This is a weird prototype. It has such a late build date, about a month or so before the final, yet it's so broken and incomplete. Seems like they compiled this autodemo based off a much earlier build. Of course, they never intended for anybody to actually play this version, so it didn't really matter how broken it was.
Josh Crowell The original Japanese version is basically more of a release candidate than a final build. Sonic Team knew they had to get the game out first for 1998 even if it was rushed and continued working on it months after the Japanese release. There’s even differences between the US Limited Edition from before 9/9/99 and the final US version.
It's common practice in the games industry to finish the first level last. Reason being, after all of your experience building levels elsewhere, you get better at it over the course of the dev cycle. It's about making a good first impression to the player.
Yes it is, but it's been compressed as BGM.AFS. Emerald Coast is looking for ECOAST1.ADX, and ECOAST2.ADX, which it can't find due to Emerald Coast not being loaded as Sonic. Big's Emerald Coast does load though, as does it's music. Since the 1ST_READ.BIN tells it where to find it, only music used by the demo is loaded. Out of 29 tracks, only about half of them are actually used.
This was likely provided to major Japanese retailers and the gaming press at the time of the launch there. The point of this AutoDemo was more likely to save face for providing a bad first impression of a glitchy product (that Sonic Adventure was, especially the original 1998 version) at such a late time of the game's development right as the Dreamcast was launching than to drum up hype of just letting the hardware show off the then-amazing real-time generated cutscenes, then-blazing fast gameplay of Sonic stages, the graphics, etc.. Strip any controllability and no one will notice or complain of the build's instability. If that makes sense.
So the autodemo *as a whole* was only set to play a specific set of stages (Emerald Coast obviously not being one) and cutscenes. Hence the term autodemo. However, a lot of the game's files are still within the build's data, and as such, people had found ways to crack it and play the stages that aren't in rotation.
Okay I have a theory. What if the people that made Sonic Adventure DX aren't the same people that made the original Sonic Adventure? Because the SADC team are more passionate than the SADX team it seems if the SADX team poorly recreated it in the first place. The Dreamcast DLC shows just how proud of the original work the first team was.
I'm pretty sure they were simmalar teams also dx Is a graphically infirior port but not a lazy one think of the DX port as Sonic adventure preformance mode they compromised the textures so the game could run at 60fps and render properly on GameCube it's more different priorities rather than a factor of lazily porting the game to the gcn a lazy port would be more along the lines of Sonic heroes PS2 or Sonic Genesis gba. Also the port was made in house by Sonic team who also made amazing games like Sonic heroes around the same time
@@baylordiamond5611 The new menus and buttons added in the DX port are completely different in design compared to the original game's menus and buttons. It definitely wasn't the original DC team.
@@reddodeado301 changing the user interface doesnt mean the port wasnt made by sonic team. You know the game uses sonic adventure international as a foundtation right? It wasnt remade from the ground up it was a decision made by the porting team to change the UI.
@@baylordiamond5611 No, the UI for the already existing parts of the game weren't changed. The extra screens and menus that introduced in DX (Mission Mode, the Game Gear titles) are what has completely different design. If it were the original DC team that worked on the original game, I'm pretty sure they wouldn't be so different. The DX team completely screwed over SO many parts of the original game, and I'm not talking about the model or texture changes. DXGC has a lighting system, but it's so barebones it may as well not be there. It ended up just being removed altogether in the PC/HD ports. Knuckles went back to using prototype voice clips that were re-recorded for the original international DC release because he apparently "sounded too angry and menacing for young children", the intro movie uses a shot of Tails that was only used in the Autodemo prototype as far as I know. So many of these things just wouldn't have happened if the original team worked on the DX ports, unless something happened to that team that made them act lobotomized or something. It just doesn't make sense for any of these things to have ended up the way they did.
Hey, Nathan Dukes, Same Person above me, but in New Account. So apparently, this autodemo has drowning in it, but it's in a very incomplete state and might not used a drowning music at all yet.
This is a weird prototype. It has such a late build date, about a month or so before the final, yet it's so broken and incomplete. Seems like they compiled this autodemo based off a much earlier build. Of course, they never intended for anybody to actually play this version, so it didn't really matter how broken it was.
Explains the old action pose
Josh Crowell The original Japanese version is basically more of a release candidate than a final build. Sonic Team knew they had to get the game out first for 1998 even if it was rushed and continued working on it months after the Japanese release. There’s even differences between the US Limited Edition from before 9/9/99 and the final US version.
"yet it's so broken and incomplete"
Unlike the fully functional and polished final game, of course
StormlitAqua well, it’s even more broken compared to the semi polished version
@@aquamidideluxe5079 but you know, it's actually... Functional
Here the lighting is almost non existent, the levels are empty and there's no music
now we know why the autodemo wasnt playable
For acsess to level selector, using an hex editor, change The value 00 to 0x8C794C90
l am smart kid
It seems like sonic adventure was made backwards. Emerald coast seems unfinished but other levels and places look almost complete! Wth
Little funfact about pokemon. Rhydon was the first one ever programmed in.
This level Is R94. The final level what
Created xdxdxdxdddddd
It's common practice in the games industry to finish the first level last. Reason being, after all of your experience building levels elsewhere, you get better at it over the course of the dev cycle. It's about making a good first impression to the player.
