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- Sonic The Hedgehog 3d Mac Os Update
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Microsoft Windows, Mac OS X: 2011 Sonic CD: Original game by Sonic Team; ported by Whitehead Xbox 360, PlayStation 3, iOS, Android, Ouya, Microsoft Windows, Apple TV, Windows Phone: 2013 Sonic the Hedgehog: Original games by Sonic Team; ported by Whitehead and Headcannon iOS, Android, Apple TV: Sonic the Hedgehog 2: 2017 Sonic Mania. Sonic the Hedgehog 3D is a free fan game about a famous SEGA mascot, Sonic, and it is made on Build Engine with additional EDuke 32 port. The game was inspired by two classic Sonic series: Mega Drive/Genesis and Sonic Adventure series. The game's development began a couple years ago. Unfortunately, there is no direct download for the Mac version of Sonic the Hedgehog 3D. To download the product, proceed to the developer's site via the link below. 3D Sonic the Hedgehog: 3DS Virtual Console: Somewhat: Citra: May 15, 2013: Sonic the Hedgehog (remaster) iOS: No? 1994: Sonic the Hedgehog's Gameworld: Sega Pico: Yes: PicoDrive: August 1994: Tails and the Music Maker: Sega Pico: Yes. Updates and Discussion about the Open Source Retro Game Launcher emuBro as well as Emulators. This visually enriched game allows the users to enjoy this game through Sonic’s eccentric air-dashing style that seems really enjoyable. Spinning with the loop de loop helps the users collect the rings and destroy the enemies within a snap. Most of the best games for Chrome OS are optimized for the touchscreen, and so is the Sonic sequel.
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Sonic Colors | |
---|---|
Developer(s) | Sonic Team |
Publisher(s) | Sega |
Series | Sonic the Hedgehog |
Platform(s) | Wii |
Release date(s) | AUS November 11, 2010 EU November 12, 2010 NA November 16, 2010 JP November 18, 2010 |
Genre(s) | Platform |
Mode(s) | Single-player, Multiplayer (2) |
Input methods | Wii Remote, Wii Remote + Nunchuk, Classic Controller, GameCube Controller |
Compatibility | 4 Playable |
GameIDs | SNCE8P, SNCJ8P, SNCP8P |
See also.. | Dolphin Forum thread Open Issues Search Google Search Wikipedia |
Sonic Colors (ソニック カラーズ Sonikku Karāzu in Japan, Sonic Colours in European and Australian markets) is a 2010 platforming game in the Sonic the Hedgehog series. The game has similar gameplay to the 2008 game Sonic Unleashed, using both side-scrolling and third-person perspectives.
- 1Emulation Information
- 2Problems
- 3Enhancements
- 3.160FPS
- 4Configuration
Emulation Information
Shut Down
This game's online functionality has been shut down as of May 20, 2014 and works in neither Dolphin or on Wii hardware.
Controller Map Overlap
Sonic Colors is capable of using both GameCube controllers and Wii Remotes. If a physical controller is set to emulate both a GameCube Controller and a Wii Remote concurrently, it will operate both devices at the same time. To fix, migrate controls to use separate physical controllers.
Excessively Dark Rendering
When playing the PAL version in 50Hz mode, the game is significantly darker than in 60Hz modes. This occurs on console and is not an issue with Dolphin. To avoid this, use PAL60 mode when playing the PAL version of the game.
Problems
Missing Audio
Certain music effects, such as muffled and quieter music in underwater sections and muted music while going though pipes with the Drill wisp, are missing under DSP-HLE. The effects don't play in HLE. Boosting music plays properly though. All music effects work properly under DSP-LLE. Refer issue 10069.
Enhancements
Sonic The Hedgehog 3d Mac Os Update
60FPS
Enter this as an AR code in the game's configuration settings. This patch will unlock the game's frame rate from 30FPS on actual hardware to 60FPS. It can cause some minor physics issues (nevertheless, the game can still easily be completed). Reaching frame rates >30 FPS may require checking Store EFB Copies To Texture Only and/or increase the Emulated CPU Clock.
This code will make completing Asteroid Coaster Act 2 difficult at the point shown below. Using Boost should allow getting past.
Known problems
- Aquarium Park, Act 1: The scripted loop at the beginning of the level bugs out, sometimes sending Sonic out of the stage to his death. To fix this, simply don't touch the controls at the start of the level. Sonic will get stuck in the loop, but then he'll get unstuck and continue through the loop. You can also disable the 60FPS patch for that particular section. Save states can be used even when the patch is enabled/disabled.
