Sonic Heroes: Difference between revisions

From Dolphin Emulator Wiki
Jump to navigation Jump to search
No edit summary
Line 16: Line 16:


=== Black Areas===
=== Black Areas===
Black areas appear on the screen in-game with the OpenGL plugin. To avoid this glitch use D3D, insure anti-aliasing is Off, and either set the Internal Resolution to 1x Native or disable "Scaled EFB Copy". See {{issue|267}}.
Black areas appear on the screen in-game on all backends. As of {{revision|4.0-1474}}, the core problem was been addressed, however problems may still appear if Scaled EFB Copy is active when using an internal resolution above 1x Native. To avoid this error, use 1x Native, or disable Scaled EFB Copies and use 2.5x or 3x Native internal resolution. See {{issue|267}} and the [https://dolphin-emu.org/blog/2014/04/30/dolphin-progress-report-april-2014/ April Dolphin Progress Report].
*If OpenGL is your only option, disable "Scaled EFB Copy", insure anti-aliasing is Off, and either set the Internal Resolution to "2.5x Native" or set the Internal Resolution to "Auto (window size) and scale down the window until the problem disappears.  
{{image|Sonic Heroes Black Areas.png|Black areas}}
{{image|Sonic Heroes Black Areas.png|Black areas|br}}
{{image|Sonic Heroes clear areas.png|Proper Emulation|br}}
{{image|Sonic Heroes clear areas.png|Black areas removed by "1x Native" Internal resolution using D3D.|br}}
 
=== Corrupt Text ===
Some of the text on the saved data loading screen is corrupt in OpenGL. Use D3D to avoid this bug. See {{issue|6481}}.


=== Emblem Counter Glitch ===
=== Emblem Counter Glitch ===
Line 28: Line 24:


=== Controller Issues ===
=== Controller Issues ===
In the PAL version in two player mode, the in-game controls for pressing A, B, X and Y act as if they are set to turbo-mode (holding the button down means the button is repeatedly turned on and off very quickly). This makes gameplay very difficult due to not being able to jump high enough, rapid scrolling through the characters in the team, and so on. This probably only occurs in the 2P mode in PAL; the NTSC version's controls works fine.
In two player mode, the in-game controls for pressing A, B, X and Y act as if they are set to turbo-mode (holding the button down means the button is repeatedly turned on and off very quickly). This makes gameplay very difficult due to not being able to jump high enough, rapid scrolling through the characters in the team, and so on.
 
=== <s>Corrupt Text</s> ===
Some of the text on the saved data loading screen is corrupt in OpenGL. Use D3D to avoid this bug. Fixed by {{revision|4.0-1474}}. See {{issue|6481}}.


== Configuration ==
== Configuration ==
{{Config
{{Config
|gfxbackend        = Direct3D9 or Direct3D11
|gfxbackendnotes  = Avoids "Black Areas" and "Corrupt Text" issues
|antialiasing      = Off
|antialiasingnotes = Avoids "Black Areas" issue
|efbscaledcopy = Off
|efbscaledcopy = Off
|efbscaledcopynotes = Avoids "Black Areas" issue
|efbscaledcopynotes = Avoids "Black Areas" issue in 2.5x and 3x Native
|accuratetexturecache = Position 1 (Safe)
|accuratetexturecache = Position 1 (Safe)
|accuratetexturecachenotes = Solves Emblem Counter glitch
|accuratetexturecachenotes = Solves Emblem Counter glitch

Revision as of 05:40, 15 May 2014

Sonic Heroes
Sonic Heroes
Developer(s) Sonic Team
Publisher(s) Sega
Series Sonic the Hedgehog
Platform(s) GameCube
Release date(s) JP December 30, 2003
NA January 5, 2004
EU February 6, 2004
Genre(s) Adventure
Mode(s) Single-player, Multiplayer (2)
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: Sonic Heroes
Playable
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Sonic Heroes is yet another installment in the Sonic series for the Nintendo GameCube. In Sonic Heroes, three characters (in teams, of which there are 4) travel together at once, each with unique abilities which the player can utilise to defeat enemies or tackle obstacles.

Problems

Black Areas

Black areas appear on the screen in-game on all backends. As of 4.0-1474, the core problem was been addressed, however problems may still appear if Scaled EFB Copy is active when using an internal resolution above 1x Native. To avoid this error, use 1x Native, or disable Scaled EFB Copies and use 2.5x or 3x Native internal resolution. See issue 267 and the April Dolphin Progress Report.

Emblem Counter Glitch

When getting a new emblem, the numerical graphic will appear fine at first, but later appear corrupt when the number increases. Setting Texture Cache Accuracy to Safe solves this issue.

Controller Issues

In two player mode, the in-game controls for pressing A, B, X and Y act as if they are set to turbo-mode (holding the button down means the button is repeatedly turned on and off very quickly). This makes gameplay very difficult due to not being able to jump high enough, rapid scrolling through the characters in the team, and so on.

Corrupt Text

Some of the text on the saved data loading screen is corrupt in OpenGL. Use D3D to avoid this bug. Fixed by 4.0-1474. See issue 6481.

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

Config Setting Notes
Scaled EFB Copy Off Avoids "Black Areas" issue in 2.5x and 3x Native
Texture Cache Accuracy Position 1 (Safe) Solves Emblem Counter glitch

Version Compatibility

The graph below charts the compatibility with Sonic Heroes since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21646 (current)
Δ
Δ
Δ
Δ
Δ
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
r6758 Mac OS X 10.6.8 Intel Core 2 Duo @ 2.13GHz nVidia GeForce 9400M Working well at about 20-30 FPS; about half-speed. Small shadow glitch. Rapidfire buttons glitch not present. When EFB scale is set to 1x, shadow glitch disappears and also speed goes up 10-20 FPS. Ac
r6798 Windows Intel Core 2 Quad Q9550 nVidia GeForce GTX 465 Black areas appear on the screen in-game unless the Direct3D11 plugin, the EFB scale is set to 1x, and anti-aliasing is turned off. Dolphin Emulator Sonic Heroes rendering bug (R6798) soundspark
r7367 Windows 7 x64 AMD Phenom II 720 BE @ 3.2GHz ATI Radeon HD 4850 Working good at 50 FPS. EFB Scale set to 1 and EFB Copy set to texture.Using DX11 Plugin ultramann
3.0-416 Linux Slackware 13.37 x86_64 Intel Core i5-2500K @ 3.3GHz nVidia GeForce GTX 550 Ti Consistent 60 FPS. Fully playable with no major issues. On OpenGL the black areas can be eliminated by setting Render to Main Window, Auto Adjust Window Size, turning IR to 1x, then switching to Auto (Window Size) in-game. Using fullscreen, anti-aliasing, or EFB Copies -> RAM brings the black areas back. Shonumi
3.5-1387 Windows 8 x64 AMD Phenom II X4 965 @ 3.4GHz AMD Radeon HD 6850 Constant 60 FPS. Runs perfectly, no problem.
3.5-2319 Windows 7 x64 Intel Core i3-2330 M @ 2.2GHz Intel HD Graphics 3000 Playable, 40~60 FPS during gameplay, it slows down while selecting your team, the audio gets chopped when there are lots of actors around. Can be played with Anti-Aliasing set to 4x, but the ground may look weird. Weird AI glitches (cannons not working properly, wrong jump aim...) and some 3D models just go missing randomly making you fell at some random place, but there are few chances of these occurring. Oddlyoko2K

Gameplay Videos