Super Mario Galaxy 2: Difference between revisions

From Dolphin Emulator Wiki
Jump to navigation Jump to search
m (various adjustments)
m (→‎Testing: General maintenance with AutoWikiBrowser in Bot mode)
 
(251 intermediate revisions by 73 users not shown)
Line 1: Line 1:
{{Infobox VG
{{Infobox VG
|title        = Super Mario Galaxy 2
|image     = [[File:Super-mario-galaxy-2-wii.JPG|300px]]
|image         = [[File:Super-mario-galaxy-2-wii.JPG|300px]]
|developer = Nintendo EAD Tokyo
|developer     = Nintendo EAD Tokyo
|publisher = Nintendo
|publisher     = Nintendo
|series   = Super Mario Bros, Super Mario Galaxy
|series       = ''Mario''
|released  = {{vgrelease|NA=May 23, 2010}}{{vgrelease|JP=May 27, 2010|EU=June 11, 2010|AUS=June 30, 2010|TW=December 4, 2010|KO|January 20, 2011}}
|genre         = Platform
|genre     = Platform
|modes         = Single-player, two player co-op
|modes     = Single-player, Co-op (2)
|platforms     = [[Wii]]
|input     = Wii Remote + Nunchuk
|input        = Wii Remote, Nunchuk
|forumlink = https://forums.dolphin-emu.org/Thread-wii-super-mario-galaxy-2--25931
}}
}}


'''''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]]''.
'''''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]]''.
== Emulation Information ==
{{Problems/Language Region Mismatch|JP=SB4J01, SB4W01|NA=SB4E01|EU=SB4P01|KO=SB4K01}}
=== Wii Remote Lag When Collecting Starbits ===
The Wii Remote slows down when collecting starbits. To remedy this, go to Dolphin Controller Configuration Window and disable (untick) '''Enable Speaker Data''' and this will mute the Wii Remote speaker, fixing the starbit slowdown problem. Seems like it might have something to do with the computer's Bluetooth dongle not granting enough bandwidth for the Wii Remote to receive the sounds and transmit controls at the same time. It's a problem bound to PC hardware and driver, you can also try [[Bluetooth Passthrough]].


== Problems ==
== Problems ==
===Freeze After Grand Star Levels===
{{Problems|{{#vardefineecho:problems|
Dolphin will freeze on the completion of Grand Star levels. To prevent this use the Xaudio2 audio backend or LLE.
 
=== Wii Message Board Images ===
After defeating Bowser in the sixth world, as well as after reaching the 242nd star, a picture each is pinned to the Wii Message Board. These pictures will be saved as black if "Store XFB copies to textures only" is active.
<br>'''To display the images correctly, "Store XFB Copies to Textures Only" must be disabled before the image is created.'''
 
=== <s>Boss Roars</s> ===
Boss roar effects are not visible. See {{issue|8327}}. Fixed by {{revision|5.0-14041}}
{{image|Super Mario Galaxy 2 Boss Roar Wrong.png|The effect just causes the screen to darken|br}}
 
=== <s>Yoshi's tongue not working with Direct3D 12</s> ===
With the old Direct3D 12 video backend from Dolphin 5.0 stable, the red circle around edible items sometimes doesn't appear. Using a save state and restarting the emulation fixes it temporarily. The old Direct3D 12 backend was removed in {{revision|5.0-3774}}. Additionally, the new Direct3D 12 backend introduced in {{revision|5.0-9878}} doesn't have this issue.
 
}}}}


===Framebuffer Errors===
== Enhancements ==
Framebuffer errors are occurring with the OpenGL plug-in on:
=== HD Texture Pack ===
*nVidia cards
[https://forums.dolphin-emu.org/Thread-super-mario-galaxy-2-hd-texture-mod Super Mario Galaxy 2 HD Texture Mod - Dolphin Forum Thread]
*ATI cards with anti-aliasing options enabled


