Super Paper Mario: Difference between revisions

From Dolphin Emulator Wiki
Jump to navigation Jump to search
(Door/room transitions still require EFB to RAM. The rest of the sentence, however, was mixing this particular case with other bounding box related issues, removed that)
m (→‎Emulation Information: grammar fixes)
(46 intermediate revisions by 16 users not shown)
Line 1: Line 1:
{{Infobox VG
{{Infobox VG
|image       = [[File:SuperPaperMario.jpg|300px]]
|image     = [[File:SuperPaperMario.jpg|300px]]
|developer   = Intelligent Systems
|developer = Intelligent Systems
|publisher    = Nintendo
|publisher = Nintendo
|released     = {{vgrelease|NA=April 9, 2007}}{{vgrelease|JP=April 19, 2007|EU=September 14, 2007|AUS=September 20, 2007|KO=February 26, 2009|SA=2010}}
|series   = Paper Mario
|series      = ''Paper Mario''
|released = {{vgrelease|NA=April 9, 2007}}{{vgrelease|JP=April 19, 2007|EU=September 14, 2007|AUS=September 20, 2007|KO=February 26, 2009|SA=2010}}
|genre       = Platform, Role-playing
|genre     = Platform, Role-playing
|modes       = Single-player
|modes     = Single-player
|input       = Wii Remote
|input     = Wii Remote
|forumlink   = http://forums.dolphin-emu.org/Thread-wii-super-paper-mario--26067
|forumlink = http://forums.dolphin-emu.org/Thread-wii-super-paper-mario--26067
}}
}}


Line 15: Line 15:
The game was originally planned for the [[Nintendo GameCube]] in 2006, but Nintendo changed it to a Wii release due to declining GameCube sales.
The game was originally planned for the [[Nintendo GameCube]] in 2006, but Nintendo changed it to a Wii release due to declining GameCube sales.


== Problems ==
== Emulation Information ==
=== Bounding Box Slowdown on NVIDIA Cards ===
NVIDIA cards are abnormally slow during Bounding Box effects even at very low internal resolutions when using D3D11. They get dramatically slower as the internal resolution increase, even though comparable AMD graphics cards suffer no slowdown at all.  This is due to Dolphin hitting a slow path on those graphics cards. It is recommended that supported NVIDIA users use other video backends when playing games that require Bounding Box emulation to avoid that.
 
=== When Using Older Graphics Cards ===
This game uses a feature known as "Bounding Box", which Dolphin typically uses Shader Storage Buffer Objects (SSBO) to emulate. This requires a NVIDIA GeForce 400 series or newer, a AMD/ATI Radeon HD 5000 series or newer, or a Intel Broadwell Integrated GPU (Intel HD 5300+) or newer and an operating system that supports OpenGL 4.3, D3D11, GLES 3.1, or Vulkan. On macOS, MoltenVK can be used to attain Vulkan support on the latest builds.  If Bounding Box is not emulated correctly, the game will show severe graphical glitches and won't be playable to finish.


=== Bounding Box Issues ===
{{Image|SPM-Down_Pipe_1.png|Missing animation when going into a pipe}}
This game is very unstable under default graphical settings, ranging from graphic abnormalities to Pixls failing to follow Mario properly. Enable bounding box emulation to fix it.
{{Image|SPM-Down_Pipe_1.png|Going down a pipe causes a silhouette of Mario instead of the proper effect going down a pipe before the paper wipe transition}}
{{Image|SPM-Down_Pipe_2.png|Ditto|br}}
{{Image|SPM-Down_Pipe_2.png|Ditto|br}}