- Every level: Noticeable lines appear under Sonic and stay for the whole game. Disabling anti-aliasing fixes this.
- Tropical Resort, Act 1: If you jump at the right spot, the game will freeze.
- Terminal Velocity, Boss: After executing a chain of attacks on boss, Sonic will not always be able to boost into it for extra damage. Sonic will seldom be able to boost into it and is very inconsistent when it will work. You may disable the 60FPS patch for this particular stage. Boosting for extra damage is not required to beat that boss, but is needed if the player wishes to obtain an S rank.
HD Texture Pack
Configuration
3d Sonic The Hedgehog 3ds
Only configuration options for the best compatibility where they deviate from defaults are listed.
Audio
Config | Setting | Notes |
---|---|---|
DSP Emulator Engine | LLE | Play underwater and other sound effects appropriately. |
Version Compatibility
The graph below charts the compatibility with Sonic Colors since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
5.0-14085(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.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
---|---|---|---|---|---|
Revision | OS Version | CPU | GPU | Result | Tester |
r3661 | Windows XP | Intel | NVIDIA GeForce 7100 | Around 15FPS. | |
r3661 | Windows 7 | AMD Phenom X4 @ 3GHz | NVIDIA GeForce 9800 GT | Around 30FPS, lags in some places. | |
r6423 | Windows 7 | Intel Core 2 Quad Q8300 | ATI Radeon HD 4650 | Around 20FPS | |
r6423 | Windows 7 | Intel Core 2 Quad Q8200 | NVIDIA GeForce 9600 GT | Around 20FPS, some minor glitches, black screen on Act II | |
r6473 | Windows 7 | AMD Phenom X4 | ATI Radeon HD 4850 | Around 20FPS, black screen when using pink wisp | |
r6603 | Windows 7 | Intel Core i5-750 @ 4GHz | ATI Radeon HD 5870 | Around 43+ FPS (unlimited, normal is 30). Only Some graphic problems, but barely noticeable. | |
r6790 | Windows 7 | AMD Athlon II X2 240 @ 2.81GHz | NVIDIA GeForce GT 240 | OpenGL: 15-20FPS, no graphic or sound problems at all. | |
r7027 | Windows 7 | Intel Core 2 Duo @ 2.93GHz | ATI Radeon HD 4550 | 20-28FPS (75%-98%), Perfect game play. With No Problem | |
r7045 | Windows 7 | Intel Core 2 Quad Q6600 | NVIDIA GeForce 9800 GT | DirectX11: 15-20FPS | |
r7128 | Windows XP | AMD Phenom II X2 @ 3.50GHz | ATI Radeon HD 4650 | 25-30FPS (80%-100%), Perfect game play. | |
r7259 | Windows 7 | Intel Core i5-760 @ 2.8GHz | NVIDIA GeForce GTX 470 | DirectX9: Locked at 30FPS, perfect game play & sound. (1920x1080) | Louie82Y |
r7259 | Windows 7 | AMD FX @ 4.5GHz | AMD Radeon R9 295X2 | DirectX11: Super Perfect Gameplay, use this emulator for sonic colors(1920x1080) | Angel X |
r7332 | Windows 7 | AMD Phenom II X4 965 @ 3.4GHz | NVIDIA GeForce GTX 460 | DirectX9: Locked at 30FPS, sometimes drops to 26-28FPS during small scale explosions, perfect game play & sound. (1920x1080) | Grounder |
r7436 | Windows 7 | AMD Phenom II X6 1055T @ 3.5GHz | NVIDIA GeForce GTS 450 | Perfect: 60FPS Menu etc 30FPS in game With DX9 Plugin, Dual Core Enabled, 16x Anisotropic Filtering enabled, Scale 3x, 1920x1080, | RDilus |
r7473 | Windows 7 | AMD Phenom II X4 955 @ 3.2GHz | ATI Radeon HD 5750 | Perfect: Menu: 60FPS, Game: 30FPS (sometimes drops 25~28), with DX11 Plugin, Dual Core Enabled, 16x Anisotropic Filtering enabled, Scale 3x, 1680x1050, EFB Copy: Texture, OpenCL enabled, 64 bits mode. | Juliannb |
