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I became more active when I found out about fangames and SFGHQ and decided to join, which was probably in 2003 or so. I wasn’t particularly active there though. I distinctly remember writing a self-introduction on Sonic-Cult forums (and getting accepted!) when I was in junior high school, so that must’ve been sometime around 2002-2004. I joined a forum called and have been deep in the community ever since. I did eventually find myself super involved with the community in 2007 when a close friend of mine introduced me to Sonic Adventure DX texture mods. That was around….2005? I wasn’t super active on there, and I didn’t do a whole lot of rom hacks either. I got my start on a really old website called The Glowing Bridge working with Sonic Rom hacks. That place would go on to become the Sonic Retro we know today. It seemed like a more active place with more technical discussion, so I migrated. Eventually, there was some forum cross-pollination with Simon Wai’s Sonic 2 Beta forum, which, if I recall correctly, sprang up around the stolen Sonic 2 beta release named after the aforementioned Simon Wai. I was drawn in by the idea of a highly invested group of extreme enthusiasts curating fringe knowledge that was hidden or otherwise hard to acquire. In the earliest days, I was just a middle schooler on Sonic CulT, a site that I definitely had no business being on. All had their fair share of comments on their experiences before X-Hax, when they joined X-Hax, and what inspired them to work on their excellent support for SADX.
#Sonic adventure dx pc texture hacks mods
Thanks to several members of the X-Hax community, most of which are known developers of amazing mods for SADX that are used nowadays, I managed to acquire more background information about this (through their interviews). In this Part 1, we’ll discover the origins of the very first hacking efforts in SADX along with recalled experiences from several community members (which I had previously interviewed), as well as the rise of the group known for specializing in this area, X-Hax, and takea look at many of the earlier mods with both the way they worked and how impressive they were at the time, as the complete maturity of modding tools for SADX wouldn’t come until years later.įirst of all, while almost all information found on the internet regarding SADX hacking/modding begins from 2009 and onwards, it is possible to shed light on both the the years before 2009 and the X-Hax community (where a lot of the hacking development progressed) with both oldbies and (relatively) recent members. If you haven’t read already the introduction of this article/topic, you can do so by clicking right here. Runs perfectly, no problem.This is the first part of The History of Sonic Adventure DX Modding article. 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. Sonic Heroes HD Project 16:9 Aspect Ratio Fix