Super Mario Sunshine: Difference between revisions

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{{Infobox VG
{{Infobox VG
|image         = [[File:SuperMarioSunshineGC.jpg|300px]]
|image     = [[File:SuperMarioSunshineGC.jpg|300px]]
|developer     = Nintendo EAD
|developer = Nintendo EAD
|publisher     = Nintendo
|publisher = Nintendo
|released     = {{vgrelease|JP=July 19 2002|NA=August 26, 2002|EU=October 4, 2002|AUS=October 11, 2002}}
|series    = Super Mario Bros
|series        = ''Super Mario Bros''
|released = {{vgrelease|JP=July 19, 2002|NA=August 26, 2002|EU=October 4, 2002|AUS=October 11, 2002}}
|genre         = Platform
|genre     = Platform
|modes         = Single-player
|modes     = Single-player
|input         = GameCube Controller
|input     = GameCube Controller
|forumlink     = http://forums.dolphin-emu.org/Thread-gc-super-mario-sunshine--25937
|forumlink = http://forums.dolphin-emu.org/Thread-gc-super-mario-sunshine--25937
}}
}}


Line 15: Line 15:
== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
{{Problems|{{#vardefineecho:problems|
=== Game Crashes After Random Periods ===
=== 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.
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.
=== 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.
{{image|SMS_No_Sludge_2.png|Graffiti disappeared by enhancement options}}
{{image|SMS Sludge D3D.png|Some of the graffiti is fixed, but some can't be seen with this graphic configuration in use for Direct3D.}}
{{image|SMS Sludge GL.png|Proper emulation|br}}


=== Shaky Props ===
=== 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}}.
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}}.
{{YouTube|zAya9CkAvNQ|Shaky bridge demonstration.|br}}
{{YouTube|zAya9CkAvNQ|Shaky bridge demonstration.|br}}
=== 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 <!-- please provide it here while you can -->. To solve the problem, simply disable the code.


=== Slowdown on Map Transition ===
=== 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.
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 or Vulkan backend removes the slowdown.


=== Debug Cubes ===
=== Debug Cubes ===
Line 41: Line 31:
{{image|SMS squares 2.png|Secret of the Dirty Lake End Downward}}
{{image|SMS squares 2.png|Secret of the Dirty Lake End Downward}}
{{image|SMS squares 3.png|Secret of the Dirty Lake End Forward|br}}
{{image|SMS squares 3.png|Secret of the Dirty Lake End Forward|br}}
}}}}
}}}}


== Enhancements ==
== Enhancements ==
=== 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<!-- please provide it here while you can -->. To solve the problem, simply disable the code.
=== Water Color Effect ===
Super Mario Sunshine reads the mip level of the sand to change the color of the water slightly in the distance. This effect cannot be detected by '''Arbitrary Mipmap Detection''' normally, as the sand is just a standard mipmap, so at higher internal resolutions the ocean will appear a bit greener. The effect is very subtle, and may not even be visible on your monitor, depending on its color reproduction capability.
Adding <code>ArbitraryMipmapDetectionThreshold = 3</code> (this value was determined empirically) to the <code>[Video_Enhancements]</code> section of the [[GameINI]] will make this effect work at higher internal resolutions, by causing the sand texture to be detected as an arbitrary mipmap. However, this will make the sand a few other random textures appear more blurry in the distance. Using any HiRes texture for the sand will prevent the effect from working.
{{image|Super Mario Sunshine Water Color Wrong.jpg|Incorrect water color at 1080p, looks slightly greener.}}
{{image|Super Mario Sunshine Water Color Correct.jpg|Correct water color at 1080p.|br}}
=== Anisotropic Filtering ===
=== 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.
Use of the '''Anisotropic Filtering''' enhancement will cause water to render as white, getting increasingly worse as higher levels of anisotropic filtering are applied. Fixed with '''Arbitrary Mipmap Detection''' in {{revision|5.0-5745}}.
{{image|Sunshine Anistropic 1.jpg|No Anisotropic}}
{{image|Sunshine Anistropic 1.jpg|No Anisotropic}}
{{image|Sunshine Anistropic 4.jpg|Anisotropic x4}}
{{image|Sunshine Anistropic 4.jpg|Anisotropic x4}}
{{image|Sunshine Anistropic 16.jpg|Anisotropic x16|br}}
{{image|Sunshine Anistropic 16.jpg|Anisotropic x16|br}}
=== Graffiti Behaves Oddly ===
*Anisotropic Filtering above '''1x''' or Anti-Aliasing set to '''SSAA''' makes the graffiti disappear.
*Requires Texture Cache Accuracy to be set to safe to prevent missing graffiti textures.
*Graffiti edges may appear blocky if '''Scaled EFB Copy''' is enabled.
{{image|SMS_No_Sludge_2.png|Graffiti disappeared by enhancement options}}
{{image|SMS Sludge D3D.png|Some of the graffiti is fixed, but some can't be seen with this graphic configuration in use for Direct3D.}}
{{image|SMS Sludge GL.png|Proper emulation|br}}
=== HD Textures ===
[https://forums.dolphin-emu.org/Thread-super-mario-sunshine-uhd-texture-pack Super Mario Sunshine UHD Texture Pack]


