DOWNLOAD LINK v2.1.1 October 4th 2020 Comparisons to original game textures In-game screenshots Read about this project on it's github page! TLDR: Upscales and retextures for the whole game! This DDS BC7 pack does not work with v5.0 of Dolphin, it requires the latest v5.x development build. Check 'Enable Cheats' in the General settings of Dolphin. Download Super Mario Sunshine ROM for GameCube / GameCube). Super Mario Sunshine ROM available for download. Works with Windows, Mac, iOS and Android.
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Super Mario Galaxy | |
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Developer(s) | Nintendo EAD Tokyo |
Publisher(s) | Nintendo |
Series | Super Mario Bros, Super Mario Galaxy |
Platform(s) | Wii |
Release date(s) | JP November 1, 2007 NA November 12, 2007 EU November 16, 2007 AUS November 29, 2007 RU KO September 4, 2008 |
Genre(s) | Platform |
Mode(s) | Single-player, Co-op (2) |
Input methods | Wii Remote + Nunchuk |
Compatibility | 4 Playable |
GameIDs | RMGP01, RMGK01, RMGJ01, RMGE01, RMGR01, RMGC01 |
See also... | Dolphin Forum thread |
Super Mario Galaxy is a 3D platform game developed and published by Nintendo for the Wii. It is the third 3D platformer in the Mario series, after Super Mario 64 and Super Mario Sunshine. A sequel, Super Mario Galaxy 2, was released in 2010. The game follows the protagonist, Mario, on a quest to rescue Princess Peach from the game's primary antagonist, Bowser. Levels are galaxies filled with minor planets and worlds, while gameplay is updated with gravity effects and new power-ups. Super Mario Galaxy was first shown at E3 2006 and enjoyed a high level of pre-release awareness. The game has been hailed by several gaming websites as one of the best video games of all time.
- 1Emulation Information
- 2Problems
- 3Enhancements
- 4Configuration
Emulation Information
Language Region Mismatch
Super Mario Galaxy might not start unless the Wii language setting is set to a value matching the region of the game. With Dolphin 5.0-10866 or newer, the language setting will automatically match the region of the game, and there is a new setting (Options > Configuration > General > Allow Mismatched Region Settings) used for optionally disabling this behavior. On older versions of Dolphin (or if Mismatched Region Settings is turned on), you may need to change the Wii language setting manually (Options > Configuration > Wii > System Language) and choose a compatible language by region:
- Japanese for NTSC-J (RMGJ01)
- English, Spanish, or French for NTSC-U (RMGE01)
- English, French, German, Italian, Spanish, or Dutch for PAL (RMGP01)
- Korean for NTSC-K (RMGK01)
Inverted Reflections
Certain materials that reflect Mario have inverted reflections, refer issue 3106. This issue actually also exists on real hardware, so it's not an emulator bug.
Wii Remote Lag When Collecting Starbits
Wii Remote slows down when collecting starbits. To remedy this, go to Dolphin Controller Configuration Window and disable (untick) Enable Speaker Data and this will mute the Wii Remote speaker, fixing the starbit slowdown problem. Seems like it might have something to do with the computer's Bluetooth dongle not granting enough bandwidth for the Wii Remote to receive the sounds and transmit controls at the same time. It's a problem bound to PC hardware and driver. This is fixed by using Bluetooth Passthrough.
Problems
Super Mario Sunshine ~Co-op Test~ (Dolphin) {5.0}
Cosmic Mario/Luigi Holding a Shell
In Underwater Cosmic Mario/Luigi Race of Sea Slide Galaxy, the shell that Cosmic Mario/Luigi holds will have messed-up textures. To fix, uncheck 'Store EFB Copies to Texture Only'. See issue 9113.
Super Mario Sunshine Download For Mac - Fasrring
Pictures on the Wii Message Board
When taking a photo in the Star Chart, 'Store EFB Copies to Texture only' must be disabled to allow the photo to be saved correctly and displayed on the Wii Message Board.
Boss Roars
Boss roar effects are not visible. See issue 8327. Fixed by 5.0-14041
Viewing the Sun
Viewing the sun will cause serious performance hits due to the way EFB is used. This was fixed in 5.0-9741 and 5.0-9735.
Enhancements
HD Texture Pack
Project was almost complete but now seems to be abandoned.
