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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Site › Old Game Discussion (Archive) › Wii v
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[Wii] Super Mario Galaxy 2
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[Wii] Super Mario Galaxy 2
05-22-2010, 11:35 PM
#21
konio38 Offline
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I got the game running preaty well on direct3d, mostly between 40-60 fps, on opengl, it runs 20-40 fps in game, so i get beter performance on direct3d, but it has a bug, at least for me it has, on direct3d, all the point comands dont work, will it be pick up starbits or use yoshi's tongue. Has anyone expirienced this problem, im using SVN R 5457M.
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05-22-2010, 11:45 PM (This post was last modified: 05-22-2010, 11:53 PM by elite.)
#22
elite Offline
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Damn, I was just about making screens excited I'll be first to post ;((( ......whatever, good work Sabi96 ^_^


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E7400 @ 3.6Ghz 1.33v, GTX-260 192SP 650/1400/1100/1.05v, 4Gb RAM, Windows Server 2008 x86
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05-23-2010, 12:11 AM
#23
TheSecondOne Offline
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(05-22-2010, 11:35 PM)konio38 Wrote: I got the game running preaty well on direct3d, mostly between 40-60 fps, on opengl, it runs 20-40 fps in game, so i get beter performance on direct3d, but it has a bug, at least for me it has, on direct3d, all the point comands dont work, will it be pick up starbits or use yoshi's tongue. Has anyone expirienced this problem, im using SVN R 5457M.

Turn on "CPU>EFB Access" in the graphics plugin and it should work. FPS may drop 5-10 points, but you can always turn it off on the Yoshi-less levels.
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05-23-2010, 12:19 AM
#24
konio38 Offline
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(05-23-2010, 12:11 AM)TheSecondOne Wrote:
(05-22-2010, 11:35 PM)konio38 Wrote: I got the game running preaty well on direct3d, mostly between 40-60 fps, on opengl, it runs 20-40 fps in game, so i get beter performance on direct3d, but it has a bug, at least for me it has, on direct3d, all the point comands dont work, will it be pick up starbits or use yoshi's tongue. Has anyone expirienced this problem, im using SVN R 5457M.

Turn on "CPU>EFB Access" in the graphics plugin and it should work. FPS may drop 5-10 points, but you can always turn it off on the Yoshi-less levels.

Well unfortunly when i activate that, the "unable to stretch data to buffer" warning pops up.
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05-23-2010, 12:38 AM
#25
felipaopl Offline
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Game runs almost perfectly for me. Graphically, besides some texture problems (like in the egg on the first boss) and in those "bubble plants", nothing major.

A shame that the sound has the same issue as SMG1. There's a patch floating around that fixes the sound issue a little bit, but it will starting looping a section instead of muting the music, so basically that's it.
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05-23-2010, 12:43 AM
#26
Ashok Offline
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(05-23-2010, 12:38 AM)felipaopl Wrote: There's a patch floating around that fixes the sound issue a little bit, but it will starting looping a section instead of muting the music, so basically that's it.

Any idea how one can implement this music patch??? Big Grin
Gigabyte GA-P35-DS3P
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05-23-2010, 12:50 AM
#27
felipaopl Offline
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There's a patched DSP plugin here for both X86 and X64:
http://forums.dolphin-emu.org/thread-8385-page-1.html

But don't expect too much of it.
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05-23-2010, 01:19 AM
#28
ZEROx Offline
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For now, in order to pass the freezes after world boss fights you must complete boss fights with LLE plugin, so yea it's the well known BGM loop problem of HLE plugin
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05-23-2010, 01:27 AM
#29
elite Offline
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Only time when we will be able to play with perfect sound and music will be when LLE become perfected. Forget all HLE hopes. It will also make emu more stable.
E7400 @ 3.6Ghz 1.33v, GTX-260 192SP 650/1400/1100/1.05v, 4Gb RAM, Windows Server 2008 x86
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05-23-2010, 01:34 AM (This post was last modified: 05-23-2010, 01:38 AM by Dinnes.)
#30
Dinnes Offline
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Works like a charm on my i7-860, 4GB DDR3 and Radeon HD 5850 using the DirectX plugin@1920*1080 with 2.5x SSAA. OpenGL causes major slowdowns for me.
The only problem I stumbled upon so far is that some objects are textureless.


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