r7564 | Windows 7 | AMD Phenom X4 9350e @ 2.01GHz | NVIDIA GeForce 9600 GT | Black screen after SEGA logo with Direct3D9; crashes at start up with OpenGL. UPDATE: Perfect with Direct3D9. I've disabled Progressive Scan, so black screen.. never again! | |
r7612 | Windows 7 | Intel Quad Core @ 3.33GHz | NVIDIA GeForce 9600 GT | Around 25-30FPS (75-100%), no graphic & sound problem | Sonic1993 |
r7670 | Windows 7 | Intel Core i5-2500K @ 4.1GHz | AMD Radeon HD 6850 | Works totally fine. Slight random slowdowns during intense action. | MegaJump |
r7671 | Windows 7 | Intel Core i7-860 @ 2.8GHz | ATI Radeon HD 4850 | 60FPS in menus and 30FPS in levels with DirectX11 16x Anisotropic Filtering, Scale 4x and Resolution 2560x1440. Deactivate V-Sync, Audio Throttle and uncheck RAM in EFB Copies | TimeWalker |
r7719 | Windows 7 | Intel Core i5-2500K @ 3.3GHz | AMD Radeon HD 6950 | Perfect. 30FPS in DX11 with AA Samples 4 (quality 16), AF x16, and Internal Resolution x4 (2560x2112), at 1920x1080. | |
3.0-363 | Windows 7 | Intel Core i5-750 | AMD Radeon HD 6950 | 30FPS in DX9 (AF16x, AA 9XSSAA) , random slowdowns but average is 30FPS,Lock threads to core and OpenMP. | MinorOS |
3.0-421 | Windows 7 | AMD Phenom II X4 @ 3.825GHz | NVIDIA GeForce GTX 560 Ti | FPS varies between 20-30FPS, no matter what settings or plugin I use. 'Skip EFB Access from CPU' seems to help. Guess I need a better processor. The game plays perfectly however. | AgainstYourThought |
3.0-458 | Mac OS X 10.7.4 | Intel Core i7 @ 2.6GHz | NVIDIA GeForce GT 650M | Almost rock solid 30FPS, perfect on almost all menus, so much better than I could have dreamed for. For some reason, the only place that lags in the game is.. map screen for Tropical Resort. For some reason there the emulator thinks it's running at full speed. Also for some reason loading times are drastically improved compared to the actual console experience. The boost effect glitch occurs if I use fullscreen. UPDATE: I replaced my computer with an identical model (older model developed issues).. and it does NOT work nearly as well as above. Very choppy and at times laggy. Odd and worrying to say the least. | Ac |
3.0-715 | Windows 7 | Intel Core i7-950 @ 4GHz | NVIDIA GeForce GTX 570 | Rock solid 30FPS. It never drops at all and no glitches or anything. DX9, 4x Native, 16x AF, 0x AA, Skip EFB from CPU, Texture EFB Copy, Fast Texture Cache, OpenCL, OpenMP. Turning on AA destroys the performance. | Zharay |
3.0-776 | Windows 7 | AMD Athlon II X4 645 @ 3.1GHz | NVIDIA GeForce GTX 560 Ti | DirectX9: Works bad and slow. (15FPS) DirectX11: Some graphical glitches, often lags. (20-30FPS), OpenGL: Works great and mostly fast, sometimes little lags (25-30FPS)(1920x1080) | SlaSh (L.V.) |
3.0-787 | Windows 7 | Intel Core i5-2430m @ 2.4GHz | Intel HD Graphics 3000 | Playable at 19-25FPS, no HUD, and slow gameplay. | Ace12182 |
3.5 | Windows 7 | AMD FX-6350 @ 3.9GHz | AMD Radeon HD 7770 | Completely playable. Slight to moderate slowdown in some areas. 25-30FPS. OpenGL, 2x Native, HLE Audio. | Randompc1 |
3.5-367 | Windows 7 | AMD Phenom II x6 1090T @ 4.5GHz | ATI Radeon HD 5850 | Perfect, 60/29-30FPS, DX11, 1920x1080, Scaled EFB copy, pixel lighting, 16x AF, OpenMP texture decoder. Only one of the cutscenes had minor sound issues. | ekp |
3.5-607 | Windows 7 | Intel Core i7-2630QM @ 2.9GHz | NVIDIA GeForce GTX 560m | Seems to lag with all graphics cores and settings. I can only get around 60-70% speed (and 21-25FPS). performance is even worse with LLE. Very odd indeed, seeing as other people have it working near perfect, at least on older dolphin releases. | Vgf89 |
