Sonic Heroes: Difference between revisions
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== Problems == | == Problems == | ||
=== Controller Issues === | === Controller Issues === | ||
On PAL versions of the game (G9SP8P) when attempting to move a character from a stationary point movement is extremely slow {{issue|960}}, this effect can be minimized by executing a dash to gain momentum after which the character will move at normal speed. | |||
== Enhancements == | == Enhancements == | ||
=== Graphical Glitches === | === Graphical Glitches === | ||
Odd black areas appear on the right side of the screen in-game on all backends. As of {{revision|4.0-1474}}, the core problem has been partially addressed, see {{issue|267}} and the [https://dolphin-emu.org/blog/2014/04/30/dolphin-progress-report-april-2014 April Dolphin Progress Report]. However, the problem still occurs if using resolutions above 1x Native, using any level of anti-aliasing other than none, or messing with the Scaled EFB Copy setting. Under the OpenGL backend, if Anisotropic Filtering is changed during emulation, multiple shadows appear. The issue will remain even after the setting has been reverted to what it was at before until the emulation has been stopped and then restarted. Fixed by {{revision|4.0-1474}}. | Odd black areas appear on the right side of the screen in-game on all backends. As of {{revision|4.0-1474}}, the core problem has been partially addressed, see {{issue|267}} and the [https://dolphin-emu.org/blog/2014/04/30/dolphin-progress-report-april-2014/#40-1474-consider-shifted-pixel-centers-by-neobrain April Dolphin Progress Report]. However, the problem still occurs if using resolutions above 1x Native, using any level of anti-aliasing other than none, or messing with the Scaled EFB Copy setting. Under the OpenGL backend, if Anisotropic Filtering is changed during emulation, multiple shadows appear. The issue will remain even after the setting has been reverted to what it was at before until the emulation has been stopped and then restarted. Fixed by {{revision|4.0-1474}}. | ||
{{image|Sonic Heroes Black Areas.png|Black areas (both backends)}} | {{image|Sonic Heroes Black Areas.png|Black areas (both backends)}} | ||
{{image|Sonic Heroes Many Shadows.png|Many Shadows (OpenGL only)}} | {{image|Sonic Heroes Many Shadows.png|Many Shadows (OpenGL only)}} | ||
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{{testing/entry|revision=3.5-2319|OS=Windows 7|CPU=Intel Core i3-2330 M @ 2.2GHz|GPU=Intel HD Graphics 3000|result=Playable, 40~60FPS 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.|tester=Oddlyoko2K}} | {{testing/entry|revision=3.5-2319|OS=Windows 7|CPU=Intel Core i3-2330 M @ 2.2GHz|GPU=Intel HD Graphics 3000|result=Playable, 40~60FPS 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.|tester=Oddlyoko2K}} | ||
{{testing/entry|revision=4.0-2618|OS=Windows 7 Ultimate|CPU=Intel Core i5-4430 @ 3GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Runs perfectly on 1x resolution with Scaled EFB copies, steady 60FPS at all times. Played through team rose without any problems.|tester=Dawngaward}} | {{testing/entry|revision=4.0-2618|OS=Windows 7 Ultimate|CPU=Intel Core i5-4430 @ 3GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Runs perfectly on 1x resolution with Scaled EFB copies, steady 60FPS at all times. Played through team rose without any problems.|tester=Dawngaward}} | ||
{{testing/entry|revision=4.0-8459|OS=Windows 10 Homr|CPU=Intel Core i7-6700k @ 4GHz|GPU=NVIDIA GeForce GTX 970|result=Runs with no issues apart from those documented above.|tester=Seapancake}} | |||
{{testing/end}} | {{testing/end}} | ||
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|vid1=tYVJIscfmh8|cap1=Dolphin Emulator 4.0.2 - Sonic Heroes (1080p HD) - Nintendo GameCube | |vid1=tYVJIscfmh8|cap1=Dolphin Emulator 4.0.2 - Sonic Heroes (1080p HD) - Nintendo GameCube | ||
|vid2=w6BnEoAcbwI|cap2=Dolphin Emulator Sonic Heroes rendering bug (R6798) | |vid2=w6BnEoAcbwI|cap2=Dolphin Emulator Sonic Heroes rendering bug (R6798) | ||
|vid3=AaD1N5OBjt8|cap3=Sonic Heroes - Auto-fire / Control Stick Problem (G9SE8P) Dolphin Issue #960 | |||
}} | }} | ||
{{Navigation/Sonic}} | {{Navigation/Sonic}} | ||
[[Category:GameCube games]] | [[Category:GameCube games]] |
Revision as of 16:35, 29 December 2015
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 AUS March 5, 2004 |
Genre(s) | Adventure |
Mode(s) | Single-player, Multiplayer (2) |
Input methods | GameCube Controller |
Compatibility | 4 Playable |
GameIDs | |
See also... |
Dolphin Forum thread |
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
Controller Issues
On PAL versions of the game (G9SP8P) when attempting to move a character from a stationary point movement is extremely slow issue 960, this effect can be minimized by executing a dash to gain momentum after which the character will move at normal speed.
