| Progress Continues
We've already had 17536 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: May and June 2022 Progress Report.
| The Dolphin Emulator Wiki needs your help!
Dolphin can play thousands of games, and changes are happening all the time. Help us keep up! Join in and help us make this the best resource for Dolphin.
Super Smash Bros. Brawl
|Super Smash Bros. Brawl|
|Developer(s)||Sora, Game Arts|
|Series||Super Smash Bros.|
|Release date(s)|| JP January 31, 2008|
NA March 9, 2008
AUS June 26, 2008
EU June 27, 2008
KO April 29, 2010
|Mode(s)||Single-player, Multiplayer (4), Co-op (4), Online (4)|
|Input methods||Wii Remote, Wii Remote + Nunchuk, Classic Controller, GameCube Controller|
|GameIDs||RSBP01, RSBE01, RSBJ01, RSBK01|
Super Smash Bros. Brawl, known in Japan as Dairantō Sumasshu Burazāzu Ekkusu (大乱闘スマッシュブラザーズX), often abbreviated as SSBB or simply as Brawl, is the third installment in the Super Smash Bros. series of crossover fighting games, developed by an ad hoc development team consisting of Sora, Game Arts, and staff from other developers, and published by Nintendo for the Wii video game console.
Like its predecessors, the object of Brawl is to knock an opponent off the screen. It features a greatly expanded single-player mode known as The Subspace Emissary (SSE). This mode is a plot-driven, side-scrolling beat 'em up featuring FMV cutscenes and playable characters from the game. Like all Smash games, Brawl supports multiplayer battles with up to four combatants, but it is the first game of its franchise to feature online battles, via the Nintendo Wi-Fi Connection.
- 1 Emulation Information
- 2 Problems
- 3 Enhancements
- 4 Configuration
- 5 Version Compatibility
- 6 Testing
- 7 Gameplay Videos
GameCube Controller Conflict
Super Smash Bros. Brawl is capable of using both GameCube controllers and Wii Remotes at the same time. If a GameCube controller is being emulated or is connected via the Official GameCube Controller Adapter for Wii U, the GameCube controller will be prioritized over Wii Remote for its assigned port and the Wii Remote will be assigned to another port or lose most of its functionality, typically only reacting to the Home button being pressed. Use the mapped GameCube Controller or disable it to resolve this.
Controller Map Overlap
Super Smash Bros. Brawl is capable of using both GameCube controllers and Wii Remotes. If a physical controller is set to emulate both a GameCube Controller and a Wii Remote concurrently, it will operate both devices at the same time. To fix, migrate controls to use separate physical controllers.
Support for Virtual SDHC cards (4-32GiB in size) was added in 5.0-5044, solving . See here for help with creating a virtual SDHC card. The SDHC Extension 1.1[Bero] code  needs to be included in your GCT file found within sd.raw's \codes folder.
Subspace Emissary Videos
Many disc images of this game are DVD5 (4.7 GB) altered versions of the original DVD9 (8.5 GB) release. In these most of the videos are removed, resulting in black screens or the same video being repeated all the time when playing the Subspace Emissary. Following these videos, the character select screen may appear; however the names represent the characters for the next level. Dolphin cannot fix this problem; the only solution is to rip a full unaltered ISO.
WiiConnect24 / RiiConnect24
Black Background in Off-Screen Hoop
When a character goes off-screen, it will display the character in a hoop, but the background is black. To fix, turn off Store EFB Copies to Texture Only.
Taking a screenshot from the pause menu will produce a garbled mess or black. To fix, turn off EFB Copies to Texture Only.
Classic Mode Rectangle
After winning a stage in classic mode, the game is supposed to zoom in on the character, and then partition them off into a rectangle with the game stats around them. See . Enabling Real XFB (before ) or disabling Store XFB Copies to Texture Only (starting with ) fixes the issue.
Store EFB Copies to Texture Only needs to be turned off because a black screen will show instead of the game. Fixed since.