Use the DX9 or DX11 plug-in to avoid such.
=== Background at Bowser's Galaxy Generator ===
Depending on the setting of the internal resolution, as well as the anisotropic filtering, the background in Bowser's galaxy generator is not displayed as on console. To display the background like on console '''the internal resolution as well as the anisotropic filtering must be set to 1x'''.
{{image|SB4P01_BowsersGalaxyGenerator_6xNative%2BAnisotropicFiltering.png|6x IR + 16x AF}}
{{image|SB4P01_BowsersGalaxyGenerator_6xNative%2B1xAnisotropicFiltering.png|6x IR + 1x AF}}
{{image|SB4P01_BowsersGalaxyGenerator_1xNative%2B1xAnisotropicFiltering.png|1x IR + 1x AF (Same as on console)|br}}


===Music Cuts Out===
=== Bloom ===
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.
Bloom effects do not render correctly with Internal Resolution (IR) > 1. Disable '''Scale EFB Copy''' to fix this.
{{image|Super Mario Galaxy 2 Bloom 2x+ IR.jpg|2x+ IR}}
{{image|Super Mario Galaxy 2 Bloom 1x IR.jpg|1x IR|br}}


===Frame Limiting===
=== <s>Higher IR Affects Fog</s> ===
One should use the "Use FPS for Limiting" option for this game.
Using IR > 1x causes fog to be rendered at inappropriate depths. Native internal resolution must be used to avoid this. This can be seen on the save select screen, the ship post the first level, and other areas. Refer {{issue|9712}}. Fixed by {{revision|5.0-5745}}, see the [https://dolphin-emu.org/blog/2017/11/03/dolphin-progress-report-october-2017/#50-5745-add-heuristic-for-detecting-custom-mipmaps-by-tomcc Oct 2017 Progress Report] for details.
{{image|Super Mario Galaxy 2 Fog IR 1x.jpg|1xIR|}}
{{image|Super Mario Galaxy 2 Fog IR 8x.jpg|8xIR|br}}


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|dualcore              =  
|antialiasing = SSAA or None
|dualcorenotes        =
|antialiasingnotes = MSAA creates graphical issues in the skybox
|idleskipping          =
|xfb2texonly                = Off
|idleskippingnotes    =
|xfb2texonlynotes          = Fix Wii Message Board Images
|cpuengine            =
 
|cpuenginenotes      =
|gfxbackend        = DirectX9 or DirectX 11
|gfxbackendnotes  = Framebuffer errors effect many configurations when using OpenGL
|forcefilter          =
|forcefilternotes      =
|widescreenhack        =
|widescreenhacknotes  =
|cpuefbaccess          = Off
|cpuefbaccessnotes    = Important to be able to pull the star bits
|accuratetexturecache      =
|accuratetexturecachenotes =
|efbscaledcopy        = On
|efbscaledcopynotes    = Without this some textures are not rendered properly
|disablefog            =
|disablefognotes      =
|efbcopy              =
|efbcopynotes          =
|xfb                  =
|xfbnotes              =
|realxfb              =
|realxfbnotes          =
|dspengine            = LLE
|dspenginenotes        = Avoids music cut off and prevents freeze after Grand Star Levels
|jitdynarec            =
|audiothrottle        =
|audiobackend          =
|audiobackendnotes    =
|hacks                =
|hacksnotes            =
|projectionhack        =
|projectionhacknotes  =
|patches              =
|patchesnotes          =
}}
}}


== Version Compatibility ==
== Version Compatibility ==
{{VersionCompatibility}}
{{VersionCompatibility}}
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|3891|****}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
{{VersionCompatibilityVersion|6569|*****}}
{{VersionCompatibilityVersion|6569|****|}}
{{VersionCompatibilityVersion|4.0-1300|****|Fixes freezes after collecting Grand Stars, music cut-outs, and inability to view credits}}
{{VersionCompatibilityVersion|4.0-7286|****|Sound emulation perfect}}
{{VersionCompatibilityVersion|5.0-14041|*****|Boss roar fixed}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