Bloom Effects
In the galaxy overview, Bloom effects are applied. These are not displayed correctly if a higher IR than 'Native (640x528)' is used. To display Bloom effects correctly, the improvement 'Scaled EFB copy' must be deactivated.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Store EFB Copies to Texture Only | Off | Support Wii Message Board images; fix Cosmic Mario/Luigi Shell; show Mii face icons |
Version Compatibility
The graph below charts the compatibility with Super Mario Galaxy since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
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Revision | OS Version | CPU | GPU | Result | Tester |
r6505 | Windows 7 | Intel Core i7-930 @ 3.8GHz | NVIDIA GeForce GTX 580 | Super Mario Galaxy on Dolphin (720P) Full Speed | PSConsoleGamer |
Ishiiruka-420 | Windows 7 | Intel Core i5-4460 @ 3.2GHz | NVIDIA GeForce GTX 660 Ti | Played a few stages in the 2nd galaxy, using an HD texture pack. Excellent performance! 60FPS with rare, small FPS drops (that's just the nature of emulation). Here are my settings and DualShock 4 config: http://i.imgur.com/upIOz11.png | Jodeth |
r6505 | Windows 7 | Intel Core i7-930 @ 3.8GHz | NVIDIA GeForce GTX 580 | Super Mario Galaxy on Dolphin (720P) Full Speed | PSConsoleGamer |
r6782 | Windows 7 | Intel Core 2 Duo 6700 | ATI Radeon HD 4800 | 30FPS | |
r7310 | Windows 7 | Intel Pentium E5300 @ 2.6GHz | ATI Radeon HD 5450 | Playable 30-35FPS(PAL)--> 50-65% speed with DX9 plugin,Open CL,Disable fog you can have a speed up of 5-6FPS with EFB to CPU access disable but you're unable to use the star pointer, reduce the resolution to have more speed | Markon89 |
r7409 | Windows 7 | Intel Core 2 Quad Q9550 @ 3.8GHz | NVIDIA GeForce 9600 GT | 80%-100% FPS with LLE, HLE runs full-speed, but has sound issues | GothicIII |
r7413 | Windows 7 | Intel Core 2 Duo E6750 @ 2.66GHz | NVIDIA GeForce 460 GTX | 50% - 70% in DX9 with settings described in this wiki + Frameskip 1 in 1280*720; 75% - 100% in DX11 with same settings and Frameskip 1 in 1680*1050 | AssAsSin |
3.0 | Windows 7 | Intel Core i7-920 @ 4GHz | AMD Radeon HD 5770 | Runs at full speed about 85%-90% of the time there are slow downs in certain parts of galaxys it depends some have more then others and slow down in more drastic way but fully playable and enjoyable. For graphics Using dx9 rendering with 2 times native resolution 1xAF everything else at stock. For DSP using LLE recompiler which is needed for music not to cut out. Using dsound backend and 48000hz. LLE of thread gives big boost in speed but makes the game very unstable with constant freezing. In the game properties I have accurate VBeam Emulation check on gives a speed boost and Disable Wii Remote speaker is checked. | DJHeadshot |
r7670 | Windows 7 | Intel Core i5-2500K @ 4.1GHz | AMD Radeon HD 6850 | Runs 100% at 1x Native. Music occasionally will stop. | MegaJump |
3.0-201 | Windows 7 | Intel Core i5-2410M @ 2.3GHz | NVIDIA GeForce GT 525M | The game itself is seriously epic, but only Direct3D 11 can run the game with shadows. Direct3D 9 and OpenGL leaves the shadows imprinted in the same spot it appeared from save states. Aside from that, the FPS ranges from 30-60 depending on how many things are on the screen. | Doubled-revolutions |
3.0-415 | Mac OS X 10.6.8 | Intel Core 2 Duo @ 2.13GHz | NVIDIA GeForce 9400M | Strangely, this is the only game where graphics are rendered better by turning lighting off. On makes most items look closer to original (glow), but Mario looks all weird with white patches on him. Game is completely playable, though slow; about 50-60%. Update: literally no music at all if not using LLE, which also reduces speed by 20-30%. Seriously. | Ac |
3.0-600 | Windows 7 | Intel Core i5-3570K @ 4.2GHz | NVIDIA GeForce GTX 275 | Runs great. With DX9, DSP LLE on thread, EFB to Tex, 3X native res, and 1080p; I get 100% speed. | MayImilae |
