Super Paper Mario: Difference between revisions

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(Removed the tons of fixed problems, don't have the game to test more. New description. Removed the control suggestion (if the game tells you to point the wiimote at the screen, it's kind of obvious that you need to configure the emulated wiimote IR).)
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'''''Super Paper Mario''''' is a platform/console role-playing game developed by Intelligent Systems and published by Nintendo. Originally developed for the Nintendo Gamecube, it was released for the Wii. The style of gameplay is a combination of the previous ''Paper Mario'' titles and ''Super Mario Bros.'' titles. Unlike the RPG-style gameplay of previous ''Paper Mario'' games, the game combines platforming gameplay, RPG and puzzle elements. It is the third game in the ''Paper Mario'' series.
'''''Super Paper Mario''''' is a RPG-styled platformer developed by Intelligent Systems and published by Nintendo for the [[Wii]]. The gameplay is similar to the classic Super Mario games, but with the aesthetic qualities of the [[Paper Mario]] series, RPG-like elements like character dialogue and puzzles, and a blend of 2D and 3D platforming. The player starts out with only Mario, but unlocks Princess Peach, Luigi, and even Bowser through the game, and can change between them at any time.
 
The game was originally planned for the [[Nintendo GameCube]] in 2006, but Nintendo changed it to a Wii release due to declining GameCube sales.


== Problems ==
== Problems ==
===Graphical Issues===
* Black/flickering sprites when playing the game, entering pipes or doors and during any flipping effect. Refer {{issue|3148}}. To fix: Under Graphics > Hacks. Set EFB Copied to RAM. Game Properties > Enable Bounding Box Calculation.  Entering doors doesn't work properly.
* When lots of characters and/or enemies are on screen at once, like the goombas in the intro, they won't show up, only their shadows. (fixed in {{revision|3.0-188}})
* In DX11 plug-in Mario and Pixl can't be seen. (fixed in {{revision|7556}})


===Regression on Recent Revisions===
=== Transition Issues ===
Earlier revisions suffered from disappearing Pixls, cutting sound effects and a crash during the intro. These were fixed, but new issues have occurred with DirectX 11 back-end in recent revisions, such as no Mario or Pixl on screen in 2D mode and some graphical problems and flickering that weren't in {{revision|2.0}}. The best revision to use currently is the Dolphin {{revision|2.0}} release or a version past {{revision|6154}}.
With EFB to Texture, Black/flickering characters appear at various transitions, such as entering pipes or doors and during any flipping effect. To fix: Under Graphics > Hacks. Set EFB Copied to RAM. Game Properties > Enable Bounding Box Calculation.  Entering doors still doesn't work properly.


===Freezing in chapter 6.1===
===Freezing in chapter 6.1===
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You just have to disable it temporarily : just to open the door. Then you can re-enable it !
You just have to disable it temporarily : just to open the door. Then you can re-enable it !
===<del>Shops</del>===
Buying items in shops doesn't work on some earlier revisions. This could hinder progress after chapter 2-1, as a fire burst is needed, that can't be gotten as a random enemy drop. However shops are working fine on recent revisions ({{revision|7612}} and above, likely prior revisions as well).
===<del>Invincible Francis</del>===
On earlier revisions, Francis, the boss at the end of Chapter 3-4, couldn't be injured in any way, and referring to {{issue|2755}}, the workaround on these revisions was disabling Dual Core mode. However this issue doesn't occur on recent revisions.


== Configuration ==
== Configuration ==
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|efbcopynotes          = Fixes doors and going in 3D animation
|efbcopynotes          = Fixes doors and going in 3D animation
|boundingbox          = On
|boundingbox          = On
|boundingboxnotes      = Fixes almost all graphical issues, the Pal Pill is the only one that still not working correctly
|boundingboxnotes      = Fixes almost all graphical issues
}}
}}
=== Controls Suggestion ===
As the game barely uses the Wiimote, it can be played with a controller. This work fine until the part in which the Wiimote is used to get information on enemies, at which point the game refused to leave that mode.
The suggested set up for controls is to use the left trigger to enable the Wiimote (Use the "NOT" option when right clicking to configure control, along with the hide, so it's hidden unless pressed), along with an analog stick to control the IR stuff. That way one can hold the left trigger and aim with the analogue stick. Make the 1 and two buttons A or Back and B or Back, so that pressing back enables both, giving the menu. Use the left thumb-stick to control the shake too. All this with sideways Wiimote on.


