|Sonic Adventure 2: Battle|
|Developer(s)||Sonic Team USA|
|Series||Sonic the Hedgehog, Sonic Adventure|
|Release date(s)|| JP December 10, 2001|
NA February 12, 2002
EU May 3, 2002
|Mode(s)||Single-player, Multiplayer (2)|
|Input methods||GameCube Controller, Game Boy Advance|
|GameIDs||GSNP8P, GSNE8P, GSBJ8P|
Sonic and company are back and better than ever in Sonic Adventure 2: Battle. Dr. Eggman is causing trouble once again, and it's up to Sonic, Tails, and Knuckles to stop him. Experience faster action, all-new two-player games, and a branching storyline that lets you choose to save the world as the Hero side, or conquer it as the Dark side. In the single-player mode, you'll go through more than 30 unique stages, which include a forgotten pyramid, an abandoned military base, and a giant space station. And then there's the expanded two-player mode, which features 12 playable characters competing in new head-to-head games.
Connections to a GBA (emulated via VBA-M) to enable play of "Tiny Chao Garden" does work as of the VBA-Link updates. In order to get a connection, sometimes the GBA Link has to be turned off as it's attempting to connect. There may be slow framerates as well. Getting the chao back in can be problematic, but has worked at least once.
Random letters and numbers missing, most noticeably in Chao World but occasionally in subtitles. The cause is unknown, and occurs even with a real GC BIOS. Setting the Texture Cache Accuracy to safe seems to be the fix.
This is caused by the game running in 50Hz mode. Hold down B as emulation starts to get a prompt for 60Hz mode, or use RealXFB to fix 50 Hz mode. Fixed prior to, likely with Hybrid XFB.
When using Dual Core mode Sonic Adventure 2: Battle can be sensitive to emulation lag, which can result in various side effects including instability and crashes with certain stages (most cart racing stages are affected). Disabling "Enable Dual Core" will greatly increase stability. Refer , . Single Core is now used by default for this title as of .
Since, textures in Sonic Adventure 2: Battle will appear blurry in the distance at internal resolutions above native, due to false positives in Arbitrary Mipmap Detection. Since , this setting can be disabled to work around the issue. However, if any "mip trick" effects are used by the game, they will not work correctly.
In prior versions, the only workaround is to enable GPU Texture Decoding.
This Gecko code will correct UI stretching seen with the Widescreen Hack.
$16:9 Widescreen C211287C 00000002 FC40E890 C0620000 EC4300B2 00000000 04121AD8 60000000 04121ADC 38600000 040329FC 60000000 04032A00 38600000 041219BC 60000000 041219C0 38600000 043B6520 3FAAAAAA C211F59C 00000002 C043004C C0620000 EC4300B2 00000000
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Position 1 (Safe)||Text in cutscenes updates properly|
The graph below charts the compatibility with Sonic Adventure 2: Battle since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Core i5-750 @ 4GHz||ATI Radeon HD 5870||Perfect: 60FPS|
|Windows 7||Intel Core i7-930 @ 2.8GHz||NVIDIA GeForce GTX 470||Perfect, 60FPS @ 1080p Widescreen.|
|Mac OS X 10.7||Intel Core i7-870 @ 2.93GHz||ATI Radeon HD 5750||50FPS @ 2560 x 1440||RDawkins|
|Mac OS X 10.6.8||Intel Core 2 Duo @ 2.13GHz||NVIDIA GeForce 9400M||Running very smoothly at half speed (30). Sound desyncing during normal cutscenes, CGI cutscenes too slow to bear. Character shadows don't appear in levels and there is a graphical glitch in driving levels unless EFB scale is set to 1x.)||Ac|
|Windows 7||Intel Core i7-920 @ 2.7GHz||NVIDIA GeForce GTX 285||Multiple Crashes: 60FPS||Vega|
|Windows 7||AMD Phenom II 720 BE @ 3.2GHz||ATI Radeon HD 4850||Works perfect||ultramann|
|Windows 7||Intel Core i7-950 @ 3.07GHz||NVIDIA GeForce GTX 470||Perfect 60FPS||Mark_Twain007|
|Windows 7||Intel Duel Core @ 3.06GHz||NVIDIA GeForce G210||Perfect, Black line on the bottom|
