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Release 2407 and 2409
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m (Changing to less definite language. Someone on discord had weak enough hardware that it still had slowdown even under OpenGL.) |
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{{Infobox VG | {{Infobox VG | ||
|image | |image = [[File:SuperMarioSunshineGC.jpg|300px]] | ||
|developer | |developer = Nintendo EAD | ||
|publisher | |publisher = Nintendo | ||
|released | |series = Super Mario Bros | ||
|released = {{vgrelease|JP=July 19, 2002|NA=August 26, 2002|EU=October 4, 2002|AUS=October 11, 2002}} | |||
|genre | |genre = Platform | ||
|modes | |modes = Single-player | ||
|input | |input = GameCube Controller | ||
|forumlink | |forumlink = https://forums.dolphin-emu.org/Thread-gc-super-mario-sunshine--25937 | ||
}} | }} | ||
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. | 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 == | ||
{{Problems|{{#vardefineecho:problems| | {{Problems|{{#vardefineecho:problems| | ||
=== Shaky Props === | === 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}}. | 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}}. | ||
{{YouTube|zAya9CkAvNQ|Shaky bridge demonstration.|br}} | {{YouTube|zAya9CkAvNQ|Shaky bridge demonstration.|br}} | ||
=== Slowdown on Map Transition === | === 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 | 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 or Vulkan backend should considerably improve the slowdown. | ||
=== Debug Cubes === | === <s>Debug Cubes</s> === | ||
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}}. Fixed again in {{revision|5.0-13081}}. | ||
{{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}} | {{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}} | {{image|SMS squares 3.png|Secret of the Dirty Lake End Forward|br}} | ||
}}}} | }}}} | ||
=== Sirena Beach Scrub === | |||
There is a bug in the level involving a timed cleanup of Sirena Beach where a complete cleanup would go undetected. This bug was at one point regarded as fixed and present only in old versions (3.0, 4.0), but it is still commonly reported[https://old.reddit.com/r/DolphinEmulator/search?q=%22sirena+beach%22&restrict_sr=on] and can still be a problem under certain conditions. There are various solutions involving changing graphics settings. For example, user VinDuv reported switching from DirectX 12 to OpenGL solved the issue in {{revision|5.0-1331}}. The nature of the level can make it hard to know whether the bug or an incomplete cleanup is responsible for failure. As a last resort, consider using the Gecko code | |||
<pre>$Instant Scrubbing Sirena Beach Completion [gamemasterplc] | |||
0419CFB4 38000000</pre> | |||
to skip the cleanup requirement. | |||
== Enhancements == | == Enhancements == | ||
=== | === Super Mario Sunburn === | ||
[https://gamebanana.com/mods/149607 Super Mario Sunburn] is a romhack that provides major quality of life enhancements, 60FPS, widescreen, bug fixes, and optional improvements, based on the Better Sunshine Engine. Most of the settings can be turned off for a more vanilla experience, including the bug fixes. The options menu can be accessed via the in-game options menu when selecting a save file. | |||
=== 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<!-- please provide it here while you can -->. To solve the problem, simply disable the code. | |||
=== Water Color Effect === | |||
