Shadow the Hedgehog

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Shadow the Hedgehog
Shadow the Hedgehog.jpg
Developer(s) Sonic Team
Publisher(s) Sega
Series Sonic the Hedgehog
Platform(s) GameCube
Release date(s) NA November 15, 2005
EU November 18, 2005
JP December 15, 2005
Genre(s) Platform, Action-adventure, Third-person shooter
Mode(s) Single-player, Multiplayer (2)
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: Shadow the Hedgehog
Playable
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Wikipedia page

Shadow the Hedgehog is a 2005 video game developed by Sega Studio USA, the former United States division of Sega's Sonic Team. Featuring the titular fictional character Shadow the Hedgehog from Sega's Sonic the Hedgehog series, the game was revealed at the March 2005 Walk of Game inauguration of Sonic, the series' main character. Shadow the Hedgehog is the third game (and the last in the Sonic series) developed by Sega Studio USA, which was merged back into Sega's Japanese division in early 2008.

Problems

2 Player Mode

If using the 'Safe' Texture Cache Accuracy mode, the left screen will only render bloom. Using either the Center option or 'Fast' in the Texture Cache Accuracy slider will prevent the issue. If you still wish to use 'Safe' you must disable Store EFB Copies to Texture Only to fix the issue.

If using the 'Fast' Texture Cache Accuracy mode, the right screen will cyclically have bloom artifacts/bleed upon multiple stage loads.

It is recommended to use the Center option to avoid both of these issues.

Intro Movie Cutscene Skips Frames

If using the 'Fast' Texture Cache Accuracy mode, the Intro Movie will drop frames near the end when the "Shadow the Hedgehog" game title letters appear. Use the Center option or 'Safe' to fix this.

Enhancements

16:9 Aspect Ratio Fix

The built-in Widescreen Hack causes clipping issues. The following Gecko codes work as a replacement, causing fewer issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.

A newer, alternate UI-fixed widescreen patch is available for the NTSC-NA release: Widescreen-ShadowTH Patch (NTSC-U only)

The below codes will result in normally hidden UI being drawn on the screen. Use the above patch instead if compatible with your game.

NA
$16:9 Widescreen
C249475C 00000003
3DC03F40 91C22000
C2222000 EC110032
D0030004 00000000
C2484334 00000002
3DC04000 91C22000
C0822000 00000000
C2036764 00000006
3DC08057 3DE03F40
91EEE098 3DE0BF40
91EEE084 4E800421
3DE03F80 91EEE098
3DE0BF80 91EEE084
60000000 00000000
C236328C 00000006
3DC08057 3DE03F40
91EEE098 3DE0BF40
91EEE084 4E800421
3DE03F80 91EEE098
3DE0BF80 91EEE084
60000000 00000000
C2363180 00000006
3DC08057 3DE03F40
91EEE098 3DE0BF40
91EEE084 4E800421
3DE03F80 91EEE098
3DE0BF80 91EEE084
60000000 00000000
C20BCA54 00000006
3DC08057 3DE03F40
91EEE098 3DE0BF40
91EEE084 4E800421
3DE03F80 91EEE098
3DE0BF80 91EEE084
60000000 00000000
C2345D98 00000006
3DC08057 3DE03F40
91EEE098 3DE0BF40
91EEE084 4E800421
3DE03F80 91EEE098
3DE0BF80 91EEE084
60000000 00000000
EU
$16:9 Widescreen
C24957AC 00000003
3DC03F40 91C22000
C2222000 EC110032
D0030004 00000000
C2485384 00000002
3DC04000 91C22000
C0822000 00000000
C2306564 00000006
3DC08057 3DE03F40
91EEF158 3DE0BF40
91EEF144 4E800421
3DE03F80 91EEF158
3DE0BF80 91EEF144
60000000 00000000
C2036764 00000006
3DC08057 3DE03F40
91EEF158 3DE0BF40
91EEF144 4E800421
3DE03F80 91EEF158
3DE0BF80 91EEF144
60000000 00000000
C23640D4 00000006
3DC08057 3DE03F40
91EEF158 3DE0BF40
91EEF144 4E800421
3DE03F80 91EEF158
3DE0BF80 91EEF144
60000000 00000000
C2363FC8 00000006
3DC08057 3DE03F40
91EEF158 3DE0BF40
91EEF144 4E800421
3DE03F80 91EEF158
3DE0BF80 91EEF144
60000000 00000000
C20BCE3C 00000006
3DC08057 3DE03F40
91EEF158 3DE0BF40
91EEF144 4E800421
3DE03F80 91EEF158
3DE0BF80 91EEF144
60000000 00000000
C2346BA0 00000006
3DC08057 3DE03F40
91EEF158 3DE0BF40
91EEF144 4E800421
3DE03F80 91EEF158
3DE0BF80 91EEF144
60000000 00000000

JP

$16:9 Widescreen
F6000001 80008180
D0030004 C01F0074
D2000000 00000003
3DC03F40 91C20000
C2220000 EC110032
D0030004 00000000
E0000000 80008000
F6000001 80008180
C0830068 FC600050
D2000000 00000002
3DC04000 91C20000
C0820000 00000000
E0000000 80008000

Game Halting / Out of Memory Fix

Shadow the Hedgehog regularly can exceed the 24MB RAM system limitation, due to the vast amount of objects in the game. Setting the Config → Advanced → Memory Override Slider to greater than 24MB is *not* sufficient for this game, as it has a memory limiter set to 24MB in the \sys\bi2.bin file. You can patch this file to use more than 24MB RAM, unlocking the RAM added by the slider to actively effect the game's max heap size.

