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Super Mario Galaxy 2
|Super Mario Galaxy 2|
|Developer(s)||Nintendo EAD Tokyo|
|Series||Super Mario Bros, Super Mario Galaxy|
|Release date(s)|| NA May 23, 2010|
JP May 27, 2010
EU June 11, 2010
AUS June 30, 2010
KO January 20, 2011
|Mode(s)||Single-player, Co-op (2)|
|Input methods||Wii Remote + Nunchuk|
|GameIDs||SB4W01, SB4J01, SB4P01, SB4E01, SB4K01|
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.
- 1 Emulation Information
- 2 Problems
- 3 Enhancements
- 4 Config
- 5 Version Compatibility
- 6 Testing
- 7 Gameplay Videos
Language Region Mismatch
The Wii language setting must match an acceptable language for the region of this title being played: Japanese for SB4J; Korean for SB4K; English, Spanish or French for SB4E; English, French, German, Italian, or Spanish for SB4P; and Traditional Chinese for SB4W. Due to region checking built into the game, if an unacceptable language is set emulation hangs.
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.
Yoshi Not Eating Items In Direct3D 12 Mode
In D3D12 the red circle around edible items sometimes doesn't appear. Using a savestate and restarting the emulation fixes it temporarily. Fixed by the removal of the D3D12 backend in.
Higher IR Effects 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 .
HD Texture Pack
Project was almost complete but now seems to be abandoned.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|SSAA or None||MSAA creates graphical issues in the skybox|
|Off||Required to use Wii Remote in-game (e.g. collect starbits)|
The graph below charts the compatibility with Super Mario Galaxy 2 since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 8.1||Intel Core i7-4790k @ 4.4GHz||NVIDIA GeForce GTX 760||Super Mario Galaxy 2 @ 60FPS||boooi|
|Windows 7||AMD Phenom II x4 @ 3.7GHz||ATI Radeon HD 5770||Super Mario Galaxy 2 on Dolphin (Wii and GameCube emulator)||pipdjs|
|Windows 7||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|
|Windows 7||Intel Pentium E5300 @ 2.6GHz||ATI Radeon HD 3650||Perfect,30~60VPS|
|Windows 7||Intel Pentium E8400 @ 3.6GHz||NVIDIA GeForce 8800 GT||Perfect with DX9,30-60FPS||LynxOfTime|
|Windows 7||Intel Core i3 @ 3.07GHz||NVIDIA GeForce 9500 GT||Perfect in most areas 40-60FPS|
|Windows 7||AMD Athlon 64 X2 3000+ @ 2GHz||NVIDIA GeForce 560 Ti||Visually fine, 50% speed on D3D9 with fog off||Hasney|
|Windows 7||Intel Core i7-2600K @ 4GHz||NVIDIA GeForce GTX 570||Perfect with DX11, 55-60FPS [1080p], Vsync enabled, EFB access enabled, XFB enabled|
|Windows 7||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.|
|Windows 7||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|
|Windows 7||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, 40FPS in DSP-LLE (needed for Grand level stars)||alfrix|
|Windows 7||AMD FX 8120 @ 3.1GHz||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|
|Windows 7||Intel Core i7-860 @ 1.2GHz||NVIDIA GeForce GT 210||Playable stable 10FPS at 800x600 internal res at 1.5x no AA or Anisotropic||SXPanda|
|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|
|Ubuntu 12.04.1||Intel Core i5-3570K @ 4.6GHz||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|
|Windows 7||Intel Core i5-2540M @ 2.5GHz||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|
|Windows 7||Intel Core i7-2600K @ 4.6GHz||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|
|Windows 8||Intel Core i5-3570K @ 4.3GHz||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.|
|Windows 7||Intel Core i5-3570K||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|
|Windows 7||Intel Core i7-4770K @ 4GHz||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
|Windows 7||Intel Core i5-650 @ 3.2GHz||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|
|Windows 7||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. https://www.youtube.com/watch?v=M_3i9j7jiPo||Cole Roddy|
|Windows 7||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).
Super Mario Galaxy 2 was almost unplayable on this laptop Asus N56VZ until this Dolphin release.
|SteamOS 2.60||Intel Core i3-4170 @ 3.7GHz||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|
|Windows 7||Intel Core i7-4790K @ 4.8GHz||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|
- Super Mario Galaxy 2 Dolphin 5.0 vs Wii comparison
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