Difference between revisions of "Sonic Heroes"

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{{testing/entry|revision=6758|OS=Mac OS X 10.6.8|CPU=Intel Core 2 Duo @ 2.13GHz|GPU=nVidia GeForce 9400M|result=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.|tester=Ac}}
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{{testing/entry|revision=6758|OS=Mac OS X 10.6.8|CPU=Intel Core 2 Duo @ 2.13GHz|GPU=NVIDIA GeForce 9400M|result=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.|tester=Ac}}
{{testing/entry|revision=6798|OS=Windows|CPU=Intel Core 2 Quad Q9550|GPU=nVidia GeForce GTX 465|result=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. [http://www.youtube.com/watch?v=w6BnEoAcbwI Dolphin Emulator Sonic Heroes rendering bug (R6798)]|tester=soundspark}}
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{{testing/entry|revision=6798|OS=Windows|CPU=Intel Core 2 Quad Q9550|GPU=NVIDIA GeForce GTX 465|result=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. [http://www.youtube.com/watch?v=w6BnEoAcbwI Dolphin Emulator Sonic Heroes rendering bug (R6798)]|tester=soundspark}}
 
{{testing/entry|revision=7367|OS=Windows 7 x64|CPU=AMD Phenom II 720 BE @ 3.2GHz|GPU=ATI Radeon HD 4850|result=Working good at 50FPS. EFB Scale set to 1 and EFB Copy set to texture.Using DX11 Plugin|tester=ultramann}}
 
{{testing/entry|revision=7367|OS=Windows 7 x64|CPU=AMD Phenom II 720 BE @ 3.2GHz|GPU=ATI Radeon HD 4850|result=Working good at 50FPS. EFB Scale set to 1 and EFB Copy set to texture.Using DX11 Plugin|tester=ultramann}}
{{testing/entry|revision=3.0-416|OS=Linux Slackware 13.37 x86_64|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=nVidia GeForce GTX 550 Ti|result=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.|tester=Shonumi}}
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{{testing/entry|revision=3.0-416|OS=Linux Slackware 13.37 x86_64|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=NVIDIA GeForce GTX 550 Ti|result=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.|tester=Shonumi}}
 
{{testing/entry|revision=3.5-1387|OS=Windows 8 x64|CPU=AMD Phenom II X4 965 @ 3.4GHz|GPU=AMD Radeon HD 6850|result=Constant 60FPS. Runs perfectly, no problem.|tester=}}
 
{{testing/entry|revision=3.5-1387|OS=Windows 8 x64|CPU=AMD Phenom II X4 965 @ 3.4GHz|GPU=AMD Radeon HD 6850|result=Constant 60FPS. Runs perfectly, no problem.|tester=}}
 
{{testing/entry|revision=3.5-2319|OS=Windows 7 x64|CPU=Intel Core i3-2330 M @ 2.2GHz|GPU=Intel HD Graphics 3000|result=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.|tester=Oddlyoko2K}}
 
{{testing/entry|revision=3.5-2319|OS=Windows 7 x64|CPU=Intel Core i3-2330 M @ 2.2GHz|GPU=Intel HD Graphics 3000|result=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.|tester=Oddlyoko2K}}
{{testing/entry|revision=4.0-2618|OS=Windows 7 Ultimate x64|CPU=Intel Core i5-4430 @ 3GHz|GPU=nVidia GeForce GTX 660 Ti|result=Runs perfectly on 1x resolution with Scaled EFB copies, steady 60FPS at all times. Played through team rose without any problems.|tester=Dawngaward}}
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{{testing/entry|revision=4.0-2618|OS=Windows 7 Ultimate x64|CPU=Intel Core i5-4430 @ 3GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Runs perfectly on 1x resolution with Scaled EFB copies, steady 60FPS at all times. Played through team rose without any problems.|tester=Dawngaward}}
 
{{testing/end}}
 
{{testing/end}}
  

Revision as of 00:09, 29 May 2015

Sonic Heroes
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 4Stars4.pngEdit rating: Sonic Heroes
Playable
GameIDs G9SP8P, G9SJ8P, G9SE8P
See also...

Dolphin Forum thread
Open Issues

Search Google
Search Wikipedia

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

Black Areas

Black areas appear on the screen in-game on all backends. As of 4.0-1474, the core problem has been addressed, however problems may still appear if Scaled EFB Copy is active when using an internal resolution above 1x Native. To avoid this error, use 1x Native, or disable Scaled EFB Copies and use 2.5x or 3x Native internal resolution. See issue 267 and the April Dolphin Progress Report.

Corrupted UI elements

Some of the UI elements appear corrupted. Notable examples are emblem counter and the text on the save data loading screen. Setting Texture Cache Accuracy to Safe solves this issue.

Controller Issues

In two player mode, the in-game controls for pressing A, B, X and Y act as if they are set to turbo-mode (holding the button down means the button is repeatedly turned on and off very quickly). This makes gameplay very difficult due to not being able to jump high enough, rapid scrolling through the characters in the team, and so on.

Configuration

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

Graphics

Config Setting Notes
Texture Cache Accuracy Position 1 (Safe) Solves the issue with corrupted UI elements

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.

Δ
5.0-11199 (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 Version 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 x64 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 Linux Slackware 13.37 x86_64 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 x64 AMD Phenom II X4 965 @ 3.4GHz AMD Radeon HD 6850 Constant 60FPS. Runs perfectly, no problem.
3.5-2319 Windows 7 x64 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 Ultimate x64 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

Gameplay Videos