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Sonic Adventure/List of Builds

From SA Docs

This is a list of all distinct Sonic Adventure (+DX) versions that can be obtained today. There is also a lot of information on SA1 development on TCRF, which we recommend if you want a timeline of SA1 development with screenshots and other details.

Dreamcast builds

There are other known versions of the game, such as the Tokyo Game Show demo and the version used for the Tokyo International Forum unveiling video (assuming the footage comes from a single version of the game), but those have not leaked so they are not listed here.

Title Version code Release date Date in IP.BIN Comments
Sonic Adventure (Autodemo) 1.000 None 1998.10.16 Contains a mix of binaries and assets in various states of development. Some stage files were built for an older version of the main executable.
Sonic Adventure (Japan) 1.007 1998.12.23 1998.12.10 The earliest official release of SA1 on the Dreamcast. Japanese language only. Some cutscenes have different camera angles compared to later releases. Some SET objects and camera setups are different in levels. This version has running "motion blur" effect for Sonic and Knuckles and the cowgirl billboard in Casinopolis, which were removed in later releases. This version also has some programming differences, such as collision for the burger shop man and different Lost World spikes behavior.
Sonic Adventure Taikenban 1.002 1999.??.?? 1999.03.02 Demo version for the Japanese market. Mostly similar to the original JP version. The only version that introduces programming and SET layout changes to make the game easier.
Sonic Adventure - Trial Version for E3 1.000 None 1999.06.08 A version of the game with an in-progress localization. Contains an early version of the English script and different voice acting. Some character sounds are also unique to this build. The title screen has a completely different design, and the level select menu has difficulty ratings. Starting with this version the running blur effect is missing. Cowgirl is replaced with another billboard starting with this build. Some SET layouts have been updated to reduce Z fighting. Some cutscene camera angles were also updated starting with this version. The date in IP.BIN is interesting because it's later than Limited Edition despite being an earlier version of the game. The actual game was likely compiled in spring 1999 (not earlier than March 12, as indicated by the strings present in 1ST_READ.BIN).
Sonic Adventure Limited Edition 1.001 and 1.002 1999.07.?? 1999.06.03 and 1999.06.04 This version was available in the US for a short time before the final US release. Unlike previous versions, the level list in Trial Mode no longer matches the game's internal level list. Internet features are replaced with a short demo. The Internet demo is also present (although not accessible normally) in all versions of the game after this one. This build has incomplete localization in languages other than English, and the menu to change the language of messages and voices isn't functional yet. There are at least two variations of this build, however the only differences are between IP.BIN files, which have different dates, region codes and version IDs.
Sonic Adventure - Trial Version Generator Vol. 1: 1.002

Dream On Vol. 2: 1.000

Generator Vol. 1: 1999.09.09

Dream On Vol. 2: 1999.09.30

Generator Vol. 1: 1999.07.08

Dream On Vol. 2:1999.08.06

Demo version based on the US release. Unlike Taikenban, this demo doesn't play cutscenes except those played after waiting on the title screen.
Sonic Adventure: Tournament Disk 1.000 1999.08.10 1999.08.10 A demo version used in an event called "Sega Dreamcast Mobile Assault Tour". In terms of completion, this version is somewhere between Limited and final 1.004. Almost all binaries have the same content as 1.004 except different pointers to accommodate the recompiled 1ST_READ.BIN. There is no browser but there are references to the Internet demo like in Trial. Files for other European languages are not finished yet. Other differences are leftovers from the Japanese version or have to do with the game being a demo. More details on TCRF.
Sonic Adventure (US) 1.004 1999.09.09 1999.08.12 First American release. Mostly the same as Limited but with finished support for other languages. From this version onwards the game includes the TV Settings menu to select between 50 and 60 hz modes.
Sonic Adventure (Europe) 1.003 1999.10.14 1999.09.09 The first version that introduces an animated title screen. Some SET layouts were updated from US 1.004 with minor fixes.
Sonic Adventure International (Japan) 1.003 1999.10.14 1999.09.20 Mostly the same as the European release. Both Japanese and American SA1 websites can be accessed via the built-in browser.
Sonic Adventure International (Dreamcast Express Extra) 1.001 1999.??.?? 1999.11.19 Included on the demo disc "Dreamcast Express Extra". Unlike the other demos, this one comes with an animated title screen. Pressing Start takes you directly to Sonic's Emerald Coast, which drops you back on the title screen after you beat the stage. Although only Emerald Coast is playable, the game includes all cutscenes and gameplay demos that play after waiting on the title screen, so you can see several Action Stages and Adventure Fields ingame. This demo lacks English HUD and menu textures, so the game will have visual glitches if the console's language setting is not Japanese.
Sonic Adventure (US) - Sega All Stars version 1.005 2000.08.22 1999.10.05 Second American release based on European or International.