== Testing ==
== Testing ==
{{testing/start}}
{{testing/start}}
<!--Use this template for test entries: {{Test Entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{Test Entry|revision=6569|OS=Windows 7 x64|CPU=AMD Phenom 2 x4 @ 3.7GHz|GPU=ATI Radeon HD 5770 1GB|result=[http://www.youtube.com/watch?v=m9LdZ-x3TzA Super Mario Galaxy 2 on Dolphin (Wii and GameCube emulator)]|tester=}}
{{testing/entry|revision=Ishiiruka-427|OS=Windows 8.1|CPU=Intel Core i7-4790K @ 4.4 GHz|GPU=NVIDIA GeForce GTX 760|result=[https://www.youtube.com/watch?v=ilZAXOdrpGM Super Mario Galaxy 2 @ 60FPS]|tester=boooi}}
{{Test Entry|revision=7411|OS=Windows 7 x64|CPU=Intel Pentium Dual-Core E5300 @ 2.6GHz|GPU=ATI Radeon HD 3650 256MB|result=Perfect,30~60VPS|tester=}}
{{testing/entry|revision=6569|OS=Windows 7|CPU=AMD Phenom II X4 @ 3.7 GHz|GPU=ATI Radeon HD 5770|result=[https://www.youtube.com/watch?v=m9LdZ-x3TzA Super Mario Galaxy 2 on Dolphin (Wii and GameCube emulator)]|tester=pipdjs}}
{{Test Entry|revision=7310|OS=Windows 7 x86|CPU=Intel Pentium Dual-Core E5300 @ 2.6GHz|GPU=ATI Radeon HD 5450 1GB|result=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|tester=Markon89}}
{{testing/entry|revision=7310|OS=Windows 7|CPU=Intel Pentium E5300 @ 2.6 GHz|GPU=ATI Radeon HD 5450|result=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|tester=Markon89}}
{{Test Entry|revision=7489|OS=Windows 7 x64|CPU=Intel Pentium Dual-Core E8400 @ 3.6GHz|GPU=nVidia GeForce 8800 GT 512MB|result=Perfect with DX9,30-60 FPS |tester=LynxOfTime}}
{{testing/entry|revision=7411|OS=Windows 7|CPU=Intel Pentium E5300 @ 2.6 GHz|GPU=ATI Radeon HD 3650|result=Perfect,30~60VPS|tester=}}
{{Test Entry|revision=7533|OS=Windows 7 x64|CPU=AMD Athlon 64 X2 3000+ @ 2GHz|GPU=nVidia GeForce 560 TI 1GB|result=Visually fine, 50% speed on D3D9 with fog off |tester=Hasney}}
{{testing/entry|revision=7489|OS=Windows 7|CPU=Intel Pentium E8400 @ 3.6 GHz|GPU=NVIDIA GeForce 8800 GT|result=Perfect with DX9,30-60FPS |tester=LynxOfTime}}
{{Test Entry|revision=7612|OS=Windows 7 x64|CPU=Intel Core i7 2600K @ 4GHz|GPU=nVidia GeForce GTX 570 1280MB|result=Perfect with DX11,  55-60 FPS [1080p], Vsync enabled, EFB access enabled, XFB enabled|tester=}}
{{testing/entry|revision=7504|OS=Windows 7|CPU=Intel Core i3 @ 3.07 GHz|GPU=NVIDIA GeForce 9500 GT|result=Perfect in most areas 40-60FPS|tester=}}
{{Test Entry|revision=7671|OS=Windows 7 x64|CPU=Intel Core i7 930 @ 4GHz|GPU=nVidia GeForce GTX 470 1280MB|result=Perfect in most areas while using DX11, 60FPS, 720p, Vsync enabled, EFB access enabled, 2x Internal Resolution, 4x Anti Aliasing, 16x Anisotropic Filtering, music stops after a few minutes while using DSP HLE, game stutters while using DSP LLE. Sometimes shadows/outlines are not rendered properly.|tester=}}
{{testing/entry|revision=7533|OS=Windows 7|CPU=AMD Athlon 64 X2 3000+ @ 2 GHz|GPU=NVIDIA GeForce 560 Ti|result=Visually fine, 50% speed on D3D9 with fog off |tester=Hasney}}
{{Test Entry|revision=7504|OS=Windows 7 x64|CPU=Intel Core i3 @ 3.07GHz|GPU=nVidia GeForce 9500 GT|result=Perfect in most areas 40-60 fps|tester=}}
{{testing/entry|revision=7612|OS=Windows 7|CPU=Intel Core i7-2600K @ 4 GHz|GPU=NVIDIA GeForce GTX 570|result=Perfect with DX11,  55-60FPS [1080p], Vsync enabled, EFB access enabled, XFB enabled|tester=}}
{{testing/entry|revision=7671|OS=Windows 7|CPU=Intel Core i7-930 @ 4 GHz|GPU=NVIDIA GeForce GTX 470|result=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.|tester=}}
{{testing/entry|revision=3.0-71|OS=Windows 7|CPU=AMD Phenom II X4 970 @ 3.9 GHz|GPU=AMD Radeon HD 6870|result=DX11, full 1080p (internal res: auto, 1080p at fullscreen), FPS usually at fullspeed, rarely go under 50FPS. Almost perfect emulation, game crashed randomly sometime|tester=Lucario}}
{{testing/entry|revision=7695|OS=Windows 7|CPU=Intel Core 2 Quad Q6600 @3.2 GHz|GPU=NVIDIA GeForce 9600 GT|result=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)|tester=alfrix}}
{{testing/entry|revision=3.0-194|OS=Windows 7|CPU=AMD FX 8120 @ 3.1 GHz|GPU=AMD Radeon HD 6950|result=Playable stable 60FPS 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-LLE plugin and not with DSP-HLE and XAudio2 back-end. But with DSP-LLE the music lags extremely, that's why I play it with the DSP-HLE plugin unless I'm at GrandStar level.|tester=RnBandCrunk}}
