Mario has never had so many cool new moves, or looked so good in 3D. The only issue I noticed was that sometimes the music hangs at the last note played, but this was solved by just resetting the emulator, or reloading a save state (so you can save state often to avoid this). 11-23-2011, 06:51 PM #1.
30FPS with no slowdowns or graphical glitches using OpenGL, 2x IR, 4x AA, audio throttling. Unfortunately, there is no GUI yet. 1080p 3x Internal Resolution, 30fps almost consistently except at startup (25fps) and when levels are about to load (17fps). Fully Playable: 50-60FPS with OpenGL plug-in, OpenCL Enabled, Upscaling Auto stretch (1080P), Anti Aliasing 4X, OpenMP decode; Sound with DSP-LLE Files on one thread CPU core & Alsa. The Gecko codes below work as a replacement for the NTSC-U or PAL versions. Direct3D 12 runs at the 50 FPS range unless the heat wave effect is disabled, and even then it has pretty significant drops when around goo. Runs very well at a constant 25FPS with max graphics settings. With the 60 FPS and 16:9 codes, the game runs perfectly from start to finish with no noticeable drops. - The Retro Byte, (1440p) Super Mario Sunshine Gameplay - Dolphin 5.0, Super Mario Sunshine 60FPS Hack (Official), Super Mario Sunshine - NVIDIA SHIELD Android TV - Dolphin Emulator 4.0-7947 (1080p) - GameCube, Let's Play Super Mario Sunshine: Part 1 (Dolphin - HD Texture Pack) (1080p HD) - Nintendo GameCube, Super Mario Sunshine ~Co-op Test~ (Dolphin) {5.0}, Super Mario All-Stars: 25th Anniversary Edition, https://wiki.dolphin-emu.org/index.php?title=Super_Mario_Sunshine&oldid=174689, Avoids improper graffiti behavior under Direct3D, Avoids crashing after long periods of play, Fully Playable: 50-60FPS with DX9 plug-in, OpenCL Enabled and Recommended Configuration. In order to be able to play this game you need an emulator installed. Very playable 8-10FPS. Fully Playable: 50-60FPS with OpenGL plug-in, OpenCL Enabled, Upscaling Auto stretch (1080P), Anti Aliasing 4X, OpenMP decode; Sound with DSP-LLE Files on one thread CPU core & Alsa. Mixed with the enhancements in Dolphin, ehw modified Super Mario Sunshine to run at 60 FPS without doubling the speed of the game! On lower-end machines, enabling dual core mode can cause certain props to be shaky, such as the bridge in Bianco Hills. The game completely freezes after running for a while. Using a few hacks and game patches, Super Mario Sunshine can be made to run a smooth 60 frames per second in Dolphin. Tweak the ROM individually by opening ‘Properties’ in the main menu.
Yoshi can also be used for offense -- he can eat fruits and squirt out the juice on enemies to turn them into platforms to step on. Had random fps drop with OpenGL, not present with Vulkan. Super Mario Sunshine on Dolphin - Download Link [HD] - YouTube This has been confirmed with a "Press B to run fast" code. I have been wandering in the intro. No issues with red coins using the 60fps code (aside from coins clipping into environment but I think that's in the game anyway).
With the 60 FPS and 16:9 codes, the game runs perfectly from start to finish with no noticeable drops. OpenGL, 3xIR, 1xAF, 4x MSAA, recommended settings. Dolphin Forum thread Emulation accuracy is near perfect with a few small bugs and graphical glitches. Heatwaves appear okay when enabling scaled efb copy but causes blocky graffiti, no way to get smooth graffiti and higher resolution heatwaves as far as I know. The essential settings that you need to modify are the following ones: Choose an OpenGL mode - it’s the most universal and well-customized Backend.
Fixed with Arbitrary Mipmap Detection in 5.0-5745.
OpenGL, 3xIR, 1xAF, 4x MSAA, recommended settings. Step 6. Direct X11 provides a better picture quality, but the speed falls a bit behind. Open Issues Games plays perfectly.
Fully Playable 30 or 60FPS forcing 16:9 widescreen.
Some of the graffiti is fixed, but some can't be seen with this graphic configuration in use for Direct3D. Had random fps drop with OpenGL, not present with Vulkan. Using recommended settings with 16:9 Gecko code and DirectX 12. Runs at perfect 60FPS most of the time, with random slight stutters and drops to 50FPS when goop is in the area. The only issue I had was with the "Scrubbing Sirena Beach" level: The game apparently didn't detect I had cleared all the goo. Using any HiRes texture for the sand will prevent the effect from working. Open Issues Super Mario Sunshine @ 60 FPS.
The goo renders fine with EFB copies set to RAM. Download Super Mario Sunshine ROM for GameCube and Play Super Mario Sunshine Video Game on your PC, Mac, Android or iOS device! Dual Core and Idle Skip also enabled. Tested with (DX9). Very good emulation. You should see your ROM in the software now. Meanwhile, the game with "DSP HLE emulation" to be played. Compatibility can be assumed to align with the indicated revisions. In a short while, you’ll be able to start playing. Configuration: 720p, 1xAF, no AA.
Watch in 1080p60 for the best experience! Fully Playable 60-80FPS with DX11 plug-in, Fully playable with a resolution of "size of the window." Turn Customers into Fans, SASE in a Work from Anywhere World: Why It Matters, Agility from the start: Identify early signs with built-in adaptability, Self-Service Maturity Model: Gaining a Competitive Advantage from Self-Service, Why You Need to Embrace Conversational AI for Customer Care, Buyers Guide to Intelligent Virtual Agents and Chatbots, 4 SIMPLE STEPS FOR DEPLOYING IoT: MANAGING THE ECOSYSTEM. Fully Playable constant 30FPS @ High graphics.
