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Sonic Adventure DX: Director's Cut
|Sonic Adventure DX: Director's Cut|
|Developer(s)||Sonic Team USA|
|Series||Sonic the Hedgehog, Sonic Adventure|
|Release date(s)|| NA June 18, 2003|
JP June 19, 2003
EU June 27, 2003
|Input methods||GameCube Controller, Game Boy Advance|
|GameIDs||GXSP8P, GXSE8P, GXSP6W, GASJ8P|
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.
Both video backends may render parts of the HUD and certain text elements offscreen. The OpenGL backend is reported as being effected less.
The game shaders are very buggy at least on Mac build. Fixed in unknown revision.
No configuration changes are known to affect compatibility for this title.
The graph below charts the compatibility with Sonic Adventure DX: Director's Cut since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|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|
|Windows 7 x64||AMD Phenom II 720 BE @ 3.2GHz||ATI Radeon HD 4850||Working perfect||ultramann|
|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|
|Mac OS X 10.7.2||Intel Core i7-2675QM @ 2.2GHz||AMD Radeon HD 6750M||Smooth.||jedivulcan|
|Mac OS X 10.7.4||Intel Core i7-2675QM @ 2.2GHz||AMD Radeon HD 6750M||Still smooth. Works great.||jedivulcan|
|Mac OS X 10.7.4||Intel Core i5-2435M @ 2.4GHz||Intel HD Graphics 3000||20 FPS. The game runs slow. Unplayable.||jedivulcan|
|^||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|
|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|
|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|
|Windows 8.1 x64||Intel Core i7-2600k @ 4.0GHz||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|