NES and SNES Masterpieces
Texture Cache Accuracy needs to be set to Safe because sometimes the game will fail to update its frames. Fixed since.
"With Friends" Menu Problems
After connecting to the Nintendo Wi-Fi Connection, when you enter into "Brawl", "Friend roster", "Team Multi-Man Brawl", or "Home-Run Contest" sub-menus the game will suddenly drop to 1-5FPS and display Src\PixelEngine.cpp:193 W[PE]: (r16) ALPHAREAD errors in the Log. This is due to a known slow/problematic codepath, and can be avoided by enabling Skip EFB access from CPU. This error only appears when interacting with Nintendo Wi-Fi Connection menus. See . Fixed in .
Saves Not Working
On rare occasions the game will create a save but be unable to read or write to it. The exact reason why this happens is unknown. The save file is now corrupted. It should be deleted and recreated:
- Right click on the game from Dolphin game list and select "Open Wii save folder".
- Delete the contents within the \data\ folder.
- Restart the game. Normally it should take several seconds to create a new save file.
Fixed since at least.
Same Stage Camera Distance on Widescreen Mode
2009ff84 5403cffe 0409FF9C 60000000 0409FFA0 60000000 020A029E 00008BB0 020A0EA6 00008BB0 48000000 800030CC DE000000 80008180 3022BF18 541ecffe 66100004 00000000 1422BF10 38000000 300007EC 3817fffe 140007E8 38800000 E0000000 80008000
Requires "File Patch Code". See the section below.
HD Texture Pack
Super Smash Bros. Brawl is unusually moddable for a console game. The gecko code "File Patch Code" created by Phantom Wings can read fan-made patches from an SD card on top of Brawl's on-disc data. These patches range from simple character skins and balance adjustments to more complex modifications such as additional characters and extra stages more complex than the Brawl's Stage Builder allows.
Dolphin can virtualize a SD card, which is necessary for Brawl mods; Virtual SD Card Guide provides a tutorial for this.
There are multiple revisions of Super Smash Bros. Brawl, but the online community seems to prefer revision 1. The patch linked below can downgrade a revision 2 disc (MD5: 52ce7160ced2505ad5e397477d0ea4fe) to revision 1 (MD5: d18726e6dfdc8bdbdad540b561051087). Download the Revision 2 downgrade (71.7MB) and use the included patcher to revise revision 2 images to revision 1.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Off||Fixes black background in hoops when a character goes off-screen|
Stops screenshots from being a garbled mess or black
Required for NES graphics to show up
|Position 1 (Safe)||Fixes NES and SNES graphics not updating sometimes|
The graph below charts the compatibility with Super Smash Bros. Brawl since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Core 2 Duo E4500 @ 2.2 GHz||Intel GMA 945G||Broken, freeze with the message "Please Insert Super Smash Bros. Game Disc"||mbc07|
|Windows 7||Intel Core 2 Duo E4500 @ 2.2 GHz||Intel GMA 945G||Broken, freeze with the message "Please Insert Super Smash Bros. Game Disc"||mbc07|
|Windows Vista||Intel Pentium 4 @ 3.2 GHz||Intel 82945G||Very good speed. Even low end CPUs can run this at 40+ FPS.||Wiigeek336|