=== Missing Transitions ===
Because Dolphin has gone through many variants of Bounding Box support throughout its history, it may be possible for older graphics cards to use less accurate versions of Bounding Box present in older builds. On Android, {{revision|5.0-9322}} or newer is required for Bounding Box to function at all due to an unrelated bug. Please note that other driver issues can often cause issues with Bounding Box emulation, which can produce similar bugs to having no Bounding Box support whatsoever. In this case, updating drivers or using a different video backend may be your only recourse.
Some transition effects and most paper flip animations won't work properly. Disable '''EFB Copies to Texture Only''' to prevent that.  
{{image|Super Paper Mario - Door Transition EFB2Tex.gif|Missing transition}}
{{image|Super Paper Mario - Door Transition EFB2RAM.gif|Proper emulation|br}}


=== Wii Remote Volume ===
== Problems ==
A weird thing happens when turning down the speaker volume by the use of the HOME Menu in relation to Tippi/Tiptron's pointing ability. When the volume is at 0, the volume of Tippi/Tiptron's pointing sound effects are amplified instead of muted. When the volume is maxed out, the audio is barely audible. See {{issue|9061}}.
{{Problems|{{#vardefineecho:problems|


=== {{s}}Z-Order Issues with Heart Pillars{{/s}} ===
}}}}
The Direct3D backend has Z-Order issues with heart pillars. Use the OpenGL backend to avoid this. Fixed in recent development builds.
{{Image|R8PE01-1.png|Z-Order issue with heart containers}}
{{Image|R8PE01-1_correct.png|Proper emulation|br}}


=== {{s}}Pixls{{/s}} ===
== Enhancements ==
The Pixls are only visible when you're moving or jumping. If you stand still they become invisible, until you start moving again. After moving through certain rooms (unknown which ones, or if it's just a certain amount), parts of them will be visible when you are still then that part will be cut out off when moving (i.e. the hat shows when idle, but not when moving). Fixed in {{revision|4.0-707}}.
=== HD Texture Pack ===
 
There is a work-in-progress HD texture pack for Super Paper Mario on the Dolphin forums.[https://forums.dolphin-emu.org/Thread-super-paper-mario-hires-texture-pack]
=== {{s}}Freeze at Chapter 6-1{{/s}} ===
In Sammer's Kingdom, the game gets stuck when King Sammer say "Vassals, to me!". The workaround is disabling Bounding Box Emulation when in Chapter 6-1. Be sure to enable Bounding Box again after this chapter, otherwise you'll experience various minor graphical glitches. This freeze doesn't occur if you re-enter Chapter 6 after beating the game. Fixed in {{revision|4.0-3610}}.


== Configuration ==
== Configuration ==
{{Config
{{Config
|gfxbackend = OpenGL
|gfxbackendnotes = Unstable under Direct3D
|efb2texonly = Off
|efb2texonlynotes = Proper transition effects
|boundingbox = Off
|boundingboxnotes = Bounding box emulation needed for game stability
}}
}}


