Super Mario Galaxy 2

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Super Mario Galaxy 2
Developer(s) Nintendo EAD Tokyo
Publisher(s) Nintendo
Series Super Mario Bros, Super Mario Galaxy
Platform(s) Wii
Release date(s) JP May 27, 2010
NA May 23, 2010
EU June 11, 2010
AUS June 30, 2010
KO January 20, 2011
Genre(s) Platform
Mode(s) Single-player, Co-op (2)
Input methods Wii Remote + Nunchuk
Compatibility 5Stars5.pngEdit rating: Super Mario Galaxy 2
GameIDs SB4W01, SB4J01, SB4P01, SB4E01, SB4K01
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.



Some sound effects/musical notes are louder than normal when using DSP HLE. Use DSP LLE for accurate audio emulation.

Wiimote Lag When Collecting Starbits

Wiimote slows down when collecting starbits. To fix this, go to Dolphin Wiimote Configuration Window and disable (untick) 'Enable Speaker Data' and this will mute the wiimote speaker, fixing the starbit slowdown problem. Seems like it might be something to do with the wiimote not having enough bluetooth bandwith to recieve the sounds and transmit controls at the same time.

No Support for Operand Size 2

The error above pops up when you try to run the Japanese version of the game. To fix this, set the "System language" option to "Japanese" under the Wii tab in Config.

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. Fixed by 4.0-1300

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)
  • Disable sound (cannot use Save States, if used the game will freeze upon finishing the level.)

Fixed by 4.0-1300

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.

5.0-14191 (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
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 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 E5300 @ 2.6GHz ATI Radeon HD 3650 Perfect,30~60VPS
r7489 Windows 7 x64 Intel Pentium 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 Core 2 Quad Q6600 @3.2GHz nVidia GeForce 9600 GT Playable 50-60FPS on DX9 at 1920x1200, no AA or Anisotropic, internal res. at 2x, DSP-HLE, 40 FPS 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
3.0-194 Windows 7 x64 AMD FX 8120 @ 3.1GHz 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-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 x64 Intel Core i7-860 @ 2.8GHz nVidia GeForce GTS 450 Playable stable 60 FPS at 720p internal res at 1.5x no AA or Anisotropic SXPanda
3.0-600 Windows 7 x64 Intel Core i5-2400 nVidia GeForce GTX 460 Playable mostly 60 FPS 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 50 FPS. rpglord
3.0-750 Linux Ubuntu 12.04.1 x86_64 Intel Core i5-3570K @ 4.6GHz AMD Radeon HD 7850 Framerate usually block to 30 FPS Max with and without filter, upscaling Max and other options it's exactly the same, 30 FPS 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 x86 Intel i5-2540M @ 2.5GHz nVidia GeForce 635M Smooth 60 FPS 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 55 FPS. Skipping destination alpha pass caused graphical issues, but all other hacks didn't seem to impede visual quality. SXPanda
3.5-1363 Windows 7 x64 Intel i7-2600K @ 4.6GHz nVidia GeForce GTX 590 Solid 60 FPS 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 x64 Intel i5-3570K @ 4.3GHz nVidia GeForce GTX 670 OC 60 FPS, 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 x64 Intel Core i5-3570K nVidia GeForce GTX 560 Ti Constant 60 FPS 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 x64 Intel Core i7-4770K @ 4GHz nVidia GeForce GTX 770 60 FPS 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

4.0.2 Windows 7 x64 Intel Core i5 650 @ 3.2GHz nVidia GeForce GTX 560 Ti 60 - 70 FPS 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 x64 Intel Core i5 2500K @ 4.5GHz 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. Cole Roddy
4.0-1603 Windows 7 x64 Intel Core i7 3610M @ 2.3GHz nVidia GeForce 650m 60FPS all the time with almost no dips and no sound issues (sometime slow but playable).

My confguration is: (you can copy/paste this settings into the game-rightclick-properties-editconfig
CPUThread = True
VBeam = True
Skip EFB Access = True
/// Audio Backend DSound (yep, works better) Backend OpenGL (better than Direct3D if using EFB Access) // Internal Resolution 2X (no antialiasing, anisotropic 1, scaled EFB unchecked) // EFB copies onTexture, Skip EFB Access from cpu unchecked. Super Mario Galaxy 2 was almost unplayable on this laptop Asus N56VZ until this dolphin release, and I'm also using "Game Booster" which is very important to make the game playable. So If you want to enjoy this beautiful game follow my settings.


Gameplay Videos