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Sonic Heroes: Difference between revisions
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Revision as of 02:28, 23 June 2016
Sonic Heroes | |
---|---|
Developer(s) | Sonic Team |
Publisher(s) | Sega |
Series | Sonic the Hedgehog |
Platform(s) | GameCube |
Release date(s) | JP December 30, 2003 NA January 5, 2004 EU February 6, 2004 |
Genre(s) | Adventure |
Mode(s) | Single-player, Multiplayer (2) |
Input methods | GameCube Controller |
Compatibility | 4 Playable |
GameIDs | |
See also... |
Dolphin Forum thread |
Sonic Heroes is yet another installment in the Sonic series for the Nintendo GameCube. In Sonic Heroes, three characters (in teams, of which there are 4) travel together at once, each with unique abilities which the player can utilise to defeat enemies or tackle obstacles.
Problems
Controller Issues
In the multiplayer modes of Sonic Heroes, buttons will mash even when holding them, acting like an autofire, making it impossible to play. This applies to stick movement as well. On PAL versions of the game, this also happens in the single player, making the game totally unplayable. Fixed by 4.0-8586
This may still happen on some levels in the PAL version. Needs more testing.
Enhancements
Graphical Glitches with IR>1
Odd black areas appear on the right side of the screen in-game on all backends. As of 4.0-1474, the core problem has been partially addressed, see issue 267 and the April Dolphin Progress Report.
However, the problem still occurs if using resolutions above 1x Native while enabling the Scaled EFB Copy, using specific resolutions with Scaled EFB Copy off (in this case, try 1x, 2.5x, 3x, 5x, 7x), or using any level of anti-aliasing other than none. Under the OpenGL backend, if Anisotropic Filtering is changed during emulation, multiple shadows appear. The issue will remain even after the setting has been reverted to what it was at before until the emulation has been stopped and then restarted.
16:9 Aspect Ratio Fix
The built-in Widescreen Hack causes clipping issues. The following AR and Gecko codes work as a replacement, causing less issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.
NTSC-J
Action Replay
040034d8 3DC03F40 040034dc 91C20000 040034e0 C2220000 040034e4 EC110032 040034e8 D0030004 040034ec 481a9388 040034f0 3DC04100 040034f4 91C20000 040034f8 C0820000 040034fc 48198684 0401D920 38800002 0419bb7c 4be67974 041ac870 4be56c68 04290774 bf400000 04290788 3f400000
Gecko
F6000004 80008180 000000A8 000000B0 00000090 00000098 000000A0 000000B8 3F800000 3F800000 0401D920 38800002 14000020 BF400000 14000034 3F400000 E0000000 80008000 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
NTSC-U
Action Replay
040050c0 3DC03F40 040050c4 91C20000 040050c8 C2220000 040050cc EC110032 040050d0 D0030004 040050d4 481a768c 040050d8 3DC04100 040050dc 91C20000 040050e0 C0820000 040050e4 48196988 0401D908 38800002 0419ba68 4be69670 041ac75c 4be58964 04290694 BF400000 042906A8 3F400000
Gecko
C21AC75C 00000003 3DC03F40 91C20000 C2220000 EC110032 D0030004 00000000 0401D908 38800002 04290694 BF400000 042906A8 3F400000 C219BA68 00000002 3DC04100 91C20000 C0820000 00000000
E3 Beta
040034d8 3DC03F40 040034dc 91C20000 040034e0 C2220000 040034e4 EC110032 040034e8 D0030004 040034ec 4812fdc4 041332ac 4bed022c 04162A98 60000000
10.8 Beta
040034d8 3DC03F40 040034dc 91C20000 040034e0 C2220000 040034e4 EC110032 040034e8 D0030004 040034ec 4819585c 040034f0 3DC04100 040034f4 91C20000 040034f8 C0820000 040034fc 48184b58 0401B994 38800002 04188050 4be7b4a0 04198D44 4be6a794 0425D214 bf400000 0425D228 3f400000
11.18 Beta
040034d8 3DC03F40 040034dc 91C20000 040034e0 C2220000 040034e4 EC110032 040034e8 D0030004 040034ec 481a8cb4 040034f0 3DC04100 040034f4 91C20000 040034f8 C0820000 040034fc 48197fb0 0401D810 38800002 0419B4A8 4be68048 041AC19C 4be5733c 04290AEC bf400000 04290AF4 3f400000
PAL
Action Replay
040034d8 3DC03F40 040034dc 91C20000 040034e0 C2220000 040034e4 EC110032 040034e8 D0030004 040034ec 481a97a4 040034f0 3DC04100 040034f4 91C20000 040034f8 C0820000 040034fc 48198aa0 0401DA00 38800002 0419bf98 4be67558 041ACC8C 4be5684c 04290c74 bf400000 04290c88 3f400000