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core i7-860 @ 1.2 GHz|GPU=NVIDIA GeForce GT 210|result=Playable stable 10FPS at 800x600 internal res at 1.5x no AA or Anisotropic|tester=SXPanda}}
{{testing/entry|revision=3.0-600|OS=Windows 7|CPU=Intel Core i5-2400|GPU=NVIDIA GeForce GTX 460|result=Playable mostly 60FPS with drops to low 50 (minimum 83% game speed) at 1080p internal res at auto no AA LLE sound with vbeam on and idle skipping off to make sound smooth when game drop to 50FPS.|tester=rpglord}}
{{testing/entry|revision=3.0-750|OS=Ubuntu 12.04.1|CPU=Intel Core i5-3570K @ 4.6 GHz|GPU=AMD Radeon HD 7850|result=Framerate usually block to 30FPS Max with and without filter, upscaling Max and other options it's exactly the same, 30FPS Max, it's very slow, sometimes the game play fullspeed few minutes =(, other game run fullspeed without problem... Maybe because "Framebuffer errors affect many configurations when using OpenGL" ? Please fix it ! =D |tester=tikilou}}
{{testing/entry|revision=3.0-787|OS=Windows 7|CPU=Intel Core i5-2540M @ 2.5 GHz|GPU=NVIDIA GeForce 635M|result=Smooth 60FPS playing at 1080p with internal resolution set to 2x, with occasional drops during sequences where Mario flies between planets and high action shots, but generally it stays above 55FPS. Skipping destination alpha pass caused graphical issues, but all other hacks didn't seem to impede visual quality.|tester=SXPanda}}
{{testing/entry|revision=3.5-1363|OS=Windows 7|CPU=Intel Core i7-2600K @ 4.6 GHz|GPU=NVIDIA GeForce GTX 590|result=Solid 60FPS playing @ 1080p, Auto (Window Size), 4x AA & 16x AF; DX11, Scaled EFB Copy, Disable Fog, Per-Pixel Lighting enabled; Skip EFB access unchecked, EFB Copies → Texture, Texture Cache → Fast, all 'other' checked (except Disable Destination Alpha); DSP HLE XAudio2|tester=Xizer}}
{{testing/entry|revision=3.5-1561|OS=Windows 8|CPU=Intel Core i5-3570K @ 4.3 GHz|GPU=NVIDIA GeForce GTX 670 OC|result=60FPS, plays like butter at 2560x1440px, 4x internal resolution, 4x AA, 16x AF, HLE XAudio2. For Grand Star levels (LLE required), it'll go down to as low as 75% speed, easily fixed by going DX9 and no AA. Also, game is playable with a Dualshock 3 controller with the right mapping.}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Core i5-3570K @ 3.4 GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Constant 60FPS and perfect audio in 1080p (with 4x internal res). Use DX9, LLE audio, LLE on thread, Vbeam Speed Hack.|tester=Herpderpus}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Core i7-4770K @ 4 GHz|GPU=NVIDIA GeForce GTX 770 |result=60FPS and no audio stutter. OpenGL, 1080p (4x Internal) 8xAA, AFx16.
Scaled EFB Copy, Force Texture Filtering, Disable Fog, Per-Pixel Lighting. EFB to Texture, Texture Cache to Fast.
Other Hacks: Cache Display List, OpenCL Texture Decoder, Fast Depth Calculation, OpenMP Texture Decoder, Vertex Streaming Hack.
DPS LLE Recompiler, DPSLLE on Separate Thread, XAudio2  |tester=Mortimer}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=Intel Core i5-650 @ 3.2 GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=60 - 70FPS DX9 1080p (4x Internal res), No AA and AF at 16x. Scaled EFB copy and Per-Pixel Lighting both checked.|tester=CaptainSunshine}}
{{testing/entry|revision=4.0-1369|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.5 GHz|GPU=NVIDIA GeForce GTX 670|result=60FPS all the time with no dips and no sound issues (just volume variation sometimes) using the New DSPHLE plugin introduced in revision 4.0-1300. Finished the game using OpenGL backend with IRx2.5 16xAF and FXAA. No hangs at all. Only a minor graphic bug: the screen goes a bit darker in some scenes when a Boss get's pissed off and expels smoke through his nose or just get furious, but it gets back to normal right after. Here is a video showing the game running with the new HLE plugin. https://www.youtube.com/watch?v=M_3i9j7jiPo |tester=Cole Roddy}}
{{testing/entry|revision=4.0-1603|OS=Windows 7|CPU=Intel Core i7-3610M @ 2.3 GHz|GPU=NVIDIA GeForce 650m|result=60FPS all the time with almost no dips and no sound issues (sometime slow but playable).
 