=== 16:9 Aspect Ratio Fix ===
=== 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.
The built-in Widescreen Hack causes various clipping and reflection issues. The Gecko codes below work as a replacement for the NTSC-U or PAL versions.


==== NTSC-U ====
==== NA ====
<pre>
<pre>$16:9 Widescreen
04416758 44480000
04416758 44480000
044123E8 442F0000
044123E8 442F0000
Line 116: Line 129:
60000000 00000000
60000000 00000000
</pre>
</pre>
==== PAL ====
 
<pre>
==== EU ====
<pre>$16:9 Widescreen
0440DCB0 44480000
0440DCB0 44480000
04409930 442F0000
04409930 442F0000
Line 178: Line 192:
7C630194 7C630214
7C630194 7C630214
60000000 00000000
60000000 00000000
</pre>
==== JP ====
<pre>$16:9 Widescreen
F6000001 80008180
90850420 C0030000
D2000000 00000002
90A22004 90850420
60000000 00000000
E0000000 80008000
F6000002 80008180
57A006F7 41820010
387F0000 38800001
D200000C 00000008
80822004 80840444
3CA04420 7C042800
40820028 3C803F40
90822000 C0030000
C0222000 EC010032
D0030000 C003000C
EC010032 D003000C
38800001 00000000
E0000000 80008000
F6000001 80008180
418200A8 88030026
1400027C 38008000
140002A4 38007FFF
E0000000 80008000
F6000001 80008180
41F00000 3FAAAAAB
14000004 3FE38E39
E0000000 80008000
F6000001 80008180
3E99999A 656E6473
14000034 3F9A7643
E0000000 80008000
F6000002 80008180
7C1F00D0 7C1C0734
3FA0CC01 B39D8000
D200000C 00000002
3B9CFF96 B39D8000
3B9C006A 00000000
D200005C 00000002
3B9CFF96 B39D8000
3B9C006A 00000000
1400001C 386002EB
14000040 386002EB
E0000000 80008000
F6000001 80008180
931F01C4 3B000000
D2000000 00000003
83B80004 3BBD0064
93B80004 931F01C4
60000000 00000000
E0000000 80008000
F6000001 80008180
931F0450 38600068
D2000000 00000003
80780004 3863FF9C
90780004 931F0450
60000000 00000000
E0000000 80008000
F6000001 80008180
931F042C 38600068
D2000000 00000003
80780004 3863FF9C
90780004 931F042C
60000000 00000000
E0000000 80008000
F6000001 80008180
931F0400 38600068
D2000000 00000003
80780004 3863FF9C
90780004 931F0400
60000000 00000000
E0000000 80008000
F6000001 80008180
931F0140 3B200000
D2000000 00000003
83380004 3B39FF9C
93380004 931F0140
60000000 00000000
E0000000 80008000
F6000001 80008180
931F0160 38600068
D2000000 00000003
80780004 3863FF9C
90780004 931F0160
60000000 00000000
E0000000 80008000
F6000001 80008180
931F0108 3B200000
D2000000 00000003
83380004 3B39FF9C
93380004 931F0108
60000000 00000000
E0000000 80008000
F6000001 80008180
3881006A 901F0014
D2000004 00000004
2C0001ED 40820010
7C050378 38A50064
7CA02B78 901F0014
60000000 00000000
E0000000 80008000
F6000001 80008180
807F0014 38C1015C
D2000000 00000004
809F0018 38A0EC78
90A40014 38A01388
90A4001C 807F0014
60000000 00000000
E0000000 80008000
F6000004 80008180
B0858000 93E58000
8001002C 83E10024
83C10020 38210028
7C0803A6 4E800020
5A010000 FFFFFFA0
14000000 3800F000
14000028 38001000
E0000000 80008000
F6000002 80008180
48000008 3800FFFF
2C00FFFF 41820028
1400000C 48000028
E0000000 80008000
F6000001 80008180
EC0001B2 C05D0000
D2000004 00000003
3C003FAB 90010040
C05D0000 C0810040
EC4400B2 00000000
E0000000 80008000
F6000001 80008180
C03D0024 38610080
D2000000 00000002
3C6047FF 90610080
C0210080 00000000
E0000000 80008000
F6000001 80008180
C03D0024 386100B8
D2000000 00000002
3C6040FF 906100B8
C02100B8 00000000
E0000000 80008000
F6000001 80008180
380000A0 B01F0330
D2000000 00000002
386000A0 3803FF9C
60000000 00000000
E0000000 80008000
F6000001 80008180
38000184 B01F0330
D2000000 00000002
38600184 38030064
60000000 00000000
E0000000 80008000
F6000001 80008180
4800005C 807C0090
D2000004 00000004
807C0080 3880016A
38840064 90830374
3884000A 9083037C
807C0090 00000000
E0000000 80008000
</pre>
</pre>


