Super Mario Sunshine

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Super Mario Sunshine
SuperMarioSunshineGC.jpg
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Series Super Mario Bros
Platform(s) GameCube
Release date(s) JP July 19 2002
NA August 26, 2002
EU October 4, 2002
AUS October 11, 2002
Genre(s) Platform
Mode(s) Single-player
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: Super Mario Sunshine
Playable
GameIDs GMSP01, GMSE01, GMSJ01
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Mario makes his debut on the Nintendo GameCube with Super Mario Sunshine. On a vacation away from the Mushroom Kingdom, Mario finds himself in a messy situation on the island of Delphino, where a Mario look-alike has been causing all kinds of trouble. Explore huge 3D environments that range from a lush waterfall paradise, to an exciting amusement park complete with a rollercoaster you can ride. Mario makes use of a new water pack, which allows him to hover, launch, and rocket around levels, as well as spray enemies with. Mario has never had so many cool new moves, or looked so good in 3D.

Problems

Game Crashes After Random Periods

The game completely freezes after running for a while. Using OpenGL backend greatly increases the delay before this happens, usually taking at least 40 minutes before crashing. Enabling Synchronize GPU Thread fixes the problem.

Shaky Props

On lower-end machines, enabling dual core mode can cause certain props to be shaky, such as the bridge in Bianco Hills. See issue 9087. The only way to fix it is disable dual core mode or enable synchronize GPU thread, but that can cause slow-downs during emulation. See issue 7143.

AR Codes Cause Crash

If certain Action Replay codes are activated, then the game may crash upon trying to return to a completed level. This has been confirmed with a "Press B to run fast" code . To solve the problem, simply disable the code.

Slowdown on Map Transition

Opening the map causes the game to slow massively until the transition effect is complete. There are no lingering effects after the map is open or closed, just the transition. Switching to OpenGL backend removes the slowdown.

Debug Cubes

During certain "Secret" scenarios, debug cubes are visible due to an uninitialized color. See issue 8059. The boxes were invisible starting with 4.0-8388, but returned to the old behavior in 4.0-8450.

Graffiti Behaves Oddly

  • Anisotropic Filtering above 1x or Anti-Aliasing set to SSAA makes the graffiti disappear.
  • Requires Texture Cache Accuracy to safe to prevent missing graffiti textures.
  • Graffiti edges may appear blocky if Scaled EFB Copy is enabled.

Enhancements

Anisotropic Filtering

Use of the Anisotropic Filtering enhancement will cause water to render as white, getting increasingly worse as higher levels of anisotropic filtering are applied.

16:9 Aspect Ratio Fix

The built-in Widescreen Hack causes various clipping and reflection issues. The Gecko codes below works as a replacement for the NTSC-U or PAL versions.

NTSC-U

04416758 44480000
044123E8 442F0000
04416620 442F0000
04176AA4 C002B83C
0429B974 C002B83C
04176C40 C002B83C
04176FF4 C002B83C
04177198 C002B83C
04412408 3FE38E39
04416B74 3F9A7643
0429610C 380002EA
042960A0 3860FF96
C214EF74 00000002
3B20FFA9 93380004
931F0140 00000000
C214EE24 00000002
3B20FFA9 93380004
931F0108 00000000
C214F09C 00000002
3860FFA9 90780004
931F0160 00000000
C214F308 00000002
3BA00251 93B80004
931F02F8 00000000
C214F70C 00000002
3860FFA9 90780004
931F0400 00000000
C214F830 00000002
3860FFA9 90780004
931F042C 00000000
C214F93C 00000002
3860FFA9 90780004
931F0450 00000000
C214D8EC 00000002
38800251 9081056C
807F02A0 00000000
0414E7D4 3880023C
C22CB330 00000004
2C00019F 40820008
38000203 2C00018D
40820008 380001F1
901F0014 00000000
C2156004 00000004
809F0018 38A0EC78
90A40014 7CA500D0
90A4001C 38800000
60000000 00000000
C214F114 00000002
3BA00258 93B80004
931F01C4 00000000
C2363138 00000009
80ED8D08 800701E8
540C24B6 2C030000
41820030 7C032A14
7C006000 41820024
5580F87E 7C601850
1C630003 1CA50003
7C631670 54A5F0BE
7C630194 7C630214
60000000 00000000