Super Mario Galaxy 2 was almost unplayable on this laptop Asus N56VZ until this Dolphin release.|tester=Xellos}}
{{testing/entry|revision=5.0-rc-34|OS=SteamOS 2.60|CPU=Intel Core i3-4170 @ 3.7 GHz|GPU=NVIDIA GeForce GTX 750 Ti|result=OGL, 3x IR, no other enhancements, PAL50, DSP LLE. Runs full speed without slowing down even once. Missing boss motion blur is the only glitch. Use LLE audio or the borked audio levels will detract from the experience.|tester=monojin}}
{{testing/entry|revision=5.0-97|OS=Windows 7|CPU=Intel Core i7-4790K @ 4.8 GHz|GPU=NVIDIA GeForce GTX Titan Black|result=DX11, 60FPS all the time, 5x native resolution, 8xSSAA, AF 16x, Scaled EFB Copy, Per-Pixel Lightning, Custom Full HD texture, HLE XAudio2, Pal 60, Xbox One controller. No graphic bug, sound like original version on Wii, no slowing down, motion blur for boss is missing. no other glitch found.|tester=TheLie}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
*[http://www.youtube.com/watch?v=-V-bqmXscI8 Super Mario Galaxy 2 Wii - HD 720p Dolphin]
<!--A full list of options is available at Template:VideoGallery/doc-->
*[http://www.youtube.com/watch?v=m9LdZ-x3TzA Super Mario Galaxy 2 on Dolphin (Wii and gamecube emulator)]
{{VideoGallery
|vid1=WITi8iGokww|cap1=Super Mario Galaxy 2 Dolphin 5.0 vs Wii comparison
|vid2=isi-vffQfLA|cap2=Dolphin Emulator 3.5-367 - Super Mario Galaxy 2 (1080p60 HD) - Nintendo Wii
|vid3=bWp0EDvRbJ4|cap3=Super Mario Galaxy 2 (4K / 2160p / 60 FPS / Texture Pack) - Dolphin Emulator 5.0-15571 Nintendo Wii
|vid4=WBQh091LzI0|cap4=Super Mario Galaxy 2 - i3-4170, GTX 750 Ti, DX12, 1080p60
|vid5=hntkmnhKbz4|cap5=(Dolphin 4.0-8371) Super Mario Galaxy 2 - NVIDIA SHIELD Android TV (2015) - Dolphin Emulator (1080p60) - Nintendo Wii
|vid6=tQzYjDHHZmk|cap6=Super Mario Galaxy 2 - Gameplay Wii 4K 2160p60 (Dolphin 5.0)
|vid7=H6448QQR9Lc|cap7=Super Mario Galaxy 2 Wii HD Gameplay (Dolphin 5.0-17633)
|vid8=59dhrTunyT8|cap8=Super Mario Galaxy 2 (4K / 2160p / 60fps / Texture Pack) - Dolphin Emulator 5.0-21116 - Nintendo Wii
}}
 
