Progress Continues
We've already had 21717 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: February, March, and April 2024 Dolphin Progress Report. |
The Dolphin Emulator Wiki needs your help! Dolphin can play thousands of games, and changes are happening all the time. Help us keep up! Join in and help us make this the best resource for Dolphin. |
Super Mario Sunshine: Difference between revisions
(Moving from the problems section since it's only for problems against the program.) |
(Moving to the gameplay screenshots since it's the code's fault.) |
||
Line 83: | Line 83: | ||
*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. | *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. | *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. | ||
{{image|SMS_No_Sludge_2.png|Goo erased by anisotropic filtering and/or other filtering enabled.}} | {{image|SMS_No_Sludge_2.png|Goo erased by anisotropic filtering and/or other filtering enabled.}} | ||
{{image|SMS Sludge D3D.png|Some of the goo is fixed, but some can't be seen with this graphic configuration in use for Direct3D.}} | {{image|SMS Sludge D3D.png|Some of the goo is fixed, but some can't be seen with this graphic configuration in use for Direct3D.}} | ||
Line 186: | Line 185: | ||
== Gameplay Screenshots == | == Gameplay Screenshots == | ||
<!--Use this template for screenshots: {{Image|Filename.png}} or {{Image|Filename.png||br}} for the final image--> | <!--Use this template for screenshots: {{Image|Filename.png}} or {{Image|Filename.png||br}} for the final image--> | ||
{{image|SMS_No_Sludge.png}} | |||
{{Image|Dolphin_2015-03-16_21-30-02-77.png}} | {{Image|Dolphin_2015-03-16_21-30-02-77.png}} | ||
{{Image|Dolphin_2015-03-16_22-28-19-22.png}} | {{Image|Dolphin_2015-03-16_22-28-19-22.png}} |
Revision as of 11:58, 29 June 2015
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.
Patches
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: *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 value of "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.
Problems
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.
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 issue 6139. Fixed by 4.0-4699.
For users using builds before 4.0-4699, 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 issue 6096. Fixed by 4.0-1706.
Goo Bubbles
Bubbles in goo are rendered oddly regardless of configuration. See (issue 540). Fixed with merger of the tev_fixes_new branch in 4.0-1192.
White Water
If anisotropic filtering is used the reflections on ocean water will enlarge to absurd proportions, basically turning the water white. See issue 5676. Resolved in a revision between 4.0-6138 and 4.0-6251.
Funky Grass
In older revisions of Dolphin, grass doesn't render properly in Red Coin Field.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Scaled EFB Copy | On | Avoids improper goo behavior |
Store EFB Copies to Texture Only | Off | Avoids improper goo behavior |
Audio
Config | Setting | Notes |
---|---|---|
DSP Emulator Engine | LLE | When camera cannot be zoomed in, high-pitched error sound under HLE. |
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 x64 | 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 x86 | Intel Atom N270 @ 1.6GHz | Intel GMA 945 | Very playable 8-10FPS. Disable Lighting and sound Off for best performance. | LORPAL |
r6879 | Windows 7 x64 | AMD Phenom II X3 N830 @ 2.1GHz | ATI Mobility Radeon HD 5650 | Fully Playable 60-80FPS with DX11 plug-in | |
r7283 | Windows 7 x64 | 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 x86 | 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 x64 | 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 x64 | 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 |
r7714 | Windows 7 x64 | 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 | Windows 7 x64 | 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 | Linux Ubuntu 12.04 x64 | 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 x64 | Intel Core 2 Duo E4500 @ 2.2GHz | NVIDIA GeForce GT 440 | Playable: constant 30FPS, except in big areas (20-30FPS). | Jhonn |
3.0-204 | Windows 7 x64 | 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 x64 | 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 | Linux Slackware 13.37 x86_64 | 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 x86 | 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 x64 | 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 x64 | 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 x64 | 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 x64 | 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 x64 | AMD Althon II x2 270 @ 3.4GHz | NVIDIA GeForce GTX 650ti | Full speed no slowdowns 30FPS | Mirocroatia |
3.5-290 | Windows 7 x64 | 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 x64 | 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 x64 | 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 x64 | AMD FX 4300 @ 3.8GHz | AMD R7 260X | Fully Playable 30 or 60FPS forcing 16:9 widescreen | |
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 |
^4.0.1 | Windows 7 x64 | 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 x64 | 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 x64 | 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 x64 | AMD FX-6300 @ 3.5GHz | NVIDIA GeForce 660 | Playable, some lag during cutscenes, nothing major | Noobtra |
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 x64 | AMD FX-6100 @ 3.3GHz | NVIDIA GeForce 650 Ti | Fully Playable constant 30FPS @ High graphics | GigaToni |
4.0-6112 | Windows 7 x64 | 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 x64 | Intel Core i5-3210M @ 2.5GHz | NVIDIA GeForce 610M | OpenGL seems to be much faster than Direct3D. 30FPS/60VPS. | Wildgoosespeeder |
Gameplay Screenshots
Gameplay Videos
|
- 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)
- Scaled EFB Copy (Config Required)
- Store EFB Copies to Texture Only (Config Required)
- DSP Emulator Engine (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 (GPU): AMD
- Tested On (Release): 3.0
- Tested On (OS): Linux
- Tested On (Release): 4.0
- Tested On (Release): 4.0.1
- Tested On (Release): 4.0.2
- Untested for 10000+ revisions
- GameCube games
- Zelda ucode games