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


Line 203: Line 384:
</pre>
</pre>


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).
The Gecko code:
*Makes the cutscenes run very slowly on non-NA releases
*Causes falling stars to appear in the top corner and top middle of the screen
*Makes the swimming blue/red coins in Gelato Beach near impossible to get (without the turbo nozzle)
 
==== Region-Specific ====
The below Region-Specific 60FPS Gecko codes fix the blue/red coin fish speed and graffiti fill speed.
 
===== NTSC-U =====
<pre>
60FPS (NTSC-U) [gamemasterplc]
044167B8 3F800000
042FCB24 60000000
04414904 3CA3D70A
C20066EC 00000002
C2C28028 EC2105B2
FEC00890 00000000
</pre>
 
===== PAL =====
<pre>
60FPS (PAL) [gamemasterplc]
0440DD10 3F800000
042F4CB4 60000000
0440BE54 3CA3D70A
C20066EC 00000002
C2C28028 EC2105B2
FEC00890 00000000
</pre>
 
==== Falling Stars Fix ====
Remove falling stars caused by 60FPS code by applying Minimum Camera Distance Gecko code by Ralf. However, this code may cause other issues, specifically with the roller-coaster in Pinna Park. When loading this specific level (for example, just after the cutscene with Mecha-Bowser), the screen goes black and nothing more happens.


Remove falling stars caused by 60FPS code by applying Minimum Camera Distance Gecko code by Ralf.
<pre>
<pre>Min Camera Distance Modifier [hawkeye2777 & Ralf]
Min Camera Distance Modifier [hawkeye2777 & Ralf]
003749C5 00000052
003749C5 00000052
0440F3A8 43C80000</pre>
0440F3A8 43C80000
</pre>


