Super Mario Sunshine: Difference between revisions

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(Scrubbing Sirena Beach fixed as of 3.5-513)
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== Problems ==
== Problems ==
==="Scrubbing Sirena Beach" cannot be completed===
Since {{revision|3.0-439}} the challenge cannot be completed, and Super Mario Sunshine cannot be finished. There are two solutions to this problem. See {{issue|1498}}.
*There's experimental code in the d3d11_pixelmetrics branch, which fixes the issue and makes the challenge beatable. Setting the DisablePixelPerf variable in the Hacks section of the d3d11 configuration file to False enables the necessary functionality to execute the challenge properly. However it still didn't work for me. But if you set this same variable to True, you won't be able to play the level normally but you will immediately be able to receive the shine, allowing you to continue playing.
*In builds before {{revision|3.0-439}}, when starting the level talk to the guy and hear a jingle.  Talk to him again and he gives the Shine without doing anything else. Use one of these builds to avoid the problem, or copy the memory card from a newer revision, use one of the older builds to clear, and then copy it back.


=== Goo/Oil ===
=== Goo/Oil ===
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=== White Water ===
=== White Water ===
The water will go white if anisotropic filtering is used. See {{issue|5676}}.
The water will go white if anisotropic filtering is used. See {{issue|5676}}.
===<s>"Scrubbing Sirena Beach" cannot be completed</s>===
In revisions between {{revision|3.0-439}} and {{revision|3.5-512}} the challenge could not be completed, and Super Mario Sunshine couldn't be finished. In builds before {{revision|3.0-439}} the level didn't actually work either but you'd get the Shine without doing anything, so at least it wasn't a game breaker back then.
As of {{revision|3.5-513}} this is no longer an issue when the D3D11 or OpenGL backend is used.


== Configuration ==
== Configuration ==
{{Config
{{Config
|gfxbackend = D3D11 or OpenGL
|gfxbackendnotes = Required for completing "Scrubbing Sirena Beach"
|forcefilter = Off
|forcefilter = Off
|forcefilternotes = Avoid sliding/self-erasing goo/oil
|forcefilternotes = Avoid sliding/self-erasing goo/oil
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{{VersionCompatibilityVersion|6569|****}}
{{VersionCompatibilityVersion|6569|****}}
{{VersionCompatibilityVersion|3.0-439|***|Scrubbing Sirena Beach cannot be completed}}
{{VersionCompatibilityVersion|3.0-439|***|Scrubbing Sirena Beach cannot be completed}}
{{VersionCompatibilityVersion|3.5-513|****}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}



Revision as of 11:21, 2 March 2013

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

Super Mario Sunshine is a platform game developed by Nintendo Entertainment Analysis and Development and published by Nintendo for the Nintendo GameCube. It was released in Japan on July 2002, in North America on August 2002, and in Europe and Australia on October 2002. It was the first 3D Mario platformer since the release of Super Mario 64 in 1996. Super Mario Sunshine's successor is Super Mario Galaxy, which was released for the Wii in 2007.

Problems

Goo/Oil

  • 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.
  • Bubbles in goo are rendered oddly regardless of configuration. (issue 540)

White Water

The water will go white if anisotropic filtering is used. See issue 5676.

"Scrubbing Sirena Beach" cannot be completed

In revisions between 3.0-439 and 3.5-512 the challenge could not be completed, and Super Mario Sunshine couldn't be finished. In builds before 3.0-439 the level didn't actually work either but you'd get the Shine without doing anything, so at least it wasn't a game breaker back then.

As of 3.5-513 this is no longer an issue when the D3D11 or OpenGL backend is used.

Configuration

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

Graphics

Config Setting Notes
Video Backend D3D11 or OpenGL Required for completing "Scrubbing Sirena Beach"

Audio

Config Setting Notes
Audio Backend ALSA (Linux only) On Ubuntu, avoid choppy choppy with PulseAudio back end

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
5.0-21408 (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: 50-60 FPS with DX9 plug-in, OpenCL Enabled and Recommended Configuration
r6800 Windows XP x86 Intel Atom N270 @ 1.6GHz Intel GMA 945 Very playable 8-10 FPS. 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 60-80 FPS with DX11 plug-in
r7310 Windows 7 x86 Intel Pentium E5300 @ 2.6GHz ATI Radeon HD 5450 Fully Playable 15-25 FPS (45-50 FPS 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 10-20 FPS 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: 50/60 FPS (PAL/NTSC) with DX9 plug-in and Recommended Configuration Thundereus
3.0 Windows 7 x64 AMD Turion II M520 @ 2.3GHz ATI Radeon HD 4200 Runs great at 20-25 FPS 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 GT430 Fully Playable: 50-60 FPS 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 30 FPS, except in big areas (20-30 FPS). Jhonn
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.
3.0-204 Windows 7 x64 Intel Core i5-750 @ 2.67GHz ATI Radeon HD 5850 Perfectly playable. 30 FPS 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
^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 20 FPS in USA version Honguito98
3.0-371 Linux Slackware 13.37 x86_64 Intel Core i5-2500K @ 3.3GHz nVidia GeForce GTX 550 Ti Games plays perfectly. 30 FPS 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 25 FPS, 50 FPS 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 GT540M Fine at 50 FPS and 50 VPS 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
3.5-290 Windows 7 x64 Intel i3-2350 @ 2.3GHz nVidia GeForce 410M The cheat doesn't work for the PAL version, always the problem of Inkstains Dratal

Gameplay Videos