4.0 | Windows 8.1 | Intel Core i3-4130 @ 3.4GHz | Intel HD Graphics 4400 | Playable, 30FPS in-game and stage select, 60FPS in others menu. The game HUD does not appear without Custom projection hack marked zNear (Nothing typed in the box) MMU unmarked. 1x native resolution. Texture EFB copy. DirectX 9. | Narvy |
4.0-135 | Windows 7 | Intel Core i7 @ 2.6GHz | NVIDIA GeForce GT 650M | Runs well at solid 30FPS at 1440x900 with no glitches. For the most part, it can handle the 60FPS patch, but certain sections lag badly and Asteroid Coaster suffers from the FIFO overflow bug described above. | Ac |
4.0-1546 | Windows 7 | AMD FX-4130 @ 3.8GHz | AMD Radeon HD 7850 | Near perfect. 30FPS (no EFB, 30FPS framelimit) with occasional slowdown. Running at 1080p with 4x aa, 16x af and FXAA filter. Everything is emulated perfectly except for two minor graphical bugs: some glow effect are less subtle than on the Wii, letters on the credits are invisible (but still intractable). | RedstoneForge |
4.0-4760 | Windows 7 | Intel Core i5-540M @ 2.53GHz | NVIDIA NVS 5100M | Playable, 30-60FPS during stages. Menus at 60FPS. HUD visible. Running at 1x IR, no AF or AA. | |
4.0-5899 | Windows 7 | Intel Pentium G3258 @ 3.8GHz | NVIDIA GeForce GT 630 | 30/60FPS All the time with these settings: DirectX 11, 4x Anti-alising, 16x AF, 1366x768 Internal Resolution | Quote |
5.0-rc-5 | Windows 10 | Intel Core i5-2500k @ 3.3GHz | NVIDIA GeForce GTX 650 Ti | Emulação Perfeita 30FPS Full Speed com OpenGL, 1080p e 3X Resolução Interna e 4x AA, 16x AF | Willjay_01 |
4.0-7005 | Windows 8.1 | Intel Core i5-4590 | AMD R9 280 | 30FPS with OpenGL and 3X internal resolution | Mors |
5.0 | Windows 10 | Intel Xeon X5450 @ 3GHz | NVIDIA GeForce 730 | While DirectX12 turned on with 3x native resolution at a window resolution of 1280x720 around 25-30FPS, but when it locks to 30FPS it feels way more than what it shows. | ĐeäTh |
5.0 | Windows 10 | Intel Core 2 Quad Q9505 @ 2.83GHz | NVIDIA GeForce GTX 650 | Playable 30FPS most of the time, with some stuttering on first minutes of gameplay. FPS dropped to 22 on certain parts of Sweet Mountain. Using DirectX 11, 3x native resolution. | jonasbantunes |
5.0-200 | Windows 10 | Intel Core i7-5820K @ 3.3GHz | NVIDIA GeForce GTX 960 | Runs at 4k 30FPS no problems runs at 2k 60FPS(With code) but needs to turn the CPU clock speed up a lot. | Brimaster2000 |
5.0-13424 | Windows 10 | AMD Ryzen 5 3600 @ 3.6GHz | NVIDIA GeForce GT 1030 | The game runs at 4k30fps fine, and at 1080p60fps fine at 165% clock speed fine. The game is fully beatable with no discernible issues, though I'd actually recommend playing in native resolution. The bloom is broken above internal resolution with scaled EFB copy on, as is the depth of field, and turning off scaled EFB copy makes the game present at 480p frame anyways. | Luig |
Sonic The Hedgehog 3d Apk
Gameplay Videos
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Retrieved from 'https://wiki.dolphin-emu.org/index.php?title=Sonic_Colors&oldid=176146'
Developer(s) | Christian Whitehead |
---|---|
Written in | C++ |
Type | Game engine |
License | Proprietary |
The Star Engine, formerly known as the Retro Engine, is a multiplatformgame engine developed by Australian programmer Christian Whitehead, best known for its use in Sega's Sonic the Hedgehog series.
