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
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
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

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

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

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

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.

Δ
5.0-21268 (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
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