Super Mario Galaxy 2
Super Mario Galaxy 2 | |
---|---|
Developer(s) | Nintendo EAD Tokyo |
Publisher(s) | Nintendo |
Series | Super Mario Bros |
Platform(s) | Wii |
Release date(s) | JP May 27, 2010 NA May 23, 2010 EU June 11, 2010 AUS June 30, 2010 |
Genre(s) | Platform |
Mode(s) | Single-player, Co-op |
Input methods | Wii Remote + Nunchuk |
Compatibility | 4 Playable |
GameIDs | |
See also... |
Dolphin Forum thread |
Super Mario Galaxy 2 is a platforming video game developed by Nintendo for the Wii. It was first announced at E3 2009, and is the sequel to Super Mario Galaxy. It was released in North America on May 23, 2010. The game's levels are galaxies filled with minor planets and worlds. While its gameplay is based on that of its predecessor, the game was updated with gravity effects and new power-ups. It is the fourth original 3D platformer in the Mario series, after Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy.
Problems
Freeze After Grand Star Levels
Upon finishing a grand star level, the screen may go black, preventing you from saving or continuing. There are two known solutions to this problem.
- Use DSP-LLE (also solves other sound problems, recommended)
- Use DSP-HLE with the Xaudio2 backend
Note that using savestates during one of these levels may cause the problem despite these fixes.
Framebuffer Errors
Framebuffer errors are occurring with the OpenGL plug-in on nVidia cards and ATI cards with anti-aliasing options enabled. Use the DX9 or DX11 plug-in to avoid the errors.
Music Cuts Out
Background music cuts out after a few minutes of play, as a consequence, it appears that the end credits of the game do not play, making it impossible to create a cleared gamesave. Use the DSP LLE plug-in to correct this.
Wiimote Lag When Collecting Starbits
Wiimote slows down when collecting starbits. To fix this, right click the game in the main dolphin window and go to 'Properties'. Turn on (tick) 'Alternate Wiimote Timing' and this will mute the wiimote speaker, fixing the starbit slowdown problem. Seems like it might be something to do with the wiimote not having enough bluetooth bandwith to recieve the sounds and transmit controls at the same time.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Video Backend | DirectX 9 or DirectX 11 | Framebuffer errors affect many configurations when using OpenGL |
Scaled EFB Copy | On | Fixes texture rendering issues |
Skip EFB Access from CPU | Off | Enables collecting Star Bits |
Audio
Config | Setting | Notes |
---|---|---|
DSP Emulator Engine | LLE | Avoids music cut off and prevents freeze after Grand Star Levels |
Version Compatibility
The graph below charts the compatibility with Super Mario Galaxy 2 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 x4 @ 3.7GHz | ATI Radeon HD 5770 | Super Mario Galaxy 2 on Dolphin (Wii and GameCube emulator) | pipdjs |
r7310 | Windows 7 x86 | Intel Pentium E5300 @ 2.6GHz | ATI Radeon HD 5450 | Perfect with DX11 Plug-in faster than DX9 in this game, 25~50FPS, disable EFB access increase performance but you're unable to use the star pointer, disable native resolution and EFB scaled copy increase performance | Markon89 |
r7411 | Windows 7 x64 | Intel Pentium E5300 @ 2.6GHz | ATI Radeon HD 3650 | Perfect,30~60VPS | |
r7489 | Windows 7 x64 | Intel Pentium E8400 @ 3.6GHz | nVidia GeForce 8800 GT | Perfect with DX9,30-60 FPS | LynxOfTime |
r7504 | Windows 7 x64 | Intel Core i3 @ 3.07GHz | nVidia GeForce 9500 GT | Perfect in most areas 40-60 FPS | |
r7533 | Windows 7 x64 | AMD Athlon 64 X2 3000+ @ 2GHz | nVidia GeForce 560 Ti | Visually fine, 50% speed on D3D9 with fog off | Hasney |
