Sonic Heroes

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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
AUS March 5, 2004
Genre(s) Adventure
Mode(s) Single-player, Multiplayer (2)
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: Sonic Heroes
Playable
GameIDs
See also...

Dolphin Forum thread
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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

Graphical Glitches

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. Fixed by 4.0-1474.

Template:SCorrupted UI ElementsTemplate:/s

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. See issue 6481. Fixed by 4.0-1474. The problem will return when opening the Graphics Settings and not setting Texture Cache Accuracy to Safe.

Enhancements

16:9 Aspect Ratio Fix

The built-in Widescreen Hack causes clipping issues. The following AR codes work as a replacement, causing less issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.

NTSC-U

0442D2D4 3F521DAA
0442DB20 3F521DAA
0442D2E0 3ED21DAA

10.8 Beta

0435F67C 3F521DAA
0435FE68 3F521DAA
0435F688 3ED21DAA

The first line is FOV for single player. The second line is an HUD position fix. The third line is FOV for split screen.

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.

Δ
5.0-21270 (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 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

Gameplay Videos