Line 67: Line 56:
{{testing/entry|revision=6554|OS=Windows 7|CPU=Intel Core i7-930 @ 3.8GHz|GPU=NVIDIA GeForce GTX 580|result=Playable, full speed!|tester=}}
{{testing/entry|revision=6554|OS=Windows 7|CPU=Intel Core i7-930 @ 3.8GHz|GPU=NVIDIA GeForce GTX 580|result=Playable, full speed!|tester=}}
{{testing/entry|revision=6569|OS=Windows 7|CPU=AMD Phenom II X2 550 @ 3.1GHz|GPU=ATI Radeon HD 4850|result=Playable: 45-60FPS with DirectX 11 back-end, 2X AA and Recommended Configuration|tester=}}
{{testing/entry|revision=6569|OS=Windows 7|CPU=AMD Phenom II X2 550 @ 3.1GHz|GPU=ATI Radeon HD 4850|result=Playable: 45-60FPS with DirectX 11 back-end, 2X AA and Recommended Configuration|tester=}}
{{testing/entry|revision=7540|OS=Windows 7|CPU=Intel Core 2 Duo E4500 @ 2.2GHz|GPU=Intel GMA 945G|result=Playable, 45-60FPS, some slowdowns in 3D dimension (25-45FPS)|tester=Jhonn}}
{{testing/entry|revision=7540|OS=Windows 7|CPU=Intel Core 2 Duo E4500 @ 2.2GHz|GPU=Intel GMA 945G|result=Playable, 45-60FPS, some slowdowns in 3D dimension (25-45FPS)|tester=mbc07}}
{{testing/entry|revision=7564|OS=Windows Vista|CPU=Intel Core 2 Duo E8400 @ 3.6GHz|GPU=ATI Radeon HD 5770|result=Playable, 90-100%, Large areas: 55-70%. Using DirectX 11 back end, Recommended Configuration|tester=Arthur117}}
{{testing/entry|revision=7564|OS=Windows Vista|CPU=Intel Core 2 Duo E8400 @ 3.6GHz|GPU=ATI Radeon HD 5770|result=Playable, 90-100%, Large areas: 55-70%. Using DirectX 11 back end, Recommended Configuration|tester=Arthur117}}
{{testing/entry|revision=7599|OS=Windows 7|CPU=AMD Phenom II P650 @ 2.6GHz|GPU=ATI Mobility Radeon HD 4250|result=Playable, Directx11 back-end, great speed 90-100% nearly all the time, there are quite a couple graphical glitches do not affect gameplay for most part|tester=Jmankid}}
{{testing/entry|revision=7599|OS=Windows 7|CPU=AMD Phenom II P650 @ 2.6GHz|GPU=ATI Mobility Radeon HD 4250|result=Playable, Directx11 back-end, great speed 90-100% nearly all the time, there are quite a couple graphical glitches do not affect gameplay for most part|tester=Jmankid}}
Line 77: Line 66:
{{testing/entry|revision=4.0.2|OS=Windows 8.1|CPU=Intel Core i5-4200U @ 1.6GHz|GPU=Intel HD Graphics 4400|result=Playable, tested with DX11 backend. 100% speed with slowdowns to 75% in large areas or with many enemies onscreen.|tester=Bluefintuna}}
{{testing/entry|revision=4.0.2|OS=Windows 8.1|CPU=Intel Core i5-4200U @ 1.6GHz|GPU=Intel HD Graphics 4400|result=Playable, tested with DX11 backend. 100% speed with slowdowns to 75% in large areas or with many enemies onscreen.|tester=Bluefintuna}}
{{testing/entry|revision=4.0-1142|OS=Windows 7|CPU=AMD Phenom II X4 965 @ 3.6GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Playable,mostly 60FPS, however the crash from Chapter 6-1 is back as of rev1142 or earlier. It can still be fixed by setting Bounding Box Calculation to off.|tester=Gamecue}}
{{testing/entry|revision=4.0-1142|OS=Windows 7|CPU=AMD Phenom II X4 965 @ 3.6GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Playable,mostly 60FPS, however the crash from Chapter 6-1 is back as of rev1142 or earlier. It can still be fixed by setting Bounding Box Calculation to off.|tester=Gamecue}}
{{testing/entry|revision=4.0-5124|OS=Mac OS X 10.11|CPU=Intel Core i5 @ 1.6GHz|GPU=Intel HD Graphics 6000|result=Excellent, 60FPS 99.9% of the time. Brief choppiness here and there. Tested on Macbook Air 13" 2015.|tester=byteandahalf}}
{{testing/entry|revision=4.0-5565|OS=Mac OS X 10.10.2|CPU=Intel Core i7-4770HQ @ 2.2GHz|GPU=Intel Iris Pro|result=Playable, 60FPS, occasional drops, graphical glitches during transitions (even with EFB copies set to RAM), Tippi (and other Pixls, miniature Marios, etc) often invisible|tester=Erdnaqwe}}
{{testing/entry|revision=4.0-5565|OS=Mac OS X 10.10.2|CPU=Intel Core i7-4770HQ @ 2.2GHz|GPU=Intel Iris Pro|result=Playable, 60FPS, occasional drops, graphical glitches during transitions (even with EFB copies set to RAM), Tippi (and other Pixls, miniature Marios, etc) often invisible|tester=Erdnaqwe}}
{{testing/entry|revision=4.0-8070|OS=Windows 8.1|CPU=Intel Core i5-3210M @ 2.5GHz|GPU=NVIDIA GeForce 610M|result=Direct3D unstable and graphical glitches occur. OpenGL no issues.|tester=wildgoosespeeder}}
{{testing/entry|revision=4.0-8070|OS=Windows 8.1|CPU=Intel Core i5-3210M @ 2.5GHz|GPU=NVIDIA GeForce 610M|result=Direct3D unstable and graphical glitches occur. OpenGL no issues.|tester=wildgoosespeeder}}
{{testing/entry|revision=4.0-9281|OS=Windows 10|CPU=Intel Core i7-4770k @ 4.2GHz|GPU=NVIDIA GeForce GTX 960|result=60FPS steady but doesn't make it through the intro (Tried OGL/DX11/DX12 with same result)|tester=yuGmooDehT}}
{{testing/entry|revision=4.0-9281|OS=Windows 10|CPU=Intel Core i7-4770k @ 4.2GHz|GPU=NVIDIA GeForce GTX 960|result=60FPS steady but doesn't make it through the intro (Tried OGL/DX11/DX12 with same result)|tester=yuGmooDehT}}
{{testing/entry|revision=5.0-266|OS=Windows 10|CPU=Intel Core i7-5820K|GPU=NVIDIA GeForce GTX 960|result=DX12 runs at 60 FPS in 4k but suffers some minor drops when flipping.Suffers major drops in the elevators at the beginning,|tester=Brimaster2000}}
{{testing/entry|revision=5.0-266|OS=Windows 8.1|CPU=Intel Core i3-4030U|GPU=Intel HD Graphics 4400|result=Runs perfectly but animations won't bound with BG images if aspect ratio is "stretch to window". Sometimes, Pixls don't appear after going through doors, which when tried to switch to 3D, results in computer freeze.|tester=SahilGagrai}}
{{testing/entry|revision=5.0-3012|OS=Windows 7|CPU=Intel Celeron G1610 @2.6 GHz|GPU=Intel HD Graphics|result=Runs excellent, NEEDS bounding emulation and EFB to RAM. Runs 60 FPS using D3D11 (Reaching up to 80 disabling frame limits), but OGL runs way slower, 45-55 FPS. Native Resolution.|tester=EblfIYH}}
{{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, 2xSSAA, 2xAF and other optimal settings, game region JPN. Vulkan and D3D11 both give a constant 60FPS, except that Mario's switching between 2D and 3D could cause a slowdown to 40~. Perfectly playable in all. OpenGL is not tested.|tester=amiboss}}
{{testing/end}}
{{testing/end}}


