16
edits
Release 2407 and 2409
Continuous releases have started! Read more on our blog: Dolphin Progress Report: Release 2407 and 2409. |
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(AF works fine in the latest version.) |
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== Problems == | == Problems == | ||
{{Problems|{{#vardefineecho:problems| | {{Problems|{{#vardefineecho:problems| | ||
=== Game Crashes After Random Periods === | === Game Crashes After Random Periods === | ||
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=== 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 removes the slowdown. | 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 removes the slowdown. | ||
=== Debug Cubes === | === Debug Cubes === | ||
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{{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}} | ||
=== | }}}} | ||
== Enhancements == | |||
=== 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 === | === Water Color Effect === | ||
Super Mario Sunshine | 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. However, this will make a few other random textures appear more blurry. | 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 Wrong.jpg|Incorrect water color at 1080p, looks slightly greener.}} | ||
{{image|Super Mario Sunshine Water Color Correct.jpg|Correct water color at 1080p.|br}} | {{image|Super Mario Sunshine Water Color Correct.jpg|Correct water color at 1080p.|br}} | ||
=== Anisotropic Filtering === | === Anisotropic Filtering === | ||
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{{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 === | |||
*Anisotropic Filtering above '''1x''' 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. | |||
{{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://forums.dolphin-emu.org/Thread-super-mario-sunshine-4k-hd-texture-pack-1-0-0-2020-09-17?pid=512092#pid512092 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] | |||
=== 16:9 Aspect Ratio Fix === | === 16:9 Aspect Ratio Fix === | ||
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04177198 C002B83C | 04177198 C002B83C | ||
04412408 3FE38E39 | 04412408 3FE38E39 | ||
04416B74 | 04416B74 3F841F81 | ||
0429610C 380002EA | 0429610C 380002EA | ||
042960A0 3860FF96 | 042960A0 3860FF96 | ||
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0416D160 C002B6A4 | 0416D160 C002B6A4 | ||
04409950 3FE38E39 | 04409950 3FE38E39 | ||
0440E0D4 | 0440E0D4 3F841F81 | ||
0428DFA4 380002EA | 0428DFA4 380002EA | ||
0428DF38 3860FF96 | 0428DF38 3860FF96 | ||
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</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 | The below Version-Specific 60FPS Gecko codes fix the blue/red coin fish speed and graffiti fill speed. | ||
===== NTSC-U ===== | ===== NTSC-U ===== | ||
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FEC00890 00000000 | FEC00890 00000000 | ||
</pre> | </pre> | ||
===== Switch ===== | |||
<pre>60FPS (Switch) [gamemasterplc & Vague Rant] | |||
0440B2B8 3F800000 | |||
042F37D4 60000000 | |||
044093B4 3CA3D70A | |||
C20066EC 00000002 | |||
C2C28028 EC2105B2 | |||
FEC00890 00000000</pre> | |||
==== Falling Stars Fix ==== | ==== Falling Stars Fix ==== | ||
Remove falling stars caused by 60FPS code by applying Minimum Camera Distance Gecko code by Ralf. | 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> | <pre> | ||
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{{testing/entry|revision=5.0-3362|OS=Windows 10|CPU=Intel Core i5-6600 @ 3.2GHz|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=5.0-3362|OS=Windows 10|CPU=Intel Core i5-6600 @ 3.2GHz|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 @ 4GHz|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=5.0-4322|OS=Windows 10|CPU=Intel Core i7-4790K @ 4GHz|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 @ 3.9GHz|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 @ 4.2GHz|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/end}} | {{testing/end}} | ||
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|vid1=4YS37gMs_oA|cap1=Super Mario Sunshine 60FPS Hack (Official) | |vid1=4YS37gMs_oA|cap1=Super Mario Sunshine 60FPS Hack (Official) | ||
|vid2=P3ATQ4pd0tQ|cap2=Super Mario Sunshine in HD & 60fps! - The Retro Byte | |vid2=P3ATQ4pd0tQ|cap2=Super Mario Sunshine in HD & 60fps! - The Retro Byte | ||
|vid3= | |vid3=7AlUCD-BmDs|cap3=Super Mario Sunshine - NVIDIA SHIELD Android TV - Dolphin Emulator 4.0-7947 (1080p) - GameCube | ||
|vid4=L3qQCJOOg5I|cap4=Let's Play Super Mario Sunshine: Part 1 (Dolphin - HD Texture Pack) (1080p HD) - Nintendo GameCube | |vid4=L3qQCJOOg5I|cap4=Let's Play Super Mario Sunshine: Part 1 (Dolphin - HD Texture Pack) (1080p HD) - Nintendo GameCube | ||
|vid5=w5DBQWS7k4s|cap5=Super Mario Sunshine at 4K on Dolphin Emulator 5.0 | |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 | |vid6=o_9NrzrgTyk|cap6=(1440p) Super Mario Sunshine Gameplay - Dolphin 5.0 | ||
|vid7=wa7km5Q7dm8|cap7=Super Mario Sunshine ~Co-op Test~ (Dolphin) {5.0} | |vid7=wa7km5Q7dm8|cap7=Super Mario Sunshine ~Co-op Test~ (Dolphin) {5.0} | ||
}} | }} | ||