's curious though, the way that the mirror room just lets you in as Sonic. Could that have been the original way to access the rooftops? Complete speculation bc you fell onto a slope in Sonic's route after, but maybe?
I appreciate the time this took to fix, good job 🙏
Just when I was looking for something to watch B)
Glad you're back!!
Thank you for everything you do for this channel! My favorite video game ever
That old object layout *really* makes me wonder what Act 1 used to look like.
That looks insanely busy, like they wanted the player to either bowl or drive a kart through all of those badniks.
i love u bro thanks for making these incredible vids on our favorite console era of all time. love u
I’m happy people are still working on this proto
OH MY GOD FINALLY!! NO WAY
Feels like it might be possible to somewhat replicate the layout or at least the feel of the original Act 1 from the object layout, I wanna see someone tackle it
Surreal without the enemies in the circuit part and the music. Nice to see, though. Thanks for the video!
really surprised at how many objects are actually functional. i have to wonder if there's any code at all left over related to objects pre-redesign. the original version of twinkle park has always fascinated me and i hate how little we actually know about it
Sometimes I’m worried Speeps won’t upload anymore because he’s uncovered everything about SA1 lol
yoooo this is epic! thank you!
I find amusing how SA1'a physics system allows things like building speed running downhill, slope jumps, walland ceiling running and crossing loops, but the level dewign doesn't take advantage of any of these. There's so much automation and scripting that ultimately wasn't needed. I wonder if there's a mod to remove all the dash pads and scripting from Sonic's levels.
Great job !
rather unsettling without any enemies / music
This is a dream come true for me, i e always wanted to play the first part of the level without the vehicle
I'm begging someone to break into Sega and grab either beta footage or the geometry, I'm going crazy, I wanna see Autodemo Act 1 Set File and Final Act 1, 2 and 3 Leftover Cameras IN ACTION, I DON'T WANNA SPECULATE ANYMORE
The 🐐 is back
Twinkle Park? More like Spooky Park.
Very neat.
1:28 loops do work without a dash panel, cool
NEW SPEEPS WHAT
Wait, act 1 was supposed to be something entirely different?
It was only ever seen in the announcement footage - and some of it was only shown at the live concert there and wasn't put on the tape.
Very interesting! I wonder if there other auto demo layouts that aren’t referenced in the GDI.
"Honey, wake up! New SPEESHighway video just dropped!"
I like the rollercoaster. I don’t remember ever riding that. Hmm. Maybe it’s been too long?
It's been too long since you last played friend, the rollercoaster is in the final game too, just way faster.
Its in the main game. I think its time for a replay 😅
I think you're thrown off by the difference in the ship models and behavior.
0/10 didn't take the little blue car
I feel like it's possible to make a loose recreation of act 1's geometry by lining up the floors and walls with the objects already placed there.
@@genyakozlov1316 The trailer linked is showing Act 2, not the original Act 1
Cool.
the non-existent music, unfinished lighting, inconsistent sound effects, etc really does give me the creeps. Just imagine what the rest of the stages look like in the SA Autodemo!
No auto loops? This is already better then the final version
Speeps back
oh wow!
I found this copy of Sonic Adventure in the garbage behind an abandoned building
I always live videos of early versions of the stages in sonic adventure 1 and 2
Although this is weird without music
this is so scary actually
10% twinkle park
0% sky box
90% SCHWOOOO
Does the cart object in Act 1 not exist or is it just unused here?
Nice nice nice holy shit!
feels like sonic spin dashing through the backrooms
Video doesn’t hit the same without the commentary subtitling…
Is it me or does the Kart area feel longer?
twinkle park but there's no twinkle
Whats this “auto demo” thing, i don’t understand can someone give me a full out explanation
Sometimes, game demos would be created to show off the game to the public but not be playable. The game essentially plays itself through a selection of scenes and levels before restarting. Eventually, this AutoDemo for SA1 was ripped and found to contain a lot of the game, not just the sequences you could view as a regular spectator of the demo at a kiosk.
Is so strange without the music
No shading?
When did they remake Sonic R?
scary
this is mad interesting tho
Sonic cleared the loops without automaton? Huh.
autodemo decomp when??
dumb joke aside, what's the technical reason there's so many broken pointers? Threw the autodemo into Ghidra and it's weird seeing the code reference both 0x8c and 0x0c addresses. Usually it's one of the other. Did they seriously hardcode addresses just to change the base address mid-development? What a mess that must've been.
hey, give them some slack, they just went from Asm directly to C, they only did the thing they knew was the best
check the lost world video's description for another weird thing related to what other adreses she found
What's the importance of the autodemo
is a mix in between different timelines of the development of the game, early as mid-97, all in one disc originally made for demo propourses
1 day after post
HOW
THIS IS A THING????
I thought this was decomp stuff for a second.
463 views in 34 minutes, you fell off