Namely, Super Mario Sunshine. Since while every other Mario game gets its groundbreaking hacks and developed modding community, Mario Sunshine’s scene is virtually non-existent, with few level mods and no full length hacks to speak of. However, that might be changing soon. Because just two days ago, a fantastic new Super Mario Sunshine mod called Super Mario Sunburn was shown online, complete with a ton of interesting new features and content. GameCube - Super Mario Sunshine - The #1 source for video game models on the internet! You'll need: -3dsMax 2015. Get mamdl1 from mario.szs.rarc.dirmariobmdAnd import it to 3dsmax 2015. You'll get 1 model, and a set of bones, delete mamdl1 (MODEL) and keep the bones, you'll notice that there are no bones at all. The Super Luigi Sunshine mod has been a thing for quite some time, but there was no simple way to get this mod until this xdelta was created. The mod started by just replacing Mario’s model with the Luigi model from Super Mario 64 DS, but a custom model to fit the Sunshine theme was eventually created along with many other features.
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!
Free download software adobe photoshop.
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. Download free music to itunes on computer. 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!
OS X El Capitan (version 10.11) is the twelfth major release of OS X (now named macOS), Apple Inc.’s desktop and server operating system for Macintosh computers.
With OSX Mavericks you can now take the whole world on your desktop. You can get local points of interests like photos, restaurants with phone numbers etc. OSX Mavericks is an impressive operating system which has come up with lots of new features and updates. You can easily look up for different directions and then finally send them to iPhone for recognition of your voice.
![Mac os free download Mac os free download](http://isource.com/wp-content/uploads/2009/08/apple-os-x-leopard-box1jpg11jpg1.jpeg)
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
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.
05-23-2012, 01:37 AM (This post was last modified: 02-01-2018, 05:57 PM by razius.)
Super Mario Sunshine[color=#006400]Project's Future[/color]
I resumed my work on this project but there is not ETA for a release (reasons and possible time frames below).
I offered to give up my project and let someone else continue it, told him how to achieve this style back in the summer. He's nowhere to be found with no confirmation that he started working (he was support to finish it by now) therefore the offer is rescinded.
- I might migrate everything to Ishiiruka since i can retexture the water and other semi-transparent particles way better (the black background allows me to see the particles and process them seamlessly). If the core Dolphin would export the files with transparent background same way as Ishiiruka then it would be no need for that. I already have a few textures only available for Ishiiruka but never released
- Hotel Delfino is the only part of the game that i hate so i don't think i'll retexture it since the textures are ugly and take a lot of time.
- I'll release the pack when it's about 90% ready and deal with the remaining particles and tweaks in subsequent patches.
- This might be ready this summer, next winter or the summer of 2019. Will release a progress report and screenshots but no files.
This pack represents my own vision of how the game could look like on a next gen beast of a console but that's NEVER gonna happen in the near future (i wish the Switch VC version would contain the textures used in the cinematics or promotional renders but i highly doubt it). I hope you can enjoy this gem of a game in 4k and 8k. While the HUD and the fonts will still look decent in 8k HD, the other textures might be too small at only 8x the original size, but maybe i'll revisit the pack in 3 years or so and release an update where everything is at least 16 times the original size.
- The HUD (and i'm referring to both the interface and the pre-rendered words used during the menus/map) comes in two sizes: 4x and 8x.
- Every other texture is between 8 and 64 times the original size, but the standard is 8, especially for large textures that go up to 8192.
- When viewed from afar, my textures are pretty close to the originals but i'm not trying to rework Nintendo's textures in detail so my texture pack's not meant to satisfy a purist's wet dream.
- I tried to add a 3Dish look to most of the textures, as if everything was made of detailed abstract 3D models (i have the flat textures as well but i will NOT release such a pack atm).
[color=#006400]Configuration[/color]
I recommend using 4x HUD if you use an Internal Resolution between 3-5, for anything above use the 8x HUD.
2. I recommend using an Ishiiruka Build if you wanna make use of the [color=#339999]reworked specular maps[/color] that fit the new textures [color=#ff3333]you must use Ishiiruka[/color] because the standard Dolphin uses a transparent background (while Ishiiruka uses black background) for single channel textures and it's very difficult or impossible to create the proper maps for the normal Dolphin. If you wanna use the Default Dolphin you'll have to delete the folder called Ishiiruka but the game will load the default specular maps that wont fit some reworked textures.
[color=#006400]Crappyrights![/color] (these apply to all of my texture packs)
1. You are free to use any of the files from this pack for your own RETEXTURE project as LONG as it's [color=#ff3333]not for the SAME game[/color] (you can use my Super Mario Sunshine textures for your own Super Mario Galaxy or SM64 project but NOT for Super Mario Sunshine), but you'd have to point the link to the Dolphin forums thread[/b] of the pack you used the files from (you don't have to say who created them, just link it).
2. You can use the textures for any non Dolphin related project (no matter the game), [color=#ff3333]such as this gem[/color].
3. If you wanna make an Ishiiruka materials update for this pack, similar to formfactor's Super Mario Galaxy material packs, contact me, since i can provide you with flatter textures so you can add depth through the material map (AFAIK there are some issues with materials on SMSS). In this case, you can either upload the material files and the NEW base textures (the flat ones i'll provide or my files that you've edited to flatten our through some detail removing technique) on your own thread but [color=#ff3333]you cannot release the other files in my pack[/color]. Basically, [color=#339999]your pack will be an update that users should copy over my pack[/color].