PAL

0440DCB0 44480000
04409930 442F0000
0440DB78 442F0000
0416CA6C C002B6A4
04293850 C002B6A4
0416CC08 C002B6A4
0416CFBC C002B6A4
0416D160 C002B6A4
04409950 3FE38E39
0440E0D4 3F9A7643
0428DFA4 380002EA
0428DF38 3860FF96
C2143C04 00000002
3B20FFA9 93380004
931F0140 00000000
C2143AB4 00000002
3B20FFA9 93380004
931F0108 00000000
C2143D2C 00000002
3860FFA9 90780004
931F0160 00000000
C2143F98 00000002
3BA00251 93B80004
931F02F8 00000000
C214439C 00000002
3860FFA9 90780004
931F0400 00000000
C21444C0 00000002
3860FFA9 90780004
931F042C 00000000
C21445CC 00000002
3860FFA9 90780004
931F0450 00000000
C214257C 00000002
38800251 9081056C
807F02A0 00000000
04143464 3880023C
C22C33C4 00000004
2C00019F 40820008
38000203 2C00018D
40820008 380001F1
901F0014 00000000
C214B020 00000004
809F0018 38A0EC78
90A40014 7CA500D0
90A4001C 38800000
60000000 00000000
C2143DA4 00000002
3BA00258 93B80004
931F01C4 00000000
C235B358 00000009
80ED8CC8 800701E8
540C24B6 2C030000
41820030 7C032A14
7C006000 41820024
5580F87E 7C601850
1C630003 1CA50003
7C631670 54A5F0BE
7C630194 7C630214
60000000 00000000

60FPS

By adding the Gecko code below, and enabling it, Super Mario Sunshine will run at 60FPS.

60FPS (Region-Free)
F6000002 80008180
BF800000 3F000000
00000000 43300000
14000004 3F800000
E0000000 80008000
F6000002 80008180
801E0074 901E0038
801E007C 901E0078
14000014 60000000
E0000000 80008000
F6000001 80008180
40800034 C03F00D0
D2000004 00000002
3DC03F80 91DF00D0
C03F00D0 00000000
E0000000 80008000

The Gecko code makes the cutscenes run very slowly. It also causes falling stars to appear in the top corner and top middle of the screen, while also making the swimming blue/red coins in Gelato Beach near impossible to get (without the turbo nozzle).

Remove falling stars caused by 60FPS code by applying Minimum Camera Distance Gecko code by Ralf.

Min Camera Distance Modifier [hawkeye2777 & Ralf]
003749C5 00000052
0440F3A8 43C80000

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed. A full list of options is available here.