|Windows 7||Intel Core i7 @ 2.2 GHz||AMD Radeon HD 6750M||Constant 60FPS at 1080p. A few minor graphical glitches, but still completely playable||onebitwonder|
|Windows XP||AMD Athlon II X4 @ 3 GHz||ATI Radeon HD 5450||Good, 55-60FPS|
|Windows 7||Intel Core 2 Quad Q6600||NVIDIA GeForce 9800 GT||OpenGL Good, 60+ FPS, DirectX 55-60 less texture glitches|
|Windows 7||Intel Core 2 Duo E4500 @ 2.2 GHz||Intel GMA 945G||Slower, 25-35FPS in game||mbc07|
|Windows 7||Intel Core i3 @ 2.1 GHz||Intel HD Graphics||Constant 45-60FPS A few minor graphical glitches, but still completely playable||Honguito98|
|Windows 7||AMD Phenom II 720 BE @ 3.2 GHz||ATI Radeon HD 4850||Working good at 50FPS (Frame limiter on) or around 100FPS (Framelimiter off). Corrupt (green) Results Display. Using DX11 Plugin||ultramann|
|Windows 7||Intel Core 2 Duo E4500 @ 2.2 GHz||Intel GMA 945G||Playable, 45-60FPS in game (OpenMP on and Native Mipmaps off)||mbc07|
|Windows 7||AMD Phenom II X4 955 @ 3.2 GHz||ATI Radeon HD 5750||Perfect: 60FPS in game and menus, Dual Core Mode enabled, resolution 1680x1050 full-screen, x16 Anisotropic filtering, x3 scale, EFB Copy: Texture, OpenCL enabled, 64 bits mode.||Juliannb|
|Windows 7||AMD Phenom II X4 910 @ 3 GHz||AMD Radeon HD 6970||Broken, freeze with the message "Please Insert Super Smash Bros. Game Disc"||FHaze|
|Windows 7||AMD Phenom II X4 940 @ 3 GHz||ATI Radeon HD 4870||Working at 45-60FPS. Occasional crashes. However, results screens in all modes are broken.||Ragnar.Kon|
|Mac OS X 10.6.7||Intel Core 2 Duo @ 2.2 GHz||NVIDIA GeForce 9400||Works really fast; had to enable frame rate limiting. However, all character names in battle, and all the names in the Classic "credits" coin shoot are broken/appear as bar codes.|
|Windows 7||Intel Quad Core Xeon @ 2.8 GHz||ATI Radeon HD 5770||Various Audio Bugs: Cutout, Feedback, etc.||SephirothFanatic|
|Windows 7||AMD Phenom II 1100T Black 3.3 GHz||AMD Radeon HD 6850||Perfect, 60FPS all times just some random crashes and minor audio issues||Aldaris|
|Arch Linux||AMD Phenom II X6 @ 3.3 GHz||NVIDIA GeForce GTX 460||PAL version tested; everything works perfect except for small graphical glitches in the scores at the end of the battle.||Istar Eldritch|
|Mac OS X 10.6.8||Intel Core 2 Duo E6300 @ 1.87 GHz||NVIDIA GeForce 9400 GT||USA region play fluently till a match starts then game seems to lock up or if it loads has major graphical tears/issues.||Zekisu|
|Windows 7||Intel Core i5-760 @ 2.8 GHz||NVIDIA GeForce 9600 GT||Perfect at 1080p 2.5x native. In the Spear Pillar Stage, there's a bug when the stage goes "mirrored". The 2.5x internal resolution goes to the native resolution but only when Palkia "mirrors" the stage. The rest of the stuff is perfect. (PAL VERSION)||Vicarcan93|
|Windows 7||Intel Pentium E6600 @ 3.06 GHz||NVIDIA GeForce G210||A few sound issues, 40-60FPS|
|Ubuntu 11.04||Intel Core 2 Duo 6600 @ 2.4 GHz||NVIDIA GeForce 8600 GT||Very Good||individuo7|
|Windows 7||Intel Core i7-870 @ 2.9 GHz||NVIDIA GeForce GTX 460||Very Good!||algeerian|
|Windows 7||Intel Core i7-2600K @ 3.4 GHz||NVIDIA GeForce GTX 580||Perfect emulation! Only tried a few matches though.||YouHaveRROD|