Super Mario Sunshine reads the mip level of the sand to change the color of the water slightly in the distance. This effect cannot be detected by '''Arbitrary Mipmap Detection''' normally, as the sand is just a standard mipmap, so at higher internal resolutions the ocean will appear a bit greener. The effect is very subtle, and may not even be visible on your monitor, depending on its color reproduction capability. | |||
Adding <code>ArbitraryMipmapDetectionThreshold = 3</code> (this value was determined empirically) to the <code>[Video_Enhancements]</code> section of the [[GameINI]] will make this effect work at higher internal resolutions, by causing the sand texture to be detected as an arbitrary mipmap. However, this will make the sand a few other random textures appear more blurry in the distance. Using any HiRes texture for the sand will prevent the effect from working. | |||
{{image|Super Mario Sunshine Water Color Wrong.jpg|Incorrect water color at 1080p, looks slightly greener.}} | |||
{{image|Super Mario Sunshine Water Color Correct.jpg|Correct water color at 1080p.|br}} | |||
=== Texture Filtering === | |||
Setting '''Texture Filtering''' to '''Anisotropic''' will cause water to render as white, getting increasingly worse as higher levels of anisotropic filtering are applied. Fixed with '''Arbitrary Mipmap Detection''' in {{revision|5.0-5745}}. | |||
{{image|Sunshine Anistropic 1.jpg|No Anisotropic}} | {{image|Sunshine Anistropic 1.jpg|No Anisotropic}} | ||
{{image|Sunshine Anistropic 4.jpg|Anisotropic x4}} | {{image|Sunshine Anistropic 4.jpg|Anisotropic x4}} | ||
{{image|Sunshine Anistropic 16.jpg|Anisotropic x16|br}} | {{image|Sunshine Anistropic 16.jpg|Anisotropic x16|br}} | ||
=== Graffiti Behaves Oddly === | |||
*Texture Filtering set to '''Anisotropic''' or Anti-Aliasing set to '''SSAA''' makes the graffiti disappear. | |||
*Requires Texture Cache Accuracy to be set to safe to prevent missing graffiti textures. | |||
*Graffiti edges may appear blocky if '''Scaled EFB Copy''' is enabled, but this causes the heatwave effect to appear pixelated when running at a higher internal resolution than native resolution. You can use an optional Gecko code to remove the heatwave effect: 0419f83c 4e800020. | |||
{{image|SMS_No_Sludge_2.png|Graffiti disappeared by enhancement options}} | |||
{{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}} | |||
=== HD Textures === | |||
[https://www.henrikomagnifico.com/super-mario-sunshine-4k Super Mario Sunshine 4K Texture Pack by Henriko Magnifico] | |||
[https://forums.dolphin-emu.org/Thread-super-mario-sunshine-uhd-texture-pack Super Mario Sunshine UHD Texture Pack] | |||
<b>Note:</b> The above pack includes a texture fix for falling stars in the <code>widescreen_stars_fix</code> folder. This fix also removes stars when Mario hits a wall. | |||
To preserve these "collision" stars, remove the <code>widescreen_stars_fix</code> folder. To fix falling stars, see "Falling Stars Fix" under [[#Enhancements|Enhancements]]. | |||
=== 16:9 Aspect Ratio Fix === | === 16:9 Aspect Ratio Fix === | ||
The built-in Widescreen Hack causes various clipping and reflection issues. The Gecko | The built-in Widescreen Hack causes various clipping and reflection issues. The Gecko codes below work as a replacement for the NTSC-U or PAL versions. These codes can have adverse effects on the games heat distortion effect. | ||
==== NA ==== | |||
<pre>$16:9 Widescreen [gamemasterplc] | |||
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 | |||
</pre> | |||
==== EU ==== | |||
<pre>$16:9 Widescreen [gamemasterplc] | |||