Graphics

Config Setting Notes

Anti-Aliasing

Non-SSAA Avoids improper graffiti behavior

Anisotropic Filtering

1x Render water properly, under Direct3D avoids improper graffiti behavior

Scaled EFB Copy

Off Avoids blocky graffiti edges

Game Properties

Config Setting Notes

Synchronize GPU Thread

On Avoids crashing after long periods of play

Version Compatibility

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

Δ
5.0-5667 (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 Version CPU GPU Result Tester
r6569 Windows 7 AMD Phenom II X2 550 @ 3.1GHz ATI Radeon HD 4850 Fully Playable: 50-60FPS with DX9 plug-in, OpenCL Enabled and Recommended Configuration
r6800 Windows XP Intel Atom N270 @ 1.6GHz Intel GMA 945 Very playable 8-10FPS. Disable Lighting and sound Off for best performance. LORPAL
r6879 Windows 7 AMD Phenom II X3 N830 @ 2.1GHz ATI Mobility Radeon HD 5650 Fully Playable 60-80FPS with DX11 plug-in
r7283 Windows 7 Intel Core i3-2310 @ 2.1GHz Intel HD Graphics Fully playable with a resolution of "size of the window." sometimes slows down the game (ex. on the Isle Delfino just at the statue) lower than 20FPS in USA version Honguito98
r7310 Windows 7 Intel Pentium E5300 @ 2.6GHz ATI Radeon HD 5450 Fully Playable 15-25FPS (45-50FPS video) (PAL)--> 65-100% speed with DX9 plugin,Open CL,Disable fog.If you use EFB copy to texture you can play at 100% speed but sometimes you can have any graphics problem Markon89
r7419 Mac OS X 10.6.7 Intel Core i7 @ 2.66GHz NVIDIA GeForce GT 330M Fully Playable 10-20FPS at 45 - 95 % seems to slow down when NPCs come on screen FeelGoodChicken
r7540 Windows 7 Intel Pentium Single Core @ 4.15GHz NVIDIA GeForce GTS 250 Playable! smooth gameplay when indoors or when there are little to no NPCs around but functional. Redstorm3265
r7593 Windows 7 Intel Core i7-740QM @ 1.6GHz-2.8GHz ATI Radeon Radeon HD 5870M Perfectly Playable like on the console: 50/60FPS (PAL/NTSC) with DX9 plug-in and Recommended Configuration Thundereus
3.0 Windows 7 AMD Turion II M520 @ 2.3GHz ATI Radeon HD 4200 Runs great at 20-25FPS with the dx11 plugin, and change the texture accuracy to fastest, enable OpenCL and OpenMP, disable fog, change EFB copies to RAM and enable cache, enable cache display lists and fast mipmaps and also hide shader errors. Beecher
3.0 Ubuntu 12.04 Intel Core i5-3570K @ 3.4GHz NVIDIA GeForce GT 430 Fully Playable: 50-60FPS with OpenGL plug-in, OpenCL Enabled, Upscaling Auto stretch (1080P), Anti Aliasing 4X, OpenMP decode; Sound with DSP-LLE Files on one thread CPU core & Alsa
3.0-94 Windows 7 Intel Core 2 Duo E4500 @ 2.2GHz NVIDIA GeForce GT 440 Playable: constant 30FPS, except in big areas (20-30FPS). mbc07
r7714 Windows 7 Intel Core i3-370M @ 2.4GHz AMD Radeon HD 6370M Fully Playable: Graphics and sound can stall for a fraction of a second between scene changes occasionally causing a slight sound stutter, again for a fraction of a second, otherwise no known problems.
3.0-204 Windows 7 Intel Core i5-750 @ 2.67GHz ATI Radeon HD 5850 Perfectly playable. 30FPS consistent, with very rare drops to around 90%. Only exception is secret shine involving tall grass and 8 red coins, which runs around 60%. crumbworks
3.0-369 Windows 7 AMD Phenom II X4 940 @ 3.35GHz NVIDIA GeForce GTX 660 Ti Constant 30FPS in almost all areas. Direct3D9, 1280x1024, 2X Internal Res, 9X SSAA, Disabled Scaled EFB Copy (avoids sliding goo), EFB Copy to RAM. No heat wave/blur (due to revision & personal preference). Goo is rendered fine. Only found 1 missing texture but it's minor. 48 sprites in and no major issues found so far. Jodeth
3.0-371 Slackware 13.37 Intel Core i5-2500K @ 3.3GHz NVIDIA GeForce GTX 550 Ti Games plays perfectly. 30FPS with no slowdowns or graphical glitches using OpenGL, 2x IR, 4x AA, audio throttling. The goo renders fine with EFB copies set to RAM. GMSE01.ini overwrites default Dolphin configuration to use RAM, so if you start the game up with EFB copies on Texture, it still uses RAM, unless you change your settings in game play. Shonumi
3.0-601 Windows 7 Intel Core i5-650 @ 3.20GHz Intel HD Graphics Fully playable at native internal resolution and enabled OpenCL and Disabled Per Pixel Depth. Dual Core and Idle Skip also enabled. Also EFB to RAM enabled at Max speed. Consistent speed of 89-100% averaging at 95% with the 89% only happening in rare instances (eg: Main square @ Delfino Plaza). FPS solid @ 25-30 SoulFly
3.0-684 Windows 7 AMD FX-4100 @ 4.5GHz NVIDIA GeForce GTS 250 Tested with (DX9). Very good emulation. Be sure to "MMU ​​Speedhack" let off, to avoid errors Games. In game 25FPS, 50FPS video. Meanwhile, the game with "DSP HLE emulation" to be played. Serverbot777