|Gentoo Linux||Intel Core 2 Due T8300 @ 2.4 GHz||NVIDIA GeForce 8600M GT||Almost perfect, no visible lags. Settings = 960x792, skip EFB from CPU, EFB virtual only and disabled : external frame buffer, fog, per-pixel depth, dest. alpha pass. Tested on EUR version (RSBP01)||Yuusha-sama|
|Windows 7||Intel Core 2 Duo E4500 @ 2.2 GHz||NVIDIA GeForce GT 440||Constant 60FPS, except in bigger stages (such as Delfino Plaza)||mbc07|
|Windows 7||Intel Core i5-2500K @ 3.3 GHz||NVIDIA GeForce GTX 560 Ti||DX11, 1920x1080, 3x Native, 2x AA. 60FPS at all times. Absolutely perfect except for the name/result box glitches. Would be easy to forget the game is being emulated if it weren't for the beautiful high resolution graphics.||Helvetica|
|Windows 7||Intel Core i5-2410M @ 2.3 GHz||NVIDIA GeForce GT 525M||Graphics and character textures are perfect. 4 players lower the FPS, but 2 players work fine. Cut-scenes play awfully slowly and they seem to be lower-pitched. I've tried everything to correct that, but it doesn't fix it.||Doubled-revolutions|
|Windows 7||Intel Core i7-2670QM @ 2.2 GHz||NVIDIA GeForce GT 525M||Very smooth at 1600x900 on DirectX 11 at 2x Native (55-60FPS in-game). Results screen in Vs. Mode is garbled though and the screenshot tool is broken. Setting EFB Copies to RAM fixes them, but causes massive slowdown (slows to 25-30FPS in-game).||Marioman1|
|Windows 7||Intel Core i7-2600K @ 3.4 GHz & 4.2 GHz||NVIDIA GeForce 560 Ti GTX||@ 3.4 GHz DX11 Resolution: 1900x1200 Internal Resolution: X3 1920x1584, AA 8 samples, Quality Level 32, AF 16x, Always 60FPS.@4.2 GHz R: 1900x1200 IR: X4 AA 8 QL32, AF 16x, 60FPS as well. Note: DX11 (vsync off)||Yumiyoyo|
|Mac OS X 10.7.3||Intel Core 2 Duo @ 2.26 GHz||NVIDIA GeForce 9400M||40-60FPS in game, slower with more players, runs well for the most part. SSE works perfectly so far but for a few audio glitches||Ub3rRoy|
|Windows 7||Intel Core i5-2500K @ 4.20 GHz||ATI Radeon HD 5800||Perfect, 60FPS in-game (up to two human player tested), 55-60 sometimes in menu; Backend:Direct3D9, V-Sync:on (minor slowdown with this off), Fullscreen resolution: 1920x1080, Internal Resolution: 4x Native, Anti-Aliasing: 4x SSAA, Anisotropic Filtering: 2x, DSP Emulator Engine: DSP LLE.||Mazza|
|Ubuntu 12.04||Intel Core i7-2670QM||NVIDIA GeForce GT 540M||Perfect, with FPS ~60 during gameplay (2X Native) and limit FPS in 65 or off.|
|Windows 7||Intel Core i5-3570K||NVIDIA GeForce GTX 660 Ti||Perfect, 60FPS (even with 4 players); DX9, 2x native, EFB to RAM, AA off, AF 16x, and LLE audio.||soren121|
|Windows 7||Intel Core i3-2100 @ 3.1 GHz||ATI Radeon HD 5450||Perfect, 60FPS and 100% speed.|
|Windows 7||Intel Core i5-650 @ 3.2 GHz||ATI Radeon HD 5570||Near perfect with mostly 100% speed. Rare sound problems with Directsound can occur (scratchy sound and sound distortion), which are disappearing after the match is over. Changing the Audio Backend to XAudio2 seems to fix this problem. Those sound issues should be extremely rare then. But XAudio2 seemed to be the reason, why the game may crash during Single-player (Classic Mode). Would recommend using Directsound. Newer revisions of Dolphin 3.5 (likeor ) do not fix the problems and the game runs less flawless with those tested revisions. There are also some slowdowns on curtain stages and in some videos of the Adventure Mode.||DARK|
