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.

Goo/Oil Behaves Oddly

 * Under Direct3D, Anisotropic Filtering above 1x makes the goo disappear. OpenGL doesn't seem to have this issue.
 * Setting the anti-aliasing to 8x SSAA makes the goo disappear.
 * EFB Copies to Texture Only 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 disable EFB Copies to Texture Only BEFORE starting a scenario that involves goo.
 * Setting the Texture Cache Accuracy to safe can also prevent missing goo textures.

Debug Cubes
It is unknown what triggers this but sometimes debug cubes show up when playing "Secret" scenarios. See.

Shaky Props
On lower-end machines, enabling dual core mode can cause certain props to be shaky, such as the bridge in Bianco Hills. See. The only way to fix it is disable dual core mode or enable synchronize GPU thread, but that can cause slow-downs during emulation. See.

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.

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

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.

16:9 Aspect Ratio Fix
The built-in Widescreen Hack causes various reflection issues. The following AR codes work as a replacement, causing less issues. To avoid conflicts, make sure that Widescreen Hack is disabled while using these codes.

NTSC
04416B74 3F9A7643

PAL
0440E0D4 3F9A7643

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

$60FPS Patch 0x804167B8:dword:0x3F600000

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

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