Sonic Adventure DX: Director's Cut (preview)

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Revision as of 01:37, 21 April 2008 by MathUser (talk | contribs) (Easy Menu)


Sonic Adventure DX: Director's Cut (preview)
Publisher: Sega
System(s): Gamecube
Genre: 3D Platform

Sonic Adventure DX: Director's Cut Beta for the Gamecube was released by drx on February 23, 2008. It was a port of the Sonic Adventure Debug copy and thus has full debug features.

Various Differences


  • The Title Screen has a 2D rendered Sonic rather than the 3D rendered version shown in final.
  • Selecting english text will crash the game at certain points.
  • Several Gamecube exclusive textures have not yet been added.
  • Mission mode is not completed, only a few missions are fully functioning.
  • An unused item was found which looks like a card. The design in the middle of the card looks like what is on the door when leaving the Chao Stadium to go back to Station Square's Chao Garden. Collecting it brings up the text "Cha-o-ka-a-do Cha-o-Su-ta-ji-a-mu-(kai)-?-no-shi-ru-shi", it translates to "Chaocard - Proof of Chao Stadium membership". It may be saying that the Chao Card opens the Chao competition area. The card may have been a key item used in order to open the Chao race arena.
  • Another unused item was found which may be some item stand. When placed the lights fade out and the top will vanish.

Debug Mode

Object Placement

To use the debug Hold the X button down and a menu will come up allowing for 2 choices (set and seq editor). Press Start to become a placeable ring.

Controls in this debug mode:

  • L and R move up and down.
  • Start + B to place.
  • Start + A to latch on to the nearest item and pick it up.
  • A+D-Pad to cycle through items.
  • D-Pad to move direction.
  • Start+L to zoom out.
  • Start+R to zoom in.
  • Start+X to move cursor to the immediate ground below.
  • Start+Left stick to change camera angle.
  • A+B will set Action Mode : Available actions are :
    • Place, for placement.
    • Multi, which Im not sure of.
    • System, which toggles the data type between "Common Set" and "Player Dependent Set".

While in system, you can exit debug mode by pressing A+X.

If you're Sonic, you'll enter a mode where you can move sonic anywhere on the map. Commands are:

  • Left stick, to move Sonic across the X and Z planes.
  • X+Left stick, to move sonic across the Y axis.

Alpha Blending

Alpha blending, which is used to create more realistic looking textures is not displayed by default. You must press Z to make it appear.

Y Settings

Other debugging options are also available:

  • Character info display - Displays information about positioning and animation mode being displayed. Can't be changed.
  • Camera information - This displays the position and angle of the camera. Can't be changed.
  • Pad information - Displays the X and Y values for the joysticks, and detects depression of the analog buttons. Possibly used for calibration. Can't be changed.
  • Fog settings - Enables fog by pressing right on the D-pad, then press down on the d-pad and selecting your type. It's also possible to adjust the color settings of the fog to appear more like actual fog rather than a blue/green/red haze.
  • Clip and Sky settings - Modifies the draw distance and positioning of the ground and sky.
  • Pallete settings - Modify the pallete data of Sonic and possibly other objects. Each command can me modified by holding A and going right or left on the D-Pad.
  • Light settings - Modify the light intensity in a stage, maybe other things. Settings can be changed the same as previous.
  • Sound effect player - Select different banks and sound numbers. They can be played using the R trigger.
  • Mission settings - Unknown.
  • Misc. settings - Here you can adjust things like number of lives, rings, whether or not to draw 2D objects like HUD data, and turn on and off frame skip.

Sequence Editor

  • Flag settings - Various flags can be toggled (Yes) or (No).
  • Event menu - Same as above.
  • Scene editor - Select which areas to warp to. Crashes alot, especially when warping from one action stage to another.
    • Press the R trigger on this menu to move to the Entrance Mode. Select with the D-Pad and the Enter option at the top changes. This defines at which spawn point of the area you will enter from, keeping in mind that adventure fields have different starting points depending on where you originated from, same goes for some action stages.
  • Complete flags - Use this to modify if certain events in the game are completed, be it bosses or action stages.
  • Sequence menu - Select a sequence (cutscene) to load.

Easy Menu

The "Easy Menu" as it calls itself is accessed by exiting Trial mode when in a level (As easy as Start -> Quit). It does many of the same functions as the sequence editor and more, but is simpler to understand. The options are:

  • Player - The first option selects your character.
  • Stage - The second selects your stage, left and right to change stage numbers, L and R triggers to change act numbers. There's no limit to which act you can choose.
  • Mode - Shanges the different mode types, like Adventure, Trial, Action, and Mission. "Auto" automatically selects the most logical option.
  • Event - Plays a different cutscene
  • Movie - Plays the different SFD movies in the game. (Pre rendered scenes)
  • Title - Allows you to play during the advertise demos on the title screen timeout. Probably used to record demos.
  • Staff Role - Play the ending credits.
  • Memory Card Utility - A very extensive tool to edit save data in the game.

Port 2 Mode

This can only be used in mission mode. Simply press the start button on the second controller to activate it. Sonic cannot move, and all controls are handled by port 2. The C stick zooms in and out, the D-Pad selects objects and modifies data, and the A button triggers object settings.

  • The first mode features the mission editor. Each mission has its own list of objects that trigger certain events. The Christmas tree is referred to as "Mi_TEST" You can also add and change different mission-related items.
    • Press right on the D-Pad here to reveal the layout editor. This will allow you to browse through and edit all the items in a stage. Modify their location, ID's, size, etc.
      • Press the Start button here to bring up the save menu. Unfortunately, not much can be done with this as the DebugAssistant.exe program being referred to is not available. It may of possibly been used to help modify levels.

Port 4 Mode

Controls for this mode:

  • X Button - Invulnerability. The text "CAHR UNRIVAL" appears at the top of the screen. The text probably means "Unrivaled Character," meaning the mode makes you invulnerable. Enemies can't harm you and you can't harm them unless you attack them.

B Button - Camera Debug Mode - The text "DEBUG CAMERA MODE" appears at the top of the screen. In this mode, you have full control of the camera, here's how it goes:

    • C stick - Change the direction the camera is pointing (Target direction)
    • Left Thumbstick - Move the camera.
    • R trigger + Left thumbstick - Rotation. Moving the left thumbstick left and right will rotate the camera. Moving it up and down will move the camera straight up or straight down. respectively
    • L trigger + Any movement - Speeds up whatever movement you're doing to the camera.
  • A Button - Free movement mode - The text "FREE CHAR MODE" appears on the screen. Exactly the same as Camera Debug Mode, except your character gets to follow along with you. Controls are the same, watch out though, you can still get killed if you travel too far low. Also, since your character follows along, you can travel through doors into other areas like normal, and remain in free movement mode.
  • Z Button - collision debug mode. Remember the old debug code from SA1 on the Dreamcast? Well, it makes its return here, with all the same glitz and glamor as before, only now you get to play with it more by combining it with other modes.

External Links

Sonic Retro
Sonic Retro discussion thread