- Sonic heroes action replay codes full#
- Sonic heroes action replay codes code#
- Sonic heroes action replay codes series#
Using fullscreen, anti-aliasing, or EFB Copies -> RAM brings the black areas back.Ĭonstant 60FPS. 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.
EFB Scale set to 1 and EFB Copy set to texture.Using DX11 PluginĬonsistent 60FPS. Dolphin Emulator Sonic Heroes rendering bug (R6798) When EFB scale is set to 1x, shadow glitch disappears and also speed goes up 10-20FPS.īlack areas appear on the screen in-game unless the Direct3D11 plugin, the EFB scale is set to 1x, and anti-aliasing is turned off. Working well at about 20-30FPS about half-speed. This title has been tested on the environments listed below: However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. The graph below charts the compatibility with Sonic Heroes since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.Ĭompatibility can be assumed to align with the indicated revisions. Only configuration options for the best compatibility where they deviate from defaults are listed. The action replay codes provided below will make split-screen multiplayer levels play at 60FPS: The following Gecko codes work as a replacement, causing fewer issues. The built-in Widescreen Hack causes clipping issues. Runs great, never goes below 60 FPS during gameplay except during loading screens which go to the one digits and cutscenes which are locked at 30 FPS.Sonic Heroes HD Project 16:9 Aspect Ratio Fix
Sonic heroes action replay codes full#
The game can be demanding on the GPU at times but will run full speed whenever it can. Not sure if it's wrong settings or too weak processor. The game itself is bug-free in my eyes, however, it does require a good CPU, my 2600k, with no texture or resolution changes, does stutter alot. Switching the video backend to OpenGL didn't fix the stripes around the top and left sides of the screen. Changing to DSP LLE fixes this, however the audio begins stuttering, and the framerate takes a big hit. Plays great, between 40-60FPS depending on how much is going on (3x native resolution). Cutscenes and their audio are sometimes not in sync, but other than that, runs at 100%. The game itself is playable at about 15-20FPS, and the cutscenes aren't TOO bad, but the sound on them plays faster than the cutscene itself, causing half of the cutscene to be silent. The menu lags and the sound is choppy, so listening to music via the options menu is a pain. The introduction CGI cutscene plays perfect with a small amount of stutter on the sound.
Sonic heroes action replay codes series#
Mobile Intel 4 Series Express Chipset Family 2P graphics are fine but it runs at 5FPS. Plays perfectly fine, but is really slow. Notably, the textures on the characters randomly get colored a mixture of their usual colors for a few moments during the levels (Sonic gets purple, Shadow gets brown etc.) The introductions in 2 Player mode somethimes get glitchy. Cutscenes run at full speed in sync with the audio.
Plays fine, but the gameplay is slow (36-40FPS - 60-70% speed at 1x internal resolution).
Sound stutters during cutscenes with Dsound backend, no stuttering with Xaudio, however sometimes the audio is a little bit too fast, which leaves some parts of cutscenes without sound.
Plays at full speed at 2x internal resolution. This can be avoided by enabling the Vertex Rounding Hack in 5.0-3251 or newer, applied by default in 5.0-7714.Ĭompatibility can be assumed to align with the indicated revisions. Much like Sonic Heroes, non-native internal resolutions or anti-aliasing will cause white stripes to appear on the top left of the screen. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.
Sonic heroes action replay codes code#
For the NA version of the game, you can instead use the below alternate code that sets a minimum number of 20 for the Rings, rather than forcing the number to 999: To solve the problem, simply disable the code. Featuring the titular fictional character Shadow the Hedgehog from Sega's Sonic the Hedgehog series, the game was revealed at the March 2005 Walk of Game inauguration of Sonic, the series' main character. With the Infinite Rings code enabled, one begins the level with 999 Rings, causing the level to automatically complete and loop. Shadow the Hedgehog is a 2005 video game developed by Sega Studio USA, the former United States division of Sega's Sonic Team. The Action Replay code for Infinite Rings for Player 1 prevent completing the "Circus Park" "Hero Mission", which requires the player to collect 400 rings to complete. Enhancements Infinite Rings AR Codes Causes Loop