Super Mario Sunshine: Difference between revisions
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During certain "Secret" scenarios, debug cubes are visible due to an uninitialized color. See {{issue|8059}}. The boxes were invisible starting with {{revision|4.0-8388}}, but returned to the old behavior in {{revision|4.0-8450}}. | During certain "Secret" scenarios, debug cubes are visible due to an uninitialized color. See {{issue|8059}}. The boxes were invisible starting with {{revision|4.0-8388}}, but returned to the old behavior in {{revision|4.0-8450}}. | ||
{{image|SMS squares 1.png|Secret of the Dirty Lake Beginning}} | {{image|SMS squares 1.png|Secret of the Dirty Lake Beginning}} | ||
{{image|SMS squares 2.png|Secret of the Dirty Lake End Downward|br}} | {{image|SMS squares 2.png|Secret of the Dirty Lake End Downward}} | ||
{{image|SMS squares 3.png|Secret of the Dirty Lake End Forward|br}} | |||
=== Graffiti Behaves Oddly === | === Graffiti Behaves Oddly === | ||
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{{image|SMS Sludge D3D.png|Some of the graffiti is fixed, but some can't be seen with this graphic configuration in use for Direct3D.}} | {{image|SMS Sludge D3D.png|Some of the graffiti is fixed, but some can't be seen with this graphic configuration in use for Direct3D.}} | ||
{{image|SMS Sludge GL.png|Proper emulation|br}} | {{image|SMS Sludge GL.png|Proper emulation|br}} | ||
== Enhancements == | == Enhancements == |
Revision as of 04:15, 9 October 2017
Super Mario Sunshine | |
---|---|
Developer(s) | Nintendo EAD |
Publisher(s) | Nintendo |
Series | Super Mario Bros |
Platform(s) | GameCube |
Release date(s) | JP July 19 2002 NA August 26, 2002 EU October 4, 2002 AUS October 11, 2002 |
Genre(s) | Platform |
Mode(s) | Single-player |
Input methods | GameCube Controller |
Compatibility | 4 Playable |
GameIDs | |
See also... |
Dolphin Forum thread |
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.
Problems
{{Problems|{{#vardefineecho:problems|
Game Crashes After Random Periods
The game completely freezes after running for a while. Using OpenGL backend greatly increases the delay before this happens, usually taking at least 40 minutes before crashing. Enabling Synchronize GPU Thread fixes the problem.
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 issue 9087. 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 issue 7143.
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.
Slowdown on Map Transition
Opening the map causes the game to slow massively until the transition effect is complete. There are no lingering effects after the map is open or closed, just the transition. Switching to OpenGL backend removes the slowdown.
Debug Cubes
During certain "Secret" scenarios, debug cubes are visible due to an uninitialized color. See issue 8059. The boxes were invisible starting with 4.0-8388, but returned to the old behavior in 4.0-8450.
Graffiti Behaves Oddly
- Anisotropic Filtering above 1x or Anti-Aliasing set to SSAA makes the graffiti disappear.
- Requires Texture Cache Accuracy to safe to prevent missing graffiti textures.
- Graffiti edges may appear blocky if Scaled EFB Copy is enabled.
Enhancements
Anisotropic Filtering
Use of the Anisotropic Filtering enhancement will cause water to render as white, getting increasingly worse as higher levels of anisotropic filtering are applied.
16:9 Aspect Ratio Fix
The built-in Widescreen Hack causes various clipping and reflection issues. The Gecko codes below works as a replacement for the NTSC-U or PAL versions.
