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Difference between revisions of "Super Paper Mario"
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Revision as of 13:45, 4 April 2011
|Super Paper Mario|
|Genre(s)||Platform role-playing game|
|Input methods||Wii Remote|
|GameIDs||R8PE01, R8PP01, R8PK01, R8PJ01|
Super Paper Mario is a platform/console role-playing game developed by Intelligent Systems and published by Nintendo. Originally developed for the Nintendo Gamecube, it was released for the Wii. The style of gameplay is a combination of the previous Paper Mario titles and Super Mario Bros. titles. Unlike the RPG-style gameplay of previous Paper Mario games, the game combines platforming gameplay, RPG and puzzle elements. It is the third game in the Paper Mario series.
- Black/flickering sprites when playing the game, entering pipes or doors and during any flipping effect. Refer .
- In DX11 plug-in Mario and Pixl can't be seen.
- When lots of characters and/or enemies are on screen at once, like the gombas in the intro, they won't show up, only their shadows.
Some report that buying items in shops doesn't work. This could hinder you to proceed after chapter 2-1, as you need a fire burst. You can also get this item as a random enemy drop.
Regression on Recent Revisions
Earlier revisions suffered from disappearing Pixls, cutting sound effects and a crash during the intro. These were fixed, but new issues have occurred in recent revisions:
- No Mario or Pixl on screen in 2D using DX11 plug-in.
- DX11 plug-in has some graphical problems and flickering that weren't in .
The best revision to use currently is the Dolphinrelease or a version past .
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Off||Corrects Francis invincibility in chapter 3-4|
As the game barely uses the Wiimote, you can play with an Xbox 360 controller. This work fine until you got to the part in which you can use the wiimote to get information on enemies, at which point the game refused to let you leave that mode.
The suggested set up for controls is to use the left trigger to enable the wiimote (Use the "NOT" option when you right click and configure control, along with the hide, so it's hidden unless you press it), along with an analog stick to control the IR stuff. That way you hold the left trigger and aim with the analouge stick. You can also make the 1 and two buttons A OR Back and B OR Back, so that pressing back enables both, giving you the menu. Use the left thumbstick to control the shake too. All this with sideways wiimote on. This setup allows you to play hapily with an Xbox 360 controller, and should let you use any controller.
The graph below charts the compatibility with Super Paper Mario since Dolphin'srelease, listing revisions only where a compatibility change occurred.