Super Mario Galaxy 2

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Revision as of 16:48, 18 March 2012 by 86.132.6.109 (talk) (Undo revision 29756 by 86.67.169.227 (talk) -- Reason: this solution does indeed work for some users and should not be omitted.)
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Super Mario Galaxy 2
Super-mario-galaxy-2-wii.JPG
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 4Stars4.pngEdit rating: Super Mario Galaxy 2
Playable
GameIDs
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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.

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5.0-21464 (current)
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Δ
Δ
Δ
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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
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
3.0-194 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-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 @ 2.80GHz nVidia GTS 450 Playable stable 60 fps at 720p internal res at 1.5x no AA or Anisotropic SXPanda

Gameplay Videos