2:02 I'm laughing because Sonic spazzed out and still got over it. hahahahaha
Wow this is crazy, some parts look exactly like the final, but it's totally broken and nearly unplayable
Seriously, it's amazing!
I can't believe it's a demo two months before release and even the first stage is not yet complete!
If you don't know "free movement" code jump right before hitting the ramp in act 1
what is the free movement code?
Is there a way to recover the mobius strip Sonic makes with his feet at high speeds on the original Dreamcast japanese version into the DX Port?
EarthSquid there may be,as i think the file strucutre is similar.
Bettersadx and dreamcast conversion as i remember
@noobthegamer1985 damn
I see what you did there.
onion blur mod
wait no music
The song isnt in the rom
Yes it is, but it's been compressed as BGM.AFS. Emerald Coast is looking for ECOAST1.ADX, and ECOAST2.ADX, which it can't find due to Emerald Coast not being loaded as Sonic.
Big's Emerald Coast does load though, as does it's music. Since the 1ST_READ.BIN tells it where to find it, only music used by the demo is loaded. Out of 29 tracks, only about half of them are actually used.
just sync up the music with it
so, someone help me: was the autodemo for this level released to the public? i feel like with this level being *this* broken, it wouldnt have been.
Fly Lord no
This was likely provided to major Japanese retailers and the gaming press at the time of the launch there. The point of this AutoDemo was more likely to save face for providing a bad first impression of a glitchy product (that Sonic Adventure was, especially the original 1998 version) at such a late time of the game's development right as the Dreamcast was launching than to drum up hype of just letting the hardware show off the then-amazing real-time generated cutscenes, then-blazing fast gameplay of Sonic stages, the graphics, etc.. Strip any controllability and no one will notice or complain of the build's instability. If that makes sense.
OKeijiDragon yeah, that makes perfect sense. sorry for my year late reply.
So the autodemo *as a whole* was only set to play a specific set of stages (Emerald Coast obviously not being one) and cutscenes. Hence the term autodemo.
However, a lot of the game's files are still within the build's data, and as such, people had found ways to crack it and play the stages that aren't in rotation.
This is a mess, the whole thing is a mess! Did i put that all together right? *reads instruction manual* Hmm, Discard waste. *ಠ_ಠ*
Uniqua trying to go to walmart:
I know this sounds dumb but I never found about this auto demo until speeps posted them a long time ago
Okay I have a theory. What if the people that made Sonic Adventure DX aren't the same people that made the original Sonic Adventure? Because the SADC team are more passionate than the SADX team it seems if the SADX team poorly recreated it in the first place. The Dreamcast DLC shows just how proud of the original work the first team was.
Yeh it seems to be so
I'm pretty sure they were simmalar teams also dx Is a graphically infirior port but not a lazy one think of the DX port as Sonic adventure preformance mode they compromised the textures so the game could run at 60fps and render properly on GameCube it's more different priorities rather than a factor of lazily porting the game to the gcn a lazy port would be more along the lines of Sonic heroes PS2 or Sonic Genesis gba. Also the port was made in house by Sonic team who also made amazing games like Sonic heroes around the same time
@@baylordiamond5611
The new menus and buttons added in the DX port are completely different in design compared to the original game's menus and buttons. It definitely wasn't the original DC team.
@@reddodeado301 changing the user interface doesnt mean the port wasnt made by sonic team. You know the game uses sonic adventure international as a foundtation right? It wasnt remade from the ground up it was a decision made by the porting team to change the UI.
@@baylordiamond5611
No, the UI for the already existing parts of the game weren't changed. The extra screens and menus that introduced in DX (Mission Mode, the Game Gear titles) are what has completely different design.
If it were the original DC team that worked on the original game, I'm pretty sure they wouldn't be so different.
The DX team completely screwed over SO many parts of the original game, and I'm not talking about the model or texture changes.
DXGC has a lighting system, but it's so barebones it may as well not be there. It ended up just being removed altogether in the PC/HD ports.
Knuckles went back to using prototype voice clips that were re-recorded for the original international DC release because he apparently "sounded too angry and menacing for young children", the intro movie uses a shot of Tails that was only used in the Autodemo prototype as far as I know.
So many of these things just wouldn't have happened if the original team worked on the DX ports, unless something happened to that team that made them act lobotomized or something. It just doesn't make sense for any of these things to have ended up the way they did.
How do I play this I have the rom and please I beg you tell me
ew why do the robots make splatting noises
They did use that sound in the final.
They always sound like that wdym
1:32 Wait, are Sonic's eyes black?
Ruined Forever
No, it's lighting
@@skinwalker69420 Yeah, you're right, the Dreamcast had that weird lighting engine.
@@bombabombom3603 no it’s because emerald coast here has unfinished lighting
how do you do this?
Deimeltor The most common way is to use demul and cheat engine
barsam farhangi I may upload something on how to use cheat engine with SAAD
Where the music
Billy Bentz It's an early version
all music in this proto is compressed into BGM.AFS while the game is looking for ECOAST1.ADX and ECOAST2.ADX
doses this beta has a drowning music
Hey, Nathan Dukes, Same Person above me, but in New Account.
So apparently, this autodemo has drowning in it, but it's in a very incomplete state and might not used a drowning music at all yet.
The demo is sucky
Well its a demo what do you expect
@@Banana807 that's was like 2 years ago holy christ i forgot what this video was
It's a demo
@@Theawesomesonic 3 years ago 🗿
@@lesirluishello