Super Mario Sunshine

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Super Mario Sunshine
SuperMarioSunshineGC.jpg
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Series Mario
Platform(s) GameCube
Genre(s) Platform
Mode(s) Single-player
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: Super Mario Sunshine
Playable
GameIDs
See also...

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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

Speed Issues

The game frequently experiences framedrops while the emulator claims the game is running at 100%. Use real XFB can fix the issue, but it will decrease quality and cause the screen to flash when frameskipping is on. Other speed issues may be resolved by switching off "Idle Skipping."

Goo/Oil

  • The goo/oil may behave oddly and be impossible to spray away, see Configuration for fixes.
  • The goo/oil may slide across surfaces and erase itself if "Force Texture Filtering" is enabled.
  • Bubbles in goo are rendered oddly regardless of configuration, refer issue 540.

Durian Physics Glitch in older revisions

On older revisions the Durian Fruits respond erratically to Mario's movements, and will go flying uncontrollably when kicked. This can be fixed by setting Dolphin's resolution to 640 by 480 (native).

"Scrubbing Sirena Beach" Immediate Completion

In builds before 3.0-439, when starting the level talk to the guy and hear a strange "beep". Talk to him again and he gives the Shine without doing anything else. Refer issue 1498. Since 3.0-439 the challenge can't be finished at all. There's experimental code in the d3d11_pixelmetrics branch, which fixes the issue and makes the challenge beatable. Set the DisablePixelPerf variable in the Hacks section of the d3d11 configuration file to True to enable the necessary functionality.

Configuration

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

Graphics

Config Setting Notes
Widescreen Hack Off In many areas it causes mirage doubles on many objects

Audio

Config Setting Notes
Audio Backend ALSA (Linux only) On Ubuntu, use the ALSA back end for best results. Sound is choppy when using the PulseAudio back end, even when emulation speed is at 100%.

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.

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5.0-21270 (current)
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Δ
Δ
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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
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
^r6800 Windows XP SP3 x86 Intel Atom N270 @ 1.60Ghz Intel GMA 945 (GMA 950) Very playable 8-10 FPS. Disable Lighting and sound Off for best performance. LORPAL
r7310 Windows 7 x86 Intel Pentium Dual Core 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

Gameplay Videos