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The Zlib one is missing entirely from both places, however. The exact text can be found in the Unused Text subpage.Ĭuriously, two of these licenses (the Boost and Lua ones) are present in the XBLA demo, as part of a promotional image that appears when beating the stage, and are also mentioned in the game's manual. Lua and Zlib are used in almost every file in the game, so it's not like these are left over from an earlier build of the game or anything. Traditionally, the contents of these text files would be placed in the credits, but they're missing, even though the logos (with brief license info) for Havok, Kynogon, and Dolby Digital are all present there. These files contain the license information for Boost Software, a collection of C++ libraries, as well as the Lua scripting langauge and the Zlib compression format. On the root of the disc for both the Xbox 360 and PS3 versions exist BOOST.TXT, LUA5.TXT, and ZLIB123.TXT. Twn_a_h097_df_c.dds had gaussian blur added to a portion of the texture for where it'd be mapped over a shop window. Twn_a_h060_df_c.dds had gaussian blur added to a portion of the texture for where it'd be mapped over a shop window. Twn_a_h039_df_c.dds had gaussian blur added to a portion of the texture for where it'd be mapped over a shop window. Twn_a_h503_df_c.dds was also made darker, but was modified to add the number 15 for Soleanna. Twn_a_h704_dfxx_c.dds was modified to add the word "CAFE" for Soleanna. twn_a1cring04_dfxx_b.dds, twn_a1cring05_dfxx_b.dds, twn_a1swalk58_dfsp_b.dds, and twn_a1swalk60_dfsp_b.dds were made darker for Soleanna.twn_a1brick01_dfsp_b.dds was made brighter for Soleanna.
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The most relevant textures are slightly transparent in e0031, which is correct for the diffuse-specular configuration - they are opaque for Soleanna.The textures used in e0031 appear to be early counterparts, as they're missing some text and effects, but are also set up correctly, unlike Soleanna's final textures. Many buildings are missing, while some are missing sides, probably due to being out of sight. The event ID for this cutscene is e0031 and has its own separate terrain folder from Soleanna's actual one, containing models and textures that are different. In the first in-game cutscene for Sonic's episode, we see a nighttime version of Soleanna that's a bit different to the terrain you actually get to play around in. TestTextMode - displays text-related textures in a debugging view - by default, it displays the button prompts in their order of appearance in picture.pft.Unknown (?) - possibly TestCellSpriteMode, but it doesn't appear to render anything.StateEndingMode - plays Sonic's credits sequence.StageSelectParameterStory - boots back to the main menu to Episode Select.StageSelectParameterStage (?) - same as above.StageSelectParameterStage - deserializes stage information from b.The sprite data was found for this, and its functionality has been somewhat restored through hacking. An unused animated title screen referred to internally as "DevTitle" - pressing Start will take you to a debug menu that unfortunately no longer renders, but is still functional.