NTSC-U
04416758 44480000 044123E8 442F0000 04416620 442F0000 04176AA4 C002B83C 0429B974 C002B83C 04176C40 C002B83C 04176FF4 C002B83C 04177198 C002B83C 04412408 3FE38E39 04416B74 3F9A7643 0429610C 380002EA 042960A0 3860FF96 C214EF74 00000002 3B20FFA9 93380004 931F0140 00000000 C214EE24 00000002 3B20FFA9 93380004 931F0108 00000000 C214F09C 00000002 3860FFA9 90780004 931F0160 00000000 C214F308 00000002 3BA00251 93B80004 931F02F8 00000000 C214F70C 00000002 3860FFA9 90780004 931F0400 00000000 C214F830 00000002 3860FFA9 90780004 931F042C 00000000 C214F93C 00000002 3860FFA9 90780004 931F0450 00000000 C214D8EC 00000002 38800251 9081056C 807F02A0 00000000 0414E7D4 3880023C C22CB330 00000004 2C00019F 40820008 38000203 2C00018D 40820008 380001F1 901F0014 00000000 C2156004 00000004 809F0018 38A0EC78 90A40014 7CA500D0 90A4001C 38800000 60000000 00000000 C214F114 00000002 3BA00258 93B80004 931F01C4 00000000 C2363138 00000009 80ED8D08 800701E8 540C24B6 2C030000 41820030 7C032A14 7C006000 41820024 5580F87E 7C601850 1C630003 1CA50003 7C631670 54A5F0BE 7C630194 7C630214 60000000 00000000
PAL
0440DCB0 44480000 04409930 442F0000 0440DB78 442F0000 0416CA6C C002B6A4 04293850 C002B6A4 0416CC08 C002B6A4 0416CFBC C002B6A4 0416D160 C002B6A4 04409950 3FE38E39 0440E0D4 3F9A7643 0428DFA4 380002EA 0428DF38 3860FF96 C2143C04 00000002 3B20FFA9 93380004 931F0140 00000000 C2143AB4 00000002 3B20FFA9 93380004 931F0108 00000000 C2143D2C 00000002 3860FFA9 90780004 931F0160 00000000 C2143F98 00000002 3BA00251 93B80004 931F02F8 00000000 C214439C 00000002 3860FFA9 90780004 931F0400 00000000 C21444C0 00000002 3860FFA9 90780004 931F042C 00000000 C21445CC 00000002 3860FFA9 90780004 931F0450 00000000 C214257C 00000002 38800251 9081056C 807F02A0 00000000 04143464 3880023C C22C33C4 00000004 2C00019F 40820008 38000203 2C00018D 40820008 380001F1 901F0014 00000000 C214B020 00000004 809F0018 38A0EC78 90A40014 7CA500D0 90A4001C 38800000 60000000 00000000 C2143DA4 00000002 3BA00258 93B80004 931F01C4 00000000 C235B358 00000009 80ED8CC8 800701E8 540C24B6 2C030000 41820030 7C032A14 7C006000 41820024 5580F87E 7C601850 1C630003 1CA50003 7C631670 54A5F0BE 7C630194 7C630214 60000000 00000000
60FPS
By adding the Gecko code below, and enabling it, Super Mario Sunshine will run at 60FPS.
60FPS (Region-Free) F6000002 80008180 BF800000 3F000000 00000000 43300000 14000004 3F800000 E0000000 80008000 F6000002 80008180 801E0074 901E0038 801E007C 901E0078 14000014 60000000 E0000000 80008000 F6000001 80008180 40800034 C03F00D0 D2000004 00000002 3DC03F80 91DF00D0 C03F00D0 00000000 E0000000 80008000
The Gecko code makes the cutscenes run very slowly. It also causes falling stars to appear in the top corner and top middle of the screen, while also making the swimming blue/red coins in Gelato Beach near impossible to get (without the turbo nozzle).
Remove falling stars caused by 60FPS code by applying Minimum Camera Distance Gecko code by Ralf.
Min Camera Distance Modifier [hawkeye2777 & Ralf] 003749C5 00000052 0440F3A8 43C80000
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Anti-Aliasing | Non-SSAA | Avoids improper graffiti behavior |
Scaled EFB Copy | Off | Avoids blocky graffiti edges |
Game Properties
Config | Setting | Notes |
---|---|---|
Synchronize GPU Thread | On | Avoids crashing after long periods of play |
Version Compatibility
The graph below charts the compatibility with Super Mario Sunshine since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
---|---|---|---|---|---|
Revision | OS | CPU | GPU | Result | Tester |
r6569 | Windows 7 | AMD Phenom II X2 550 @ 3.1GHz | ATI Radeon HD 4850 | Fully Playable: 50-60FPS with DX9 plug-in, OpenCL Enabled and Recommended Configuration | |
r6800 | Windows XP | Intel Atom N270 @ 1.6GHz | Intel GMA 945 | Very playable 8-10FPS. Disable Lighting and sound Off for best performance. | LORPAL |
r6879 | Windows 7 | AMD Phenom II X3 N830 @ 2.1GHz | ATI Mobility Radeon HD 5650 | Fully Playable 60-80FPS with DX11 plug-in | |
