Super Mario Sunshine: Difference between revisions

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== 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.
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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 ===
=== <s>Debug Cubes</s> ===
During certain "Secret" scenarios, debug cubes are visible due to an uninitialized color. See {{issue|8059}}. The boxes were invisible starting with {{revision|4.0-8388}}, but returned to the old behavior in {{revision|4.0-8450}}.
During certain "Secret" scenarios, debug cubes are visible due to an uninitialized color. See {{issue|8059}}. The boxes were invisible starting with {{revision|4.0-8388}}, but returned to the old behavior in {{revision|4.0-8450}}.  Fixed again in {{revision|5.0-13081}}.
{{image|SMS squares 1.png|Secret of the Dirty Lake Beginning}}
{{image|SMS squares 1.png|Secret of the Dirty Lake Beginning}}
{{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 ==
=== 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 ===
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 4.jpg|Anisotropic x4}}
{{image|Sunshine Anistropic 16.jpg|Anisotropic x16|br}}


=== Graffiti Behaves Oddly ===
=== Graffiti Behaves Oddly ===
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{{image|SMS Sludge GL.png|Proper emulation|br}}
{{image|SMS Sludge GL.png|Proper emulation|br}}


}}}}
=== HD Textures ===
[https://forums.dolphin-emu.org/Thread-super-mario-sunshine-4k-hd-texture-pack-1-0-0-2020-09-17?pid=512092#pid512092 Super Mario Sunshine 4K Texture Pack by Henriko Magnifico]


== Enhancements ==
=== HD Textures ===
[https://forums.dolphin-emu.org/Thread-super-mario-sunshine-uhd-texture-pack Super Mario Sunshine UHD Texture Pack]
[https://forums.dolphin-emu.org/Thread-super-mario-sunshine-uhd-texture-pack Super Mario Sunshine UHD Texture Pack]
=== 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.
{{image|Sunshine Anistropic 1.jpg|No Anisotropic}}
{{image|Sunshine Anistropic 4.jpg|Anisotropic x4}}
{{image|Sunshine Anistropic 16.jpg|Anisotropic x16|br}}


=== 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 work 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. These codes can have adverse effects on the games heat distortion effect.


==== NA ====
==== NA ====
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04177198 C002B83C
04177198 C002B83C
04412408 3FE38E39
04412408 3FE38E39
04416B74 3F9A7643
04416B74 3F841F81
0429610C 380002EA
0429610C 380002EA
042960A0 3860FF96
042960A0 3860FF96
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0416D160 C002B6A4
0416D160 C002B6A4
04409950 3FE38E39
04409950 3FE38E39
0440E0D4 3F9A7643
0440E0D4 3F841F81
0428DFA4 380002EA
0428DFA4 380002EA
0428DF38 3860FF96
0428DF38 3860FF96
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</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 ====
==== Version-Specific ====
The below Region-Specific 60FPS Gecko codes fix the blue/red coin fish speed and graffiti fill speed.
The below Version-Specific 60FPS Gecko codes fix the blue/red coin fish speed and graffiti fill speed.


===== NTSC-U =====
===== NTSC-U =====
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FEC00890 00000000
FEC00890 00000000
</pre>
</pre>
===== Switch =====
<pre>60FPS (Switch) [gamemasterplc & Vague Rant]
0440B2B8 3F800000
042F37D4 60000000
044093B4 3CA3D70A
C20066EC 00000002
C2C28028 EC2105B2
FEC00890 00000000</pre>


==== Falling Stars Fix ====
==== Falling Stars Fix ====
Remove falling stars caused by 60FPS code by applying Minimum Camera Distance Gecko code by Ralf.
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.


<pre>
<pre>
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{{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
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{{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/entry|revision=5.0-12945|OS=Windows 10|CPU=AMD Ryzen 5 2600X @ 3.6GHz|GPU=NVIDIA GeForce GTX 1080|result=Vulkan, 6xIR, 16xAF, 0x MSAA. Used 16:9 and 60fps code, played up to 80 stars. Had random fps drop with OpenGL, not present with Vulkan. Very occasional glitching of audio where music would be stuck on first note during level transition, fixed by re-entering a level. No issues with red coins using the 60fps code (aside from coins clipping into environment but I think that's in the game anyway). 60fps or 16:9 code causes falling stars glitch, 'fix falling stars' code did not work but left enabled anyway, did not cause any issue on rollercoaster pina park levels. I instead used a texture replacement (google 'Widescreen Stars Fix'), this worked fine. Graffiti appears blocky, this can be fixed by disabling scaled efb copy but causes the heatwave effect to appear pixelated when running at a higher internal resolution. Heatwaves appear okay when enabling scaled efb copy but causes blocky graffiti, no way to get smooth graffiti and higher resolution heatwaves as far as I know. Optional gecko code to remove heatwave effect: 0419f83c 4e800020. Otherwise perfect.|tester=Trace6x}}
{{testing/end}}
{{testing/end}}


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|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=o_9NrzrgTyk|cap6=(1440p) Super Mario Sunshine Gameplay - Dolphin 5.0
|vid6=o_9NrzrgTyk|cap6=(1440p) Super Mario Sunshine Gameplay - Dolphin 5.0
|vid7=wa7km5Q7dm8|cap7=Super Mario Sunshine ~Co-op Test~ (Dolphin) {5.0}
|vid7=wa7km5Q7dm8|cap7=Super Mario Sunshine ~Co-op Test~ (Dolphin) {5.0}
|vid8=7AlUCD-BmDs|cap8=Super Mario Sunshine - NVIDIA SHIELD Android TV - Dolphin Emulator 4.0-7947 (1080p) - GameCube
}}
}}


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