Line 87: Line 81:
|vid2=aM4H1FeGfrE|cap2=Dolphin Emulator 4.0 - Super Paper Mario (1080p HD) - Nintendo Wii
|vid2=aM4H1FeGfrE|cap2=Dolphin Emulator 4.0 - Super Paper Mario (1080p HD) - Nintendo Wii
}}
}}
{{Navigation/Paper Mario}}
{{Navigation/Paper Mario}}


[[Category:Wii games]]
[[Category:Wii games]]

Revision as of 18:18, 16 July 2019

Super Paper Mario
SuperPaperMario.jpg
Developer(s) Intelligent Systems
Publisher(s) Nintendo
Series Paper Mario
Platform(s) Wii
Release date(s) NA April 9, 2007
JP April 19, 2007
EU September 14, 2007
AUS September 20, 2007
KO February 26, 2009
SA 2010
Genre(s) Platform, Role-playing
Mode(s) Single-player
Input methods Wii Remote
Compatibility 5Stars5.pngEdit rating: Super Paper Mario
Perfect
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Super Paper Mario is a RPG-styled platformer developed by Intelligent Systems and published by Nintendo for the Wii. The gameplay is similar to the classic Super Mario games, but with the aesthetic qualities of the Paper Mario series, RPG-like elements like character dialogue and puzzles, and a blend of 2D and 3D platforming. The player starts out with only Mario, but unlocks Princess Peach, Luigi, and even Bowser through the game, and can change between them at any time.