r7283 | Windows 7 | Intel Core i3-2310 @ 2.1GHz | Intel HD Graphics | Fully playable with a resolution of "size of the window." sometimes slows down the game (ex. on the Isle Delfino just at the statue) lower than 20FPS in USA version | Honguito98 |
r7310 | Windows 7 | Intel Pentium E5300 @ 2.6GHz | ATI Radeon HD 5450 | Fully Playable 15-25FPS (45-50FPS video) (PAL)--> 65-100% speed with DX9 plugin,Open CL,Disable fog.If you use EFB copy to texture you can play at 100% speed but sometimes you can have any graphics problem | Markon89 |
r7419 | Mac OS X 10.6.7 | Intel Core i7 @ 2.66GHz | NVIDIA GeForce GT 330M | Fully Playable 10-20FPS at 45 - 95 % seems to slow down when NPCs come on screen | FeelGoodChicken |
r7540 | Windows 7 | Intel Pentium Single Core @ 4.15GHz | NVIDIA GeForce GTS 250 | Playable! smooth gameplay when indoors or when there are little to no NPCs around but functional. | Redstorm3265 |
r7593 | Windows 7 | Intel Core i7-740QM @ 1.6GHz-2.8GHz | ATI Radeon Radeon HD 5870M | Perfectly Playable like on the console: 50/60FPS (PAL/NTSC) with DX9 plug-in and Recommended Configuration | Thundereus |
3.0 | Windows 7 | AMD Turion II M520 @ 2.3GHz | ATI Radeon HD 4200 | Runs great at 20-25FPS with the dx11 plugin, and change the texture accuracy to fastest, enable OpenCL and OpenMP, disable fog, change EFB copies to RAM and enable cache, enable cache display lists and fast mipmaps and also hide shader errors. | Beecher |
3.0 | Ubuntu 12.04 | Intel Core i5-3570K @ 3.4GHz | NVIDIA GeForce GT 430 | Fully Playable: 50-60FPS with OpenGL plug-in, OpenCL Enabled, Upscaling Auto stretch (1080P), Anti Aliasing 4X, OpenMP decode; Sound with DSP-LLE Files on one thread CPU core & Alsa | |
3.0-94 | Windows 7 | Intel Core 2 Duo E4500 @ 2.2GHz | NVIDIA GeForce GT 440 | Playable: constant 30FPS, except in big areas (20-30FPS). | mbc07 |
r7714 | Windows 7 | Intel Core i3-370M @ 2.4GHz | AMD Radeon HD 6370M | Fully Playable: Graphics and sound can stall for a fraction of a second between scene changes occasionally causing a slight sound stutter, again for a fraction of a second, otherwise no known problems. | |
3.0-204 | Windows 7 | Intel Core i5-750 @ 2.67GHz | ATI Radeon HD 5850 | Perfectly playable. 30FPS consistent, with very rare drops to around 90%. Only exception is secret shine involving tall grass and 8 red coins, which runs around 60%. | crumbworks |
3.0-369 | Windows 7 | AMD Phenom II X4 940 @ 3.35GHz | NVIDIA GeForce GTX 660 Ti | Constant 30FPS in almost all areas. Direct3D9, 1280x1024, 2X Internal Res, 9X SSAA, Disabled Scaled EFB Copy (avoids sliding goo), EFB Copy to RAM. No heat wave/blur (due to revision & personal preference). Goo is rendered fine. Only found 1 missing texture but it's minor. 48 sprites in and no major issues found so far. | Jodeth |
3.0-371 | Slackware 13.37 | Intel Core i5-2500K @ 3.3GHz | NVIDIA GeForce GTX 550 Ti | Games plays perfectly. 30FPS with no slowdowns or graphical glitches using OpenGL, 2x IR, 4x AA, audio throttling. The goo renders fine with EFB copies set to RAM. GMSE01.ini overwrites default Dolphin configuration to use RAM, so if you start the game up with EFB copies on Texture, it still uses RAM, unless you change your settings in game play. | Shonumi |
3.0-601 | Windows 7 | Intel Core i5-650 @ 3.20GHz | Intel HD Graphics | Fully playable at native internal resolution and enabled OpenCL and Disabled Per Pixel Depth. Dual Core and Idle Skip also enabled. Also EFB to RAM enabled at Max speed. Consistent speed of 89-100% averaging at 95% with the 89% only happening in rare instances (eg: Main square @ Delfino Plaza). FPS solid @ 25-30 | SoulFly |
3.0-684 | Windows 7 | AMD FX-4100 @ 4.5GHz | NVIDIA GeForce GTS 250 | Tested with (DX9). Very good emulation. Be sure to "MMU Speedhack" let off, to avoid errors Games. In game 25FPS, 50FPS video. Meanwhile, the game with "DSP HLE emulation" to be played. | Serverbot777 |