Gamecube builds

On the Gamecube there are two interesting prototypes which fueled a lot of SA1/SADX research. Much of the knowledge on the game’s internal workings came from the first Preview prototype years before the X360 version with debug symbols leaked. Apart from the prototypes, the builds on this platform haven’t been studied as thoroughly as the Dreamcast version.

It is notable that the Gamecube ports have sequenced sound effects, which use a Gamecube adaptation of the MLT file format that was originally introduced in Dreamcast SDKs. Interestingly some character grunts are similar to the ones found in the E3 1999 version of SA1 DC, and some changes to assets are similar to the Autodemo and early prototype screenshots of SA1. Howeer, there is no doubt that SADX code is based on a later version of SA1, most likely 1.005 or International. Also, all versions of SADX have a leftover texture archive with title screen textures from SA International.

Title Release date Date in apploader.img Comments
Sonic Adventure DX - Preview None 2002.04.10 This version appears to be based on SA International and contains work-in-progress "DX" changes. Some features that were disabled in later builds are partially functional in this build. This version has a lot of debug functionality. The original game's palette lighting system can also be activated in this version, although it doesn't look correct. The Chao system hasn't been reworked yet and is mostly functional and similar to SA1 DC. Although other languages are present, the game only works correctly in Japanese. This build has leftover binaries from an even earlier version of the port that hadn't introduced the "DX" changes yet. Unfortunately we haven't been able to boot the earlier build due to version differences between the REL files.
Sonic Adventure DX - Review None 2002.09.05 Most "DX" features and redesigns have been finalized. The Chao system is a work in progress. There is also a Chao debug menu. Languages other than Japanese are functional. Like Preview, this version has leftover binaries from an older version of the port without the "DX" changes.
Sonic Adventure DX (Japan) 2003.06.19 2002.09.05 The first official release of SADX on the Gamecube.
Sonic Adventure DX (Europe) 2003.06.27 2002.09.05 Although the binaries were recompiled, there are no known differences from the JP release other than default language.
Sonic Adventure DX (US) 2003.06.17 2002.09.05 Although the binaries were recompiled, there are no known differences from the JP release other than default language.
Sonic Adventure DX (Gamecube Preview Disc) 2003.05.20 2002.09.05 A demo version included on the Gamecube Preview disc. Functions similar to the Trial version on the Dreamcast. This release and the Challenge Version are the only two versions of the game that use colored banners in the character select screen. The Start button is disabled during gameplay. No cutscenes are included, however the intro movie plays after waiting on the title screen. The music loops 3 times before the intro movie plays.
Sonic Adventure DX Challenge Version (Gamecube Interactive Disc Catalog Summer 2003) 2003.??.?? Catalog ISO:2003.04.17

Game ISO: 2002.09.05

Japanese language only. The title screen has a subtitle that reads "Challenge version". No cutscenes are included, however the intro movie plays after waiting on the title screen. This version has time restrictions, and the timer counts down instead of up. Otherwise this demo seems similar to the GC Preview Disc version except Sonic's level is Speed Highway instead of Emerald Coast.

PC builds of Sonic Adventure DX (2004)

There are two distinct “base” versions of SADX PC:

  • The original 2004 port, the US version of which is used as the main game for modding purposes.
  • The “Dreamcast Collection” 2010 port, which served as a basis for the PS3 and X360 ports, as well as the Steam version.

There were different releases of the 2004 port in different countries, and the details on the actual differences between them are not fully documented. There are versions released in the UK, Germany, France, Spain, Italy, Hungary, Sweden, Australia, Israel, Brazil and Singapore. Most differences between these versions are so minor that almost all assets in sonic.exe are placed at the exact same addresses as the US version. One notable exception is the Korean version, which is included as a separate entry in the table.

Title / Country Release date Comments
Trial Version B (Japan) 2003.11.21 Includes one level for Sonic, Tails and Knuckles. Unlike the Gamecube demo, this version doesn't have colored banners in the character select screen and doesn't play any cutscenes. The title screen plays a longer version of the main theme (normally heard in the main menu) on repeat.
Trial Version A (Japan) 2004.02.?? (before 2004.02.03) Includes a level for each of the six characters. Other than that it is the same as the B version.
Trial Version A (Global) 2004.10.02 Same as the Japanese demo A but in English.
Japan 2003.12.18 The earliest full release of SADX PC. Japanese is the default language, but all other languages are also supported. The title screen, the intro and the main menu background are always in Japanese. This version comes with SafeDisc copy protection and hasn't been researched much.
US 2004.09.14 This is the version of SADX PC used for research and modding.
Europe (UK) 2004.02.06

Multiple

Mostly the same as the US version except more advanced copy protection. There may be different protections (SafeDisc or SecuROM) in different releases. There was a protection-free re-release in "Sonic PC Collection" in 2009.
Korea 2004.07.14 A complete Korean localization of SADX PC, including all ingame dialogue, all menus and a colored manual. This version is unique in that it contains different assets translated to Korean, as well as various programming changes related to localization. It is also the only version of the 2004 PC port that has unique FONTDATA0.BIN and related structures in the EXE to support Korean. Voice language is English. Japanese voices are automatically replaced with English voices, although the actual files for Japanese are still included.

