Difference between revisions of "Sonic Generations (demo)"
From Sonic Retro
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==Characters/Badniks== | ==Characters/Badniks== | ||
+ | |||
+ | ==Unleashed Leftovers== | ||
==Code?/Misc== | ==Code?/Misc== | ||
*In the internal code, modern sonic is refered to as GenericSonic and classic is ClassicSonic. | *In the internal code, modern sonic is refered to as GenericSonic and classic is ClassicSonic. | ||
*The “Genesis” in the title card list refers to an emulator that will have the classic games bundled in. | *The “Genesis” in the title card list refers to an emulator that will have the classic games bundled in. |
Revision as of 00:56, 24 June 2011
Expression error: Unexpected < operator. |
Sonic Generations (demo) |
---|
Publisher: Sega |
Developer: Sonic Team |
</div>
Contents
Sonic Generations Demo
It's a game. It's also a demo. Does it make jullian fries? Probably not. But we're certain of these facts:
Music/SFX
- Title Screen (Used)
- A new mix of the menu from Sonic Heroes (probably the actual real game’s menu theme)
- Green Hill Classic (Used)
- Invincible Classic (Used)
- Green Hill Modern
- Green Hill Modern/Boosting
- Invincible Modern
- Level Clear
- Drowning
- 1-Up (Unused from Sonic Adventure, but not in DX?)
Models
???
Abilities/Powerups
Elemental Shields and Character Names
Character names (In Order):
- Tails
- Knuckles
- Amy
- Cream
- Rouge
- Espio
- Charmy
- Vector
- Blaze
Sonic Blur.exe
SonicBlueBlur.exe
Root
PtmSpike PtmRocket EndlessBoost SpeedTrick MaxGaugeRestart AutoGaugeUp HomingCancel BoostGaugeUp RingEnergyBonus BrakeEnergyBonus StartAccel QuickSlide PowerStomping DirectJump SpeedUp RocketStart PreciousTime SkateBoard LongDiver HyperPress TreasureSearch LongSpinDash HighSpeed Barrier UnbeatenStart DoubleSpinAttack ThunderBarrier AquaBarrier FlameBarrier SuperSonic AllRounder LongLifeRing HighGrip LastChance SafeRestart DownCancel PowerBrake LightSpeedDash AirBoost WallJump wt
BigChaser
EggBeetle
EggLancer
EggRaybird
Stages/Events/Bosses
Title Cards
PlayableMenuSequenceTable.lua/Level, Event, & Boss Order
-- -- PlayableMenuSequenceTable.lua -- Yamashita_Yohei -- 2011/01/31 -- -- PAM‚É‚¨‚¯‚éAƒXƒe[ƒWŠJŽnŽž‚ÌĶ‚·‚é‚ׂ«—v‘f‚ðÝ’è‚·‚ é -- -- “à—e‚ðC³‚µ‚½ê‡‚ÍAƒRƒƒ“ƒg‚àC³‚µ ‚Ä‚‚¾‚³‚¢‚Ë -- (–{“–‚̓Rƒƒ“ƒg‚̂悤‚É‘‚¯‚ê‚Έê� �Ô‚¢‚¢‚Ì‚Å‚·‚ªB
-- ’蔂Ƃµ‚Ĉµ‚¢‚½‚¢’l‚½‚¿
local EVENT = 0 -- ƒCƒxƒ“ƒg‚ðĶ local RESTORE_STAGE = 1 -- ƒXƒe[ƒW‚𕜌³ local CLEAR_BOSSGATE = 2 -- ƒ{ƒXƒQ[ƒg‚ðŒ‚”j local GENERAL_MESSAGE = 3 -- ”Ä—pƒƒbƒZ[ƒWƒ{ƒbƒNƒX local SHOP_WINDOW = 4 -- ƒVƒ‡ƒbƒvV¤•IƒŠƒXƒg local TAKE_KEY = 5 -- ƒ{ƒXƒQ[ƒgƒL[oŒ»ƒCƒxƒ“ƒg local TAKE_CHAOSEMERALD = 6 -- ƒJƒIƒXƒGƒƒ‰ƒ‹ƒh‚̎擾 local SLEEP = 7 -- ‚±‚ÌŽw’è•b”AˆêŽž’âŽ~‚·‚é local OPEN_STAGE = 8 -- ƒXƒe[ƒW‚ªŠJ‚ local RELEASE_NPC = 9 -- NPC‰ð•ú
-- ’ÊíƒXƒe[ƒW
-- ƒOƒŠ[ƒ“ƒqƒ‹vv
function GreenHill_Classic()
Create(EVENT, 17) -- Event : ”’‚¢¢ŠE
end
function GreenHill_Generic()
Create(RESTORE_STAGE, 101) -- ƒOƒŠ[ƒ“ƒqƒ‹‘S‘Ì•œŒ³
end
function GreenHill_Both()
Create(RELEASE_NPC, 210) -- NPCRelease : ƒeƒCƒ‹ƒX Create(EVENT, 21) -- Event : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg‚Ö Create(OPEN_STAGE, 2) -- OpenStage : ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg Create(GENERAL_MESSAGE, 0) -- ƒLƒƒƒ‰ƒXƒCƒbƒ`à–¾
end
function GreenHill_Classic_Mission()
Create(TAKE_KEY, 101) -- ƒ{ƒXƒL[oŒ»
end
function GreenHill_Generic_Mission()
