If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Sonic Adventure (Dreamcast)/AutoDemo/Stage Differences/Windy Valley

From The Cutting Room Floor
Jump to navigation Jump to search

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

The geometry and level design for the fabled prototype version of Windy Valley seen in the game's official Japanese unveiling are partially intact. The proper textures are missing, though. A very small handful of the stage's textures managed to survive in the final game with recycled uses in other levels. According to a 2018 interview by Retro Gamer with Takashi Iizuka, this early version of the stage was scrapped late into development due to severe performance issues, which are apparent due to the amount of object spam (especially in Act 1) and rather complicated visual effects.

This version of Windy Valley is very large and open in comparison to its more linear counterpart from the final game. While the geometry for Act 1 seems to follow the same rough path as the final version, Act 3 is entirely different.

All three parts have their original texture listings and start positions present in the game's coding, although the level file itself only contains Parts 1 and 3, skipping the old tornado section. While the meshes for Part 2 do exist, they don't have the necessary entries in the level file itself. All stages in Sonic Adventure contain "Landtable" data, which basically contains all of the stage models that make up the geometry and tells the game how they're "stitched together" to form the level. While Acts 1 and 3 have Landtable data, Act 2 does not. This is because Act 2 behaves completely differently than any other stage in the game: All of the geometry chunks are handled as actual objects, and float up and down within the level itself.

All of the geometry for the tornado segment is listed below in the order the player would've encountered each piece as they progressed through the Act:

The tornado can be found in the game's files, but it has no textures either:

Tornado Sequence Objects

The debris that swirls around in the tornado is far more varied than the final, containing rocks, pieces of wood, and trees:

Inside the level file are numerous objects that aren't present in the final game:

Plant Objects

Rock Objects

"SARA Floor Pads"

Propeller Objects

"DOME Parts"

Pillar/Ruin Objects

Signs

Interactable Objects

'T_Spring'
There is one more interactable object, called T_Spring. It's an object used only in the tornado section, and uses a model from 1ST_READ.BIN instead of the stage file. It moves along with the floating geometry of Act 2, and is set to use the common texture file instead of the stage's object texture file. It's not completely clear what model it was meant to use, but it may have used the common spring model in an older build, given the circumstances.

'WELE'

Unreferenced Objects
These six object models were found in the stage data, are unique, and aren't used by any known SET object made for the stage. These first three, however, are referenced and used by three unreferenced basic display routines. All the routines do is display the model. They have no collision, and don't do anything else. They are gigantic dark-colored stone structures, easily dwarfing the size of any SET object for the stage. Given that their tops are not modeled, they were likely intended to be used on the underside of some geometry in Act 3, as additional detail.

A mod was made for Sonic Adventure DX that restores this version of Windy Valley, using resources from the AutoDemo:

(Source: ItsEasyActually (mod))

Other Differences

Almost all of the plant objects have an animation of them rattling in the wind:

  • There is only one type of leaf in this version, green. The final adds two more colors that are randomized per leaf. The leaves are also much smaller than the final's.
  • The PU Wind object in this version of the stage, the wind that blows the player upwards, is far more complicated and dynamic than the final version. It spawns many more leaves, the leaves encircle the player while they're being blown about, and there's a blurring leaf effect seen rising all around where the object is loaded. All of these effects were either toned down for the final, or outright removed, most likely to help improve the framerate, as this object causes the game to lag very badly. The blurring leaf effect is also used along the wind paths in this version, and was removed in the final version as well.
  • The tornado and bridge destruction sequence are all handled by stage objects, not SET objects like the final version.
  • The tornado bends, and is brown instead of grey.
  • Act 1 actually loads more objects than what the game limits itself to - 1,800 compared to the hardcoded limit of 1,023.
  • Some of the floating platform objects in the level clip into each other because they use the larger platform model instead of the smaller one, despite them not appearing to do so in early footage. This is because the object code that handles swapping which model they use was updated, and the object layout file has not been updated since late July '98, while this stage compilation comes from September. The debug text that appears when in object-editing mode in the build is still explaining outdated information about swapping this object's model, as well.
  • The floating platform objects, as well as the Act 2 geometry, have problems with their moving collision. The visual model for these actually floats up and down much faster and higher than the corresponding collision model moves. It's unknown if this is a problem with using updated code in this build instead of the intended code from the September build that this stage comes from, or if it's actually just an unfinished aspect of the stage itself.
  • Further, if the game is paused while in Act 2, the floating platforms and geometry will actually continue moving in whatever direction they were going when the game was paused. And when the game is unpaused, they'll resume floating from their new positions.
  • Most stage effects and some objects do not display while the game is paused, as well.
  • The stage has wind paths, and although the one in Act 1 works fine, the ones in Act 3 are very wonky. This is because they contain loops, which the final version doesn't have at all.
  • The bottom of the skybox in Act 1 is a cloud layer instead of water.
  • The only common objects used throughout the level are rings and springs. There are no checkpoints, items, dash panels, or any other shared object across the stages. There is a capsule at the end of the level, however.
  • Camera data is only available for Act 1, but due to it being for a much older version of the game, it bugs out quite a bit due to changed IDs. While the camera data for Act 2 is blank, this seems to be intentional, as the camera is actually hardcoded in that Act in this build.
  • When this restored stage is loaded on actual Dreamcast hardware, Acts 1 and 3 hang on the loading screen. Only Act 2 loads, but it's very laggy.