3.0-688 | Windows 8 RP | Intel Core i7-3770K @ 4.2GHz | AMD Radeon HD 7970 | DX9, 1080p, 4x internal resolution + above tweaks, DSP LLE (on thread), Lock Threads to Cores, Real Wii Remote. Game runs fullspeed all the time and looks absolutely gorgeous! | Alucryd |
3.0-688 | Mac OS X 10.7.3 | Intel Core i5 @ 2.5GHz | AMD Radeon HD 6750M | Very Slow 50-60% Playable. Runs OK at 1080p. Music plays for a few minutes then goes off. | JPS58 |
3.0-690 | Windows 7 | AMD Phenom 960T X4 @ 5.033GHz | AMD Radeon HD 6950 | OpenGL, 1680x1050, 3x internal resolution, Anti-Aliasing 16xQCSAA, Anisotropic 16x, Scale EFB copy, DSP LLE (on thread), EFB Copy to texture, OpenMP, OpenCL, Disable Per pixel depth, Real Wii Remote. Game runs fullspeed 100%,it looks awesome! | ChrisGamer |
3.0-799 | Windows XP | Intel Core 2 Duo E8400 @ 3GHz | NVIDIA GeForce 7300 LE | 35-20FPS Average. Seriously horrible slowdown issues, And Dolphin was actually on the verge of crashing one time when slowdown became really bad at the Beach Bowl Galaxy, Because my GPU got desynced. | |
3.0-845 | Windows 7 | Intel Core i5-2500K @ 4GHz | AMD Radeon HD 5770 | Fullspeed with Skip EFB Access from CPU ON (checked). However you'll have to switch it OFF in places where you forced to pull stars (will be slower). | Animus |
4.0 | Windows 8 | Intel Core i7-4700MQ @ 3.4GHz | NVIDIA GeForce GT 750M | Managed to get 1080p at nearly 60FPS at all times on Lenovo y510p. I use a cooling pad. DX9, LLE with to Thread checked, DSound. Vsync, 16xAS, no AA, scaled EFB, ignore format, skip CPU unchecked, EFB to RAM with caching checked speeds up in most cases in this game. all 'other' hacks checked except disable alpha. 3x IR. | Bobby |
4.0 | Windows 7 | Intel Core 2 Quad Q6600 @ 2.4GHz | NVIDIA GeForce GT 210 | High FPS at low resolutions, 35-45FPS | |
4.0 | Windows 7 | Intel Core i5-3470 @ 3.2GHz | AMD Radeon HD 7870 | Full HD 1080p 60FPS with HLE audio plugin (~40FPS with LLE) + 4xAA, OpenGL, default settings and real Wii Remote | |
4.0.2 | Windows 7 | Intel Core i7-4770 @ 3.4GHz | AMD Radeon HD 7770 | Played the entire game and made videos of all 120 stars. Watch all the videos here: LINK to video playlist where I collect all 120 stars using Dolphin (1080p) | FreeEmulator |
4.0-817 | Windows 7 | Intel Core i5-2500K @ 4.4GHz | NVIDIA GeForce GTX 570 | In RMGK01(KOR Region), Wii Remote Cursor Twitching/Refresh cut off problem(when seems 'in-game overload', not Dolphin or system) is still remain since 2.0-xxx to now. it's Huge problem to can't play the game even frame late is perfect, i think it's some of lock or code change(for Anti Piracy/Emulating) gap from before Release Region's version (during 1 Years). it's same case like Twilight Princess (Wii) KOR Version(RZDK01) (this one is 2 and half Years), default settings and real Wii Remote plus | hong620 |
4.0-1857 | Windows 8.1 | Intel Core i5-3570K @ 4.2GHz | AMD Radeon R9 270 | Runs at 55-60FPS with these settings: Framelimit Audio, DSP LLE, DSP LLE on Seperate Thread, OpenGL, V-Sync, 3x Native Internal Resolution, 16x Anisotropic Filtering, Virtual External Frame Buffer, OpenMP Texture Decoder, Emulated Wii Remote | Argonitious |
4.0-3599 | Windows 7 | Intel Core i5-4690K @ 4.2GHz | AMD Radeon HD 7750 | Perfect emulation (minus Wii Remote speaker). 2 player works great too. 3x Native, No AA, 16x AF, DSP LLE on thread. | Keller999 |
4.0-5875 | Windows 8.1 | Intel Core i7-4790K @ 4.4GHz | NVIDIA GeForce GTX 760 | 60FPS all time with some slowdowns to 50FPS | boooi |
5.0-rc-34 | SteamOS 2.60 | Intel Core i3-4170 @ 3.7GHz | NVIDIA GeForce GTX 750 Ti | OGL, 3x IR, no other enhancements, NTSC-U, DSP LLE. Slight slowdowns in busy situations, and the boss motion blur effect is still missing, but otherwise perfect. Use LLE audio or the borked audio levels will detract from the experience. | monojin |
