Super Paper Mario: Difference between revisions

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{{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
}}
}}


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== Emulation Information ==
== Emulation Information ==
=== Bounding Box Slowdown on NVIDIA Cards ===
=== 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 resolutions 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 D3D12 or OpenGL backends when playing games that require Bounding Box emulation to avoid that.
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.


=== Problems When Using Older Graphics Cards ===
=== When Using Older Graphics Cards ===
Bounding Box emulation requires GPU-specific features that are not present on older GPUs (older than 3rd quarter 2012). As such, graphics cards without Direct3D 11 or OpenGL 4.3 support are no longer supported. In essence, only computers with GPUs: NVIDIA GeForce 400 series and newer, AMD/ATI Radeon HD 5000 series and newer, and Broadwell integrated GPUs (Intel HD Graphics 5300+) are supported by Dolphin for games requiring certain bounding box implementations. Additionally, OS X cannot be used, because no GPU drivers for OS X support the required features as of July 2016.
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.


Using newer revisions with unsupported GPUs or drivers will lead to graphical glitches and softlocks. If game-breaking bugs are experienced, use revision {{revision|4.0-5124}} or lower as a workaround. For more information, refer to {{Issue|8405}}, {{Issue|8505}}, {{Issue|8270}}.
{{Image|SPM-Down_Pipe_1.png|Missing animation when going into a pipe}}
{{Image|SPM-Down_Pipe_2.png|Ditto|br}}
 
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.


== Problems ==
== Problems ==
=== Graphic Stretches ===
{{Problems|{{#vardefineecho:problems|
All graphics except animations will stretch if you set Aspect Ratio to "Stretch to Window", so some animations may not bound with the background graphics.
 
=== Requires Bounding Box ===
A large portion of this game requires bounding box emulation.  Without bounding box emulation, there will be graphical errors, crashes, and other issues throughout the game.  It is not recommended to ever disable bounding box emulation while playing this game.
{{Image|SPM-Down_Pipe_1.png|Missing animation when going into a pipe}}
{{Image|SPM-Down_Pipe_2.png|Ditto|br}}


=== Missing Transitions ===
}}}}
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|Transition /w '''EFB Copies to Texture Only'''}}
{{image|Super Paper Mario - Door Transition EFB2RAM.gif|Proper emulation|br}}


=== Wii Remote Volume ===
== Enhancements ==
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}}.
=== 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]


== Configuration ==
== Configuration ==
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{{VersionCompatibilityVersion|3.0-188|****|Basic bounding box emulation added}}
{{VersionCompatibilityVersion|3.0-188|****|Basic bounding box emulation added}}
{{VersionCompatibilityVersion|4.0-707|****|Fixes invisible Pixls by improving bounding box emulation}}
{{VersionCompatibilityVersion|4.0-707|****|Fixes invisible Pixls by improving bounding box emulation}}
{{VersionCompatibilityVersion|4.0-3610|****|Remaining bounding box glitches fixed}}
{{VersionCompatibilityVersion|4.0-3610|*****|Remaining bounding box glitches fixed}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{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}}
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{{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 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=5.0-266|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}}


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[[Category:Wii games]]
[[Category:Wii games]]
[[Category:5.0 cleanup]]

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