All versions of the 2004 port share the same features and issues. The 2004 PC port was built on the codebase of the Gamecube port as it contains strings mentioning REL files. One interesting thing about the 2004 and later ports is that they use the blue water texture in Emerald Coast, which was used in prototypes but replaced with a green one in the final version on the Gamecube. The 2004 version uses WMA files for music and voices unlike the versions before and after it that use ADX. This port also abandons sequenced sound effects and switches to a different soundbank format containing raw PCM WAV files.

"Dreamcast Collection" ports (2010 onwards)

In 2010 SEGA released a bundle for PS3 and X360 called “Dreamcast Collection”, which contains ports of several Dreamcast games including SA1/SADX. Although it is bundled as “Sonic Adventure”, the core game in these ports is based on the 2004 PC version of SADX. However, it does put back the original Dreamcast title screen with ripples. While they share almost all of the downgrades of the original 2004 PC version, for obvious reasons these ports have completely different rendering and sound systems that were developed by SEGA of China. They use shaders for character lighting and switch back to the ADX format for music and voices. Interestingly shaders and textures for water distortion are also included, which suggests that they were going to reintroduce Gamecube water effects, but there is no water distortion ingame. In addition, the soundbank format was revised, and sound effects switched from WAV to ADX.

These ports also introduce many additions wrapped around the original game’s systems, such as a texture replacement hook using DDS textures, support for achievements and online leaderboards, a different main menu system, new screens for credits, controls and tutorials, new fonts etc. Game Gear games are inaccessible (but still technically there), while Mission Mode and Metal Sonic are unlocked via a paid DLC.

This collection was also released on PC twice – in 2011 (physical) and 2016 (Steam). The 2016 version is known as “Dreamcast Collection Remastered”. Little is known about the differences between the 2011 and the 2016 versions, but on the surface they appear to be the same. The version of SADX currently available on Steam is the Remastered version. The Steam version comes with the DLC force enabled, and the Dreamcast title screen is inaccessible. If enabled via hacking, the DC title screen is a static image, although the model for the animated title screen is present in the binary.

This family of builds had several interesting prototype leaks, which are detailed below.

X360 prototype builds

In 2020 several development builds of the X360 port were discovered, including a near-final build with debug symbols. The debug symbols have helped a lot in identifying assets and code in the PC version. There have been more leaks of X360 builds, but they are not available publicly at the moment so they are not included in the table.

Version ID Build date Comments
36 2009.12.15 The executable in this package is not the actual game, but some kind of X360 leaderboards and DLC test. Interestingly it does include shaders.
46 2009.12.28 Same as above.
79 2009.12.30 Same as above.
104 2010.01.08 This version is missing some features specific to the 2010 ports that would be implemented later, such as mipmaps (so in this build the game looks pretty much like the 2004 PC port), European language translations of CON_REGULAR_E.PVM and some logo screens before the game starts. The title screen is a static image, and the "Press Start" texture is from the Gamecube version. This build has a different version of the image used for the 4:3 border.
135 2010.01.22 This build introduces the animated title screen, more logos and a new "Press Start Button" texture.This version has a "Face recognizing" password screen which appears to be the developers' attempt at a joke. This version is missing the 4:3 border image.

Password: Sonikudamoxi.

147 2010.01.29 or 2010.01.30 This version introduces files SOC_FONTDATA0.BIN and SOC_FONTDATA1.BIN, although they are also referenced in Build 135 which doesn't have them. These files are used for the subtitle font in the final version. This version has the same 4:3 border as the final version.

Password: Sonikudamoxi.

209 2010.03.25 or 2010.03.26 Introduces automatic mipmap generation and a new font for the file select screen, as well as French, German, Spanish and Italian translations of CON_REGULAR_E.PVM. In all previous versions of the game CON_REGULAR textures were only in English and Japanese.

Password: damoxifL.

387 2010.08.01 No known differences from the final version. However, this build has a leftover "Test" folder that contains a PDB file with debug symbols, which makes it the most important prototype of the whole bunch.

Before this build, all assets that were originally in the DLLs in the 2004 version were compiled into the main executable. From this build onwards they are split from the main binary again.

390 2010.??.?? Final version.
Sonic Adventure Information
General Information File FormatsLevel ListTexture FilesGame BuildsCAM & SET Files
Character Information Character ListActionsAnimation ListsFaces
Sound Information General Voice ListMusic Files
Sound Effects Stage SoundsStage Background Sounds
Other Cutscene ListFish List