== Configuration ==
== Configuration ==
Line 214: Line 427:
{{Config
{{Config
|anisotropic = 1x
|anisotropic = 1x
|anisotropicnotes = Render water properly, under Direct3D avoids improper graffiti behavior
|anisotropicnotes = Avoids improper graffiti behavior under Direct3D
|antialiasing = Non-SSAA
|antialiasing = Non-SSAA
|antialiasingnotes = Avoids improper graffiti behavior
|antialiasingnotes = Avoids improper graffiti behavior
Line 286: Line 499:
{{testing/entry|revision=5.0-3362|OS=Windows 10|CPU=Intel Core i5-6600 @ 3.2GHz|GPU=AMD Radeon RX 480|result=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.|tester=Sonic2kk}}
{{testing/entry|revision=5.0-3362|OS=Windows 10|CPU=Intel Core i5-6600 @ 3.2GHz|GPU=AMD Radeon RX 480|result=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.|tester=Sonic2kk}}
{{testing/entry|revision=5.0-4322|OS=Windows 10|CPU=Intel Core i7-4790K @ 4GHz|GPU=NVIDIA GeForce GTX 1070|result=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.|tester=SolidStateDork}}
{{testing/entry|revision=5.0-4322|OS=Windows 10|CPU=Intel Core i7-4790K @ 4GHz|GPU=NVIDIA GeForce GTX 1070|result=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.|tester=SolidStateDork}}
{{testing/entry|revision=5.0-8935|OS=Windows 10|CPU=AMD Ryzen 5 2400G @ 3.9GHz|GPU=AMD Radeon RX Vega 11 IGP|result=Configuration: 720p, 1xAF, no AA. Encounters "Failed to submit command buffer" during or straight after the opening scene with Vulkan, making it completely unplayable. Other backends run just fine with perfect speed.|tester=amiboss}}
{{testing/entry|revision=5.0-10922|OS=Windows 10|CPU=AMD Ryzen 7 3700X @ 4.2GHz|GPU=NVIDIA GeForce GTX 1060|result=OpenGL, 3xIR, 1xAF, 4x MSAA, recommended settings. With the 60 FPS and 16:9 codes, the game runs perfectly from start to finish with no noticeable drops.|tester=Aplayer12345}}
{{testing/end}}
{{testing/end}}


Line 293: Line 508:
|vid1=4YS37gMs_oA|cap1=Super Mario Sunshine 60FPS Hack (Official)
|vid1=4YS37gMs_oA|cap1=Super Mario Sunshine 60FPS Hack (Official)
|vid2=P3ATQ4pd0tQ|cap2=Super Mario Sunshine in HD & 60fps! - The Retro Byte
|vid2=P3ATQ4pd0tQ|cap2=Super Mario Sunshine in HD & 60fps! - The Retro Byte
|vid3=ZixBquVDCBc|cap3=(Ishiiruka Dolphin) Super Mario Sunshine 4k 60FPS with HD Textures
|vid3=7AlUCD-BmDs|cap3=Super Mario Sunshine - NVIDIA SHIELD Android TV - Dolphin Emulator 4.0-7947 (1080p) - GameCube
|vid4=L3qQCJOOg5I|cap4=Let's Play Super Mario Sunshine: Part 1 (Dolphin - HD Texture Pack) (1080p HD) - Nintendo GameCube
|vid4=L3qQCJOOg5I|cap4=Let's Play Super Mario Sunshine: Part 1 (Dolphin - HD Texture Pack) (1080p HD) - Nintendo GameCube
|vid5=w5DBQWS7k4s|cap5=Super Mario Sunshine at 4K on Dolphin Emulator 5.0
|vid5=w5DBQWS7k4s|cap5=Super Mario Sunshine at 4K on Dolphin Emulator 5.0
|vid6=Ia2MnuvtizU|cap6=Super Mario Galaxy - Gameplay Wii 4K 2160p (Dolphin 5.0)
|vid6=o_9NrzrgTyk|cap6=(1440p) Super Mario Sunshine Gameplay - Dolphin 5.0
|vid7=o_9NrzrgTyk|cap7=(1440p) Super Mario Sunshine Gameplay - Dolphin 5.0
|vid7=wa7km5Q7dm8|cap7=Super Mario Sunshine ~Co-op Test~ (Dolphin) {5.0}
|vid8=wa7km5Q7dm8|cap8=Super Mario Sunshine ~Co-op Test~ (Dolphin) {5.0}
|vid9=7AlUCD-BmDs|cap9=Super Mario Sunshine - NVIDIA SHIELD Android TV - Dolphin Emulator 4.0-7947 (1080p) - GameCube
}}
}}
{{Navigation/Super Mario}}
{{Navigation/Super Mario}}
[[Category:GameCube games]]
[[Category:GameCube games]]
[[Category:Zelda ucode games]]
[[Category:Ships with debugging symbols]]
[[Category:Ships with debugging symbols]]

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