Tested with (DX9). Runs very well at a constant 25FPS with max graphics settings. Consistent speed of 89-100% averaging at 95% with the 89% only happening in rare instances (eg: Main square @ Delfino Plaza). smooth gameplay when indoors or when there are little to no NPCs around but functional. On a vacation away from the Mushroom Kingdom, Mario finds himself in a messy situation on the island of Delphino, where a Mario look-alike has been causing all kinds of trouble. I used Bighead's Custom Texture Powershell scriptto make the goo and other seamless textures, big thanks to him! FPS solid @ 25-30.
Here in Super Mario Sunshine, our hero Mario, Princess Peach, and Toadsworth are on vacation but Mario gets framed by a Mario wannabe villain named “Shadow Mario” (what a knock-off), and takes the blame for vandalizing the whole island, Isle Delfino, with graffiti. Fine at 50FPS and 50VPS with the DX9 plugin, not tested the DX11 plugin, and change the texture accuracy to fastest, enable OpenCL and OpenMP, disable fog, EFB to Ram, disable AA. Fixed with Arbitrary Mipmap Detection in 5.0-5745. Vulkan, 6xIR, 16xAF, 0x MSAA. Audio crackles with OpenAL audio backend and a latency of 2ms, but changing this to 4ms fixes the issue completely. Explore huge 3D environments that range from a lush waterfall paradise, to an exciting amusement park complete with a rollercoaster you can ride. Graffiti appears blocky, this can be fixed by disabling scaled efb copy but causes the heatwave effect to appear pixelated when running at a higher internal resolution. To see uploaded files, click ‘Refresh’ - the software reloads a page and presents you with an updated list. Please update as appropriate. You are almost there - there is only one little step that’s holding you back from Mario Sunshine. The graph below charts the compatibility with Super Mario Sunshine since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred. 48 sprites in and no major issues found so far. Dolphin's website allows installing an older version - this comes handy if you need to set up a multiplayer mode - but it’s best to choose the newest one. Disable Lighting and sound Off for best performance. Also EFB to RAM enabled at Max speed. Important!! Using OpenGL backend greatly increases the delay before this happens, usually taking at least 40 minutes before crashing. See issue 9087.
On a vacation away from the Mushroom Kingdom, Mario finds himself in a messy situation on the island of Delphino, where a Mario look-alike has been causing all kinds of trouble. Optional gecko code to remove heatwave effect: 0419f83c 4e800020. Only configuration options for the best compatibility where they deviate from defaults are listed. Goo is rendered fine. Game likes to crash randomly with the 60FPS hack, but enabling Synchronize GPU Thread seems to fix that.
Ultrabook fan goes very fast, not ideal system for playing.
Using any HiRes texture for the sand will prevent the effect from working. Runs great at 20-25FPS with the dx11 plugin, and change the texture accuracy to fastest, enable OpenCL and OpenMP, disable fog, change EFB copies to RAM and enable cache, enable cache display lists and fast mipmaps and also hide shader errors. The graph below charts the compatibility with Super Mario Sunshine since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
The Gecko codes below work as a replacement for the NTSC-U or PAL versions. No issues during chuckster stage or anywhere else in the game. Usually runs at 60 FPS using OpenGL with occasional small (lowest - 55 FPS) drops around goo and pretty significant stuttering when entering/exiting the map screen (lowest - 40 FPS).
I instead used a texture replacement (google 'Widescreen Stars Fix'), this worked fine. Super Mario Sunshine 4K Texture Pack by Henriko Magnifico.
Go to Dolphin Wiki to check the ROMs compatibility. Use of the Anisotropic Filtering enhancement will cause water to render as white, getting increasingly worse as higher levels of anisotropic filtering are applied. Makes the cutscenes run very slowly on non-NA releases, Causes falling stars to appear in the top corner and top middle of the screen, Makes the swimming blue/red coins in Gelato Beach near impossible to get (without the turbo nozzle). The cheat doesn't work for the PAL version, always the problem of Inkstains, Fully playable on 1080p with FXAA activated in the NVIDIA GeForce Control Panel. Choose the location for the software - take your time and create a new one for all the emulator and Mario ROMs. After the download is finished, open the ROM with Dolphin. Super Mario Sunshine reads the mip level of the sand to change the color of the water slightly in the distance. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Use of the Anisotropic Filtering enhancement will cause water to render as white, getting increasingly worse as higher levels of anisotropic filtering are applied.
Fully playable at native internal resolution and enabled OpenCL and Disabled Per Pixel Depth. I primarily used waifu2x, a free, web-based upscaler that uses deep convolutional neural networks, and I've gotten some incredible results out of it for certain textures, most notably the goo textures. The first step is to go to the emulator’s official website and download the latest stable version - this is the latest officially released software edition. Playable: constant 30FPS, except in big areas (20-30FPS). 30FPS consistent, with very rare drops to around 90%.
This time the adventure takes place on a tropical island, giving it a new and refreshing look.
The file has to be saved to the storage - you’ll be able to access it anytime and in any emulator. The below Version-Specific 60FPS Gecko codes fix the blue/red coin fish speed and graffiti fill speed. Fully Playable constant 30FPS @ High graphics.
Mario makes use of a new water pack, which allows him to hover, launch, and rocket around levels, as well as spray enemies with.
When loading this specific level (for example, just after the cutscene with Mecha-Bowser), the screen goes black and nothing more happens. Playable, some lag during cutscenes, nothing major.
In newer Dolphin versions, an error has crept in, and that if I had during the game on the memory card save, and then save-game-state charging, and later a game was stored on the memory card would, there is an error, you can not play more of this to save memory card. I manually ran each texture through waifu2x, and inspected them, testing settings to see what looked best.
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