== Version Compatibility ==
== Version Compatibility ==
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<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|*****}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|*****}}-->
{{VersionCompatibilityVersion|5102|***}}
{{VersionCompatibilityVersion|5102|***}}
{{VersionCompatibilityVersion|2.0|****}}
{{VersionCompatibilityVersion|3.0-188|****|Bounding Box support added}}
{{VersionCompatibilityVersion|5725|***}}
{{VersionCompatibilityVersion|6154|****}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}



Revision as of 23:33, 5 June 2013

Super Paper Mario
SuperPaperMario.jpg
Developer(s) Intelligent Systems
Publisher(s) Nintendo
Series Paper Mario
Platform(s) Wii
Release date(s) NA April 9, 2007
JP April 19, 2007
EU September 14, 2007
AUS September 20, 2007
Genre(s) Platform, Role-playing
Mode(s) Single-player
Input methods Wii Remote
Compatibility 5Stars5.pngEdit rating: Super Paper Mario
Perfect
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Super Paper Mario is a RPG-styled platformer developed by Intelligent Systems and published by Nintendo for the Wii. The gameplay is similar to the classic Super Mario games, but with the aesthetic qualities of the Paper Mario series, RPG-like elements like character dialogue and puzzles, and a blend of 2D and 3D platforming. The player starts out with only Mario, but unlocks Princess Peach, Luigi, and even Bowser through the game, and can change between them at any time.

The game was originally planned for the Nintendo GameCube in 2006, but Nintendo changed it to a Wii release due to declining GameCube sales.

Problems

Transition Issues

With EFB to Texture, Black/flickering characters appear at various transitions, such as entering pipes or doors and during any flipping effect. To fix: Under Graphics > Hacks. Set EFB Copied to RAM. Game Properties > Enable Bounding Box Calculation. Entering doors still doesn't work properly.

Freezing in chapter 6.1

When the King Sammer calls his vassals, the door opens but the game freezes.

To fix: Under Graphics > Hacks. Set EFB Copied to RAM. Game Properties > Disable Bounding Box Calculation.

You just have to disable it temporarily : just to open the door. Then you can re-enable it !

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

Config Setting Notes
Disable Bounding Box On Fixes almost all graphical issues

Version Compatibility

The graph below charts the compatibility with Super Paper Mario since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21685 (current)
Δ
Δ
Δ
Δ
Δ
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:

Template:Test EntryTemplate:Test Entry
Test Entries
Revision OS CPU GPU Result Tester
r6569 Windows 7 x64 AMD Phenom II X2 550 @ 3.1GHz ATI Radeon HD 4850 Playable: 45-60 FPS with DirectX 11 back-end, 2X AA and Recommended Configuration
^r6541 Windows 7 x86 AMD Athlon II x2 250 @ 3.1GHz nVidia GeForce 9600GT Perfect (Full Speed)
r7540 Windows 7 x64 Intel Core 2 Duo E4500 @ 2.2GHz Intel GMA 945G Playable, 45-60 FPS, some slowdowns in 3D dimension (25-45 FPS) Jhonn
r7564 Windows Vista x86 Intel Core 2 Duo E8400 @ 3.6GHz ATI Radeon HD 5770 Playable, 90-100%, Large areas: 55-70%. Using DirectX 11 back end, Recommended Configuration Arthur117
r7599 Windows 7 x64 AMD Phenom II P650 @ 2.6GHz ATI Mobility Radeon HD 4250 Playable, Directx11 back-end, great speed 90-100% nearly all the time, there are quite a couple graphical glitches do not affect gameplay for most part Jmankid
3.0-198 Windows 7 x64 AMD Phenom II X6 1090T @ 3.2GHz ATI Radeon HD 5700 Perfect Full speed Hjenovah
3.0-228 Windows 7 x64 Intel Core i3-2100 @ 3.1GHz ATI Radeon HD 5770 Perfect Full speed Gobrin
3.0-681 Windows 7 x64 AMD Phenom II x4 955 @ 3.2 GHz AMD Radeon HD 6870 Perfect, full speed, use HLE audio to avoid slowdowns
3.0-766 Windows 7 x64 Intel Core i5-2450M AMD Radeon HD 7610M Perfect Full speed Chinmorph

Gameplay Videos