Enhancements
Graphical Glitches
Odd black areas appear on the right side of the screen in-game on all backends. As of 4.0-1474, the core problem has been partially addressed, see issue 267 and the April Dolphin Progress Report. However, the problem still occurs if using resolutions above 1x Native, using any level of anti-aliasing other than none, or messing with the Scaled EFB Copy setting. Under the OpenGL backend, if Anisotropic Filtering is changed during emulation, multiple shadows appear. The issue will remain even after the setting has been reverted to what it was at before until the emulation has been stopped and then restarted. Fixed by 4.0-1474.
Corrupted UI elements
Some of the UI elements appear corrupted. Notable examples are emblem counter and the text on the save data loading screen. Setting Texture Cache Accuracy to Safe solves this issue. See issue 6481. Fixed by 4.0-1474. The problem will return when opening the Graphics Settings and not setting Texture Cache Accuracy to Safe.
16:9 Aspect Ratio Fix
The built-in Widescreen Hack causes clipping issues. The following AR codes work as a replacement, causing less issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.
NTSC-U
0442D2D4 3F521DAA 0442DB20 3F521DAA 0442D2E0 3ED21DAA
10.8 Beta
0435F67C 3F521DAA 0435FE68 3F521DAA 0435F688 3ED21DAA
The first line is FOV for single player. The second line is an HUD position fix. The third line is FOV for split screen.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Internal Resolution | 1x Native (640x528) | See Graphical Glitches for details |
Anti-Aliasing | None | See Graphical Glitches for details |
Scaled EFB Copy | On | See Graphical Glitches for details |
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.
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 20-30FPS; 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 10-20FPS. | 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 | AMD Phenom II 720 BE @ 3.2GHz | ATI Radeon HD 4850 | Working good at 50FPS. EFB Scale set to 1 and EFB Copy set to texture.Using DX11 Plugin | ultramann |
3.0-416 | Slackware 13.37 | Intel Core i5-2500K @ 3.3GHz | NVIDIA GeForce GTX 550 Ti | Consistent 60FPS. 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 | AMD Phenom II X4 965 @ 3.4GHz | AMD Radeon HD 6850 | Constant 60FPS. Runs perfectly, no problem. | |
3.5-2319 | Windows 7 | Intel Core i3-2330 M @ 2.2GHz | Intel HD Graphics 3000 | Playable, 40~60FPS 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 |
4.0-2618 | Windows 7 Ultimate | Intel Core i5-4430 @ 3GHz | NVIDIA GeForce GTX 660 Ti | Runs perfectly on 1x resolution with Scaled EFB copies, steady 60FPS at all times. Played through team rose without any problems. | Dawngaward |
4.0-8459 | Windows 10 Homr | Intel Core i7-6700k @ 4GHz | NVIDIA GeForce GTX 970 | Runs with no issues apart from those documented above. | Seapancake |
Gameplay Videos
|
- Sonic Team (Developer)
- Sega (Publisher)
- Sonic the Hedgehog (Series)
- Japan (Release region)
- North America (Release region)
- Europe (Release region)
- Australia (Release region)
- 2003 (Initial release year)
- Adventure (Genre)
- Single-player (Game mode)
- Multiplayer (Game mode)
- 2 (Players supported)
- GameCube Controller (Input supported)
- 4 stars (Rating)
- Internal Resolution (Config Required)
- Anti-Aliasing (Config Required)
- Scaled EFB Copy (Config Required)
- Tested On (OS): macOS
- Tested On (CPU): Intel
- Tested On (GPU): NVIDIA
- Tested
- Tested On (OS): Windows
- Tested On (CPU): AMD
- Tested On (GPU): ATI
- Tested On (Release): 3.0
- Tested On (OS): Linux
- Tested On (GPU): AMD
- Tested On (GPU): Intel
- Tested On (Release): 4.0
- Untested for 10000+ revisions
- GameCube games