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 | |||
</pre> | |||
<pre> | ==== JP ==== | ||
$16:9 Widescreen | <pre>$16:9 Widescreen | ||
F6000001 80008180 | F6000001 80008180 | ||
90850420 C0030000 | 90850420 C0030000 | ||
Line 222: | Line 369: | ||
807C0090 00000000 | 807C0090 00000000 | ||
E0000000 80008000 | E0000000 80008000 | ||
</pre> | </pre> | ||
=== 60FPS === | === 60FPS === | ||
==== Region-Free ==== | |||
By adding the Gecko code below, and enabling it, Super Mario Sunshine will run at 60FPS. | By adding the Gecko code below, and enabling it, Super Mario Sunshine will run at 60FPS. | ||
<pre> | <pre> | ||
60FPS (Region-Free) | |||
F6000002 80008180 | F6000002 80008180 | ||
BF800000 3F000000 | BF800000 3F000000 | ||
Line 258: | Line 395: | ||
</pre> | </pre> | ||
The Gecko code | The Gecko code: | ||
*Makes the cutscenes run very slowly on non-NA releases | |||
*Causes falling stars to appear in the top corner and top middle of the screen | |||
*Makes the swimming blue/red coins in Gelato Beach near impossible to get (without the turbo nozzle) | |||
==== Version-Specific ==== | |||
The below Version-Specific 60FPS Gecko codes fix the blue/red coin fish speed and graffiti fill speed. | |||
===== NTSC-U ===== | |||
<pre> | |||
60FPS (NTSC-U) [gamemasterplc] | |||
044167B8 3F800000 | |||
042FCB24 60000000 | |||
04414904 3CA3D70A | |||
C20066EC 00000002 | |||
C2C28028 EC2105B2 | |||
FEC00890 00000000 | |||
</pre> | |||
===== PAL ===== | |||
<pre> | |||
60FPS (PAL) [gamemasterplc] | |||
0440DD10 3F800000 | |||
042F4CB4 60000000 | |||
0440BE54 3CA3D70A | |||
C20066EC 00000002 | |||
C2C28028 EC2105B2 | |||
FEC00890 00000000 | |||
</pre> | |||
===== Japan ===== | |||
<pre> | |||
60FPS (Japan) [gamemasterplc & timenoe] | |||
0440C680 3F800000 | |||
04046DFC 60000000 | |||
0440FCF4 3CA3D70A | |||
C2364758 00000002 | |||
C2C28028 EC2105B2 | |||
FEC00890 00000000 | |||
</pre> | |||
===== Japan (Rev 1) ===== | |||
<pre> | |||
60FPS (Japan Rev 1) [gamemasterplc & timenoe] | |||
04407048 3F800000 | |||
042DC440 60000000 | |||
0440518C 3CA3D70A | |||
C20066EC 00000002 | |||
C2C28028 EC2105B2 | |||
FEC00890 00000000 | |||
</pre> | |||
===== Switch ===== | |||
<pre>60FPS (Switch) [gamemasterplc & Vague Rant] | |||
0440B2B8 3F800000 | |||
042F37D4 60000000 | |||
044093B4 3CA3D70A | |||
C20066EC 00000002 | |||
C2C28028 EC2105B2 | |||
FEC00890 00000000</pre> | |||
==== Falling Stars Fix ==== | |||
Remove falling stars caused by 60FPS code by applying Minimum Camera Distance Gecko code by Ralf. However, this code may cause other issues, specifically with the roller-coaster in Pinna Park. When loading this specific level (for example, just after the cutscene with Mecha-Bowser), the screen goes black and nothing more happens. | |||
<pre> | |||
Min Camera Distance Modifier [hawkeye2777 & Ralf] | |||
003749C5 00000052 | |||
0440F3A8 43C80000 | |||
</pre> | |||
Alternatively, use a [https://gamebanana.com/mods/14810 texture mod]. | |||
== Configuration == | == Configuration == | ||
<!--A full list of options is available at Template:Config/doc--> | <!--A full list of options is available at Template:Config/doc--> | ||
{{Config | {{Config | ||
| | |forcetexturefiltering = Default | ||
| | |forcetexturefilteringnotes = Avoids improper graffiti behavior under Direct3D | ||
|antialiasing | |antialiasing = Non-SSAA | ||
|antialiasingnotes | |antialiasingnotes = Avoids improper graffiti behavior | ||
|efbscaledcopy = Off | |||
|efbscaledcopynotes = Avoids blocky graffiti edges | |||
|syncgputhread = On | |||
