Super Mario Sunshine For Pc

Posted on
  1. Nintendo Entertainment Analysis & Development

GameCube emulator modification lets Mario run smoother than ever before. GameCube emulator modification lets Mario run smoother than ever before. Aug 03, 2015 How to Download Super Mario Sunshine On Dolphin Follow the game link (emuparadise and romulation has restricted) https://mega.nz/#!F2RhgDbb.

Super Mario Sunshine July 19, 2002 August 26, 2002 October 4, 2002 October 11, 2002 4 Playable, See also. Mario makes his debut on the Nintendo GameCube with Super Mario Sunshine. 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.

Explore huge 3D environments that range from a lush waterfall paradise, to an exciting amusement park complete with a rollercoaster you can ride. Mario makes use of a new water pack, which allows him to hover, launch, and rocket around levels, as well as spray enemies with. Mario has never had so many cool new moves, or looked so good in 3D. Contents. Problems Game Crashes After Random Periods The game completely freezes after running for a while. Using OpenGL backend greatly increases the delay before this happens, usually taking at least 40 minutes before crashing. Enabling Synchronize GPU Thread fixes the problem.

Sunshine

Shaky Props On lower-end machines, enabling dual core mode can cause certain props to be shaky, such as the bridge in Bianco Hills. The only way to fix it is disable dual core mode or enable synchronize GPU thread, but that can cause slow-downs during emulation. AR Codes Cause Crash If certain Action Replay codes are activated, then the game may crash upon trying to return to a completed level. This has been confirmed with a 'Press B to run fast' code. To solve the problem, simply disable the code. Slowdown on Map Transition Opening the map causes the game to slow massively until the transition effect is complete. There are no lingering effects after the map is open or closed, just the transition.

Super

Switching to OpenGL backend removes the slowdown. Debug Cubes During certain 'Secret' scenarios, debug cubes are visible due to an uninitialized color. The boxes were invisible starting with, but returned to the old behavior in. Military honors medals. 16:9 Aspect Ratio Fix The built-in Widescreen Hack causes various clipping and reflection issues. The Gecko codes below work as a replacement for the NTSC-U or PAL versions. Compatibility can be assumed to align with the indicated revisions.

However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate. Testing This title has been tested on the environments listed below: Test Entries Revision OS Version CPU GPU Result Tester r6569 Windows 7 AMD Phenom II X2 550 @ 3.1GHz ATI Radeon HD 4850 Fully Playable: 50-60FPS with DX9 plug-in, OpenCL Enabled and Recommended Configuration r6800 Windows XP Intel Atom N270 @ 1.6GHz Intel GMA 945 Very playable 8-10FPS. Disable Lighting and sound Off for best performance. R6879 Windows 7 AMD Phenom II X3 N830 @ 2.1GHz ATI Mobility Radeon HD 5650 Fully Playable 60-80FPS with DX11 plug-in r7283 Windows 7 Intel Core i3-2310 @ 2.1GHz Intel HD Graphics Fully playable with a resolution of 'size of the window.' Sometimes slows down the game (ex. On the Isle Delfino just at the statue) lower than 20FPS in USA version r7310 Windows 7 Intel Pentium E5300 @ 2.6GHz ATI Radeon HD 5450 Fully Playable 15-25FPS (45-50FPS video) (PAL)- 65-100% speed with DX9 plugin,Open CL,Disable fog.If you use EFB copy to texture you can play at 100% speed but sometimes you can have any graphics problem r7419 Mac OS X 10.6.7 Intel Core i7 @ 2.66GHz NVIDIA GeForce GT 330M Fully Playable 10-20FPS at 45 - 95% seems to slow down when NPCs come on screen r7540 Windows 7 Intel Pentium Single Core @ 4.15GHz NVIDIA GeForce GTS 250 Playable!

Smooth gameplay when indoors or when there are little to no NPCs around but functional. R7593 Windows 7 Intel Core i7-740QM @ 1.6GHz-2.8GHz ATI Radeon Radeon HD 5870M Perfectly Playable like on the console: 50/60FPS (PAL/NTSC) with DX9 plug-in and Recommended Configuration 3.0 Windows 7 AMD Turion II M520 @ 2.3GHz ATI Radeon HD 4200 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. 3.0 Ubuntu 12.04 Intel Core i5-3570K @ 3.4GHz NVIDIA GeForce GT 430 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 3.0-94 Windows 7 Intel Core 2 Duo E4500 @ 2.2GHz NVIDIA GeForce GT 440 Playable: constant 30FPS, except in big areas (20-30FPS). R7714 Windows 7 Intel Core i3-370M @ 2.4GHz AMD Radeon HD 6370M Fully Playable: Graphics and sound can stall for a fraction of a second between scene changes occasionally causing a slight sound stutter, again for a fraction of a second, otherwise no known problems. 3.0-204 Windows 7 Intel Core i5-750 @ 2.67GHz ATI Radeon HD 5850 Perfectly playable. 30FPS consistent, with very rare drops to around 90%.