|Windows 7||AMD Phenom II X6 1090T||AMD Radeon HD 6950||Crash at City Escape||XFox Prower|
|Windows 7||Intel Core i5-2500 @ 3.3GHz||NVIDIA GeForce GTX 560||(D3D9)50FPS(D3D11)~50FPS (driver:275.33)||Peka|
|Windows 7||AMD Phenom II 965 @ 3.65GHz||NVIDIA GeForce GTX 560 Ti||Runs smoothly for first level, but then crashes immediately upon loading second level, regardless of settings. I've tried everything||AgainstYourThought|
|Windows 7||Intel Core i7-2630QM @ 2.6GHz||ATI Radeon HD 6770M||Flawless 60FPS in 1080p, no crashes||firstEncounter|
|Slackware 13.37||Intel Core i5-2500K @ 3.3GHz||NVIDIA GeForce GTX 550 Ti||Perfect. Consistent 60FPS with no drops. Audio sounded fuzzy in places; changing backend from ALSA to OpenAL solved it. No crashes whatsoever.||Shonumi|
|Mac OS X 10.7.3||Intel Core i5 @ 2.7GHz||AMD Radeon HD 6770M||Excellent||Discotazo|
|Windows 7||Intel Core i5-2300 @ 3GHz||NVIDIA GeForce GT 430||Perfect, 60FPS.||MiniBolt|
|Mac OS X 10.6.8||Intel Core 2 Duo @ 2.13GHz||NVIDIA GeForce 9400M||Who knew that upgrading to Dolphin 3 would boost this game to perfection?!! Well, almost. Not only are levels at least 90% now, but even cutscenes run at their normal speed. Absolutely no graphical glitches, and there were some in my previous testing.||Ac|
|Windows Vista||Intel Pentium @ 2GHz||Mobile Intel 4 Series Express Chipset Family||Introduction cutscene lags a lot and runs at 11FPS. The menu screen runs at full speed with a few hiccups. The game itself is kind of playable at a steady 15-20FPS. The sound is choppy due to the video lagging behind.||Mchccjg12|
|Mac OS X 10.7.4||Intel Core i7-2675QM @ 2.2GHz||AMD Radeon HD 6750M||Smooth. Playable.||jedivulcan|
|Windows 7||Intel Core i5-2500 @ 3GHz||NVIDIA GeForce GT 525MX||Runs Perfectly At 60FPS (OpenGL 1366×768 2× Native 4× AA 16×). Perfectly smooth.||Har8|
|Windows 7||AMD Athlon II 4X 635 @ 3GHz||NVIDIA GeForce GTX 480||Works perfectly like it did on my GameCube. Beat the game too, No bugs or slowdowns. 1920x1080 widescreen 16x AA 4X AA||ALLEN2|
|Windows 7||AMD FX 4300 @ 3.8GHz||AMD Radeon HD 7850||Almost always runs at 60FPS and is buttery smooth. Only frame drops were in City Escape where it dropped to 45 a couple of times.(Direct 3D 1680x1050 3× Native No AA)||Ryan1016|
|Windows 7||AMD Athlon X4 640 @ 3.15GHz||NVIDIA GeForce 550 Ti||Playable to completion with absolutely no flaws. Silky smooth framerates throughout. Also just FYI, there is an audio looping glitch with the jet fighter sounds on certain levels (like Mission Street). This is a bug in the game code and is not a Dolphin issue. DX11, HLE OpenAL, 3x scale||Durandal|
|Ubuntu 14.04||Intel Core i3-3220 @ 3.3GHz||NVIDIA GeForce GTX 650||Playable with default settings. Wild Canyon glitch fixed. The white text on black background that opens most cutscenes fails to update properly without Texture Cache Accuracy: Safe, but otherwise everything works at 100% speed with rare microstuttering/slowdown in specific stages and cutscenes. Tested hero story mode and chao garden.||Xerxes|
|Windows 10||Intel Core i3-6100 @ 3.7GHz||Intel HD Graphics 530||Playable with default settings. Runs at 60 fps in 60 Hz mode except during demanding parts. Audio stutters a little bit.||126.96.36.199|
|Windows 10||Intel Core i3-3220 @ 3.3GHz||NVIDIA GeForce GTX 1060||Really needs Dual Core disabled. Crashes in many places (Meteor Herd and the Tails driving stage as two examples) and text flickering in menus both occur consistently with Dual Core on. With Dual Core off, it's very playable, able to complete the whole game at full speed. Texture Cache Accuracy: Medium is enforced by default by Dolphin, but this doesn't quite fix the white text on black background in cutscenes, and there seem to be new one pixel thin line bugs that occasionally occur accompanying the text. Other than that, there's some weird stretching of shadows in cutscenes as well, but this occurs pretty infrequently.||Xerxes|