4.0-6953 | Windows 10 | Intel Core i5-3570K @ 4.5GHz | NVIDIA GeForce GTX 970 | Vitalicks | |
4.0-8120 | Windows 7 | AMD Phenom II X4 @ 3.7GHz | NVIDIA GeForce GTX 660 | Almost perfect! The only small tiny issue I have detected was the missing motion blur effect during the roar shock wave which can be seen in boss fights e.g. Dino Piranha scream after the egg shell broke. Instead of the motion blur wave the screen just gets a bit darker. | Kenny |
5.0 | Windows 10 | Intel Pentium G3258 @ 4GHz | AMD Radeon RX 480 | DirectX 12 16GB RAM 1080p Have Fun, 60 FPS Constantly (Ishiiruka Dolphin) | Xbrox |
5.0 | Windows 10 | Intel Core i7-3770 @ 4GHz | NVIDIA GeForce GTX 680 | It runs bloody perfect on this Build. With the new features of Dolphin 5.0 there are only two or three noticeable bugs left. I can play the game at constant full speed in 1080p without a problem. | DerFetteVonGamer |
5.0 | Windows 10 | Intel Core i5 4460 | NVIDIA GeForce GTX 960 | Runs perfectly on DX12, 60FPS 100% speed. Minor slowdowns during bosses/super intensive areas with DX11/OpenGL. | destersmek |
5.0 | macOS 10.12 | Intel Core i5 @ 2.7GHz | Intel Iris 6100 | Playable at 50-60% speed. Using default settings, whenever you are moving between the planets or the space is within camera's reach, FPS drops significantly. The sound is constantly stuttering. Having more than 5 starbits on screen leads to unbearable performance drops. | DevilDimon |
5.0 | Windows 10 | Intel Core i5-6200 @ 2.3GHz | Intel | Completely playable ONLY IF YOU TICK 'Skip EFB access from CPU', without ticking this you will get frequent and big frame drops, (See section above though, this options prevents you from selecting level so you have to toggle it on and off when playing). 60fps@720p DirectX12. Some times you get a very small frame drop and audio stutter but no biggie, reduce resolution to native if you are picky. | Myusername |
5.0 | Windows 10 | Intel Core i7-6700k @ 4.5GHz | NVIDIA GeForce GTX 1060 | Runs at a smooth 1080p 60FPS on DX12 with 8x MSAA and High-resolution texturepack. The only problem I've seen is a crazy amount of lag from the screen distortion you get when you jump into icy-cold water. Other than that, the game runs and looks great, almost like an official remake of the game. | PokerulerPlayz |
5.0-10413 | Windows 10 | Intel Core i5-4670K @ 4.3GHz | NVIDIA GeForce GTX 1060 | 110FPS with Dual core, D3D12, 3x IR, 4x SSAA, 16x Anisoptropic filtering, HLE audio + Cubeb and EFB to texture only. Some visual issues (Same as wiki) but runs smoothly. Looking at the sun and jumping in icy-cold water don't cause massive lag anymore, though fps still dips a bit. | Miksel12 |
Gameplay Videos
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Playing a game in Dolphin instead of the GameCube or Wii can make a huge difference in visual quality. With HD output, Dolphin can bring the best out of many stunning titles. But beyond that, an assortment of crazy enhancements, including 3D output, free camera, widescreen hacks, a higher clocked emulated CPU and much more, can absolutely transform titles into new experiences even for veterans after many playthroughs.
Super Mario Sunshine is a beautiful GameCube platformer released in 2002. While its sequels on the Wii, Super Mario Galaxy 1 and 2 run at a fluid 60 frames per second, Super Mario Sunshine is only a 30 FPS (or 25 in PAL) game.
While an emulator can't do much on its own to increase the framerate of a game, one of our users, ehw, believed that it would be possible to modify the game to run at a higher framerate. Mixed with the enhancements in Dolphin, ehw modified Super Mario Sunshine to run at 60 FPS without doubling the speed of the game!