r7612 | Windows 7 x64 | Intel Core i7-2600K @ 4GHz | nVidia GeForce GTX 570 | Perfect with DX11, 55-60 FPS [1080p], Vsync enabled, EFB access enabled, XFB enabled | |
r7671 | Windows 7 x64 | Intel Core i7-930 @ 4GHz | nVidia GeForce GTX 470 | Perfect in most areas while using DX11, 50-60FPS, 720p, Vsync enabled, EFB access enabled, 2x Internal Resolution, 16x Anisotropic Filtering, music stops after a few minutes while using DSP HLE, game stutters while using DSP LLE. Anti Aliasing of any kind causes shadows and outlines to not be rendered properly. World 3 is slower than other worlds. | |
r7695 | Windows 7 x64 | Intel Core 2 Quad Q6600 @3.2GHz | nVidia GeForce 9600 GT | Playable 50-60FPS on DX9 at 1920x1200, no AA or Anisotropic, internal res. at 2x, DSP-HLE, 40 FPS in DSP-LLE (needed for Grand level stars) | alfrix |
^3.0-71 | Windows 7 x64 | AMD Phenom II X4 970 @ 3.9GHz | AMD Radeon HD 6870 | DX11, full 1080p (internal res: auto, 1080p at fullscreen), FPS usually at fullspeed, rarely go under 50FPS. Almost perfect emulation, game crashed randomly sometime | Lucario |
3.0-194 | Windows 7 x64 | AMD FX 8120 @ 3.1GHz | AMD Radeon HD 6950 | Playable stable 60 FPS at 720p internal resolution. Though CPU speed varies between 60% and 100%(In the most levels its 90%-100%, but in some the speed is about 60%-70% which leads to lagging). At GrandStar-Levels it just worked with DSP-LLE plugin and not with DSP-HLE and XAudio2 back-end. But with DSP-LLE the music lags extremely, that's why I play it with the DSP-HLE plugin unless I'm at GrandStar level. | RnBandCrunk |
3.0-204 | Windows 7 x64 | Intel Core i7-860 @ 2.8GHz | nVidia GeForce GTS 450 | Playable stable 60 FPS at 720p internal res at 1.5x no AA or Anisotropic | SXPanda |
3.0-600 | Windows 7 x64 | Intel Core i5-2400 | nVidia GeForce GTX 460 | Playable mostly 60 FPS with drops to low 50 (minimum 83% game speed) at 1080p internal res at auto no AA LLE sound with vbeam on and idle skipping off to make sound smooth when game drop to 50 FPS. | rpglord |
3.0-750 | Linux Ubuntu 12.04.1 x86_64 | Intel Core i5-3570K @ 4.6GHz | AMD Radeon HD 7850 | Framerate usually block to 30 FPS Max with and without filter, upscaling Max and other options it's exactly the same, 30 FPS Max, it's very slow, sometimes the game play fullspeed few minutes =( , other game run fullspeed without problem... Maybe because "Framebuffer errors affect many configurations when using OpenGL" ? Please fix it ! =D | tikilou |
3.0-787 | Windows 7 x86 | Intel i5-2540M @ 2.5GHz | nVidia GeForce 635M | Smooth 60 FPS playing at 1080p with internal resolution set to 2x, with occasional drops during sequences where Mario flies between planets and high action shots, but generally it stays above 55 FPS. Skipping destination alpha pass caused graphical issues, but all other hacks didn't seem to impede visual quality. | SXPanda |
Gameplay Videos
- Nintendo EAD Tokyo (Developer)
- Nintendo (Publisher)
- Super Mario Bros (Series)
- Japan (Release region)
- North America (Release region)
- Europe (Release region)
- Australia (Release region)
- 2010 (Initial release year)
- Platform (Genre)
- Single-player (Game mode)
- Co-op (Game mode)
- Wii Remote (Input supported)
- Nunchuk (Input supported)
- 4 stars (Rating)
- Video Backend (Config Required)
- Scaled EFB Copy (Config Required)
- Skip EFB Access from CPU (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):
- Tested On (Release): 3.0
- Tested On (GPU): AMD
- Tested On (OS): Linux
- Untested for 10000+ revisions
- Action-adventure games
- Wii games
- Platform games