Super Mario Sunshine: Difference between revisions

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== Gameplay Videos ==
== Gameplay Videos ==

Revision as of 06:21, 2 July 2015

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
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia
Debug Symbol Files

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.

Patches

16:9 Aspect Ratio Fix

The following AR codes work as a widescreen hack for the game. Be sure that "Enable cheats" is on in the game menu and "Force 16:9" is selected in the graphics options!

PAL:

F0N5-B36H-HZDVX
6GRT-TJHW-8MR45

NTSC:

KY92-18BJ-3075M
FH7P-DD5U-AE9FA

Other Aspect Ratio Fix

This code is adjustable by changing the values "3F9A7643" to a higher value for a wider screen. Be sure that "Enable cheats" is on in the game menu, "Force 16:9" is selected in the graphics options, and "Widescreen Hack" is selected in the graphics enhancements options!

NTSC:

Widescreen Heat Wave Fix [YoshiOG1]
043AA050 3F2AAAAB
043AA05C BF2AAAAB
043AA060 3F2AAAAB
043AA070 3FAAAAAB

Camera view angle adjustment

The original code for the "Warped Camera View" (made by GCN Hacker87) is somehow recognized as a FOV modifier and changes the game's zooming by changing the value "3E000000" to some other value. The game will be played at the desired field of view once that value was modified. This is different from the widescreen codes where it only changes the FOV horizontally. Unlike the "Free Look" option provided in the software, this will also change the zooming for the HUD and frames as well. The PAL code that this hacker made was converted from NTSC and was ported by Ralf for that copy of this game. Examples of the code modifications are listed here:

PAL:

[Emulator]
0440EC08 3F800000 - Game default camera
0440EC08 3F400000 - Regular camera view
0440EC08 3F000000 - Open matte camera
0440EC08 3EA00000 - A bit zoomed out from view
0440EC08 3E000000 - Way zoomed out (original code)

[Action Replay]
(Game default camera)
CZGK-1UYY-7KU2G
5WEA-RWMY-HU0XY
(Regular camera view)
A6KT-C724-AJ1QX
VY2W-3JMW-25P6Z
(Open matte camera)
P5NM-J04W-D5HM8
VPH6-55XV-GD25C
(A bit zoomed out from view)
QWXZ-09CW-0GUQT
CM2N-6CE5-A63W6
(Way zoomed out (original code))
WXDD-ZDJM-7ZXMP
Y8GY-PN12-NHFCN

NTSC:

[Emulator]
044176A8 3F800000 - Game default camera
044176A8 3F400000 - Regular camera view
044176A8 3F000000 - Open matte camera
044176A8 3EA00000 - A bit zoomed out from view
044176A8 3E000000 - Way zoomed out (original code)

[Action Replay]
(Game default camera)
BEBD-A8R8-CJ8YB
MR2E-0P9F-Z4957
(Regular camera view)
RJC2-VN79-VCXBC
8QPZ-PCNN-U4XRJ
(Open matte camera)
HH4D-GMVG-ARENC
A8RT-Q5TY-5ZR6Y
(A bit zoomed out from view)
1A6M-UZCQ-FJAWA
209E-W372-NR2M7
(Way zoomed out (original code))
7YZV-F1HT-3X216
K46D-T60Q-8830R

Note: With the "Warped Camera View" Action Replay code enabled and the value is higher or lower than the default value of "3F800000", the code will not only change the FOV; it will also clean up the goo that's on the floor. To make the problem go away, disable the code and play the game with it's normal FOV value.

60FPS

By adding the patches below, enabling one, and setting the Framelimit to 60 or 120, Super Mario Sunshine will run at those FPS. See Game Modification: 60FPS Hacks in Dolphin for more details.

[OnFrame]
$60FPS Patch
0x804167B8:dword:0x3F600000

$Smoother 60FPS Patch, but breaks things
0x804167B8:dword:0x3F800000

$120FPS Patch, but breaks things
0x804167B8:dword:0x40000000

The patches that break things won't allow you you to enter worlds accessed via rainbow goop on walls, and may cause problems with defeating Shadow Mario.

Problems

High Pitched Sounds

When the camera cannot be zoomed in, a high-pitched error sound under HLE. Use LLE audio to avoid this.