3.0-684 Windows 7 AMD FX-4100 @ 4.5GHz NVIDIA GeForce GTS 250 Tested with (DX9). In newer Dolphin versions, an error has crept in, and that if I had during the game on the memory card save, and then save-game-state charging, and later a game was stored on the memory card would, there is an error, you can not play more of this to save memory card. Serverbot777
3.0-692 Windows 7 Intel Core i7-2630QM @ 2GHz NVIDIA GeForce GT 540M Fine at 50FPS and 50VPS with the DX9 plugin, not tested the DX11 plugin, and change the texture accuracy to fastest, enable OpenCL and OpenMP, disable fog, EFB to Ram, disable AA. No graphics bugs seen. TiJack
3.0-692 Windows 7 AMD FX-4100 @ 4.5GHz NVIDIA GeForce GTS 250 The most cheats work either not, or there is a crash-emulations. Serverbot777
3.5 Windows 7 AMD Althon II x2 270 @ 3.4GHz NVIDIA GeForce GTX 650ti Full speed no slowdowns 30FPS Mirocroatia
3.5-290 Windows 7 Intel Core i3-2350 @ 2.3GHz NVIDIA GeForce 410M The cheat doesn't work for the PAL version, always the problem of Inkstains Dratal
3.5-1914 Windows 7 Intel Core i7-3770 @ 3.4GHz NVIDIA GeForce GTX 680 Fully playable on 1080p with FXAA activated in the NVIDIA GeForce Control Panel StarDave
4.0 Windows 7 Intel Core i7-3517U @ 1.9GHz Intel HD Graphics 4000 I had to use Throttlestop because my CPU's clock is too low. This way, I could achieve about 2.8GHz. I've beaten the game and there are barely any slowdowns, it runs full speed the whole time. The only issue I noticed was that sometimes the music hangs at the last note played, but this was solved by just resetting the emulator, or reloading a save state (so you can save state often to avoid this). I've used Direct3D9 and every speedhack enabled, with the exception of "Unable Destination Alpha", which makes the goo react weirdly. Artur
4.0 Windows 8.1 AMD FX 4300 @ 3.8GHz AMD R7 260X Fully Playable 30 or 60FPS forcing 16:9 widescreen
4.0.1 Windows 7 Intel Core i5-3570K @ 4.4GHz NVIDIA GeForce GTX 460 Emulation accuracy is near perfect with a few small bugs and graphical glitches. Use DirectX 11 to fix the heat effect issue. Heat effects render behind objects rather then in front on OpenGL. Kilobytez95
4.0.2 Windows 7 Intel Celeron G1610 @ 2.6GHz Intel HD Graphics I have been wandering in the intro. No glitches but very slooooow : 6FPS hivaoa
4.0.2 Windows 7 Intel Core it-4960X @ 4.6GHz NVIDIA GeForce 780 Ti Fully playable; just completed this game using dolphin default settings, DX11 4x native, without anti-aliasing. No issues during chuckster stage or anywhere else in the game. Works 100% constant with no noticeable graphical glitches. himalayan
4.0.2 Windows 7 AMD FX-6300 @ 3.5GHz NVIDIA GeForce 660 Playable, some lag during cutscenes, nothing major Noobtra
4.0-6 Arch Linux Intel Core i7-3770 @ 3.4GHz NVIDIA GeForce GTX 650 Runs very well at a constant 25FPS with max graphics settings. Jakbest
4.0-6 Arch Linux Intel Core i7-3517U @ 1.9GHz Intel HD Graphics 4000 Runs very well at a constant 25FPS with max graphics settings. Ultrabook fan goes very fast, not ideal system for playing. Jakbest
4.0-1519 Linux Mint 16 Intel Core i5-2500K @ 4.4GHz NVIDIA GeForce GTX 650 Ti Runs very well at a constant 30FPS
4.0-3699 Windows 7 AMD FX-6100 @ 3.3GHz NVIDIA GeForce 650 Ti Fully Playable constant 30FPS @ High graphics GigaToni
4.0-6112 Windows 7 Intel Core i7-3770K @3.50GHz NVIDIA GeForce GTX 770 Fully Playable at 1080p @30FPS with 4x native internal resolution and 8x anti-aliasing. Also works perfectly in widescreen with the same settings. Mangaman1001
4.0-6247 Windows 8.1 Intel Core i5-3210M @ 2.5GHz NVIDIA GeForce 610M OpenGL seems to be much faster than Direct3D. 30FPS/60VPS. Wildgoosespeeder
4.0-9211 Windows 10 Intel Core i5-4570 @ 3.2GHz NVIDIA GeForce 960 OpenGL with recommended config runs perfect. But turn Scaled EFB Copy OFF if you get aliased/jaggy/blocky goo. Jesse
5.0 Windows 8.1 Intel Core i5-3350P @ 3.3GHz AMD Radeon R9 280X 1080p @ 60FPS, recommended settings - rare drops up to 50FPS, visible stuttering but perfectly playable and enjoyable! Redux
5.0-1127 Windows 10 Intel Core i7-3930K @ 3.8GHz NVIDIA GeForce GTX 780 Runs at perfect 60FPS most of the time, with random slight stutters and drops to 50FPS when goop is in the area. Game likes to crash randomly with the 60FPS hack, but enabling Synchronize GPU Thread seems to fix that. Techjar
5.0-1331 Windows 10 Intel Xeon X5650 @ 2.67GHz NVIDIA GeForce GTX 980 Ti Using recommended settings with 16:9 Gecko code and DirectX 12. Works very well except for some audio stuttering during cutscenes. The only issue I had was with the "Scrubbing Sirena Beach" level: The game apparently didn't detect I had cleared all the goo. Switching to OpenGL rendering fixed the issue. VinDuv
5.0-1424 Windows 10 AMD Phenom II x6 1090t @ 3.2GHz AMD R9 280 Running at 3x internal resolution,