Super Mario Sunshine's current 60 FPS hack comprises of three (and an optional fourth) part. Firstly, the vbeam speedhack has to be turned on in order to modify the timings of the emulator. It's possible that simply flipping Dolphin's framelimit to run at 120 FPS would be fine, but the emulator stretches audio at non-standard framerates, blocking this possiblity for now. Secondly, a small game patch is applied. This actually makes the gameplay run half speed at 30 FPS. Thirdly, Dolphin's audio timings are modified to run at half speed; so the game also sounds normal at double speed. Lastly, on some versions of the hack, the level select cheat is required to get into certain stages.
Super Mario Sunshine Higher FPS Patches¶
0x804167B8:dword:0x3F600000 - Slightly slower 60 FPS Patch, but runs perfectly.
0x804167B8:dword:0x3F800000 - even smoother 60 FPS Patch, but breaks things.
0x804167B8:dword:0x40000000 - 120 FPS hack for those with high framerate monitors.
By applying patch into Dolphin's INI and then enabling it, along with the steps above, Super Mario Sunshine will run at 60 FPS. This is the key ingredient that makes it all work. For a more technical, the creator wrote an explanation on the inner workings of the process and final patch.
Depending on the value of the patch, you can get a near perfect 60 FPS hack where the game is completable, or an even smoother variant that breaks certain stage portals. There is also a 120 FPS hack for those with high framerate monitors and T.V.s, but it breaks things just like the smoother variant of the 60 FPS hack. Super Mario Sunshine is an absolute joy to play at 60 FPS, and fans of the game should truly enjoy the work put forth.
On another note, ehw also came up with more hacks for Pikmin 2 and Gauntlet: Dark Legacy. Pikmin 2 is completely playable with just the patch, but some cutscenes seem to play at double speed. Gauntlet Dark Legacy requires setting the framelimit to 120 and setting the CPU Clock Override value to 300 - 400% (!) in order to maintain 60 FPS at all times, and even then some animations are a tiny bit strange due to running at 30 FPS with no interpolation. This makes the game very difficult to run at 60 FPS on all but the most powerful computers. Considering that it was a 15 - 20FPS game on console, the difference here is even greater than the other hacks.
Pikmin 1 is even stranger; it requires no game-side patch. Simply enable the vbeam speedhack and tell Dolphin's audio output to make it run at 60 FPS without side effects! There are also a variety of hacks/patches that have existed for Super Smash Bros. Melee and Brawl to make them run at pretty much any framerate without problems, including 30 FPS, 120 FPS and beyond. This is mostly done by using the settings for their slow motion modes, and unfortunately can't be done in other games.
With these four games brought up to 60 FPS, it can only make people wonder if other titles could be brought to 60 FPS in a similar way. Think about all of the seminal titles with huge, sprawling worlds that could be made more beautiful with an even better framerate. Anyone can experiment, dig around and try things as long as they have the game. Do note that reverse engineering chops may be needed for some games more than others.
Hopefully with the potential power of these patches on full display, Dolphin will see more patches and better versions of the existing patches in the future!
For those looking for more information on the patches and how they were made, please checkout the following links.
Super Mario Sunshine - http://jul.rustedlogic.net/thread.php?id=17475
Pikmin 2 - http://jul.rustedlogic.net/thread.php?id=17484
For users wondering about the audio hack. It was this line in SystemTimers.cpp that was modified:
int period = CPU_CORE_CLOCK / (AudioInterface::GetAIDSampleRate() * 4 / 32 * fields);
By adding a multiplier of two at the end (before the semicolon), you'll break audio in almost everything except certain titles running with a 60 FPS patch. This is how audio was fixed in Super Mario Sunshine, for instance.
Update¶
As of 4.0-5432 the vbeam speedhack was removed due to concerns that more 60 FPS patches would rely on broken behavior. In order to promote well made patches (that could in theory work on console even, given enough power) the hack was removed. What does this mean for the featured Super Mario Sunshine and Pikmin 2 hacks? Not all that much. For Super Mario Sunshine, simply setting the framelimiter to 120, and things will continue to work as per normal.
This was a concern that was no expressed until multiple 60 FPS hacks showed up relying on the vbeam speedhack. Developers realized that the (incomplete and broken) vbeam speedhack was not in Dolphin's long term plans, and thus axed it before there was a heavy reliance on it by potential framerate hacks.