|syncgputhreadnotes = Avoids crashing after long periods of play | |||
|efbscaledcopy | |||
|efbscaledcopynotes | |||
|syncgputhread | |||
|syncgputhreadnotes = | |||
}} | }} | ||
Line 285: | Line 486: | ||
{{VersionCompatibilityVersion|5719|****|}} | {{VersionCompatibilityVersion|5719|****|}} | ||
{{VersionCompatibilityVersion|3.0-439|***|Scrubbing Sirena Beach cannot be completed}} | {{VersionCompatibilityVersion|3.0-439|***|Scrubbing Sirena Beach cannot be completed}} | ||
{{VersionCompatibilityVersion|3.0-749|***|(earliest revision tested) INI updated to explicitly disable '''Skip EFB Access to CPU''', otherwise the game thinks you're behind an object and makes the turning radius much tighter}} | |||
{{VersionCompatibilityVersion|3.0-749|***|(earliest revision tested) INI updated to explicitly disable '''Store EFB Copies to Texture Only''', otherwise graffiti cannot be sprayed away}} | |||
{{VersionCompatibilityVersion|3.5-513|****|Scrubbing Sirena Beach fixed}} | {{VersionCompatibilityVersion|3.5-513|****|Scrubbing Sirena Beach fixed}} | ||
{{VersionCompatibilityVersion|4.0-1192|****| | {{VersionCompatibilityVersion|4.0-1192|****|Graffiti Bubbles Fixed}} | ||
{{VersionCompatibilityVersion|4.0-1706|****|No more wrongful death when thrown by Chucksters in Secret of the Village Underside}} | {{VersionCompatibilityVersion|4.0-1706|****|No more wrongful death when thrown by Chucksters in Secret of the Village Underside}} | ||
{{VersionCompatibilityVersion|4.0-1767|****|INI updated to explicitly disable '''Force Texture Filtering''', otherwise the graffiti may slide across surfaces and erase itself}} | |||
{{VersionCompatibilityVersion|4.0-4699|****|No more striped loading screens}} | {{VersionCompatibilityVersion|4.0-4699|****|No more striped loading screens}} | ||
{{VersionCompatibilityVersion|4.0-7286|****|Perfect sound emulation}} | {{VersionCompatibilityVersion|4.0-7286|****|Perfect sound emulation}} | ||
Line 295: | Line 499: | ||
{{testing/start}} | {{testing/start}} | ||
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}--> | <!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}--> | ||
{{testing/entry|revision=6569|OS=Windows 7|CPU=AMD Phenom II X2 550 @ 3. | {{testing/entry|revision=6569|OS=Windows 7|CPU=AMD Phenom II X2 550 @ 3.1 GHz|GPU=ATI Radeon HD 4850|result=Fully Playable: 50-60FPS with DX9 plug-in, OpenCL Enabled and Recommended Configuration|tester=}} | ||
{{testing/entry|revision=6800|OS=Windows XP|CPU=Intel Atom N270 @ 1. | {{testing/entry|revision=6800|OS=Windows XP|CPU=Intel Atom N270 @ 1.6 GHz|GPU=Intel GMA 945|result=Very playable 8-10FPS. Disable Lighting and sound Off for best performance.|tester=LORPAL}} | ||
{{testing/entry|revision=6879|OS=Windows 7|CPU=AMD Phenom II X3 N830 @ 2. | {{testing/entry|revision=6879|OS=Windows 7|CPU=AMD Phenom II X3 N830 @ 2.1 GHz|GPU=ATI Mobility Radeon HD 5650|result=Fully Playable 60-80FPS with DX11 plug-in|tester=}} | ||
{{testing/entry|revision=7283|OS=Windows 7|CPU=Intel Core i3-2310 @ 2. | {{testing/entry|revision=7283|OS=Windows 7|CPU=Intel Core i3-2310 @ 2.1 GHz|GPU=Intel HD Graphics|result=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|tester=Honguito98}} | ||
{{testing/entry|revision=7310|OS=Windows 7|CPU=Intel Pentium E5300 @ 2. | {{testing/entry|revision=7310|OS=Windows 7|CPU=Intel Pentium E5300 @ 2.6 GHz|GPU=ATI Radeon HD 5450|result=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|tester=Markon89}} | ||