Create(TAKE_KEY, 102) -- ƒ{ƒXƒL[oŒ»
end
function GreenHill_Classic_Mission_All()
Create(RESTORE_STAGE, 103) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³
end
function GreenHill_Generic_Mission_All()
Create(RESTORE_STAGE, 104) -- ƒOƒŠ[ƒ“ƒqƒ‹ã•”•œŒ³
end
-- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg
function ChemicalPlant_Classic()
Create(RESTORE_STAGE, 201) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³
end
function ChemicalPlant_Generic()
Create(RESTORE_STAGE, 202) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒg”¼•ª•œŒ³
end
function ChemicalPlant_Both()
Create(EVENT, 31) -- Event : ‚©‚±‚Ì‚¹‚©‚¢H(‚±‚±‚͉ߋŽ‚ÌH) Create(OPEN_STAGE, 3) -- OpenStage : ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ Create(RELEASE_NPC, 220) -- NPCRelease : ƒGƒ~[
end
function ChemicalPlant_Classic_Mission()
Create(TAKE_KEY, 201) -- ƒ{ƒXƒL[oŒ»
end
function ChemicalPlant_Generic_Mission()
Create(TAKE_KEY, 202) -- ƒ{ƒXƒL[oŒ»
end
function ChemicalPlant_Classic_Mission_All()
Create(RESTORE_STAGE, 203) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³
end
function ChemicalPlant_Generic_Mission_All()
Create(RESTORE_STAGE, 204) -- ƒPƒ~ƒJƒ‹ƒvƒ‰ƒ“ƒgã•”•œŒ³
end
-- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ
function SkySanctuary_Classic()
Create(RESTORE_STAGE, 301) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³
end
function SkySanctuary_Generic()
Create(RESTORE_STAGE, 302) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠ”¼•ª•œŒ³
end
function SkySanctuary_Both()
Create(RELEASE_NPC, 230) -- NPCRelease : ƒIƒbƒNƒ‹ƒY Create(SHOP_WINDOW, 0) -- ShopWindow : ‚»‚Ì‚P
end
function SkySanctuary_Classic_Mission()
Create(TAKE_KEY, 301) -- ƒ{ƒXƒL[oŒ»
end
function SkySanctuary_Generic_Mission()
Create(TAKE_KEY, 302) -- ƒ{ƒXƒL[oŒ»
end
function SkySanctuary_Classic_Mission_All()
Create(RESTORE_STAGE, 303) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³
end
function SkySanctuary_Generic_Mission_All()
Create(RESTORE_STAGE, 304) -- ƒXƒJƒCƒTƒ“ƒNƒ`ƒ…ƒAƒŠã•”•œŒ³
end
-- ƒXƒs[ƒhƒnƒCƒEƒFƒC
function SpeedHighway_Classic()
Create(RESTORE_STAGE, 401) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³
end
function SpeedHighway_Generic()
Create(RESTORE_STAGE, 402) -- ƒXƒs[ƒhƒnƒCƒEƒFƒC”¼•ª•œŒ³
end
function SpeedHighway_Both()
end
function SpeedHighway_Classic_Mission()
Create(TAKE_KEY, 401) -- ƒ{ƒXƒL[oŒ»
end
function SpeedHighway_Generic_Mission()
Create(TAKE_KEY, 402) -- ƒ{ƒXƒL[oŒ»
end
function SpeedHighway_Classic_Mission_All()
Create(RESTORE_STAGE, 403) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³
end
function SpeedHighway_Generic_Mission_All()
Create(RESTORE_STAGE, 404) -- ƒXƒs[ƒhƒnƒCƒEƒFƒCã•”•œŒ³
end
-- ƒVƒeƒBƒGƒXƒP[ƒv
function CityEscape_Classic()
Create(RESTORE_STAGE, 501) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³
end
function CityEscape_Generic()
Create(RESTORE_STAGE, 502) -- ƒVƒeƒBƒGƒXƒP[ƒv”¼•ª•œŒ³
end
function CityEscape_Both()
end
function CityEscape_Classic_Mission()
Create(TAKE_KEY, 501) -- ƒ{ƒXƒL[oŒ»
end
function CityEscape_Generic_Mission()
Create(TAKE_KEY, 502) -- ƒ{ƒXƒL[oŒ»
end
function CityEscape_Classic_Mission_All()
Create(RESTORE_STAGE, 503) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³
end
function CityEscape_Generic_Mission_All()
Create(RESTORE_STAGE, 504) -- ƒVƒeƒBƒGƒXƒP[ƒvã•”•œŒ³
end
-- ƒV[ƒTƒCƒhƒqƒ‹
function SeaSideHill_Classic()
Create(RESTORE_STAGE, 601) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³
