Super Mario Galaxy 2 Iso For Dolphin

Super Mario Galaxy 2 NTSC-U (Redump) Super Mario Galaxy NTSC-U. Dolphin 5.0.11608 for Android Nintendo WIIMod Wiimms Mario Kart Fun 2018-12 NTSC-UWBFS. The Dolphin Emulator compatibility list contains all the games we tested, sorted by how well they work on the emulator. Super Mario Galaxy 2: 1 month, 3 weeks ago. Super Mario Galaxy for Dolphin. Posted by 6 months ago. Just downloaded it but it didnt work in dolphin. It says its an 'invalid GCM/ISO file'. I've been looking for a Super Mario Galaxy or Super Mario Galaxy 2 rom (specifically an ISO file) for Dolphin emulator. I tried using the one that was on the megathread but it wasn't an ISO and so i couldn't use it in Dolphin.

Galaxy
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Super Mario Galaxy 2

Developer(s)Nintendo EAD Tokyo
Publisher(s)Nintendo
SeriesSuper Mario Bros, Super Mario Galaxy
Platform(s)Wii
Release date(s)NA May 23, 2010
JP May 27, 2010
EU June 11, 2010
AUS June 30, 2010
TW December 4, 2010
KO January 20, 2011
Genre(s)Platform
Mode(s)Single-player, Co-op (2)
Input methodsWii Remote + Nunchuk
Compatibility4
Playable
GameIDsSB4W01, SB4J01, SB4P01, SB4E01, SB4K01
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Super Mario Galaxy 2 is a platforming video game developed by Nintendo for the Wii. It was first announced at E3 2009, and is the sequel to Super Mario Galaxy. It was released in North America on May 23, 2010. The game's levels are galaxies filled with minor planets and worlds. While its gameplay is based on that of its predecessor, the game was updated with gravity effects and new power-ups. It is the fourth original 3D platformer in the Mario series, after Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy.

  • 1Emulation Information
  • 2Problems
  • 3Enhancements
  • 4Configuration

Emulation Information

Language Region Mismatch

Super Mario Galaxy 2 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 (SB4J01, SB4W01)
  • English, Spanish, or French for NTSC-U (SB4E01)
  • English, French, German, Italian, Spanish, or Dutch for PAL (SB4P01)
  • Korean for NTSC-K (SB4K01)

Wii Remote Lag When Collecting Starbits

The 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, you can also try Bluetooth Passthrough.

Problems

Boss Roars

Boss roar effects are not visible. See issue 8327.

Yoshi Not Eating Items In Direct3D 12 Mode

In D3D12 the red circle around edible items sometimes doesn't appear. Using a savestate and restarting the emulation fixes it temporarily. Fixed by the removal of the D3D12 backend in 5.0-3774.

Enhancements

HD Texture Pack

Bloom

Bloom effects do not render correctly with Internal Resolution (IR) > 1. Disable Scale EFB Copy to fix this.

Higher IR Effects Fog

Using IR > 1x causes fog to be rendered at inappropriate depths. Native internal resolution must be used to avoid this. This can be seen on the save select screen, the ship post the first level, and other areas. Refer issue 9712. Fixed by 5.0-5745, see the Oct 2017 Progress Report for details.

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

ConfigSettingNotes
Anti-AliasingSSAA or NoneMSAA creates graphical issues in the skybox

Version Compatibility

(60FPS) Dolphin Emulator 4.0-3950 - Super Mario Galaxy 2 (1080p HD) - Nintendo Wii

Super Mario Galaxy 2 Iso For Dolphin

The graph below charts the compatibility with Super Mario Galaxy 2 since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-13225(current)
2.0(r5384)
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

Super Mario Galaxy 2 Iso For Dolphin Full

This title has been tested on the environments listed below:

