Super Mario Galaxy 2
Super Mario Galaxy 2 | |
---|---|
Developer(s) | Nintendo EAD Tokyo |
Publisher(s) | Nintendo |
Series | Mario |
Platform(s) | Wii |
Genre(s) | Platform |
Mode(s) | Single-player, Two Player Co-op |
Input methods | Wii Remote + Nunchuk |
Compatibility | 4 Playable |
GameIDs | |
See also... |
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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
- ATI cards with anti-aliasing options enabled
Use the DX9 or DX11 plug-in to avoid such.
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.
Frame Limiting
One should use the "Use FPS for Limiting" option for this game.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Video Backend | DirectX9 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 | |||||
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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 Dual-Core 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 Dual-Core E5300 @ 2.6GHz | ATI Radeon HD 3650 | Perfect,30~60VPS | |
r7489 | Windows 7 x64 | Intel Pentium Dual-Core 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 Q6600 @3.2GHz | nVidia GeForce 9600 GT | Playable 50-60FPS on DX9 at 1920x1200, no AA or Anisotropic, internal res. at 2x, DSP-HLE, 40fps 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 |
3.0-204 | Windows 7 x64 | Intel i7 860 @ 2.80GHz | nVidia GTS 450 | Playable stable 60 fps at 720p internal res at 1.5x no AA or Anisotropic | SXPanda |
^3.0-194 | Windows 7 x64 | AMD FX 8120 @ 3.10GHz | 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-HLE plugin and not with DSP-LLE and XAudio2 back-end. But with DSP-HLE the music lags extremely, that's why I play it with the DSP-LLE plugin unless I'm at GrandStar level. | RnBandCrunk |
Gameplay Videos
- Nintendo EAD Tokyo (Developer)
- Nintendo (Publisher)
- Mario (Series)
- Pages with redlink series
- 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
- Untested for 10000+ revisions
- Action-adventure games
- Wii games
- Platform games