The game was originally planned for the Nintendo GameCube in 2006, but Nintendo changed it to a Wii release due to declining GameCube sales.

Emulation Information

Bounding Box Slowdown on NVIDIA Cards

NVIDIA cards are abnormally slow during Bounding Box effects even at very low internal resolutions when using D3D11. They get dramatically slower as the internal resolution increase, even though comparable AMD graphics cards suffer no slowdown at all. This is due to Dolphin hitting a slow path on those graphics cards. It is recommended that supported NVIDIA users use other video backends when playing games that require Bounding Box emulation to avoid that.

When Using Older Graphics Cards

This game uses a feature known as "Bounding Box", which Dolphin typically uses Shader Storage Buffer Objects (SSBO) to emulate. This requires a NVIDIA GeForce 400 series or newer, a AMD/ATI Radeon HD 5000 series or newer, or a Intel Broadwell Integrated GPU (Intel HD 5300+) or newer and an operating system that supports OpenGL 4.3, D3D11, GLES 3.1, or Vulkan. On macOS, MoltenVK can be used to attain Vulkan support on the latest builds. If Bounding Box is not emulated correctly, the game will show severe graphical glitches and won't be playable to finish.

Because Dolphin has gone through many variants of Bounding Box support throughout its history, it may be possible for older graphics cards to use less accurate versions of Bounding Box present in older builds. On Android, 5.0-9322 or newer is required for Bounding Box to function at all due to an unrelated bug. Please note that other driver issues can often cause issues with Bounding Box emulation, which can produce similar bugs to having no Bounding Box support whatsoever. In this case, updating drivers or using a different video backend may be your only recourse.

Problems

There are no reported problems with this title.

Enhancements

HD Texture Pack

There is a work-in-progress HD texture pack for Super Paper Mario on the Dolphin forums.[1]

Configuration

This title does not need non-default settings to run properly.