{{testing/entry|revision=7419|OS=Mac OS X 10.6.7|CPU=Intel Core i7 @ 2. | {{testing/entry|revision=7419|OS=Mac OS X 10.6.7|CPU=Intel Core i7 @ 2.66 GHz|GPU=NVIDIA GeForce GT 330M|result=Fully Playable 10-20FPS at 45 - 95 % seems to slow down when NPCs come on screen|tester=FeelGoodChicken}} | ||
{{testing/entry|revision=7540|OS=Windows 7|CPU=Intel Pentium Single Core @ 4. | {{testing/entry|revision=7540|OS=Windows 7|CPU=Intel Pentium Single Core @ 4.15 GHz|GPU=NVIDIA GeForce GTS 250|result=Playable! smooth gameplay when indoors or when there are little to no NPCs around but functional.|tester=Redstorm3265}} | ||
{{testing/entry|revision=7593|OS=Windows 7|CPU=Intel Core i7-740QM @ 1. | {{testing/entry|revision=7593|OS=Windows 7|CPU=Intel Core i7-740QM @ 1.6 GHz-2.8 GHz|GPU=ATI Radeon Radeon HD 5870M|result=Perfectly Playable like on the console: 50/60FPS (PAL/NTSC) with DX9 plug-in and Recommended Configuration|tester=Thundereus}} | ||
{{testing/entry|revision=3.0|OS=Windows 7|CPU=AMD Turion II M520 @ 2. | {{testing/entry|revision=3.0|OS=Windows 7|CPU=AMD Turion II M520 @ 2.3 GHz|GPU=ATI Radeon HD 4200|result=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.|tester=Beecher}} | ||
{{testing/entry|revision=3.0|OS=Ubuntu 12.04|CPU=Intel Core i5-3570K @ 3. | {{testing/entry|revision=3.0|OS=Ubuntu 12.04|CPU=Intel Core i5-3570K @ 3.4 GHz|GPU=NVIDIA GeForce GT 430|result=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|tester // Experimental compiler JIT=}} | ||
{{testing/entry|revision=3.0-94|OS=Windows 7|CPU=Intel Core 2 Duo E4500 @ 2. | {{testing/entry|revision=3.0-94|OS=Windows 7|CPU=Intel Core 2 Duo E4500 @ 2.2 GHz|GPU=NVIDIA GeForce GT 440|result=Playable: constant 30FPS, except in big areas (20-30FPS).|tester=mbc07}} | ||
{{testing/entry|revision=7714|OS=Windows 7|CPU=Intel Core i3-370M @ 2. | {{testing/entry|revision=7714|OS=Windows 7|CPU=Intel Core i3-370M @ 2.4 GHz|GPU=AMD Radeon HD 6370M|result=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.|tester=}} | ||
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core i5-750 @ 2. | {{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core i5-750 @ 2.67 GHz|GPU=ATI Radeon HD 5850|result=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%.|tester=crumbworks}} | ||
{{testing/entry|revision=3.0-369|OS=Windows 7|CPU=AMD Phenom II X4 940 @ 3. | {{testing/entry|revision=3.0-369|OS=Windows 7|CPU=AMD Phenom II X4 940 @ 3.35 GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=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.|tester=Jodeth}} | ||
{{testing/entry|revision=3.0-371|OS=Slackware 13.37|CPU=Intel Core i5-2500K @ 3. | {{testing/entry|revision=3.0-371|OS=Slackware 13.37|CPU=Intel Core i5-2500K @ 3.3 GHz|GPU=NVIDIA GeForce GTX 550 Ti|result=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.|tester=Shonumi}} | ||
{{testing/entry|revision=3.0-601|OS=Windows 7|CPU=Intel Core i5-650 @ 3. | {{testing/entry|revision=3.0-601|OS=Windows 7|CPU=Intel Core i5-650 @ 3.20 GHz|GPU=Intel HD Graphics|result=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|tester=SoulFly}} | ||
{{testing/entry|revision=3.0-684|OS=Windows 7|CPU=AMD FX-4100 @ 4. | {{testing/entry|revision=3.0-684|OS=Windows 7|CPU=AMD FX-4100 @ 4.5 GHz|GPU=NVIDIA GeForce GTS 250|result=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.|tester=Serverbot777}} | ||
{{testing/entry|revision=3.0-684|OS=Windows 7|CPU=AMD FX-4100 @ 4. | {{testing/entry|revision=3.0-684|OS=Windows 7|CPU=AMD FX-4100 @ 4.5 GHz|GPU=NVIDIA GeForce GTS 250|result=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.|tester=Serverbot777}} | ||
