Spyro: A Hero's Tail

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Spyro: A Hero's Tail
Spyro-A Hero's Tail.jpg
Developer(s) Eurocom
Publisher(s) Vivendi Games
Series Spyro
Platform(s) GameCube
Release date(s) NA November 3, 2004
EU November 26, 2004
Genre(s) Platform
Mode(s) Single-player
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: Spyro: A Hero's Tail
GameIDs G5SP7D, G5SE7D
See also...

Dolphin Forum thread
Open Issues
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In Spyro: A Hero's Tail Spyro must save the Dragon Realms from the Evil Red Dragon who has planted light-sapping Dark Gems all over the Dragon Realms in an attempt to control the world. With the help of his allies, Spyro must seek out and destroy all of the Dark Gems to return the land back to normal and to save the Dragon Realms from the evil dragon's tyrannical control. Guide Spyro as he uses his new dragon powers, abilities, and gadgets in lush environments rife with new villains.


Light Glow

Since 5.0-4703, light glow will not render correctly when EFB to texture only is enabled. Disabling it fixes the problem.

Underwater Rendering

When diving underwater an effect should blur the distance. On Dolphin everything is rendered completely fuzzy. Refer issue 9277. Only the software back-end renders correctly.

Lighting and Shimmering Object Smears

Beams of light and shimmering objects, like faerie wings, can smear or be duplicated or otherwise corrupt graphics. Slightly different versions of the corruption are seen between OpenGL and DirectX. Refer issue 6899 and issue 8317. Fixed by 5.0-4703.


Blotchy Textures

Some textures are intended to be in an 18b rather than 24b format, which can cause banding across gradients or otherwise blotchy colors. Disabling Force 24-bit colour fixes the issue.

Remove Bloom AR Code

The game has a bloom effect that causes issues with shimmering objects and an AR Code is needed to remove the bloom. This AR Code will remove bloom entirely.


04352F00 4E800020

16:9 Aspect Ratio Fix

The built-in Widescreen Hack causes various clipping issues. The following Gecko codes work as a replacement. Make sure disable the Widescreen Hack before using these.

$16:9 Widescreen Region-Free
F6000001 80008180
418100E0 3FC08049
D2000024 0000000C
2C1D0000 41820054
3DC03F40 61CE0000
3DE03F80 61EF0000
3E003F80 62100000
91C20000 91E20004
92020008 C2220008
C0220000 C0030000
EC000072 EC000473
D0030000 C0220004
C0030014 EC000072
EC000473 D0030014
38800000 00000000
E0000000 80008000
F6000002 80008180
EC420032 EC630032
EC3F0032 EC9E0032
D2000048 00000010
3DC08091 61CE43C0
7C0EF800 41820068
2C1F0000 41820060
3DC08091 61CE3900
7C0EF800 41820050
C2220000 C2420008
C0030000 EC000472
EC0004B3 D0030000
C003000C EC000472
EC0004B3 D003000C
C2220004 C0030014
EC000472 EC0004B3
D0030014 C003001C
EC000472 EC0004B3
D003001C 38800001
60000000 00000000
E0000000 80008000
F6000003 80008180
3FAAAAAB 3B000000
40000000 3F000000
C0000000 44200000
14000014 45800000
E0000000 80008000


No configuration changes are known to affect compatibility for this title.

Version Compatibility

The graph below charts the compatibility with Spyro: A Hero's Tail since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-15575 (current)
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.


This title has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
3.5 Windows 7 AMD Althon II x2 270 @ 3.4GHz NVIDIA GeForce GTX 650ti 100% Full speed perfect Mirocroatia
4.0-1569 Windows 8.1 Intel Celeron G1610 @ 2.6GHz NVIDIA GeForce GT 330 Really bad framerates with OpenGL, fixed by changing to Direct3D. Other than that, 96% speed with no graphical glitches. Masamune3210
5.0-11384 Windows 10 Intel Core i5-5300 @ 2.3GHz Intel HD 5500 Superb performance, solid 60FPS at 1x. 40-50FPS at 2x. Very slight stuttering on logo FMVs if using OpenGL, not present with DX11. Bug with extreme blur underwater remains present in OpenGL -- and DX11, contrary to game notes above Kroc

Gameplay Videos