2xMSAA and DX11. Only issue is stuttering when opening and closing the map; otherwise perfect.

Sam3
5.0-1533 Windows 10 Intel Core i7-6700k @ 4GHz NVIDIA GeForce GTX 1080 1440p with 4x Internal Resolution, 8x MSAA, 1x AF, 60 FPS and Widescreen Gecko codes. Usually runs at 60 FPS using OpenGL with occasional small (lowest - 55 FPS) drops around goo and pretty significant stuttering when entering/exiting the map screen (lowest - 40 FPS). Direct3D 12 runs at the 50 FPS range unless the heat wave effect is disabled, and even then it has pretty significant drops when around goo. However, the map screen doesn't make the game stutter as much. Shmilly
5.0-3362 Windows 10 Intel Core i5-6600 @ 3.2GHz AMD Radeon RX 480 1080p 3x Internal Resolution, 30fps almost consistently except at startup (25fps) and when levels are about to load (17fps). Frame drops only last for about half a second or so and quickly fix themselves. Audio crackles with OpenAL audio backend and a latency of 2ms, but changing this to 4ms fixes the issue completely. Sonic2kk
5.0-4322 Windows 10 Intel Core i7-4790K @ 4GHz NVIDIA GeForce GTX 1070 50 Shine run w/ Vulkan at 3xIR, 1xAF, No AA & settings recommended under "Graffiti Behaves Oddly". Smooth performance at 60FPS & 16:9 (using the codes above), no noticeable drops. Only listed problem encountered was Debug Cubes, no crashes or map slowdown. SolidStateDork

Gameplay Videos