3.0-684 | Windows 7 | AMD FX-4100 @ 4.5GHz | NVIDIA GeForce GTS 250 | Tested with (DX9). In newer Dolphin versions, an error has crept in, and that if I had during the game on the memory card save, and then save-game-state charging, and later a game was stored on the memory card would, there is an error, you can not play more of this to save memory card. | Serverbot777 |
3.0-692 | Windows 7 | Intel Core i7-2630QM @ 2GHz | NVIDIA GeForce GT 540M | Fine at 50FPS and 50VPS with the DX9 plugin, not tested the DX11 plugin, and change the texture accuracy to fastest, enable OpenCL and OpenMP, disable fog, EFB to Ram, disable AA. No graphics bugs seen. | TiJack |
3.0-692 | Windows 7 | AMD FX-4100 @ 4.5GHz | NVIDIA GeForce GTS 250 | The most cheats work either not, or there is a crash-emulations. | Serverbot777 |
3.5 | Windows 7 | AMD Althon II x2 270 @ 3.4GHz | NVIDIA GeForce GTX 650ti | Full speed no slowdowns 30FPS | Mirocroatia |
3.5-290 | Windows 7 | Intel Core i3-2350 @ 2.3GHz | NVIDIA GeForce 410M | The cheat doesn't work for the PAL version, always the problem of Inkstains | Dratal |
3.5-1914 | Windows 7 | Intel Core i7-3770 @ 3.4GHz | NVIDIA GeForce GTX 680 | Fully playable on 1080p with FXAA activated in the NVIDIA GeForce Control Panel | StarDave |
4.0 | Windows 7 | Intel Core i7-3517U @ 1.9GHz | Intel HD Graphics 4000 | I had to use Throttlestop because my CPU's clock is too low. This way, I could achieve about 2.8GHz. I've beaten the game and there are barely any slowdowns, it runs full speed the whole time. The only issue I noticed was that sometimes the music hangs at the last note played, but this was solved by just resetting the emulator, or reloading a save state (so you can save state often to avoid this). I've used Direct3D9 and every speedhack enabled, with the exception of "Unable Destination Alpha", which makes the goo react weirdly. | Artur |
4.0 | Windows 8.1 | AMD FX 4300 @ 3.8GHz | AMD R7 260X | Fully Playable 30 or 60FPS forcing 16:9 widescreen | |
4.0.1 | Windows 7 | Intel Core i5-3570K @ 4.4GHz | NVIDIA GeForce GTX 460 | Emulation accuracy is near perfect with a few small bugs and graphical glitches. Use DirectX 11 to fix the heat effect issue. Heat effects render behind objects rather then in front on OpenGL. | Kilobytez95 |
4.0.2 | Windows 7 | Intel Celeron G1610 @ 2.6GHz | Intel HD Graphics | I have been wandering in the intro. No glitches but very slooooow : 6FPS | hivaoa |
4.0.2 | Windows 7 | Intel Core it-4960X @ 4.6GHz | NVIDIA GeForce 780 Ti | Fully playable; just completed this game using dolphin default settings, DX11 4x native, without anti-aliasing. No issues during chuckster stage or anywhere else in the game. Works 100% constant with no noticeable graphical glitches. | himalayan |
4.0.2 | Windows 7 | AMD FX-6300 @ 3.5GHz | NVIDIA GeForce 660 | Playable, some lag during cutscenes, nothing major | Noobtra |
4.0-6 | Arch Linux | Intel Core i7-3770 @ 3.4GHz | NVIDIA GeForce GTX 650 | Runs very well at a constant 25FPS with max graphics settings. | Jakbest |
4.0-6 | Arch Linux | Intel Core i7-3517U @ 1.9GHz | Intel HD Graphics 4000 | Runs very well at a constant 25FPS with max graphics settings. Ultrabook fan goes very fast, not ideal system for playing. | Jakbest |
4.0-1519 | Linux Mint 16 | Intel Core i5-2500K @ 4.4GHz | NVIDIA GeForce GTX 650 Ti | Runs very well at a constant 30FPS | |
4.0-3699 | Windows 7 | AMD FX-6100 @ 3.3GHz | NVIDIA GeForce 650 Ti | Fully Playable constant 30FPS @ High graphics | GigaToni |
4.0-6112 | Windows 7 | Intel Core i7-3770K @3.50GHz | NVIDIA GeForce GTX 770 | Fully Playable at 1080p @30FPS with 4x native internal resolution and 8x anti-aliasing. Also works perfectly in widescreen with the same settings. | Mangaman1001 |
4.0-6247 | Windows 8.1 | Intel Core i5-3210M @ 2.5GHz | NVIDIA GeForce 610M | OpenGL seems to be much faster than Direct3D. 30FPS/60VPS. | Wildgoosespeeder |
