Shadow the Hedgehog: Difference between revisions

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(→‎White Stripes: Devina: added for you now that I narrowed down the behavior. Fullscreen had nothing to do with it. Auto IR + fullscreen was changing IR, clearing the EFB Copy.)
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Much like Sonic Heroes, non-native internal resolutions or anti-aliasing will cause white stripes to appear on the top left of the screen.
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 worked around by disabling Scaled EFB Copy and setting the internal resolution to 2.5x, 3x, 5x, or 7x. But there is limited benefit to using this; unlike Sonic Heroes the game uses a screenspace blur effect for depth of field, so, without scaled EFB Copies the higher resolution is not as clear as with scaled EFB Copies. You can also clear the white lines temporarily by changing the internal resolution, but they will return upon any effect using EFB Copies.
This can be worked around by disabling Scaled EFB Copy and setting the internal resolution to 2.5x, 3x, 5x, or 7x. But there is limited benefit to using this; unlike Sonic Heroes the game uses a screenspace blur effect for depth of field, so, without scaled EFB Copies the higher resolution is not as clear as with scaled EFB Copies. You can also clear the white lines temporarily by changing the internal resolution, but they will return upon any effect using EFB Copies.
 
Another solution is to use a code to disable bloom, but it may also disable other graphical effects such as explosions:
 
NTSC-U:
 
<pre>
044978F0 60000000
</pre>
 
PAL:
 
<pre>
044978F0 60000000
</pre>


{{image|ShadowTheHedgehogWhiteLines2xIR.png|White lines at 2x IR}}
{{image|ShadowTheHedgehogWhiteLines2xIR.png|White lines at 2x IR}}

Revision as of 09:26, 13 April 2016

Shadow the Hedgehog
Shadow the Hedgehog.jpg
Developer(s) Sega Studio USA
Publisher(s) Sega
Series Sonic the Hedgehog
Platform(s) GameCube
Release date(s) JP December 15, 2005
NA November 15, 2005
EU November 18, 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
Search Wikipedia

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

2P mode is playable only with EFB Copies to Texture Only disabled, otherwise the right screen is messed up.

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 worked around by disabling Scaled EFB Copy and setting the internal resolution to 2.5x, 3x, 5x, or 7x. But there is limited benefit to using this; unlike Sonic Heroes the game uses a screenspace blur effect for depth of field, so, without scaled EFB Copies the higher resolution is not as clear as with scaled EFB Copies. You can also clear the white lines temporarily by changing the internal resolution, but they will return upon any effect using EFB Copies.

Another solution is to use a code to disable bloom, but it may also disable other graphical effects such as explosions:

NTSC-U:

044978F0 60000000

PAL:

044978F0 60000000

Enhancements

16:9 Aspect Ratio Fix

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

NTSC-US
0458412C 3FB00000
04584130 3F800000

Note: the first line is X fov, the second line is Y fov.

PAL
04585194 3FB00000

Configuration

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

Graphics

Config Setting Notes
Scaled EFB Copy Off Allows the use 2.5x, 3x, 5x, and 7x IR without glitches.
Store EFB Copies to Texture Only Off Fixes 2nd player screen. Not necessary in single player.

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
5.0-21264 (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 @ 3.5GHz 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 @ 2.53GHz 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 @ 2.13GHz 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 @ 2GHz 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 @ 3GHz NVIDIA GeForce GTX 480 Unplayable. 4X AA, 16X AA, 1920x1080 widescreen. ALLEN2
3.0-774 Windows 8 Intel Core i7-860 @ 2.8GHz 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 @ 2.67GHz 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 @ 3.4GHz 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

Gameplay Videos