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 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.


=== When Using Older Graphics Cards ===
=== When Using Older Graphics Cards ===
NVIDIA GeForce 400 series and newer, AMD/ATI Radeon HD 5000 series and newer, and Broadwell integrated GPUs (Intel HD Graphics 5300+) have the full suite of OpenGL and D3D features Dolphin needs for Bounding Box - a feature this game uses for many of its effects. Older GPUs (as well as all GPUs on MacOS) lack these features, however in {{revision|5.0-2964}} a workaround was added to the OpenGL backend. If you are using an older GPU on non-macOS computers, use OpenGL to avoid glitches and broken effects.
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.


{{Image|SPM-Down_Pipe_1.png|Missing animation when going into a pipe}}
{{Image|SPM-Down_Pipe_1.png|Missing animation when going into a pipe}}
{{Image|SPM-Down_Pipe_2.png|Ditto|br}}
{{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 when using OpenGL ES 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.
=== Freeze When Starting a New Game ===
Disc images that have been converted to the NKit format will freeze when attempting to start a new game. This is a problem with NKit, not Dolphin. Converting the disc image back to a non-NKit disc image will fix the problem. See {{issue|11900}}.


== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
{{Problems|{{#vardefineecho:problems|
 
=== <s>Dolphin Freezes during Void takeover in Chapter 6-2</s> ===
=== Graphic Stretches ===
Dolphin may freeze completely when the Void takes over during Chapter 6-2, after the laughing Sammer Guy runs away. This issue has been present [https://forums.dolphin-emu.org/Thread-crash-super-paper-mario-chapter-6-2-crash since at least 4.0].
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.  
A workaround is to disable the Panic Handlers in Dolphin's main Configuration menu, under the Interface tab, while playing Chapter 6-2. This has been fixed in {{revision|5.0-11866}}.
 
=== 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 ===
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}}.
}}}}
}}}}


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{{VersionCompatibilityVersion|5350|***|Graphical glitches, buggy audio}}
{{VersionCompatibilityVersion|5350|***|Graphical glitches, buggy audio}}
{{VersionCompatibilityVersion|3.0-188|****|Basic bounding box emulation added}}
{{VersionCompatibilityVersion|3.0-188|****|Basic bounding box emulation added}}
{{VersionCompatibilityVersion|4.0|****|Void takeover in Chapter 6-2 assertion error}}
{{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}}
{{VersionCompatibilityVersion|5.0-11866|*****|Void takeover in Chapter 6-2 assertion error 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 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=5.0-3012|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/entry|revision=5.0-11827|OS=Windows 10|CPU=Intel Core i7 6700K @ 4.0GHz|GPU=NVIDIA GeForce GTX 1080|result=Configuration: 1440p with Widescreen enabled, high res texture pack, and other enhancement settings. Game version USA Rev 0 (v 1.00). Vulkan works very well, consistent 60 FPS. Encountered an issue in Chapter 6-2 after the Mimi fight, when the Void takes over and the screen flashes white after the laughing Sammer guy runs away, Dolphin freezes. I was able to get around this by disabling Panic Handlers in the main Dolphin config.|tester=hman360}}
{{testing/end}}
{{testing/end}}


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