Wii

Test Entries
Revision OS Version CPU GPU Result Tester
Ishiiruka-427Windows 8.1Intel Core i7-4790k @ 4.4GHzNVIDIA GeForce GTX 760Super Mario Galaxy 2 @ 60FPSboooi
r6569Windows 7AMD Phenom II x4 @ 3.7GHzATI Radeon HD 5770Super Mario Galaxy 2 on Dolphin (Wii and GameCube emulator)pipdjs
r7310Windows 7Intel Pentium E5300 @ 2.6GHzATI Radeon HD 5450Perfect with DX11 Plug-in faster than DX9 in this game, 25~50FPS, disable EFB access increase performance but you're unable to use the star pointer, disable native resolution and EFB scaled copy increase performanceMarkon89
r7411Windows 7Intel Pentium E5300 @ 2.6GHzATI Radeon HD 3650Perfect,30~60VPS
r7489Windows 7Intel Pentium E8400 @ 3.6GHzNVIDIA GeForce 8800 GTPerfect with DX9,30-60FPSLynxOfTime
r7504Windows 7Intel Core i3 @ 3.07GHzNVIDIA GeForce 9500 GTPerfect in most areas 40-60FPS
r7533Windows 7AMD Athlon 64 X2 3000+ @ 2GHzNVIDIA GeForce 560 TiVisually fine, 50% speed on D3D9 with fog offHasney
r7612Windows 7Intel Core i7-2600K @ 4GHzNVIDIA GeForce GTX 570Perfect with DX11, 55-60FPS [1080p], Vsync enabled, EFB access enabled, XFB enabled
r7671Windows 7Intel Core i7-930 @ 4GHzNVIDIA GeForce GTX 470Perfect in most areas while using DX11, 50-60FPS, 720p, Vsync enabled, EFB access enabled, 2x Internal Resolution, 16x Anisotropic Filtering, music stops after a few minutes while using DSP HLE, game stutters while using DSP LLE. Anti Aliasing of any kind causes shadows and outlines to not be rendered properly. World 3 is slower than other worlds.
3.0-71Windows 7AMD Phenom II X4 970 @ 3.9GHzAMD Radeon HD 6870DX11, full 1080p (internal res: auto, 1080p at fullscreen), FPS usually at fullspeed, rarely go under 50FPS. Almost perfect emulation, game crashed randomly sometimeLucario
r7695Windows 7Intel Core 2 Quad Q6600 @3.2GHzNVIDIA GeForce 9600 GTPlayable 50-60FPS on DX9 at 1920x1200, no AA or Anisotropic, internal res. at 2x, DSP-HLE, 40FPS in DSP-LLE (needed for Grand level stars)alfrix
3.0-194Windows 7AMD FX 8120 @ 3.1GHzAMD Radeon HD 6950Playable stable 60FPS at 720p internal resolution. Though CPU speed varies between 60% and 100%(In the most levels its 90%-100%, but in some the speed is about 60%-70% which leads to lagging). At GrandStar-Levels it just worked with DSP-LLE plugin and not with DSP-HLE and XAudio2 back-end. But with DSP-LLE the music lags extremely, that's why I play it with the DSP-HLE plugin unless I'm at GrandStar level.RnBandCrunk
3.0-204Windows 7Intel Core i7-860 @ 1.2GHzNVIDIA GeForce GT 210Playable stable 10FPS at 800x600 internal res at 1.5x no AA or AnisotropicSXPanda
3.0-600Windows 7Intel Core i5-2400NVIDIA GeForce GTX 460Playable mostly 60FPS with drops to low 50 (minimum 83% game speed) at 1080p internal res at auto no AA LLE sound with vbeam on and idle skipping off to make sound smooth when game drop to 50FPS.rpglord
3.0-750Ubuntu 12.04.1Intel Core i5-3570K @ 4.6GHzAMD Radeon HD 7850Framerate usually block to 30FPS Max with and without filter, upscaling Max and other options it's exactly the same, 30FPS Max, it's very slow, sometimes the game play fullspeed few minutes =( , other game run fullspeed without problem... Maybe because 'Framebuffer errors affect many configurations when using OpenGL' ? Please fix it ! =Dtikilou
3.0-787Windows 7Intel Core i5-2540M @ 2.5GHzNVIDIA GeForce 635MSmooth 60FPS playing at 1080p with internal resolution set to 2x, with occasional drops during sequences where Mario flies between planets and high action shots, but generally it stays above 55FPS. Skipping destination alpha pass caused graphical issues, but all other hacks didn't seem to impede visual quality.SXPanda
3.5-1363Windows 7Intel Core i7-2600K @ 4.6GHzNVIDIA GeForce GTX 590Solid 60FPS playing @ 1080p, Auto (Window Size), 4x AA & 16x AF; DX11, Scaled EFB Copy, Disable Fog, Per-Pixel Lighting enabled; Skip EFB access unchecked, EFB Copies -> Texture, Texture Cache -> Fast, all 'other' checked (except Disable Destination Alpha); DSP HLE XAudio2Xizer
3.5-1561Windows 8Intel Core i5-3570K @ 4.3GHzNVIDIA GeForce GTX 670 OC60FPS, plays like butter at 2560x1440px, 4x internal resolution, 4x AA, 16x AF, HLE XAudio2. For Grand Star levels (LLE required), it'll go down to as low as 75% speed, easily fixed by going DX9 and no AA. Also, game is playable with a Dualshock 3 controller with the right mapping.
4.0.2Windows 7Intel Core i5-3570KNVIDIA GeForce GTX 560 TiConstant 60FPS and perfect audio in 1080p (with 4x internal res). Use DX9, LLE audio, LLE on thread, Vbeam Speed Hack.Herpderpus
4.0.2Windows 7Intel Core i7-4770K @ 4GHzNVIDIA GeForce GTX 77060FPS and no audio stutter. OpenGL, 1080p (4x Internal) 8xAA, AFx16.

