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Super Mario Sunshine
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
Graffiti Behaves Oddly
- Anisotropic Filtering above 1x or Anti-Aliasing set to SSAA makes the graffiti disappear.
- The graffiti may slide across surfaces and erase itself if Force Texture Filtering is enabled.
- Requires Texture Cache Accuracy to safe to prevent missing graffiti textures.
- Graffiti edges may appear blocky if Scaled EFB Copy is enabled.
- Without Store EFB Copies to Texture Only unchecked, graffiti cannot be sprayed away. As such it's forced on by INI. Be aware that opening the graphics menu without this setting will cause issues.
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.
Turning Works Improperly
If you have "Skip EFB Access to CPU" turned on, the game thinks you're behind an object and makes the turning radius much tighter. To avoid this, make sure Skip EFB Access to CPU is disabled.
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.
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 code below works as a replacement for any region, causing less issues. Make sure the Dolphin Widescreen Hack is disabled before using this code. This may cause the graffiti glitch to occur.
$16:9 Widescreen (Region Free) F6000002 80008180 57A006F7 41820010 387F0000 38800001 D200000C 00000006 3DC03F40 91C22000 C2222000 C0030000 EC110032 D0030000 C003000C EC110032 D003000C 38800001 60000000 00000000 E0000000 80008000 F6000001 80008180 418200A8 88030026 140000E0 4E800020 E0000000 80008000 F6000001 80008180 41F00000 3FAAAAAB 14000004 3FE38E39 E0000000 80008000 F6000001 80008180 3E99999A 656E6473 14000034 3F9A7643 E0000000 80008000 F6000001 80008180 5460103A 90070000 14000000 38000000 E0000000 80008000 F6000001 80008180 3BC30000 418202FC 14000004 480002FC E0000000 80008000
The following Gecko codes seem to provide proper 16:9 widescreen without any glitches:
$16:9 Aspect Ratio (Widescreen) [NTSC-U] 04416B74 3F9A7643
$16:9 Aspect Ratio (Widescreen) [PAL] 0440E0D4 3F9A7643
HeatWave Removal
If you are having trouble with Heat Waves, you can always remove them by using this Gecko Code. Be sure to have Widescreen Hack off.
$Remove Heatwave Effect Code NTSC-U: 0419F83C 4E800020
$Remove Heatwave Effect Code PAL: 041980C4 4E800020
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, and makes the swimming blue coins in Gelato Beach near impossible to get.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Anti-Aliasing | Non-SSAA | Avoid improper goo behavior |
Scaled EFB Copy | Off | Avoids blocky goo edges. |
Skip EFB Access from CPU | Off | Turn appropriately |
Store EFB Copies to Texture Only | Off | Avoid improper goo behavior |
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 | |||||
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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). | Jhonn |
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 |
Gameplay Screenshots
Gameplay Videos
- Super Mario Sunshine on Dolphin Wii/GC Emulator (720p HD) Full Speed
- Super Mario Sunshine on PC Full Speed (1080p)
- Super Mario Sunshine on NVIDIA SHIELD Android TV - Dolphin Emulator (Nintendo GameCube)
- (1440p) Super Mario Sunshine Gameplay - Dolphin 5.0
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- 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)
- Skip EFB Access from CPU (Config Required)
- Store EFB Copies to Texture Only (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
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