Only exception is secret shine involving tall grass and 8 red coins, which runs around 60%. 3.0-369 Windows 7 AMD Phenom II X4 940 @ 3.35GHz NVIDIA GeForce GTX 660 Ti Constant 30FPS in almost all areas. Direct3D9, 1280x1024, 2X Internal Res, 9X SSAA, Disabled Scaled EFB Copy (avoids sliding goo), EFB Copy to RAM. No heat wave/blur (due to revision & personal preference). Goo is rendered fine.

Only found 1 missing texture but it's minor. 48 sprites in and no major issues found so far. 3.0-371 Slackware 13.37 Intel Core i5-2500K @ 3.3GHz NVIDIA GeForce GTX 550 Ti Games plays perfectly. 30FPS with no slowdowns or graphical glitches using OpenGL, 2x IR, 4x AA, audio throttling. The goo renders fine with EFB copies set to RAM. GMSE01.ini overwrites default Dolphin configuration to use RAM, so if you start the game up with EFB copies on Texture, it still uses RAM, unless you change your settings in game play. 3.0-601 Windows 7 Intel Core i5-650 @ 3.20GHz Intel HD Graphics Fully playable at native internal resolution and enabled OpenCL and Disabled Per Pixel Depth.

Dual Core and Idle Skip also enabled. Also EFB to RAM enabled at Max speed.

Consistent speed of 89-100% averaging at 95% with the 89% only happening in rare instances (eg: Main square @ Delfino Plaza). FPS solid @ 25-30 3.0-684 Windows 7 AMD FX-4100 @ 4.5GHz NVIDIA GeForce GTS 250 Tested with (DX9). Very good emulation. Be sure to 'MMU ​​Speedhack' let off, to avoid errors Games.

In game 25FPS, 50FPS video. Meanwhile, the game with 'DSP HLE emulation' to be played. 3.0-684 Windows 7 AMD FX-4100 @ 4.5GHz NVIDIA GeForce GTS 250 Tested with (DX9). 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. 3.0-692 Windows 7 Intel Core i7-2630QM @ 2GHz NVIDIA GeForce GT 540M 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. No graphics bugs seen. 3.0-692 Windows 7 AMD FX-4100 @ 4.5GHz NVIDIA GeForce GTS 250 The most cheats work either not, or there is a crash-emulations.

Windows 7 AMD Althon II x2 270 @ 3.4GHz NVIDIA GeForce GTX 650ti Full speed no slowdowns 30FPS Windows 7 Intel Core i3-2350 @ 2.3GHz NVIDIA GeForce 410M The cheat doesn't work for the PAL version, always the problem of Inkstains Windows 7 Intel Core i7-3770 @ 3.4GHz NVIDIA GeForce GTX 680 Fully playable on 1080p with FXAA activated in the NVIDIA GeForce Control Panel Windows 7 Intel Core i7-3517U @ 1.9GHz Intel HD Graphics 4000 I had to use Throttlestop because my CPU's clock is too low. This way, I could achieve about 2.8GHz.

I've beaten the game and there are barely any slowdowns, it runs full speed the whole time. 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). I've used Direct3D9 and every speedhack enabled, with the exception of 'Unable Destination Alpha', which makes the goo react weirdly. Windows 8.1 AMD FX 4300 @ 3.8GHz AMD R7 260X Fully Playable 30 or 60FPS forcing 16:9 widescreen Windows 7 Intel Core i5-3570K @ 4.4GHz NVIDIA GeForce GTX 460 Emulation accuracy is near perfect with a few small bugs and graphical glitches. Use DirectX 11 to fix the heat effect issue.