To do this, use your favorite hex editor and patch bytes 4 through 8 to all be 00 in the \sys\bi2.bin file.

A demonstration of this can be found in this video.

Infinite Rings AR Codes Causes Loop

The Action Replay code for Infinite Rings for Player 1 prevent completing the "Circus Park" "Hero Mission", which requires the player to collect 400 rings to complete. With the Infinite Rings code enabled, one begins the level with 999 Rings, causing the level to automatically complete and loop. To solve the problem, simply disable the code. For the NA version of the game, you can instead use the below alternate code that sets a minimum number of 20 for the Rings, rather than forcing the number to 999:

$Always at Least 20 Rings P1
2C57670C 00000014
0457670C 00000014

White Stripes

Much like Sonic Heroes, non-native internal resolutions or anti-aliasing will cause white stripes to appear on the top left of the screen. This can be avoided by enabling the Vertex Rounding Hack in 5.0-3251 or newer, applied by default in 5.0-7714.

HD Texture Pack

Configuration

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

Graphics

Config Setting Notes
Store EFB Copies to Texture Only Off Fixes 2nd player screen. Not necessary in single player.
Vertex Rounding Hack On Address higher IR rendering issues

Version Compatibility

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

Δ
5.0-21222 (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
3.0 Windows 7 Intel Core 2 Duo @ 3.5 GHz NVIDIA GeForce GTS 250 Plays almost perfectly. Some small graphical issues. Plays at full speed at 2x internal resolution. Sound stutters during cutscenes with Dsound backend, no stuttering with Xaudio, however sometimes the audio is a little bit too fast, which leaves some parts of cutscenes without sound. No other problems. S1dology
3.0 Windows XP Intel Core 2 Duo @ 2.53 GHz ATI Radeon HD 3600 Plays fine, but the gameplay is slow (36-40FPS - 60-70% speed at 1x internal resolution). Cutscenes run at full speed in sync with the audio. The introductions in 2 Player mode somethimes get glitchy. Notably, the textures on the characters randomly get colored a mixture of their usual colors for a few moments during the levels (Sonic gets purple, Shadow gets brown etc.) 7th Scale
3.0-458 Mac OS X 10.6.8 Intel Core 2 Duo @ 2.13 GHz NVIDIA GeForce 9400M Plays perfectly fine, but is really slow. Cutscenes are a nightmare. 2P graphics are fine but it runs at 5FPS. Ac
3.0-505 Windows Vista Intel Pentium @ 2 GHz Mobile Intel 4 Series Express Chipset Family The introduction CGI cutscene plays perfect with a small amount of stutter on the sound. The menu lags and the sound is choppy, so listening to music via the options menu is a pain. The game itself is playable at about 15-20FPS, and the cutscenes aren't TOO bad, but the sound on them plays faster than the cutscene itself, causing half of the cutscene to be silent. Mchccjg12
3.0-758 Windows 7 AMD Athlon II 4X 635 @ 3 GHz NVIDIA GeForce GTX 480 Unplayable. 4X AA, 16X AA, 1920x1080 widescreen. ALLEN2
3.0-774 Windows 8 Intel Core i7-860 @ 2.8 GHz NVIDIA GeForce GT 440 Runs almost perfect. Cutscenes and their audio are sometimes not in sync, but other than that, runs at 100%. miroppb
3.5 Windows 7 Intel Core i7-920 @ 2.67 GHz NVIDIA GeForce GTX 295 Plays great, between 40-60FPS depending on how much is going on (3x native resolution). Cutscene audio does go out of sync. Changing to DSP LLE fixes this, however the audio begins stuttering, and the framerate takes a big hit. Switching the video backend to OpenGL didn't fix the stripes around the top and left sides of the screen. MongMaster
3.5-1624 Windows 7 Intel Core i7-2600K @ 3.4 GHz Sapphire AMD Radeon HD 7950 The game itself is bug-free in my eyes, however, it does require a good CPU, my 2600k, with no texture or resolution changes, does stutter alot. Not sure if it's wrong settings or too weak processor. 23732
4.0-8076 Windows 8.1 Intel Core i5-3210M @ 2.5 GHz NVIDIA GeForce 610M The game can be demanding on the GPU at times but will run full speed whenever it can. wildgoosespeeder
5.0 Windows 10 Intel Core i3-6100 @ 3.7 GHz NVIDIA GeForce GTX 1050 Runs great, never goes below 60 FPS during gameplay except during loading screens which go to the one digits and cutscenes which are locked at 30 FPS. Bens0
5.0-17885 Windows 10 Intel Celeron N3450 @ 1.1 GHz NVIDIA GeForce 920MX Native 1x cpu clock=49%, run in 30-60 FPS. JayYeaR
5.0-17995 SteamOS 3.4.4 AMD Custom APU 0405 @ 2.4 GHz AMD Custom GPU 0405 Good experience with stable 60 fps most of the time. Scenes with large numbers of explosions bring the game down to ~20-30 fps which is especially noticeable in the earlier levels. No game breaking issues however and the game can be played all the way through. KasimAhmic

Gameplay Videos