{{Navigation/Super Mario}}


[[Category:Action-adventure games]]
[[Category:Wii games]]
[[Category:Wii games]]
[[Category:platform games]]
[[Category:Zelda ucode games]]
[[Category:Games with texture packs]]

Latest revision as of 02:34, 7 March 2024

Super Mario Galaxy 2
Super-mario-galaxy-2-wii.JPG
Developer(s) Nintendo EAD Tokyo
Publisher(s) Nintendo
Series Super Mario Bros, Super Mario Galaxy
Platform(s) Wii
Release date(s) NA May 23, 2010
JP May 27, 2010
EU June 11, 2010
AUS June 30, 2010
TW December 4, 2010
KO January 20, 2011
Genre(s) Platform
Mode(s) Single-player, Co-op (2)
Input methods Wii Remote + Nunchuk
Compatibility 4Stars4.pngEdit rating: Super Mario Galaxy 2
Playable
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

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.

Emulation Information

Language Region Mismatch

Super Mario Galaxy 2 might not start unless the Wii language setting is set to a value matching the region of the game. With Dolphin 5.0-10866 or newer, the language setting will automatically match the region of the game, and there is a new setting (Options > Configuration > General > Allow Mismatched Region Settings) used for optionally disabling this behavior. On older versions of Dolphin (or if Mismatched Region Settings is turned on), you may need to change the Wii language setting manually (Options > Configuration > Wii > System Language) and choose a compatible language by region:

  • Japanese for NTSC-J (SB4J01, SB4W01)
  • English, Spanish, or French for NTSC-U (SB4E01)
  • English, French, German, Italian, Spanish, or Dutch for PAL (SB4P01)
  • Korean for NTSC-K (SB4K01)

Wii Remote Lag When Collecting Starbits

The Wii Remote slows down when collecting starbits. To remedy this, go to Dolphin Controller Configuration Window and disable (untick) Enable Speaker Data and this will mute the Wii Remote speaker, fixing the starbit slowdown problem. Seems like it might have something to do with the computer's Bluetooth dongle not granting enough bandwidth for the Wii Remote to receive the sounds and transmit controls at the same time. It's a problem bound to PC hardware and driver, you can also try Bluetooth Passthrough.

Problems

Wii Message Board Images

After defeating Bowser in the sixth world, as well as after reaching the 242nd star, a picture each is pinned to the Wii Message Board. These pictures will be saved as black if "Store XFB copies to textures only" is active.
To display the images correctly, "Store XFB Copies to Textures Only" must be disabled before the image is created.

Boss Roars

Boss roar effects are not visible. See issue 8327. Fixed by 5.0-14041

Yoshi's tongue not working with Direct3D 12

With the old Direct3D 12 video backend from Dolphin 5.0 stable, the red circle around edible items sometimes doesn't appear. Using a save state and restarting the emulation fixes it temporarily. The old Direct3D 12 backend was removed in 5.0-3774. Additionally, the new Direct3D 12 backend introduced in 5.0-9878 doesn't have this issue.

Enhancements

HD Texture Pack

Super Mario Galaxy 2 HD Texture Mod - Dolphin Forum Thread

Background at Bowser's Galaxy Generator

Depending on the setting of the internal resolution, as well as the anisotropic filtering, the background in Bowser's galaxy generator is not displayed as on console. To display the background like on console the internal resolution as well as the anisotropic filtering must be set to 1x.