{{testing/entry|revision=3.0-692|OS=Windows 7|CPU=Intel Core i7-2630QM @ | {{testing/entry|revision=3.0-692|OS=Windows 7|CPU=Intel Core i7-2630QM @ 2 GHz|GPU=NVIDIA GeForce GT 540M|result=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.|tester=TiJack}} | ||
{{testing/entry|revision=3.0-692|OS=Windows 7|CPU=AMD FX-4100 @ 4. | {{testing/entry|revision=3.0-692|OS=Windows 7|CPU=AMD FX-4100 @ 4.5 GHz|GPU=NVIDIA GeForce GTS 250|result=The most cheats work either not, or there is a crash-emulations.|tester=Serverbot777}} | ||
{{testing/entry|revision=3.5|OS=Windows 7|CPU=AMD Althon II x2 270 @ 3. | {{testing/entry|revision=3.5|OS=Windows 7|CPU=AMD Althon II x2 270 @ 3.4 GHz|GPU=NVIDIA GeForce GTX 650ti|result=Full speed no slowdowns 30FPS|tester=Mirocroatia}} | ||
{{testing/entry|revision=3.5-290|OS=Windows 7|CPU=Intel Core i3-2350 @ 2. | {{testing/entry|revision=3.5-290|OS=Windows 7|CPU=Intel Core i3-2350 @ 2.3 GHz|GPU=NVIDIA GeForce 410M|result=The cheat doesn't work for the PAL version, always the problem of Inkstains|tester=Dratal}} | ||
{{testing/entry|revision=3.5-1914|OS=Windows 7|CPU=Intel Core i7-3770 @ 3. | {{testing/entry|revision=3.5-1914|OS=Windows 7|CPU=Intel Core i7-3770 @ 3.4 GHz|GPU=NVIDIA GeForce GTX 680|result=Fully playable on 1080p with FXAA activated in the NVIDIA GeForce Control Panel|tester=StarDave}} | ||
{{testing/entry|revision=4.0|OS=Windows 7|CPU=Intel Core i7-3517U @ 1. | {{testing/entry|revision=4.0|OS=Windows 7|CPU=Intel Core i7-3517U @ 1.9 GHz|GPU=Intel HD Graphics 4000|result=I had to use Throttlestop because my CPU's clock is too low. This way, I could achieve about 2.8 GHz. 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.|tester=Artur}} | ||
{{testing/entry|revision=4.0|OS=Windows 8.1|CPU=AMD FX 4300 @ 3. | {{testing/entry|revision=4.0|OS=Windows 8.1|CPU=AMD FX 4300 @ 3.8 GHz|GPU=AMD R7 260X|result=Fully Playable 30 or 60FPS forcing 16:9 widescreen|tester=}} | ||
{{testing/entry|revision=4.0.1|OS=Windows 7|CPU=Intel Core i5-3570K @ 4. | {{testing/entry|revision=4.0.1|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.4 GHz|GPU=NVIDIA GeForce GTX 460|result=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.|tester=Kilobytez95}} | ||
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Celeron G1610 @ 2. | {{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Celeron G1610 @ 2.6 GHz|GPU=Intel HD Graphics|result=I have been wandering in the intro. No glitches but very slooooow : 6FPS|tester=hivaoa}} | ||
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Core it-4960X @ 4. | {{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Core it-4960X @ 4.6 GHz|GPU=NVIDIA GeForce 780 Ti|result=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.|tester=himalayan}} | ||
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=AMD FX-6300 @ 3. | {{testing/entry|revision=4.0.2|OS=Windows 7|CPU=AMD FX-6300 @ 3.5 GHz|GPU=NVIDIA GeForce 660|result=Playable, some lag during cutscenes, nothing major|tester=Noobtra}} | ||
{{testing/entry|revision=4.0-6|OS=Arch Linux |CPU=Intel Core i7-3770 @ 3. | {{testing/entry|revision=4.0-6|OS=Arch Linux |CPU=Intel Core i7-3770 @ 3.4 GHz|GPU=NVIDIA GeForce GTX 650|result=Runs very well at a constant 25FPS with max graphics settings.|tester=Jakbest}} | ||
{{testing/entry|revision=4.0-6|OS=Arch Linux |CPU=Intel Core i7-3517U @ 1. | {{testing/entry|revision=4.0-6|OS=Arch Linux |CPU=Intel Core i7-3517U @ 1.9 GHz|GPU=Intel HD Graphics 4000|result=Runs very well at a constant 25FPS with max graphics settings. Ultrabook fan goes very fast, not ideal system for playing.|tester=Jakbest}} | ||