4. If you wanna use my projectas a starting point [color=#ff3333](or use them as PLACEHOLDERS while u build up your project)[/color] or wanna take over one of my projects, CONTACT me.
The limitations are meant to keep my packs from being mixed up with subpar quality textures, therefore2. You can use the textures for any non Dolphin related project (no matter the game), [color=#ff3333]such as this gem[/color].
3. If you wanna make an Ishiiruka materials update for this pack, similar to formfactor's Super Mario Galaxy material packs, contact me, since i can provide you with flatter textures so you can add depth through the material map (AFAIK there are some issues with materials on SMSS). In this case, you can either upload the material files and the NEW base textures (the flat ones i'll provide or my files that you've edited to flatten our through some detail removing technique) on your own thread but [color=#ff3333]you cannot release the other files in my pack[/color]. Basically, [color=#339999]your pack will be an update that users should copy over my pack[/color].
4. If you wanna use my projectas a starting point [color=#ff3333](or use them as PLACEHOLDERS while u build up your project)[/color] or wanna take over one of my projects, CONTACT me.
Super Mario Sunshine Co Op Mod
the limitations do not apply to the people who value quality above all [color=#3399ff](their textures are way better than my amateurish stuff)[/color] such as: CDAMJC, BigHead, Invader, Admentus, Techie Android, , . Check their work to see what i'm talking about.[color=#006400]Download Links[/color] for the [color=#3399ff]alpha release[/color]: PNG format only
A.
1. Full Pack980 MB Contains everything: Ingame textures, Mipmaps, 8x Interface - if you wanna use the 4x interface you have to download it from below
Super Mario Sunshine Luigi Mod
2. Update (2 fixed textures and their mipmaps + few new ones)- i'm gonna release new textures on a daily basis, until i'm gonna merge them into the beta version of the pack.
- includes a [color=#ff3333]fixed texture[/color] from the Full Pack. Click here if you only wanna download the fixed texture[color=#ff3333] - you must copy this texture into the INGAME folder and overwrite the existing one[/color]
4x Interface28MB
for those who downloaded the pack i released Saturday night (i will remove these links in a few days, so there
How to pick the HUD size based on the Internal Resolution size
![Super mario sunshine multiplayer mod download Super mario sunshine multiplayer mod download](/uploads/1/2/6/5/126596137/946159472.jpg)
- If you're going to use the 4x textures at 5x Native, then the HUD will be stretched up and appear a bit blurry but it's playable, it actually gives it that retro blurry console smear (haven't tested with Ishiiruka but i think that the texture scaling settings might make the 4x textures look nice even at 8x the native resolution).
- If you're going to use the 8x textures at 6x Native, then the HUD will be down scaled and appear quite sharp but you can fix this cranking up the antialiasing.
[color=#006400]Screenshots[/color] from the [color=#3399ff]alpha release[/color]
Delfino Plaza 1Delfino Plaza 2Delfino Plaza 3Bianco Hills 1Bianco Hills 2Bianco Hills 3Bianco Hills 4Ricco Harbor 1Ricco Harbor 2Ricco Harbor 3As you can see, the original gamecube texture was broken and there were HOLES in the ship (through which u could see the water from upclose, just disable the custom textures and you'll see what im talking about)
[color=#006400]Beta release[color=#ff3333] (TBA)[/color][/color]
- some Ishiiruka textures for specular maps, waster textures or particles
- fixed fonts for dialogue and cinematics, for both the EU and US version
- new textures (the most important ones) for the following levels: Airstrip, Delfino Plaza, Bianco Hills, Ricco Harbor, Gelato Beach and Pinna Park. I won't get into the other levels (Sirena Beach, Noki Bay, Corona Mountain and Pianta Village) because i don't have the time and i don't really like those levels.
- ALL the plants and enemies (unless i'm missing some textures since i didn't really play the whole game, just went through some levels and dumped files)
- some new particles
- 2 variations for some HUD elements (the textures for WATER/SCORE/TIME/JUICE): a rework of gamecube's original ones and those in my old project
- 1 variation for the rendered words in the menus/scoreboards: those in my old project
- I will NOT reproduce the original trees because they ruin the atmosphere i wanna create: [color=#ff9933]CLARITY[/color] and DEPTH (through stronger contrast and saturation).
Download Links for the OLD VERSION (not the one in the screenshots)[/color]Final Release (November 29th 2014)PNG format (316.5 MB)
NA (GMSE01)
EU (GMSP01)
(06-07-2015, 12:46 AM)felixthecat Wrote: hello everyoneI finish the game with Ishiiruka.369(919f3f7).x64, preload textures option, 60fps patch, here is a link with reconverted textures to new format (english only / i have only usa version) now can play with accuracy fast; other lang files no reconverted select correct folder region ( GMXXX ) and select on dolphin root /User/Config/gx_xxxx.ini (backend used) search 'ConvertHiresTextures=False' change to 'True' an don't forget graphics options/ hacks / Accuracy 'Safe' after convert remaining files revert this options for default settings.
(02-22-2015, 06:24 AM)FreeEmulator Wrote: GMSE01 (DSS).rar (603.6 MB)
GMSE01 (Half Resolution + Optimized).rar (86.1 MB)
GMSE01 (45% Resolution + Optimized).rar (72.1 MB)
(03-18-2016, 10:05 AM)link2012 Wrote: Fix for the health bar and text box issues and some additional textures (both png and dds format)download link - https://drive.google.com/open?id=0B8xO3DpVIUEGT2VKcW9Ua0sxbU0