Scaled EFB Copy, Force Texture Filtering, Disable Fog, Per-Pixel Lighting. EFB to Texture, Texture Cache to Fast. Other Hacks: Cache Display List, OpenCL Texture Decoder, Fast Depth Calculation, OpenMP Texture Decoder, Vertex Streaming Hack.DPS LLE Recompiler, DPSLLE on Separate Thread, XAudio2

Mortimer
4.0.2Windows 7Intel Core i5-650 @ 3.2GHzNVIDIA GeForce GTX 560 Ti60 - 70FPS DX9 1080p (4x Internal res), No AA and AF at 16x. Scaled EFB copy and Per-Pixel Lighting both checked.CaptainSunshine
4.0-1369Windows 7Intel Core i5-2500K @ 4.5GHzNVIDIA GeForce GTX 67060FPS all the time with no dips and no sound issues (just volume variation sometimes) using the New DSPHLE plugin introduced in revision 4.0-1300. Finished the game using OpenGL backend with IRx2.5 16xAF and FXAA. No hangs at all. Only a minor graphic bug: the screen goes a bit darker in some scenes when a Boss get's pissed off and expels smoke through his nose or just get furious, but it gets back to normal right after. Here is a video showing the game running with the new HLE plugin. https://www.youtube.com/watch?v=M_3i9j7jiPoCole Roddy
4.0-1603Windows 7Intel Core i7-3610M @ 2.3GHzNVIDIA GeForce 650m60FPS all the time with almost no dips and no sound issues (sometime slow but playable).

Super Mario Galaxy 2 was almost unplayable on this laptop Asus N56VZ until this Dolphin release.

Xellos
5.0-rc-34SteamOS 2.60Intel Core i3-4170 @ 3.7GHzNVIDIA GeForce GTX 750 TiOGL, 3x IR, no other enhancements, PAL50, DSP LLE. Runs full speed without slowing down even once. Missing boss motion blur is the only glitch. Use LLE audio or the borked audio levels will detract from the experience.monojin
5.0-97Windows 7Intel Core i7-4790K @ 4.8GHzNVIDIA GeForce GTX Titan BlackDX11, 60FPS all the time, 5x native resolution, 8xSSAA, AF 16x, Scaled EFB Copy, Per-Pixel Lightning, Custom Full HD texture, HLE XAudio2, Pal 60, Xbox One controller. No graphic bug, sound like original version on Wii, no slowing down, motion blur for boss is missing. no other glitch found.TheLie

Gameplay Videos

Super Mario series
GameCube
Nintendo Wii
  • Super Mario Galaxy(2007)
  • New Super Mario Bros. Wii(2009)
  • Super Mario Galaxy 2(2010)
  • Super Mario All-Stars: 25th Anniversary Edition(2010)
  • Virtual Console
    • Super Mario Bros.(1985/2006)
    • Super Mario Bros.: The Lost Levels(1986/2007)
    • Super Mario Bros. 2(1988/2007)
    • Super Mario Bros. 3(1988/2007)
  • Super Mario World(1990/2006)
  • Super Mario 64(1996/2006)
  • Super Mario Galaxy 2 Dolphin Download

    Super Mario Galaxy 2 Iso For Dolphin

    Super Mario Galaxy Iso Download

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