{{testing/entry|revision=4.0-1519|OS=Linux Mint 16|CPU=Intel Core i5-2500K @ 4. | {{testing/entry|revision=4.0-1519|OS=Linux Mint 16|CPU=Intel Core i5-2500K @ 4.4 GHz|GPU=NVIDIA GeForce GTX 650 Ti|result=Runs very well at a constant 30FPS|tester=}} | ||
{{testing/entry|revision=4.0-3699|OS=Windows 7|CPU=AMD FX-6100 @ 3. | {{testing/entry|revision=4.0-3699|OS=Windows 7|CPU=AMD FX-6100 @ 3.3 GHz|GPU=NVIDIA GeForce 650 Ti|result=Fully Playable constant 30FPS @ High graphics|tester=GigaToni}} | ||
{{testing/entry|revision=4.0-6112|OS=Windows 7|CPU=Intel Core i7-3770K @3. | {{testing/entry|revision=4.0-6112|OS=Windows 7|CPU=Intel Core i7-3770K @3.50 GHz|GPU=NVIDIA GeForce GTX 770|result=Fully Playable at 1080p @30FPS with 4x native internal resolution and 8x anti-aliasing. Also works perfectly in widescreen with the same settings.|tester=Mangaman1001}} | ||
{{testing/entry|revision=4.0-6247|OS=Windows 8.1|CPU=Intel Core i5-3210M @ 2. | {{testing/entry|revision=4.0-6247|OS=Windows 8.1|CPU=Intel Core i5-3210M @ 2.5 GHz|GPU=NVIDIA GeForce 610M|result=OpenGL seems to be much faster than Direct3D. 30FPS/60VPS.|tester=Wildgoosespeeder}} | ||
{{testing/entry|revision=4.0-9211|OS=Windows 10|CPU=Intel Core i5-4570 @ 3. | {{testing/entry|revision=4.0-9211|OS=Windows 10|CPU=Intel Core i5-4570 @ 3.2 GHz|GPU=NVIDIA GeForce GTX 960|result=OpenGL with recommended config runs perfect. But turn Scaled EFB Copy OFF if you get aliased/jaggy/blocky goo.|tester=Jesse}} | ||
{{testing/entry|revision=5.0|OS=Windows 8.1|CPU=Intel Core i5-3350P @ 3. | {{testing/entry|revision=5.0|OS=Windows 8.1|CPU=Intel Core i5-3350P @ 3.3 GHz|GPU=AMD Radeon R9 280X|result=1080p @ 60FPS, recommended settings - rare drops up to 50FPS, visible stuttering but perfectly playable and enjoyable!|tester=Redux}} | ||
{{testing/entry|revision=5.0-1127|OS=Windows 10|CPU=Intel Core i7-3930K @ 3. | {{testing/entry|revision=5.0-1127|OS=Windows 10|CPU=Intel Core i7-3930K @ 3.8 GHz|GPU=NVIDIA GeForce GTX 780|result=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.|tester=Techjar}} | ||
{{testing/entry|revision=5.0-1331|OS=Windows 10|CPU=Intel Xeon X5650 @ 2. | {{testing/entry|revision=5.0-1331|OS=Windows 10|CPU=Intel Xeon X5650 @ 2.67 GHz|GPU=NVIDIA GeForce GTX 980 Ti|result=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.|tester=VinDuv}} | ||
{{testing/entry|revision=5.0-1424|OS=Windows 10|CPU=AMD Phenom II | {{testing/entry|revision=5.0-1424|OS=Windows 10|CPU=AMD Phenom II X6 1090T @ 3.2 GHz|GPU=AMD R9 280|result=Running at 3x internal resolution, | ||
2xMSAA and DX11. Only issue is stuttering when opening and closing the map; otherwise perfect.|tester=Sam3}} | 2xMSAA and DX11. Only issue is stuttering when opening and closing the map; otherwise perfect.|tester=Sam3}} | ||
{{testing/entry|revision=5.0-1533|OS=Windows 10|CPU=Intel Core i7- | {{testing/entry|revision=5.0-1533|OS=Windows 10|CPU=Intel Core i7-6700K @ 4 GHz|GPU=NVIDIA GeForce GTX 1080|result=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.|tester=Shmilly}} | ||
{{testing/entry|revision=5.0-3362|OS=Windows 10|CPU=Intel Core i5-6600 @ 3.2 GHz|GPU=AMD Radeon RX 480|result=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.|tester=Sonic2kk}} | |||
{{testing/entry|revision=5.0-4322|OS=Windows 10|CPU=Intel Core i7-4790K @ 4 GHz|GPU=NVIDIA GeForce GTX 1070|result=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.|tester=SolidStateDork}} | |||
