Sonic Adventure DX: Director's Cut: Difference between revisions

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{{testing/entry|revision=4.0-2575|OS=Windows 7 x64|CPU=Intel Core i3-3220 @ 3.3GHz|GPU=nVidia GeForce GT 640|result=There is an issue concerning invisible text when speaking to people and interacting with the monitors. Adjusting the Texture Cache Slider does nothing to make the text visible again. Switching to Direct3D could have fixed the problem, but I don't remember if that worked and that backend has worse slowdown as well. The graphics don't work properly without EFB copies set to texture. Game runs with slowdown to 50 FPS but with OpenGL it's a bit faster, but it could be my CPU since others are not having issues with slowdown.|tester=Yugix}}
{{testing/entry|revision=4.0-2575|OS=Windows 7 x64|CPU=Intel Core i3-3220 @ 3.3GHz|GPU=nVidia GeForce GT 640|result=There is an issue concerning invisible text when speaking to people and interacting with the monitors. Adjusting the Texture Cache Slider does nothing to make the text visible again. Switching to Direct3D could have fixed the problem, but I don't remember if that worked and that backend has worse slowdown as well. The graphics don't work properly without EFB copies set to texture. Game runs with slowdown to 50 FPS but with OpenGL it's a bit faster, but it could be my CPU since others are not having issues with slowdown.|tester=Yugix}}
{{testing/entry|revision=4.0-4488|OS=Windows 7 x64|CPU=Intel Core i3-3220 @ 3.3GHz|GPU=nVidia GeForce GT 640|result=The issue with invisible text is persistent on some screens on the city adventure field, and now the HUD seems be invisible as well in these instances, including the pause menu. The levels that are effected are Emerald Coast part two, and the Egg Carrier adventure field after the sky deck outside. Outside of those areas, the issue doesn't exist elsewhere no longer. The game runs at fullspeed with some very minor slowdown here and there that mainly happens with a bunch of stuff on screen. Direct3D is much worse with the invisible HUD and text issue so use OpenGL.|tester=Yugix}}
{{testing/entry|revision=4.0-4488|OS=Windows 7 x64|CPU=Intel Core i3-3220 @ 3.3GHz|GPU=nVidia GeForce GT 640|result=The issue with invisible text is persistent on some screens on the city adventure field, and now the HUD seems be invisible as well in these instances, including the pause menu. The levels that are effected are Emerald Coast part two, and the Egg Carrier adventure field after the sky deck outside. Outside of those areas, the issue doesn't exist elsewhere no longer. The game runs at fullspeed with some very minor slowdown here and there that mainly happens with a bunch of stuff on screen. Direct3D is much worse with the invisible HUD and text issue so use OpenGL.|tester=Yugix}}
{{testing/entry|revision=4.0-5730|OS=Windows 8.1 x64|CPU= Intel Core i7-2600k @ 4.0GHz |GPU=nVidia GeForce GTX 970 |result=Game runs full speed as far as I've played on both the D3D and OGL backends at 4xIR and no extra effects added. Text is still invisible in areas of the game but the majority seems to be present (only really tested under the OGL backend); this can be annoying if using the Japanese voices in conjunction with English text depending on when the text decides to not appear and how important said text is. Those who understand the language they've selected will do fine and, as I've said, the game is essentially fully playable under either backend using this build.|tester=TehGuy}}
{{testing/entry|revision=4.0-5730|OS=Windows 8.1 x64|CPU= Intel Core i7-2600k @ 4GHz|GPU=nVidia GeForce GTX 970|result=Game runs full speed as far as I've played on both the D3D and OGL backends at 4xIR and no extra effects added. Text is still invisible in areas of the game but the majority seems to be present (only really tested under the OGL backend); this can be annoying if using the Japanese voices in conjunction with English text depending on when the text decides to not appear and how important said text is. Those who understand the language they've selected will do fine and, as I've said, the game is essentially fully playable under either backend using this build.|tester=TehGuy}}
{{testing/end}}
{{testing/end}}



Revision as of 16:42, 2 March 2015

Sonic Adventure DX: Director's Cut
Sonic adventure dx directors cut.jpg
Developer(s) Sonic Team USA
Publisher(s) Sega
Series Sonic the Hedgehog, Sonic Adventure
Platform(s) GameCube
Release date(s) NA June 18, 2003
JP June 19, 2003
EU June 27, 2003
Genre(s) Platform
Mode(s) Single-player
Input methods GameCube Controller, Game Boy Advance
Compatibility 4Stars4.pngEdit rating: Sonic Adventure DX: Director's Cut
Playable
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