4.0-9211 | Windows 10 | Intel Core i5-4570 @ 3.2GHz | NVIDIA GeForce 960 | OpenGL with recommended config runs perfect. But turn Scaled EFB Copy OFF if you get aliased/jaggy/blocky goo. | Jesse |
5.0 | Windows 8.1 | Intel Core i5-3350P @ 3.3GHz | AMD Radeon R9 280X | 1080p @ 60FPS, recommended settings - rare drops up to 50FPS, visible stuttering but perfectly playable and enjoyable! | Redux |
5.0-1127 | Windows 10 | Intel Core i7-3930K @ 3.8GHz | NVIDIA GeForce GTX 780 | Runs at perfect 60FPS most of the time, with random slight stutters and drops to 50FPS when goop is in the area. Game likes to crash randomly with the 60FPS hack, but enabling Synchronize GPU Thread seems to fix that. | Techjar |
5.0-1331 | Windows 10 | Intel Xeon X5650 @ 2.67GHz | NVIDIA GeForce GTX 980 Ti | Using recommended settings with 16:9 Gecko code and DirectX 12. Works very well except for some audio stuttering during cutscenes. The only issue I had was with the "Scrubbing Sirena Beach" level: The game apparently didn't detect I had cleared all the goo. Switching to OpenGL rendering fixed the issue. | VinDuv |
5.0-1424 | Windows 10 | AMD Phenom II x6 1090t @ 3.2GHz | AMD R9 280 | Running at 3x internal resolution,
2xMSAA and DX11. Only issue is stuttering when opening and closing the map; otherwise perfect. |
Sam3 |
5.0-1533 | Windows 10 | Intel Core i7-6700k @ 4GHz | NVIDIA GeForce GTX 1080 | 1440p with 4x Internal Resolution, 8x MSAA, 1x AF, 60 FPS and Widescreen Gecko codes. Usually runs at 60 FPS using OpenGL with occasional small (lowest - 55 FPS) drops around goo and pretty significant stuttering when entering/exiting the map screen (lowest - 40 FPS). Direct3D 12 runs at the 50 FPS range unless the heat wave effect is disabled, and even then it has pretty significant drops when around goo. However, the map screen doesn't make the game stutter as much. | Shmilly |
5.0-3362 | Windows 10 | Intel Core i5-6600 @ 3.2GHz | AMD Radeon RX 480 | 1080p 3x Internal Resolution, 30fps almost consistently except at startup (25fps) and when levels are about to load (17fps). Frame drops only last for about half a second or so and quickly fix themselves. Audio crackles with OpenAL audio backend and a latency of 2ms, but changing this to 4ms fixes the issue completely. | Sonic2kk |
5.0-4322 | Windows 10 | Intel Core i7-4790K @ 4GHz | NVIDIA GeForce GTX 1070 | 50 Shine run w/ Vulkan at 3xIR, 1xAF, No AA & settings recommended under "Graffiti Behaves Oddly". Smooth performance at 60FPS & 16:9 (using the codes above), no noticeable drops. Only listed problem encountered was Debug Cubes, no crashes or map slowdown. | SolidStateDork |
Gameplay Videos
- Super Mario Sunshine 60FPS Hack (Official)
- Super Mario Sunshine in HD & 60fps! - The Retro Byte
- Super Mario Sunshine at 4K on Dolphin Emulator 5.0
- Super Mario Galaxy - Gameplay Wii 4K 2160p (Dolphin 5.0)
- (1440p) Super Mario Sunshine Gameplay - Dolphin 5.0
- Super Mario Sunshine - NVIDIA SHIELD Android TV - Dolphin Emulator 4.0-7947 (1080p) - GameCube
|
- Nintendo EAD (Developer)
- Nintendo (Publisher)
- Super Mario Bros (Series)
- Japan (Release region)
- North America (Release region)
- Europe (Release region)
- Australia (Release region)
- 2002 (Initial release year)
- Platform (Genre)
- Single-player (Game mode)
- Single-player only (Game mode)
- 1 (Players supported)
- GameCube Controller (Input supported)
- 4 stars (Rating)
- Anti-Aliasing (Config Required)
- Scaled EFB Copy (Config Required)
- Synchronize GPU Thread (Config Required)
- Tested On (OS): Windows
- Tested On (CPU): AMD
- Tested On (GPU): ATI
- Tested
- Tested On (CPU): Intel
- Tested On (GPU): Intel
- Tested On (OS): macOS
- Tested On (GPU): NVIDIA
- Tested On (Release): 3.0
- Tested On (OS): Linux
- Tested On (GPU): AMD
- Tested On (Release): 4.0
- Tested On (Release): 4.0.1
- Tested On (Release): 4.0.2
- Tested On (Release): 5.0
- Untested for 10000+ revisions
- GameCube games
- Zelda ucode games
- Ships with debugging symbols