Overview[edit]
Disturbia mac os. Unlike most modern game engines, the Star Engine is primarily tailored for creating two-dimensional games like those released for 32-bit or below-era consoles, such as the Sega Saturn, Sega Genesis or the Super Nintendo Entertainment System. For this reason, the engine focuses more on raster graphics and palette manipulation, although it does feature support for widescreen graphics and online functionality.[1]
History[edit]
Australian programmer Christian Whitehead created the Retro Engine for use with a 2007 fangame entitled Retro Sonic, which is based upon the original Sonic games released for the Sega Genesis. The game became notable after its release for its accuracy to the games, despite not being a ROM hack or modification to an existing Sonic game.[2]Retro Sonic later merged with two other Sonic fangames, Sonic XG and Sonic Nexus, to form Retro Sonic Nexus.[3]
In 2009, Sega asked fans for ideas on a game to port to iOS. As a response, Whitehead produced a proof-of-concept video showing Sega's 1993 Sega CD game Sonic CD running on an iPhone.[4] Sega later officially released the port in 2011 for various platforms, such as the Xbox 360, PlayStation 3, Microsoft Windows, iOS and Android. Whitehead, along with fellow Sonic scene member Simon 'Stealth' Thomley, were later commissioned to create remakes of Sonic the Hedgehog and Sonic the Hedgehog 2 using the engine, released for mobile platforms in 2013.[5][6] Whitehead, Thomley, and PagodaWest Games later collaborated on an original Sonic title, Sonic Mania, which runs on an updated version of the Retro Engine. Rock paper scissors (mikesaladino) mac os. The game was released in August 2017.[7][8] In 2014, to celebrate the twentieth anniversary of the release of Sonic 3 & Knuckles, Whitehead and Thomley produced a proof-of-concept showing the game using the engine on an iPhone. Despite fan support, the project was not approved by Sega.[5] In 2019, Whitehead, in collaboration with other members behind Sonic Mania, founded a new studio called Evening Star. In reference of the studio name, the engine was renamed the Star Engine.[9]
Whitehead has named games such as Ristar, Knuckles' Chaotix, and Dynamite Headdy, as well as non-Sega games like the Castlevania series, as others that would be possible to port to the engine.[2][4]
Reception[edit]
Reviewers have praised the Star Engine for its performance, which has been called superior to simply emulating the original games. TouchArcade has referred to the remasters of Sonic the Hedgehog and Sonic the Hedgehog 2 as 'spectacular'.[5]
Games[edit]
Year | Title | Developer(s) | Platform(s) |
---|---|---|---|
2007 | Retro Sonic | Christian Whitehead | Microsoft Windows, Dreamcast |
2008 | Sonic Nexus | Christian Whitehead, Brad Flick, Hunter Bridges | Microsoft Windows, Mac OS X |
2011 | Sonic CD | Original game by Sonic Team; adapted by Christian Whitehead | Xbox 360, PlayStation 3, iOS, Android, Ouya, Microsoft Windows, Apple TV, Windows Phone |
2013 | Sonic the Hedgehog | Original games by Sonic Team; adapted by Christian Whitehead and Headcannon | iOS, Android, Apple TV |
Sonic the Hedgehog 2 | |||
2017 | Sonic Mania | Christian Whitehead, Headcannon, PagodaWest Games | Nintendo Switch, Xbox One, PlayStation 4, Microsoft Windows, PlayStation 5, Xbox Series X/S |
References[edit]
- ^Whitehead, Christian. 'Technologies: Retro Engine'. Retrieved 16 March 2017.CS1 maint: discouraged parameter (link)
- ^ abMawson, Chris (2 April 2015). 'Sonic the Hedgehog 3 Remastered Interview with Christian 'The Taxman' Whitehead'. Power Up Gaming. Retrieved 23 July 2016.CS1 maint: discouraged parameter (link)
- ^Ponce, Tony. 'The joy of fan games, pt. 2: Fan game heroes!'. Destructoid. Retrieved 19 March 2017.CS1 maint: discouraged parameter (link)
- ^ abHodapp, Eli (29 July 2009). 'Christian Whitehead On 'Sonic CD' and His Retro Engine'. TouchArcade. Retrieved 23 July 2016.CS1 maint: discouraged parameter (link)
- ^ abcNelson, Jared (19 October 2014). 'Hey Sega! This 'Sonic 3 & Knuckles' iOS Port Needs to Happen'. TouchArcade. Retrieved 23 July 2016.CS1 maint: discouraged parameter (link)
- ^https://www.destructoid.com/sonic-the-hedgehog-2-joins-sega-s-free-mobile-game-initiative-473897.phtml
- ^D'Argenio, Angelo. 'Do fan games have a future? AM2R, Sonic Mania, and the creative process'. GameCrate. NewEgg. Retrieved 16 August 2017.CS1 maint: discouraged parameter (link)
- ^https://kotaku.com/the-hackers-and-modders-behind-the-next-official-sonic-1797537901
- ^Batchelor, James (February 12, 2019). 'Sonic Mania dev Christian Whitehead co-founds new studio Evening Star'. GamesIndustry.biz.
External links[edit]
Sonic The Hedgehog 3d Mac Os Catalina
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Star_Engine&oldid=1018582444'