Super Mario Sunshine

Mario makes his debut on the Nintendo GameCube with Super Mario Sunshine. On a vacation away from the Mushroom Kingdom, Mario finds himself in a messy situation on the island of Delphino, where a Mario look alike has been causing all kinds of trouble. Explore huge 3D environments that range from a lush waterfall paradise, to an exciting amusement park complete with a rollercoaster you can ride. Mario makes use of a new water pack, which allows him to hover, launch, and rocket around levels, as well as spray enemies with. Mario has never had so many cool new moves, or looked so good in 3D.

16:9 Aspect Ratio Fix
The following AR codes work as a widescreen hack for the game. Be sure that "Enable cheats" is on in the game menu and "Force 16:9" is selected in the graphics options!

PAL: F0N5-B36H-HZDVX 6GRT-TJHW-8MR45

NTSC: KY92-18BJ-3075M FH7P-DD5U-AE9FA

Other Aspect Ratio Fix
This code is adjustable by changing the values "3F9A7643" to a higher value for a wider screen. Be sure that "Enable cheats" is on in the game menu, "Force 16:9" is selected in the graphics options, and "Widescreen Hack" is selected in the graphics enhancements options!

NTSC: Widescreen Heat Wave Fix [YoshiOG1] 043AA050 3F2AAAAB 043AA05C BF2AAAAB 043AA060 3F2AAAAB 043AA070 3FAAAAAB

Camera view angle adjustment
The original code for the "Warped Camera View" (made by GCN Hacker87) is somehow recognized as a FOV modifier and changes the game's zooming by changing the value "3E000000" to some other value. The game will be played at the desired field of view once that value was modified. This is different from the widescreen codes where it only changes the FOV horizontally. The PAL code that this hacker made was converted from NTSC and was ported by Ralf for that copy of this game. Examples of the code modifications are listed here:

PAL: 0440EC08 3F800000 - Game default camera 0440EC08 3F400000 - Regular camera view 0440EC08 3F000000 - Open matte camera 0440EC08 3EA00000 - A bit zoomed out from view 0440EC08 3E000000 - Way zoomed out (original code) NTSC: 044176A8 3F800000 - Game default camera 044176A8 3F400000 - Regular camera view 044176A8 3F000000 - Open matte camera 044176A8 3EA00000 - A bit zoomed out from view 044176A8 3E000000 - Way zoomed out (original code)

Note: See the Goo bug notes on the section below for the problems this code may cause to the goo if used in different values aside from this default code value "3F800000".

60FPS
By adding the patches below, enabling one, and setting the Framelimit to 60 or 120, Super Mario Sunshine will run at those FPS. See Game Modification: 60FPS Hacks in Dolphin for more details.

[OnFrame] $60FPS Patch 0x804167B8:dword:0x3F600000

$Smoother 60FPS Patch, but breaks things 0x804167B8:dword:0x3F800000

$120FPS Patch, but breaks things 0x804167B8:dword:0x40000000

The patches that break things won't allow you you to enter worlds accessed via rainbow goop on walls, and may cause problems with defeating Shadow Mario.

High Pitched Sounds
When the camera cannot be zoomed in, a high-pitched error sound under HLE. Use LLE audio to avoid this.

Goo/Oil Behaves Oddly

 * Under Direct3D, Anisotropic Filtering above 1x makes the goo disappear. OpenGL doesn't seem to have this issue.
 * EFB to Texture is disabled in the GameINI, requiring you to play it in EFB to RAM. If this is changed, goo/oil may behave oddly and be impossible to spray away.
 * The goo/oil may slide across surfaces and erase itself if "Force Texture Filtering" is enabled. If already disabled, turning off "Scaled EFB Copy" can also resolve this.
 * Overall to avoid goo issues altogether, just keep "Scaled EFB Copy" checked, "Force Texture Filtering" unchecked, and "EFB to RAM" instead of "EFB to Texture" BEFORE starting a scenario that involves goo.
 * With the "Warped Camera View" Action Replay code enabled, the code will not only change the FOV; it will also clean up the goo that's on the floor. To make the problem go away, disable the code and play the game with it's normal FOV.

AR Codes Cause Crash
If certain Action Replay codes are activated, then the game may crash upon trying to return to a completed level. This has been confirmed with a "Press B to run fast" code. To solve the problem, simply disable the code.

Striped Loading Screens
The loading screens appear "striped" in OpenGL. See. Fixed by.

For users using builds before, the behavior is as follows for OpenGL:


 * Manually setting IR       - Works
 * Auto (windows size)       - Broken on all window sizes
 * Auto (Multiple of 640x528) - Works at all window sizes except 1x

Clipped Wall Death
During Pianta Village 5 (the chuckster special stage) on the last throw, there is a catcher platform that you can clip through. Clipping into the platform will make the game think you are crushed, killing you. You can get the shine in spite of the glitch but it makes completing the game very difficult. Use JITIL Recompiler to avoid the problem. See. Fixed by.

Goo Bubbles
Bubbles in goo are rendered oddly regardless of configuration. See. Fixed with merger of the tev_fixes_new branch in.

White Water
If anisotropic filtering is used the reflections on ocean water will enlarge to absurd proportions, basically turning the water white. See. Resolved in a revision between and.

Funky Grass
In older revisions of Dolphin, grass doesn't render properly in Red Coin Field.