end
function SeaSideHill_Generic()
Create(RESTORE_STAGE, 602) -- ƒV[ƒTƒCƒhƒqƒ‹”¼•ª•œŒ³
end
function SeaSideHill_Both()
end
function SeaSideHill_Classic_Mission()
Create(TAKE_KEY, 601) -- ƒ{ƒXƒL[oŒ»
end
function SeaSideHill_Generic_Mission()
Create(TAKE_KEY, 602) -- ƒ{ƒXƒL[oŒ»
end
function SeaSideHill_Classic_Mission_All()
Create(RESTORE_STAGE, 603) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³
end
function SeaSideHill_Generic_Mission_All()
Create(RESTORE_STAGE, 604) -- ƒV[ƒTƒCƒhƒqƒ‹ã•”•œŒ³
end
-- ƒNƒ‰ƒCƒVƒXƒVƒeƒB
function CrisisCity_Classic()
Create(RESTORE_STAGE, 701) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³
end
function CrisisCity_Generic()
Create(RESTORE_STAGE, 702) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒB”¼•ª•œŒ³
end
function CrisisCity_Both()
end
function CrisisCity_Classic_Mission()
Create(TAKE_KEY, 701) -- ƒ{ƒXƒL[oŒ»
end
function CrisisCity_Generic_Mission()
Create(TAKE_KEY, 702) -- ƒ{ƒXƒL[oŒ»
end
function CrisisCity_Classic_Mission_All()
Create(RESTORE_STAGE, 703) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³
end
function CrisisCity_Generic_Mission_All()
Create(RESTORE_STAGE, 704) -- ƒNƒ‰ƒCƒVƒXƒVƒeƒBã•”•œŒ³
end
-- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“
function RoofTopRun_Classic()
Create(RESTORE_STAGE, 801) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³
end
function RoofTopRun_Generic()
Create(RESTORE_STAGE, 802) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“”¼•ª•œŒ³
end
function RoofTopRun_Both()
end
function RoofTopRun_Classic_Mission()
Create(TAKE_KEY, 801) -- ƒ{ƒXƒL[oŒ»
end
function RoofTopRun_Generic_Mission()
Create(TAKE_KEY, 802) -- ƒ{ƒXƒL[oŒ»
end
function RoofTopRun_Classic_Mission_All()
Create(RESTORE_STAGE, 803) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³
end
function RoofTopRun_Generic_Mission_All()
Create(RESTORE_STAGE, 804) -- ƒ‹[ƒtƒgƒbƒvƒ‰ƒ“ã•”•œŒ³
end
-- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv
function PlanetWisp_Classic()
Create(RESTORE_STAGE, 901) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³
end
function PlanetWisp_Generic()
Create(RESTORE_STAGE, 902) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒv”¼•ª•œŒ³
end
function PlanetWisp_Both()
end
function PlanetWisp_Classic_Mission()
Create(TAKE_KEY, 901) -- ƒ{ƒXƒL[oŒ»
end
function PlanetWisp_Generic_Mission()
Create(TAKE_KEY, 902) -- ƒ{ƒXƒL[oŒ»
end
function PlanetWisp_Classic_Mission_All()
Create(RESTORE_STAGE, 903) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³
end
function PlanetWisp_Generic_Mission_All()
Create(RESTORE_STAGE, 904) -- ƒvƒ‰ƒlƒbƒgƒEƒBƒXƒvã•”•œŒ³
end
-- ƒ{ƒX/ƒ‰ƒCƒoƒ‹
-- ƒfƒXƒGƒbƒO
function BossDeathEgg_Clear()
Create(EVENT, 53) -- Event : ƒAƒCƒc‚ð‚¨‚¦I(‚¨ŒÝ‚¢‚ÌŠm”F) Create(CLEAR_BOSSGATE, 1) -- ƒfƒXƒGƒbƒOŒ‚”j
end
-- ƒp[ƒtƒFƒNƒgƒJƒIƒX
function BossPerfectChaos_Clear()
Create(CLEAR_BOSSGATE, 2) -- ƒp[ƒtƒFƒNƒgƒJƒIƒXŒ‚”j
end
-- ƒGƒbƒOƒhƒ‰ƒO[ƒ“
function BossNewEggmanRobo_Clear()
Create(CLEAR_BOSSGATE, 3) -- ƒGƒbƒOƒhƒ‰ƒO[ƒ“Œ‚”j
end
-- ƒƒ^ƒ‹ƒ\ƒjƒbƒN
function VsMetalSonic_Clear()
end
-- ƒVƒƒƒhƒE
function VsShadow_Clear()
end
-- ƒVƒ‹ƒo[
function VsSilver_Clear()
end
Characters/Badniks
Unleashed Leftovers
Code?/Misc
- In the internal code, modern sonic is refered to as GenericSonic and classic is ClassicSonic.
- The “Genesis” in the title card list refers to an emulator that will have the classic games bundled in.