Bloom

Bloom effects do not render correctly with Internal Resolution (IR) > 1. Disable Scale EFB Copy to fix this.

Higher IR Affects Fog

Using IR > 1x causes fog to be rendered at inappropriate depths. Native internal resolution must be used to avoid this. This can be seen on the save select screen, the ship post the first level, and other areas. Refer issue 9712. Fixed by 5.0-5745, see the Oct 2017 Progress Report for details.

Configuration

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

Graphics

Config Setting Notes
Anti-Aliasing SSAA or None MSAA creates graphical issues in the skybox
Store XFB Copies to Texture Only Off Fix Wii Message Board Images

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.

Δ
5.0-21408 (current)
Δ
Δ
Δ
Δ
Δ
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.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
Ishiiruka-427 Windows 8.1 Intel Core i7-4790K @ 4.4 GHz NVIDIA GeForce GTX 760 Super Mario Galaxy 2 @ 60FPS boooi
r6569 Windows 7 AMD Phenom II X4 @ 3.7 GHz ATI Radeon HD 5770 Super Mario Galaxy 2 on Dolphin (Wii and GameCube emulator) pipdjs
r7310 Windows 7 Intel Pentium E5300 @ 2.6 GHz 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 Intel Pentium E5300 @ 2.6 GHz ATI Radeon HD 3650 Perfect,30~60VPS
r7489 Windows 7 Intel Pentium E8400 @ 3.6 GHz NVIDIA GeForce 8800 GT Perfect with DX9,30-60FPS LynxOfTime
r7504 Windows 7 Intel Core i3 @ 3.07 GHz NVIDIA GeForce 9500 GT Perfect in most areas 40-60FPS
r7533 Windows 7 AMD Athlon 64 X2 3000+ @ 2 GHz NVIDIA GeForce 560 Ti Visually fine, 50% speed on D3D9 with fog off Hasney
r7612 Windows 7 Intel Core i7-2600K @ 4 GHz NVIDIA GeForce GTX 570 Perfect with DX11, 55-60FPS [1080p], Vsync enabled, EFB access enabled, XFB enabled
r7671 Windows 7 Intel Core i7-930 @ 4 GHz 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.
3.0-71 Windows 7 AMD Phenom II X4 970 @ 3.9 GHz 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
r7695 Windows 7 Intel Core 2 Quad Q6600 @3.2 GHz 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
3.0-194 Windows 7 AMD FX 8120 @ 3.1 GHz AMD Radeon HD 6950 Playable stable 60FPS 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-LLE plugin and not with DSP-HLE and XAudio2 back-end. But with DSP-LLE the music lags extremely, that's why I play it with the DSP-HLE plugin unless I'm at GrandStar level. RnBandCrunk
3.0-204 Windows 7 Intel Core i7-860 @ 1.2 GHz NVIDIA GeForce GT 210 Playable stable 10FPS at 800x600 internal res at 1.5x no AA or Anisotropic SXPanda
3.0-600 Windows 7 Intel Core i5-2400 NVIDIA GeForce GTX 460 Playable mostly 60FPS with drops to low 50 (minimum 83% game speed) at 1080p internal res at auto no AA LLE sound with vbeam on and idle skipping off to make sound smooth when game drop to 50FPS. rpglord
3.0-750 Ubuntu 12.04.1 Intel Core i5-3570K @ 4.6 GHz AMD Radeon HD 7850 Framerate usually block to 30FPS Max with and without filter, upscaling Max and other options it's exactly the same, 30FPS Max, it's very slow, sometimes the game play fullspeed few minutes =(, other game run fullspeed without problem... Maybe because "Framebuffer errors affect many configurations when using OpenGL" ? Please fix it ! =D tikilou
3.0-787 Windows 7 Intel Core i5-2540M @ 2.5 GHz NVIDIA GeForce 635M Smooth 60FPS playing at 1080p with internal resolution set to 2x, with occasional drops during sequences where Mario flies between planets and high action shots, but generally it stays above 55FPS. Skipping destination alpha pass caused graphical issues, but all other hacks didn't seem to impede visual quality. SXPanda
3.5-1363 Windows 7 Intel Core i7-2600K @ 4.6 GHz NVIDIA GeForce GTX 590 Solid 60FPS playing @ 1080p, Auto (Window Size), 4x AA & 16x AF; DX11, Scaled EFB Copy, Disable Fog, Per-Pixel Lighting enabled; Skip EFB access unchecked, EFB Copies → Texture, Texture Cache → Fast, all 'other' checked (except Disable Destination Alpha); DSP HLE XAudio2 Xizer
3.5-1561 Windows 8 Intel Core i5-3570K @ 4.3 GHz NVIDIA GeForce GTX 670 OC 60FPS, plays like butter at 2560x1440px, 4x internal resolution, 4x AA, 16x AF, HLE XAudio2. For Grand Star levels (LLE required), it'll go down to as low as 75% speed, easily fixed by going DX9 and no AA. Also, game is playable with a Dualshock 3 controller with the right mapping.
4.0.2 Windows 7 Intel Core i5-3570K @ 3.4 GHz NVIDIA GeForce GTX 560 Ti Constant 60FPS and perfect audio in 1080p (with 4x internal res). Use DX9, LLE audio, LLE on thread, Vbeam Speed Hack. Herpderpus
4.0.2 Windows 7 Intel Core i7-4770K @ 4 GHz NVIDIA GeForce GTX 770 60FPS and no audio stutter. OpenGL, 1080p (4x Internal) 8xAA, AFx16.

