Sonic Heroes

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Revision as of 19:42, 11 November 2012 by Shonumi (talk | contribs) (→‎Testing)
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Sonic Heroes
Sonic Heroes
Developer(s) Sonic Team
Publisher(s) Sega
Series Sonic
Platform(s) GameCube
Genre(s) Adventure
Mode(s) Single-Player, Multiplayer
Input methods Gamecube Controller
Compatibility 4Stars4.pngEdit rating: Sonic Heroes
Playable
GameIDs
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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

Black Areas

Black areas appear on the screen in-game unless the Direct3D 11 plugin is used with EFB scale is set to 1x, and anti-aliasing turned off (/w r6798).

Corrupt Text

Some of the text on the saved data loading screen is corrupt.

Controller Issues

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.

Emblem Counter Glitch

When getting a new emblem, the numerical graphic will appear fine at first, but later appear corrupt when the number increases. Setting Texture Cache Accuracy to Safe solves this issue.

Configuration

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

Graphics

Config Setting Notes
Video Backend Direct3d 11 Avoids "Black Areas" issue
Internal Resolution 1x Avoids "Black Areas" issue
Anti-Aliasing Off Avoids "Black Areas" issue
Texture Cache Accuracy Safe Solves Emblem Counter glitch

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.

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5.0-21412 (current)
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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 20-30 FPS; 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 10-20 FPS. 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 50 FPS. 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 60 FPS. 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

Gameplay Videos