Heat effects render behind objects rather then in front on OpenGL. Windows 7 Intel Celeron G1610 @ 2.6GHz Intel HD Graphics I have been wandering in the intro. No glitches but very slooooow: 6FPS Windows 7 Intel Core it-4960X @ 4.6GHz NVIDIA GeForce 780 Ti Fully playable; just completed this game using dolphin default settings, DX11 4x native, without anti-aliasing. No issues during chuckster stage or anywhere else in the game. Works 100% constant with no noticeable graphical glitches.

Windows 7 AMD FX-6300 @ 3.5GHz NVIDIA GeForce 660 Playable, some lag during cutscenes, nothing major Arch Linux Intel Core i7-3770 @ 3.4GHz NVIDIA GeForce GTX 650 Runs very well at a constant 25FPS with max graphics settings. Arch Linux Intel Core i7-3517U @ 1.9GHz Intel HD Graphics 4000 Runs very well at a constant 25FPS with max graphics settings.

Ultrabook fan goes very fast, not ideal system for playing. Linux Mint 16 Intel Core i5-2500K @ 4.4GHz NVIDIA GeForce GTX 650 Ti Runs very well at a constant 30FPS Windows 7 AMD FX-6100 @ 3.3GHz NVIDIA GeForce 650 Ti Fully Playable constant 30FPS @ High graphics Windows 7 Intel Core i7-3770K @3.50GHz NVIDIA GeForce GTX 770 Fully Playable at 1080p @30FPS with 4x native internal resolution and 8x anti-aliasing.

Also works perfectly in widescreen with the same settings. Windows 8.1 Intel Core i5-3210M @ 2.5GHz NVIDIA GeForce 610M OpenGL seems to be much faster than Direct3D. Windows 10 Intel Core i5-4570 @ 3.2GHz NVIDIA GeForce 960 OpenGL with recommended config runs perfect. But turn Scaled EFB Copy OFF if you get aliased/jaggy/blocky goo. Windows 8.1 Intel Core i5-3350P @ 3.3GHz AMD Radeon R9 280X 1080p @ 60FPS, recommended settings - rare drops up to 50FPS, visible stuttering but perfectly playable and enjoyable!

Windows 10 Intel Core i7-3930K @ 3.8GHz NVIDIA GeForce GTX 780 Runs at perfect 60FPS most of the time, with random slight stutters and drops to 50FPS when goop is in the area. Game likes to crash randomly with the 60FPS hack, but enabling Synchronize GPU Thread seems to fix that. Windows 10 Intel Xeon X5650 @ 2.67GHz NVIDIA GeForce GTX 980 Ti Using recommended settings with 16:9 Gecko code and DirectX 12. Works very well except for some audio stuttering during cutscenes. The only issue I had was with the 'Scrubbing Sirena Beach' level: The game apparently didn't detect I had cleared all the goo. Switching to OpenGL rendering fixed the issue. Windows 10 AMD Phenom II x6 1090t @ 3.2GHz AMD R9 280 Running at 3x internal resolution, 2xMSAA and DX11.

Nintendo Entertainment Analysis & Development

Only issue is stuttering when opening and closing the map; otherwise perfect. Windows 10 Intel Core i7-6700k @ 4GHz NVIDIA GeForce GTX 1080 1440p with 4x Internal Resolution, 8x MSAA, 1x AF, 60 FPS and Widescreen Gecko codes.

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). 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. However, the map screen doesn't make the game stutter as much. Windows 10 Intel Core i5-6600 @ 3.2GHz AMD Radeon RX 480 1080p 3x Internal Resolution, 30fps almost consistently except at startup (25fps) and when levels are about to load (17fps).

Frame drops only last for about half a second or so and quickly fix themselves. Audio crackles with OpenAL audio backend and a latency of 2ms, but changing this to 4ms fixes the issue completely. Windows 10 Intel Core i7-4790K @ 4GHz NVIDIA GeForce GTX 1070 50 Shine run w/ Vulkan at 3xIR, 1xAF, No AA & settings recommended under 'Graffiti Behaves Oddly'. Smooth performance at 60FPS & 16:9 (using the codes above), no noticeable drops. Only listed problem encountered was Debug Cubes, no crashes or map slowdown. Gameplay Videos.

Mario makes his debut on the Nintendo GameCube with Super Mario Sunshine. 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. Explore huge 3D environments that range from a lush waterfall paradise, to an exciting amusement park complete with a rollercoaster you can ride. Mario makes use of a new water pack, which allows him to hover, launch, and rocket around levels, as well as spray enemies with. Mario has never had so many cool new moves, or looked so good in 3D.