Scaled EFB Copy, Force Texture Filtering, Disable Fog, Per-Pixel Lighting. EFB to Texture, Texture Cache to Fast. Other Hacks: Cache Display List, OpenCL Texture Decoder, Fast Depth Calculation, OpenMP Texture Decoder, Vertex Streaming Hack. DPS LLE Recompiler, DPSLLE on Separate Thread, XAudio2

Mortimer
4.0.2 Windows 7 Intel Core i5-650 @ 3.2 GHz NVIDIA GeForce GTX 560 Ti 60 - 70FPS DX9 1080p (4x Internal res), No AA and AF at 16x. Scaled EFB copy and Per-Pixel Lighting both checked. CaptainSunshine
4.0-1369 Windows 7 Intel Core i5-2500K @ 4.5 GHz NVIDIA GeForce GTX 670 60FPS all the time with no dips and no sound issues (just volume variation sometimes) using the New DSPHLE plugin introduced in revision 4.0-1300. Finished the game using OpenGL backend with IRx2.5 16xAF and FXAA. No hangs at all. Only a minor graphic bug: the screen goes a bit darker in some scenes when a Boss get's pissed off and expels smoke through his nose or just get furious, but it gets back to normal right after. Here is a video showing the game running with the new HLE plugin. https://www.youtube.com/watch?v=M_3i9j7jiPo Cole Roddy
4.0-1603 Windows 7 Intel Core i7-3610M @ 2.3 GHz NVIDIA GeForce 650m 60FPS all the time with almost no dips and no sound issues (sometime slow but playable).

Super Mario Galaxy 2 was almost unplayable on this laptop Asus N56VZ until this Dolphin release.

Xellos
5.0-rc-34 SteamOS 2.60 Intel Core i3-4170 @ 3.7 GHz NVIDIA GeForce GTX 750 Ti OGL, 3x IR, no other enhancements, PAL50, DSP LLE. Runs full speed without slowing down even once. Missing boss motion blur is the only glitch. Use LLE audio or the borked audio levels will detract from the experience. monojin
5.0-97 Windows 7 Intel Core i7-4790K @ 4.8 GHz NVIDIA GeForce GTX Titan Black DX11, 60FPS all the time, 5x native resolution, 8xSSAA, AF 16x, Scaled EFB Copy, Per-Pixel Lightning, Custom Full HD texture, HLE XAudio2, Pal 60, Xbox One controller. No graphic bug, sound like original version on Wii, no slowing down, motion blur for boss is missing. no other glitch found. TheLie

Gameplay Videos