Goo/Oil Behaves Oddly

  • Under Direct3D, Anisotropic Filtering above 1x makes the goo disappear. OpenGL doesn't seem to have this issue.
  • EFB to Texture is disabled in the GameINI, requiring you to play it in EFB to RAM. If this is changed, goo/oil may behave oddly and be impossible to spray away.
  • The goo/oil may slide across surfaces and erase itself if "Force Texture Filtering" is enabled. If already disabled, turning off "Scaled EFB Copy" can also resolve this.
  • Overall to avoid goo issues altogether, just keep "Scaled EFB Copy" checked, "Force Texture Filtering" unchecked, and "EFB to RAM" instead of "EFB to Texture" BEFORE starting a scenario that involves goo.

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.

Striped Loading Screens

The loading screens appear "striped" in OpenGL. See issue 6139. Fixed by 4.0-4699.

For users using builds before 4.0-4699, the behavior is as follows for OpenGL:

  • Manually setting IR - Works
  • Auto (windows size) - Broken on all window sizes
  • Auto (Multiple of 640x528) - Works at all window sizes except 1x

Clipped Wall Death

During Pianta Village 5 (the chuckster special stage) on the last throw, there is a catcher platform that you can clip through. Clipping into the platform will make the game think you are crushed, killing you. You can get the shine in spite of the glitch but it makes completing the game very difficult. Use JITIL Recompiler to avoid the problem. See issue 6096. Fixed by 4.0-1706.


Goo Bubbles

Bubbles in goo are rendered oddly regardless of configuration. See (issue 540). Fixed with merger of the tev_fixes_new branch in 4.0-1192.

White Water

If anisotropic filtering is used the reflections on ocean water will enlarge to absurd proportions, basically turning the water white. See issue 5676. Resolved in a revision between 4.0-6138 and 4.0-6251.

Funky Grass

In older revisions of Dolphin, grass doesn't render properly in Red Coin Field.

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

Config Setting Notes
Scaled EFB Copy On Avoids improper goo behavior
Store EFB Copies to Texture Only Off Avoids improper goo behavior

Audio

Config Setting Notes
DSP Emulator Engine LLE When camera cannot be zoomed in, high-pitched error sound under HLE.

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
5.0-21264 (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 CPU GPU Result Tester
r6569 Windows 7 x64 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 x86 Intel Atom N270 @ 1.6GHz Intel GMA 945 Very playable 8-10FPS. Disable Lighting and sound Off for best performance. LORPAL
r6879 Windows 7 x64 AMD Phenom II X3 N830 @ 2.1GHz ATI Mobility Radeon HD 5650 Fully Playable 60-80FPS with DX11 plug-in
r7283 Windows 7 x64 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 x86 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 x64 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 x64 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
r7714 Windows 7 x64 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 Windows 7 x64 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 Linux Ubuntu 12.04 x64 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 x64 Intel Core 2 Duo E4500 @ 2.2GHz NVIDIA GeForce GT 440 Playable: constant 30FPS, except in big areas (20-30FPS). Jhonn
3.0-204 Windows 7 x64 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 x64 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 Linux Slackware 13.37 x86_64 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 x86 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 x64 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 x64 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 x64 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 x64 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 x64 AMD Althon II x2 270 @ 3.4GHz NVIDIA GeForce GTX 650ti Full speed no slowdowns 30FPS Mirocroatia
3.5-290 Windows 7 x64 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 x64 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 x64 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 x64 AMD FX 4300 @ 3.8GHz AMD R7 260X Fully Playable 30 or 60FPS forcing 16:9 widescreen
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
^4.0.1 Windows 7 x64 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 x64 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 x64 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 x64 AMD FX-6300 @ 3.5GHz NVIDIA GeForce 660 Playable, some lag during cutscenes, nothing major Noobtra
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 x64 AMD FX-6100 @ 3.3GHz NVIDIA GeForce 650 Ti Fully Playable constant 30FPS @ High graphics GigaToni
4.0-6112 Windows 7 x64 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 x64 Intel Core i5-3210M @ 2.5GHz NVIDIA GeForce 610M OpenGL seems to be much faster than Direct3D. 30FPS/60VPS. Wildgoosespeeder

Gameplay Screenshots

Gameplay Videos