Version Compatibility

The graph below charts the compatibility with Super Paper Mario since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21270 (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
2.0 Windows 7 Intel Core 2 Duo @ 2GHz Intel GMA 965M Playable, decent speed (90-100% most of the time)
r6541 Windows 7 AMD Athlon II x2 250 @ 3.1GHz NVIDIA GeForce 9600 GT Perfect (Full Speed)
r6554 Windows 7 Intel Core i7-930 @ 3.8GHz NVIDIA GeForce GTX 580 Playable, full speed!
r6569 Windows 7 AMD Phenom II X2 550 @ 3.1GHz ATI Radeon HD 4850 Playable: 45-60FPS with DirectX 11 back-end, 2X AA and Recommended Configuration
r7540 Windows 7 Intel Core 2 Duo E4500 @ 2.2GHz Intel GMA 945G Playable, 45-60FPS, some slowdowns in 3D dimension (25-45FPS) mbc07
r7564 Windows Vista Intel Core 2 Duo E8400 @ 3.6GHz ATI Radeon HD 5770 Playable, 90-100%, Large areas: 55-70%. Using DirectX 11 back end, Recommended Configuration Arthur117
r7599 Windows 7 AMD Phenom II P650 @ 2.6GHz ATI Mobility Radeon HD 4250 Playable, Directx11 back-end, great speed 90-100% nearly all the time, there are quite a couple graphical glitches do not affect gameplay for most part Jmankid
3.0-198 Windows 7 AMD Phenom II X6 1090T @ 3.2GHz ATI Radeon HD 5700 Perfect Full speed Hjenovah
3.0-228 Windows 7 Intel Core i3-2100 @ 3.1GHz ATI Radeon HD 5770 Perfect Full speed Gobrin
3.0-681 Windows 7 AMD Phenom II x4 955 @ 3.2GHz AMD Radeon HD 6870 Perfect, full speed, use HLE audio to avoid slowdowns
3.0-766 Windows 7 Intel Core i5-2450M AMD Radeon HD 7610M Perfect Full speed Chinmorph
4.0 Windows 7 Intel Core i7-3630QM @ 2.4GHz AMD Radeon HD 7610M Perfect. 60FPS All the time even at 1080p 4.0 is the fastest build if you faced a slowdown use 3.5 also remember to set power plan to "High Performance" if needed. Setting: Direct3D11, Resolution: Auto (Window Size), OpenMP Enabled and DSP HLE with XAudio2 Backend. The game will freeze sometimes when using one of the latest builds, i can't remember which one tho. to avoid this use 4.0 at least. Hardlord999
4.0.2 Windows 8.1 Intel Core i5-4200U @ 1.6GHz Intel HD Graphics 4400 Playable, tested with DX11 backend. 100% speed with slowdowns to 75% in large areas or with many enemies onscreen. Bluefintuna
4.0-1142 Windows 7 AMD Phenom II X4 965 @ 3.6GHz NVIDIA GeForce GTX 660 Ti Playable,mostly 60FPS, however the crash from Chapter 6-1 is back as of rev1142 or earlier. It can still be fixed by setting Bounding Box Calculation to off. Gamecue
4.0-5124 Mac OS X 10.11 Intel Core i5 @ 1.6GHz Intel HD Graphics 6000 Excellent, 60FPS 99.9% of the time. Brief choppiness here and there. Tested on Macbook Air 13" 2015. byteandahalf
4.0-5565 Mac OS X 10.10.2 Intel Core i7-4770HQ @ 2.2GHz Intel Iris Pro Playable, 60FPS, occasional drops, graphical glitches during transitions (even with EFB copies set to RAM), Tippi (and other Pixls, miniature Marios, etc) often invisible Erdnaqwe
4.0-8070 Windows 8.1 Intel Core i5-3210M @ 2.5GHz NVIDIA GeForce 610M Direct3D unstable and graphical glitches occur. OpenGL no issues. wildgoosespeeder
4.0-9281 Windows 10 Intel Core i7-4770k @ 4.2GHz NVIDIA GeForce GTX 960 60FPS steady but doesn't make it through the intro (Tried OGL/DX11/DX12 with same result) yuGmooDehT
5.0-266 Windows 10 Intel Core i7-5820K NVIDIA GeForce GTX 960 DX12 runs at 60 FPS in 4k but suffers some minor drops when flipping.Suffers major drops in the elevators at the beginning, Brimaster2000
5.0-266 Windows 8.1 Intel Core i3-4030U Intel HD Graphics 4400 Runs perfectly but animations won't bound with BG images if aspect ratio is "stretch to window". Sometimes, Pixls don't appear after going through doors, which when tried to switch to 3D, results in computer freeze. SahilGagrai
5.0-3012 Windows 7 Intel Celeron G1610 @2.6 GHz Intel HD Graphics Runs excellent, NEEDS bounding emulation and EFB to RAM. Runs 60 FPS using D3D11 (Reaching up to 80 disabling frame limits), but OGL runs way slower, 45-55 FPS. Native Resolution. EblfIYH
5.0-8935 Windows 10 AMD Ryzen 5 2400G @ 3.9GHz AMD Radeon RX Vega 11 IGP Configuration: 720p, 2xSSAA, 2xAF and other optimal settings, game region JPN. Vulkan and D3D11 both give a constant 60FPS, except that Mario's switching between 2D and 3D could cause a slowdown to 40~. Perfectly playable in all. OpenGL is not tested. amiboss

Gameplay Videos