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Shadow the Hedgehog/Unused Graphics

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This is a sub-page of Shadow the Hedgehog.

Hmmm...
To do:
If additional files are found and you want to contribute please note the platform, region, and file path (including any embedded file paths).

Different game versions have different leftovers of unused textures and scripts.

The /csdFiles contains menu scripts and textures. The scripts are platform specific and will sometimes contain textures embedded in the files.

  • .gncp files in GameCube version
  • .sncp files in PlayStation 2 version
  • .xncp files in Xbox version

Gindows Font

Shadow-gindows.png

The font from the "Gindows" debug environment used in some Sega games, located on the root of the GameCube version, with a name of gindows.png.

(Source: Sonic Retro)

PS2 US: /TEST.TXD

test1

'test1' texture found in TEST.TXD on the PS2 US version of Shadow the Hedgehog. Misc Kanji characters.

test2

'test2' texture found in TEST.TXD on the PS2 US version of Shadow the Hedgehog. Misc symbols in a texture.

GC US: /InfoWindow.txd

001_ad_hpasc1

Shadow-the-Hedgehog-GC-Numbers.png

A numerical font, similar to the font in Sonic Heroes, the only difference being the coloring of the font.

000_windowitem

Shadow-the-Hedgehog-GC-PS2-Icons.png

Early CommandWindow/InfoWindow icons. Also appears to have been used in a very early build of the game (2005 Walk of Game Announcement Trailer uses it)

Unknown: Unknown

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: This concept image is not found in InfoWindow.txd on the GC US version but was listed there originally. If you find the origin of this image, please update.

Shadow-the-Hedgehog Early HUD.jpg

GC US: /advertise.txd

ad_ht000

ShTH advertise1.png

An early version of the game's logo. Was used in the "Coming Winter 2005" and "2005 Walk of Game Announcement" game trailers.

Notably, this texture is formatted by Renderware SDK 3.5.0.0, which is the version of Renderware Sonic Heroes uses.

Other textures are formatted by Renderware SDK 3.7.0.2, which is the version of Renderware Shadow the Hedgehog uses.

Even the E3RomTitle.gncp's embedded textures are formatted with 3.7.0.2.

The PS2 version of this texture is formatted with Renderware SDK 3.7.0.2, but is altered to be 512x256

GC US: /csdFiles/JP/E3RomTitle.gncp/E3RomTitle.txd

001_e3menu

ShadowTH-gc-us-E3RomTitle-001 e3menu.png

Contains a texture for a select mode that was used in the E3 demo of the game (TODO: add video source).

003_gamemenu

ShadowTH-gc-us-E3RomTitle-003 gamemenu.png

Contains an early version of the menu font and selection names.

Things of note:

1. The font has a different color style with grays blending into the white letters.

2. EXPERT MODE is called HARD MODE. This reflects the object layout file notation: _cmn (all modes core layout), _nrd (story/select exclusive layout), _hrd (expert exclusive layout), _ds1 (all modes destructibles/decorations layout).

3. 2P GAME has a branch menu of RACEMODE and BATTLEMODE. In final, picking 2P GAME immediately jumps into BATTLEMODE without a branch. RACEMODE was not implemented in final.

4. GameCube X and Y buttons are placeholder images.

Xbox US: /csdFiles/BattleMode.txd

Not to be confused with BattleMode_[LOCALIZATION], which is present on the other versions and is also used in Xbox versions. This file is only present on the Xbox versions (verified on US and EU Xbox releases) and is an unused very early version of the Battle Mode menu.

000_battlemode

ShadowTH-Battlemode prototype.png

1. The battle mode text is black instead of light gray.

2. There are only three characters, which are three recolors of a single render of Shadow, with the yellow one sporting a tie, mustache, and three astonish marks by the ear.

3. The stages are placeholder images with "pic #[1-3]" written over them. Glyphic Canyon was used for the placeholder.

4. There are no selection indicator icons.

5. No grid is present, instead two windows that could potentially be used to build a grid are shown.


001_bg

ShadowTH-Xbox-us-BattleModetxd-001 bg.png

The crop is different and lacks an overlaying Shadow on this early version of the background for the Battle Mode menu.


002_gamemenu

ShadowTH-Xbox-us-BattleModetxd-002 gamemenu.png

1. The font has a different color style with grays blending into the white letters.

2. EXPERT MODE is called HARD MODE.

3. GameCube X and Y buttons are placeholder images.

4. Buttons are in different positions.


GC US: /csdFiles/Logo.gncp/Logo.txd

000_sega

ShadowTH-gc-us-Logotxd-000 sega.png

Contains an unused red colored SEGA logo. The light blue SEGA texture is used in JP releases. The dark blue SEGA texture is used in all other releases.

GC US: /csdFiles/MediaMenu.gncp/MediaMenu.txd

000_MediaMenu

ShadowTH-gc-us-MediaMenu-000 MediaMenu.png

Contains a stage select screen, with Stage 04-04 and Stage 02-01 on it.

001_stgtitle

ShadowTH-gc-us-MediaMenu-001 stgtitle.png

Contains the texture for selection of Stage 04-04 and Stage 02-01 without the selection screen.

Both are 'lit up' versions compared to the other image, potentially representing selected state.

PS2 OPM 102 Demo: /CSDFILES/TGSTITLE2.SNCP/TGSTITLE2.TXD

001_TGSmenu

ShadowTH-ps2-opm102-TGSTITLE2txd-001 TGSmenu.png

Contains a stage select screen, with Hero Partners and Difficulty shown on the four stages in the texture.

Notably, OPM-102 only has files for STG0000 (test) and STG0100 (Westopolis).

This texture appears to be a leftover from the real 'TGS Build' which has yet to be found/dumped.

This brings validity to the claim of an early version of Cryptic Castle existing. No other proof has been found.