Super Mario Galaxy

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Super Mario Galaxy
Developer(s) Nintendo EAD Tokyo
Publisher(s) Nintendo
Series Super Mario Bros, Super Mario Galaxy
Platform(s) Wii
Release date(s) JP November 1, 2007
NA November 12, 2007
EU November 16, 2007
AUS November 29, 2007
KO September 4, 2008
Genre(s) Platform
Mode(s) Single-player, Co-op (2)
Input methods Wii Remote + Nunchuk
Compatibility 4Stars4.pngEdit rating: Super Mario Galaxy
GameIDs RMGP01, RMGK01, RMGJ01, RMGE01, RMGR01, RMGC01
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Super Mario Galaxy is a 3D platform game developed and published by Nintendo for the Wii. It is the third 3D platformer in the Mario series, after Super Mario 64 and Super Mario Sunshine. A sequel, Super Mario Galaxy 2, was released in 2010. The game follows the protagonist, Mario, on a quest to rescue Princess Peach from the game's primary antagonist, Bowser. Levels are galaxies filled with minor planets and worlds, while gameplay is updated with gravity effects and new power-ups. Super Mario Galaxy was first shown at E3 2006 and enjoyed a high level of pre-release awareness. The game has been hailed by several gaming websites as one of the best video games of all time.



Music stops after a few minutes when not using the LLE plug-in. A patch discussed on the forums extends play for longer, but doesn't fully correct the issue.

Dolphin Hangs Before Credits

Dolphin will hang before the end credits play, refer issue 1170. It is related to the HLE sound plugin. There are two known solution to this problem.

  • Use DSP-LLE (also solves other sound problems, recommended)
  • Disable sound (cannot use Save States, if used the game will freeze upon finishing the level.)

Inverted Reflections

Certain materials that reflect Mario have inverted reflections, refer issue 3106. This issue actually also exists on real hardware, so it's not an emulator bug.


Only configuration options for the best compatibility where they deviate from defaults are listed.


Config Setting Notes
Skip EFB Access from CPU Off Needed to pull stars


Config Setting Notes
DSP Emulator Engine LLE Avoids music cut off

Version Compatibility

The graph below charts the compatibility with Super Mario Galaxy since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-14207 (current)
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.


