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Proto:Sonic Adventure (Dreamcast)/AutoDemo/Stage Differences/Bosses

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This is a sub-page of Proto:Sonic Adventure (Dreamcast)/AutoDemo/Stage Differences.

Hmmm...
To do:
Videos for all boss stages, as well as images and additional information

All the boss stages (except for E-101 and the Egg Walker, despite being referenced in an early level list) are on the disc, however only Chaos 2 loads without extensive hacking. Many of the remaining bosses are either unimplemented, or have subtle changes in their behaviour.

Egg Hornet

Egg Hornet's arena seems to use a very early model of the Mystic Ruins. None of the details present in the final game can be seen here, much like the maps used for Casinopolis. Surprisingly, the Egg Hornet itself has been implemented, but performs all his attacks from the start in the AutoDemo rather than gaining them as he takes damage; additionally, it does not have a death animation, so it remains in the ground after it's defeated.

Egg Viper

Mostly similar to the final, however the platforms do not call their collision code, meaning Sonic will fall right through them. Like the Egg Hornet, the Egg Viper will also perform all his moves from the start, rather than progressively as it takes damage.

Chaos 0

Arena and boss have been finalized, however the object layout remains changed from the Tokyo International Forums, with more police cars and a higher clock position. The boss has a chance of falling through the floor, and the camera will screw up when it jumps onto the lamp posts.

Chaos 2

This is the only boss map in the prototype that doesn't crash the game when loading. While the arena itself doesn't have any interesting differences other than lacking textures, an early version of the boss can be found and interacted with.

Chaos 2 stands in the center of the arena initially in an inactive and invulnerable state, but despite this can still hurt the player via collision damage. If playing as a character other than Knuckles, they'll die immediately after spawning due to starting at the same position as the boss.

There are two ways to activate Chaos 2. The first is the easiest, but the second allows Chaos 2 to use all of its attacks and draws the "CHAOS 2" text and health bar on the screen (at least, it would if the textures existed).

The first method to activate Chaos is to press X and then A or B. This will cause him to approach the player, but he won't perform any attacks. While Chaos is active the camera will be locked. The player can damage him just like in the final game, and he responds in the same way (becoming a giant ball and bouncing around the room). Damaging Chaos repeatedly will eventually defeat him and clear the stage. To make Chaos 2 stop moving again, press X.

The second method is to set the byte at 0x8C6A4EAA on hardware and 0x2C6A4EAA in Demul to 01. This will start the boss cutscene where Chaos' name is shown on the screen. In this mode, the camera will not get locked and Chaos can use all of its attacks. Notably, this version of the boss lacks the delay after its punch attack that its final version counterpart has, something that can also be seen in early trailers.

Chaos 2 has all of the attacks the final version of Chaos 2 has, but to view Chaos 2's actions for yourself in the AutoDemo, edit the byte at 0x8C6A4EA1 on hardware and 0x2C6A4EA1 in demul.

The action IDs are:
00 Reset
01 Deactivated
02 Walk
03 Take Damage
04 Ball Form
05 Deactivated
06 Deactivated
07 Jump Back when Near Player
08 Sink
09 Rise
0A Enter Ball Form
0B Exit Ball Form
0C Goes to 0D
0D Punch
0E Ball Form
0F Sink and Create Large Ripples
10 Mini Ball Attack
11 Swing arm (to knock player back)
12 Deactivated
13 Deactivated

(Source: MainJP (controls), SpeepsHighway, Woofmute (updated controls, videos))

Chaos 4

Early arena; the player will very likely fall through the map. Also loads debug information.

Chaos 6

Chaos 6 is in a somewhat functional state; he will only move towards the player, nor does Eggman or his electric eggs appear making it impossible to damage the boss. It is, however, possible for him to enter his attack state using the D-Pad, similar to Chaos 2 above. Unlike the final version, Chaos 6 does have bubble effects like his previous forms.

Sonic/Big and Knuckles both share the same level ID in this build (1800); in the final game, Knuckles uses a separate level due to the changes made to his version of the boss. For some reason, also present within the AutoDemo is LAND1800.BIN, an uncompressed version of the stage file that only has the level model inside, with zero programming or object models; the uncompressed version is three days older than the used version (CHAOS_6.PRS).

Zero

No boss programming for Zero exists other than unreferenced code for his lock-on cursor. Sonic has an object layout in the form of SETROBOS.BIN, which was renamed to SETZEROS.BIN in the final, but is unused since Sonic obviously doesn't fight Zero in the final. Sonic also has a blank camera file in CAMROBOS.BIN, which is completely blank and was removed in the final since the game always focuses the camera on the boss.

E-101 Mk. II

Loads debug info, can move and block but has no attacks. Beating him restarts the fight.

Perfect Chaos

The arena for Perfect Chaos is completely different to its counterpart in the final game.

The buildings around the perimeter of the arena are much taller than the final version's. Furthermore, there is only one stretch of buildings, rather than the final version's loop shape. This suggests that the player would keep using the same part of the stage for the entire fight rather than moving through different areas. The textures for this version of the stage are present, but using a wrong (or outdated) list, so many textures are loaded in the wrong places in error. Perfect Chaos themselves does not exist at all in the prototype, with zero programming for him found within B_CHAOS7.PRS.

The background has some minor differences, such as the sky's position and the ocean's color, but the final version is overall higher quality:

Proto Final
SonicAdventureAutodemo Chaos7Sky.png SonicAdventure Chaos7Sky.png