Gecko
F6000004 80008180 000000A8 000000B0 00000090 00000098 000000A0 000000B8 3F800000 3F800000 0401DA00 38800002 14000020 BF400000 14000034 3F400000 E0000000 80008000 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
For Action Replay codes, The first line is the FOV value and the last two lines are the horizontal 2D position and scale floats.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Anti-Aliasing | None | Avoid shadow corruption |
Scaled EFB Copy | Off | Allows 2.5x, 3x, 5x, and 7x Internal Resolutions to work without glitches |
Version Compatibility
The graph below charts the compatibility with Sonic Heroes since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
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 | Working well at about 20-30FPS; about half-speed. Small shadow glitch. Rapidfire buttons glitch not present. When EFB scale is set to 1x, shadow glitch disappears and also speed goes up 10-20FPS. | Ac |
r6798 | Windows | Intel Core 2 Quad Q9550 | NVIDIA GeForce GTX 465 | Black areas appear on the screen in-game unless the Direct3D11 plugin, the EFB scale is set to 1x, and anti-aliasing is turned off. Dolphin Emulator Sonic Heroes rendering bug (R6798) | soundspark |
r7367 | Windows 7 | AMD Phenom II 720 BE @ 3.2GHz | ATI Radeon HD 4850 | Working good at 50FPS. EFB Scale set to 1 and EFB Copy set to texture.Using DX11 Plugin | ultramann |
3.0-416 | Slackware 13.37 | Intel Core i5-2500K @ 3.3GHz | NVIDIA GeForce GTX 550 Ti | Consistent 60FPS. Fully playable with no major issues. On OpenGL the black areas can be eliminated by setting Render to Main Window, Auto Adjust Window Size, turning IR to 1x, then switching to Auto (Window Size) in-game. Using fullscreen, anti-aliasing, or EFB Copies -> RAM brings the black areas back. | Shonumi |
3.5-1387 | Windows 8 | AMD Phenom II X4 965 @ 3.4GHz | AMD Radeon HD 6850 | Constant 60FPS. Runs perfectly, no problem. | |
3.5-2319 | Windows 7 | Intel Core i3-2330 M @ 2.2GHz | Intel HD Graphics 3000 | Playable, 40~60FPS during gameplay, it slows down while selecting your team, the audio gets chopped when there are lots of actors around. Can be played with Anti-Aliasing set to 4x, but the ground may look weird. Weird AI glitches (cannons not working properly, wrong jump aim...) and some 3D models just go missing randomly making you fell at some random place, but there are few chances of these occurring. | Oddlyoko2K |
4.0-2618 | Windows 7 | Intel Core i5-4430 @ 3GHz | NVIDIA GeForce GTX 660 Ti | Runs perfectly on 1x resolution with Scaled EFB copies, steady 60FPS at all times. Played through team rose without any problems. | Dawngaward |
4.0-8459 | Windows 10 | Intel Core i7-6700k @ 4GHz | NVIDIA GeForce GTX 970 | Runs with no issues apart from those documented above. | Seapancake |
4.0-9200 | Ubuntu 15.10 | Intel Core 2 Duo E8400 @ 3GHz | NVIDIA GeForce GTX 260 | Runs extremely well with 2.5x IR, 16x AF with no AA, under OpenGL with Scaled EFB settings off. Framedrops and slowdowns were extremely rare, and no graphical glitches were encountered during gameplay. This was done on the 340.96 NVIDIA proprietary driver. | NeutronPCXT |
Gameplay Videos
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- Sonic Team (Developer)
- Sega (Publisher)
- Sonic the Hedgehog (Series)
- Japan (Release region)
- North America (Release region)
- Europe (Release region)
- 2003 (Initial release year)
- Adventure (Genre)
- Single-player (Game mode)
- Multiplayer (Game mode)
- 2 (Players supported)
- GameCube Controller (Input supported)
- 4 stars (Rating)
- Anti-Aliasing (Config Required)
- Scaled EFB Copy (Config Required)
- Tested On (OS): macOS
- Tested On (CPU): Intel
- Tested On (GPU): NVIDIA
- Tested
- Tested On (OS): Windows
- Tested On (CPU): AMD
- Tested On (GPU): ATI
- Tested On (Release): 3.0
- Tested On (OS): Linux
- Tested On (GPU): AMD
- Tested On (GPU): Intel
- Tested On (Release): 4.0
- Untested for 10000+ revisions
- GameCube games