In Sonic Adventure DX: Director´s Cut Dr. Eggman is up to his old tricks again in, but in this special Director's Cut version, there are a whole lot more of them to trip up Sonic and his pals. Get ready to go on 50 new adventures in the all-new Mission Mode as you strive to dismantle the evil genius' plans to rule the world. There are 12 exciting Bonus Games to unlock in the form of classic Sonic Game Gear titles. Whether you play as Sonic, Tails, Knuckles, Amy Rose, Big the Cat, or E102 Gamma, you'll get a unique adventure every time as each character has their own deep storyline and unique type of gameplay. Don't forget to visit your favorite Chao in the Chao Garden where you can take a break from saving the world and pit your Chao against others in a variety of tournaments.

Problems

Invisible HUD

Both video backends may render parts of the HUD and certain text elements offscreen. The OpenGL backend is reported as being effected less.

Mac Shaders

The game shaders are very buggy at least on Mac build. Fixed in unknown revision.

Configuration

No configuration changes are known to affect compatibility for this title.

Version Compatibility

The graph below charts the compatibility with Sonic Adventure DX: Director's Cut 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
r6758 Mac OS X 10.6.8 Intel Core 2 Duo @ 2.13GHz nVidia GeForce 9400M Very laggy, 20-30 FPS, but otherwise accurate emulation Ac
r7367 Windows 7 x64 AMD Phenom II 720 BE @ 3.2GHz ATI Radeon HD 4850 Working perfect ultramann
r7719 Windows 7 x64 AMD Phenom II 965 @ 3.65GHz nVidia GeForce GTX 560 Ti Works great, but crashes randomly and save states don't work. Play the PC version instead. AgainstYourThought
3.0-373 Mac OS X 10.7.2 Intel Core i7-2675QM @ 2.2GHz AMD Radeon HD 6750M Smooth. jedivulcan
3.0-688 Mac OS X 10.7.4 Intel Core i7-2675QM @ 2.2GHz AMD Radeon HD 6750M Still smooth. Works great. jedivulcan
3.0-688 Mac OS X 10.7.4 Intel Core i5-2435M @ 2.4GHz Intel HD Graphics 3000 20 FPS. The game runs slow. Unplayable. jedivulcan
^3.0-636 Windows 7 x64 Intel Core i5-2430M @ 2.4GHz nVidia GeForce GT 540M Looks beautiful with higher resolutions and anti aliasing. However, doing this makes the frame rate drop. Runs smoothly on lower settings. Couldn't handle DSP LLE, but runs fine with DSP HLE. If your not playing this on a laptop (like me, heh) I am positive that you can handle the higher settings theredpikmin
4.0-2575 Windows 7 x64 Intel Core i3-3220 @ 3.3GHz nVidia GeForce GT 640 There is an issue concerning invisible text when speaking to people and interacting with the monitors. Adjusting the Texture Cache Slider does nothing to make the text visible again. Switching to Direct3D could have fixed the problem, but I don't remember if that worked and that backend has worse slowdown as well. The graphics don't work properly without EFB copies set to texture. Game runs with slowdown to 50 FPS but with OpenGL it's a bit faster, but it could be my CPU since others are not having issues with slowdown. Yugix
4.0-4488 Windows 7 x64 Intel Core i3-3220 @ 3.3GHz nVidia GeForce GT 640 The issue with invisible text is persistent on some screens on the city adventure field, and now the HUD seems be invisible as well in these instances, including the pause menu. The levels that are effected are Emerald Coast part two, and the Egg Carrier adventure field after the sky deck outside. Outside of those areas, the issue doesn't exist elsewhere no longer. The game runs at fullspeed with some very minor slowdown here and there that mainly happens with a bunch of stuff on screen. Direct3D is much worse with the invisible HUD and text issue so use OpenGL. Yugix
4.0-5730 Windows 8.1 x64 Intel Core i7-2600k @ 4GHz nVidia GeForce GTX 970 Game runs full speed as far as I've played on both the D3D and OGL backends at 4xIR and no extra effects added. Text is still invisible in areas of the game but the majority seems to be present (only really tested under the OGL backend); this can be annoying if using the Japanese voices in conjunction with English text depending on when the text decides to not appear and how important said text is. Those who understand the language they've selected will do fine and, as I've said, the game is essentially fully playable under either backend using this build. TehGuy

Gameplay Videos