{{testing/entry|revision=5.0-8935|OS=Windows 10|CPU=AMD Ryzen 5 2400G @ 3.9 GHz|GPU=AMD Radeon RX Vega 11 IGP|result=Configuration: 720p, 1xAF, no AA. Encounters "Failed to submit command buffer" during or straight after the opening scene with Vulkan, making it completely unplayable. Other backends run just fine with perfect speed.|tester=amiboss}} | |||
{{testing/entry|revision=5.0-10922|OS=Windows 10|CPU=AMD Ryzen 7 3700X @ 4.2 GHz|GPU=NVIDIA GeForce GTX 1060|result=OpenGL, 3xIR, 1xAF, 4x MSAA, recommended settings. With the 60 FPS and 16:9 codes, the game runs perfectly from start to finish with no noticeable drops.|tester=Aplayer12345}} | |||
{{testing/entry|revision=5.0-12945|OS=Windows 10|CPU=AMD Ryzen 5 2600X @ 3.6 GHz|GPU=NVIDIA GeForce GTX 1080|result=Vulkan, 6xIR, 16xAF, 0x MSAA. Used 16:9 and 60fps code, played up to 80 stars. Had random fps drop with OpenGL, not present with Vulkan. Very occasional glitching of audio where music would be stuck on first note during level transition, fixed by re-entering a level. No issues with red coins using the 60fps code (aside from coins clipping into environment but I think that's in the game anyway). 60fps or 16:9 code causes falling stars glitch, 'fix falling stars' code did not work but left enabled anyway, did not cause any issue on rollercoaster pina park levels. I instead used a texture replacement (google 'Widescreen Stars Fix'), this worked fine. Graffiti appears blocky, this can be fixed by disabling scaled efb copy but causes the heatwave effect to appear pixelated when running at a higher internal resolution. Heatwaves appear okay when enabling scaled efb copy but causes blocky graffiti, no way to get smooth graffiti and higher resolution heatwaves as far as I know. Optional gecko code to remove heatwave effect: 0419f83c 4e800020. Otherwise perfect.|tester=Trace6x}} | |||
{{testing/entry|revision=5.0-15445|OS=Windows 10|CPU=Intel Core i5-2300 @ 2.8 GHz|GPU=AMD Radeon HD 6770|result=Direct3D 11, 3xIR, 1xAF, 2x MSAA. Used 16:9 code and the qashto texture pack. Aside from the grafitti/heat wave issue and the Sirena Beach Scrub issues mentioned elsewhere, the game runs perfectly at 30 fps. This decade-old hardware isn't good enough for the 60 fps code, though. With it enabled, the game runs at 45fps and slows to 75% speed.|tester=SpectraNocturne}} | |||
{{testing/end}} | {{testing/end}} | ||
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<!--A full list of options is available at Template:VideoGallery/doc--> | <!--A full list of options is available at Template:VideoGallery/doc--> | ||
{{VideoGallery | {{VideoGallery | ||
|vid1=4YS37gMs_oA|cap1=Super Mario Sunshine 60FPS Hack (Official) | |||
|vid1= | |vid2=P3ATQ4pd0tQ|cap2=Super Mario Sunshine in HD & 60fps! - The Retro Byte | ||
|vid2= | |vid3=P6kbdfIqmvk|cap3=Super Mario Sunshine - GCN 1080p upscaled in Dolphin with Iris Xe Graphics | ||
|vid3= | |vid4=L3qQCJOOg5I|cap4=Let's Play Super Mario Sunshine: Part 1 (Dolphin - HD Texture Pack) (1080p HD) - Nintendo GameCube | ||
|vid4= | |vid5=w5DBQWS7k4s|cap5=Super Mario Sunshine at 4K on Dolphin Emulator 5.0 | ||
|vid6=o_9NrzrgTyk|cap6=(1440p) Super Mario Sunshine Gameplay - Dolphin 5.0 | |||
|vid7=wa7km5Q7dm8|cap7=Super Mario Sunshine ~Co-op Test~ (Dolphin) {5.0} | |||
| | |vid8=gnuTaCw_3oo|cap8=Super Mario Sunshine (4K / 2160p / 60 FPS / Texture Pack) - Dolphin Emulator 5.0-15571 - GameCube | ||
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[[Category:GameCube games]] | [[Category:GameCube games]] | ||
[[Category:Zelda ucode games]] | [[Category:Zelda ucode games]] | ||
[[Category:Ships with debugging symbols]] | |||
[[Category:Games with texture packs]] |