Sonic Heroes
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.
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 |
Input methods | Gamecube Controller |
Compatibility | 4 Playable |
GameIDs | |
See also... |
Dolphin Forum thread |
Problems
Black Areas
Black areas appear on the screen in-game unless the Direct3D 11 or Direct3D 9 plugin is used with EFB scale is set to 1x, and anti-aliasing turned off (/w r6798).
Corrupt Text
Some of the text on the saved data loading screen is corrupt.
Controller Issues
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. However, this only occurs in the PAL version and 2P mode of any version. The North American versions controls works fine.
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.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Video Backend | Direct3D 11 or Direct3D 9 | Avoids "Black Areas" issue |
Internal Resolution | 1x | Avoids "Black Areas" issue |
Anti-Aliasing | Off | Avoids "Black Areas" issue |
Texture Cache Accuracy | 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.
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 |