This title has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
r6505 Windows 7 x64 Intel Core i7-930 @ 3.8GHz nVidia GeForce GTX 580 Super Mario Galaxy on Dolphin (720P) Full Speed PSConsoleGamer
r6782 Windows 7 x86 Intel Core 2 Duo 6700 ATI Radeon HD 4800 30 FPS
r7310 Windows 7 x86 Intel Pentium E5300 @ 2.6GHz ATI Radeon HD 5450 Playable 30-35 FPS(PAL)--> 50-65% speed with DX9 plugin,Open CL,Disable fog you can have a speed up of 5-6 FPS with EFB to CPU access disable but you're unable to use the star pointer, reduce the resolution to have more speed Markon89
r7409 Windows 7 x64 Intel Core 2 Quad Q9550 @ 3.8GHz nVidia GeForce 9600GT 80%-100% FPS with LLE, HLE runs full-speed, but has sound issues GothicIII
r7413 Windows 7 x64 Intel Core 2 Duo E6750 @ 2.66GHz nVidia GeForce 460 GTX 50% - 70% in DX9 with settings described in this wiki + Frameskip 1 in 1280*720; 75% - 100% in DX11 with same settings and Frameskip 1 in 1680*1050 AssAsSin
r7670 Windows 7 x64 Intel Core i5-2500K @ 4.1GHz AMD Radeon HD 6850 Runs 100% at 1x Native. Music occasionally will stop. MegaJump
^3.0 Windows 7 X64 Intel Core i7-920 @ 4GHz AMD Radeon HD 5770 Runs at full speed about 85%-90% of the time there are slow downs in certain parts of galaxys it depends some have more then others and slow down in more drastic way but fully playable and enjoyable. For graphics Using dx9 rendering with 2 times native resolution 1xAF everything else at stock. For DSP using LLE recompiler which is needed for music not to cut out. Using dsound backend and 48000hz. LLE of thread gives big boost in speed but makes the game very unstable with constant freezing. In the game properties I have accurate VBeam Emulation check on gives a speed boost and Disable Wiimote speaker is checked. DJHeadshot
3.0-201 Windows 7 x64 Intel Core i5-2410M @ 2.3GHz nVidia GeForce GT 525M The game itself is seriously epic, but only Direct3D 11 can run the game with shadows. Direct3D 9 and OpenGL leaves the shadows imprinted in the same spot it appeared from save states. Aside from that, the FPS ranges from 30-60 depending on how many things are on the screen. Doubled-revolutions
3.0-415 Mac OS X 10.6.8 Intel Core 2 Duo @ 2.13GHz nVidia GeForce 9400M Strangely, this is the only game where graphics are rendered better by turning lighting off. On makes most items look closer to original (glow), but Mario looks all weird with white patches on him. Game is completely playable, though slow; about 50-60%. Update: literally no music at all if not using LLE, which also reduces speed by 20-30%. Seriously. Ac
3.0-600 Windows 7 x64 Intel Core i5-3570K @ 4.2GHz nVidia GeForce GTX 275 Runs great. With DX9, DSP LLE on thread, EFB to Tex, 3X native res, and 1080p; I get 100% speed. MaJoR
3.0-688 Windows 8 RP x64 Intel Core i7-3770K @ 4.2GHz AMD Radeon HD 7970 DX9, 1080p, 4x internal resolution + above tweaks, DSP LLE (on thread), Lock Threads to Cores, Real Wiimote. Game runs fullspeed all the time and looks absolutely gorgeous! Alucryd
3.0-688 Mac OS X 10.7.3 Intel Core i5 @ 2.5GHz AMD Radeon HD 6750M Very Slow 50-60% Playable. Runs OK at 1080p. Music plays for a few minutes then goes off. JPS58
3.0-690 Windows 7 x64 AMD Phenom 960T X4 @ 5.033GHz AMD Radeon HD 6950 OpenGL, 1680x1050, 3x internal resolution, Anti-Aliasing 16xQCSAA, Anisotropic 16x, Scale EFB copy, DSP LLE (on thread), EFB Copy to texture, OpenMP, OpenCL, Disable Per pixel depth, Real Wiimote. Game runs fullspeed 100%,it looks awesome! ChrisGamer
3.0-799 Windows XP x86 Intel Core 2 Duo E8400 @ 3GHz nVidia GeForce 7300 LE 35-20 FPS Average. Seriously horrible slowdown issues, And Dolphin was actually on the verge of crashing one time when slowdown became really bad at the Beach Bowl Galaxy, Because my GPU got desynced.
3.0-845 Windows 7 x64 Intel Core i5-2500K @ 4GHz AMD Radeon HD 5770 Fullspeed with Skip EFB Access from CPU ON (checked). However you'll have to switch it OFF in places where you forced to pull stars (will be slower). Animus
4.0 Windows 8 x64 Intel Core i7-4700MQ @ 3.4GHz nVidia GeForce GT750M Managed to get 1080p at nearly 60 FPS at all times on Lenovo y510p. I use a cooling pad. DX9, LLE with to Thread checked, DSound. Vsync, 16xAS, no AA, scaled EFB, ignore format, skip CPU unchecked, EFB to RAM with caching checked speeds up in most cases in this game. all "other" hacks checked except disable alpha. 3x IR. Bobby
4.0 Windows 7 x64 Intel Core 2 Quad Q6600 @ 2.4GHz nVidia GeForce GT 210 High FPS at low resolutions, 35-45 FPS
4.0 Windows 7 x64 Intel Core i5 3470 @ 3.2GHz AMD Radeon HD 7870 Full HD 1080p 60 FPS with HLE audio plugin (~40 FPS with LLE) + 4xAA, OpenGL, default settings and real wiimote
4.0-817 Windows 7 x64 Intel Core i5 2500K @ 4.4GHz nVidia GeForce GTX 570 In RMGK01(KOR Region), Wiimote Cursor Twitching/Refresh cut off problem(when seems 'in-game overload', not Dolphin or system) is still remain since 2.0-xxx to now. it's Huge problem to can't play the game even frame late is perfect, i think it's some of lock or code change(for Anti Piracy/Emulating) from before Release Region's version (during 1 Years). it's same case like Twilight Princess (Wii) KOR Version(RZDK01) (this one is 2 and half Years), default settings and real wiimote

Gameplay Videos