|Windows 7||Intel Core i5-3570K @ 4.7 GHz||NVIDIA GeForce GTX 275||New-AX-HLE 2.0 merger. HLE works like a charm. And thanks to previous updates, so does EFB to Texture :D.||MayImilae|
|Windows 8||AMD Phenom II X4 965 @ 3.4 GHz||AMD Radeon HD 6850||Okay. 50-60FPS, stable.|
|Windows 7||Intel Core i7-3770K||NVIDIA GeForce GTX 650 Ti||Graphic Settings altered, still full speed||Zcair|
|Windows 7||Intel Core i5-3570K @ 4.4 GHz||NVIDIA GeForce GTX 460 @ 850MHz||Game works fine and is fully playable but there are graphical bugs and slowdowns. Using EFB to RAM causes major slowdowns. Changing texture accuracy to safe causes major slowdowns. Changing AA setting causes major slowdowns. Most games 4X SSAA isn't slow for me but this game has some kind of problem with it.||Kilobytez95|
|Windows 8.1||AMD FX-8350||AMD Radeon R9 270X||some bugs but full speed,with altered graphics options it slows downs a little (55FPS)||Zcair|
|Windows 8||Intel Core i5-4200u||Intel HD Graphics 4400||Minimal settings, stable FPS||Zcair|
|Windows 7||Intel Core i7-2630QM||NVIDIA GeForce GTX 560M||Runs fair enough. 47-60FPS, depending on settings.||BillyAlt|
|Windows 7||Intel Core i7-4960X @ 4.6 GHz||NVIDIA GeForce 780 Ti||Constant 100%, works beautifully. Green rectangle appears after a battle but doesn't make any difference to gameplay. Completed SSE without any problems + tested for around 6 hours otherwise without finding any issues. Using Dolphin Recommended Settings, 4 x Internal, OpenGL, 16 x CSAA||himalayan|
|Arch Linux Linux||Intel Core i7-2600 @ 3.4 GHz||NVIDIA GeForce GTS 450||Perfect.||10n45|
|Win 7||Intel Core 2 Duo T6500 @ 2.1 GHz||Intel Core 2 Duo T6500||In default Dolphin settings game should be runs in 15-20FPS (cutscenes) and 35-55FPS "ingame".||LowPcEmuGamesPL|
|Windows 8||Intel Core i5-3350P||AMD Radeon HD 7770||Perfectly at 60FPS, full speed, 2.5x resolution, tested on adventure mode||TheReduxPL|
|Windows 8.1||AMD A8-5600K||AMD Radeon HD 6770||Perfectly at 60FPS, full speed, 4x resolution, tested on battle mode||LordShadowWolf|
|Ubuntu 14.04||AMD A10-5800K||AMD Radeon HD 7660D||Full Speed! (50FPS/50FPS cutscenes don't show correctly for some reason||SimonStreakio|
|Windows 7||Intel Core i3||NVIDIA GeForce 210||Full speed except in character select screen where if fall from 50 to 40 or when there are many particles on screen||Flamerion|
|Windows 7||Intel Core i7-4770K @ 3.5 GHz||NVIDIA GeForce GTX 750 Ti||Running OpenGL and OpenAL. Some minor drops here and there but it is almost perfect.||BillyAlt|
|Ubuntu 14.04||AMD A10-5800K||AMD Radeon HD 7660D||Full Speed! (60FPS with drops to 50 on 3-4 player battles), PAL Version has broken cutscenes as of, haven't tested on PAL version as I don't own the game)||iBloodLust|
|Windows 10||AMD FX 6300 @ 3.8 GHz||AMD Radeon HD R7 240||Always near 50FPS without sound, drops to 25FPS with sound, though it doesn't seem to drop so much with XAudio.||Anonymous|
|Windows 7||Intel Core i5-760 @ 2.8 GHz||NVIDIA GeForce GTX 660||Playing on Direct3D, 1920x1080, 4x native resolution, 8 samples of AA, 16x of AF, Great framerate, entities/sprites sometimes disappear from the screen for a short time (0.5 seconds) then come back; Slight lag when loading new stage; Fighting bosses in SSE "The Great Maze" results in a massive FPS drop and major lag, assuming due to the demanding background. About all I can find from it, everything else works fine!||hankster112|
|Windows 7||Intel Core i7-3770K @ 3.5 GHz||NVIDIA GeForce GTX 770||Fully Playable at 1080p @60FPS with 4x native internal resolution and 8x anti-aliasing. If you don't care about Masterpieces, leave Texture Cache Accuracy on Fast, and EFB Copies on Textures to gain a lot of FPS.||Mangaman1001|
|SteamOS 2.60||Intel Core i3-4170 @ 3.7 GHz||NVIDIA GeForce GTX 750 Ti||OGL, 3x IR, no other enhancements, NTSC-U. Fullspeed in any situation and glitchless, aside from the green bar in classic mode at default gameini.||monojin|
|Windows 10||AMD A10-5750M @ 2.5 GHz||AMD Radeon HD 8650G||Runs very quickly and looks great at 2x resolution with the HD retexture pack. Green bar appears in classic mode. Slowdowns during combat with 3 or 4 opponents.||StardustGogeta|
|Windows 10||AMD FX 6350 @ 3.9 GHz||NVIDIA GeForce GTX 660||OpenGL, HLE, 2xNative, No AA, 1xAF
Some minor slowdown when dealing with Olimar remedied by lowering resolution. Otherwise, totally playable.
|Arch Linux||Intel Core i7-4790K @ 4 GHz||AMD Radeon R9 Fury X||Using the AMDGPU PRO drivers makes the game run perfectly, I only tested a few brawl matches and they all worked at a constant 60FPS apart from when the Ice used their Final Smash where the framerate dropped to roughtly 48 FPS.
Non default settings: Video backend - OpenGL; Enhancements: Resolution - 3x Native, Anti-Aliasing - 8x SSAA, Anisotropic Filtering - 4x
|Win 10||Intel Core i7-6650U @ 3.4 GHz||Intel Iris 540||Surface Pro 4 with all core\threads of the CPU used and graphics clock increased from default.
With the recommended settings (and enhancements described below) the game runs at 60FPS most of the time. During 4 player fights or when fighting in the great maze, there is consistent lag (during 4 player fights it is stuck at 56FPS and in the great maze, fights stick to 45FPS) turning off the settings that are recommended keep the game at 60FPS. Aside from this, the game runs perfectly
Non default settings: Video backend - OpenGL or Direct11; Fullscreen Resolution - 1280x720; Enhancements: Resolution - 2x Native, Anti-Aliasing - 2x MSAA; Textures: SSBB HD Texture pack (linked above)
- Super Smash Bros. Brawl - NVIDIA SHIELD Android TV - Dolphin Emulator 5.0-13172 [1080p] Nintendo Wii
- Super Smash Bros. Brawl - NVIDIA SHIELD Android TV (2015) - Dolphin Emulator 4.0-7345 - ( Wii)
- Super Smash Bros. Brawl - Dolphin Emulator GC/WII 2048x1152 (HD)
- Dolphin Emulator 3.5-367 - Super Smash Bros. Brawl (1080p HD) - Nintendo Wii
- Super Smash Bros. Brawl - Wii 1080p upscaled in Dolphin with Iris Xe Graphics
- Super Smash Bros. Brawl - Wii Gameplay 1080p (Dolphin GC/Wii Emulator)
- SSBB Dolphin Screen vertical open matte test
- (60FPS) Dolphin Emulator 4.0.4109 - Super Smash Bros. Brawl (1080p HD) - Nintendo Wii