I have been wandering in the intro. I instead used a texture replacement (google 'Widescreen Stars Fix'), this worked fine. Works very well except for some audio stuttering during cutscenes. Fully Playable constant 30FPS @ High graphics. Direct3D9, 1280x1024, 2X Internal Res, 9X SSAA, Disabled Scaled EFB Copy (avoids sliding goo), EFB Copy to RAM. Adding ArbitraryMipmapDetectionThreshold = 3 (this value was determined empirically) to the [Video_Enhancements] section of the GameINI will make this effect work at higher internal resolutions, by causing the sand texture to be detected as an arbitrary mipmap. The Gecko codes below work as a replacement for the NTSC-U or PAL versions. 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. Nintendo is celebrating 35 years of Super Mario Bros. franchise that gave us more reasons to rejoice gaming. I've used Direct3D9 and every speedhack enabled, with the exception of "Unable Destination Alpha", which makes the goo react weirdly. XDA member VDavid003 has in fact already created a Super Mario port for Android with the Simple DirectMedia Layer (SDL) courtesy OpenGL ES 2.0. people already downloaded and played it. on the Isle Delfino just at the statue) lower than 20FPS in USA version, 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, Fully Playable 10-20FPS at 45 - 95 % seems to slow down when NPCs come on screen. The boxes were invisible starting with 4.0-8388, but returned to the old behavior in 4.0-8450. only and around 115252 Mario makes his debut on the Nintendo GameCube with Super Mario Sunshine. OpenGL seems to be much faster than Direct3D. Constant 30FPS in almost all areas. 30FPS/60VPS. Dual Core and Idle Skip also enabled. Some of the graffiti is fixed, but some can't be seen with this graphic configuration in use for Direct3D. Optional gecko code to remove heatwave effect: 0419f83c 4e800020. Very good emulation. OpenGL, 3xIR, 1xAF, 4x MSAA, recommended settings. But this gadget also gives Mario added functionality like hovering, or sprinting fast. Super Mario Sunshine Rom/Emulator file, which is available for free download on RomsEmulator.net. Happy Gaming!! During certain "Secret" scenarios, debug cubes are visible due to an uninitialized color. Tested with (DX9). See issue 8059. In game 25FPS, 50FPS video. 1080p 3x Internal Resolution, 30fps almost consistently except at startup (25fps) and when levels are about to load (17fps). After the initial tutorial and cut-scenes, players can explore the hub-world of Isle Delfino, accessing various worlds through painting-like portals. 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. 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. Graffiti disappeared by enhancement options. Only exception is secret shine involving tall grass and 8 red coins, which runs around 60%. By adding the Gecko code below, and enabling it, Super Mario Sunshine will run at 60FPS. 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. Games plays perfectly. Remove falling stars caused by 60FPS code by applying Minimum Camera Distance Gecko code by Ralf. Runs at perfect 60FPS most of the time, with random slight stutters and drops to 50FPS when goop is in the area. Only found 1 missing texture but it's minor. That’s because the Super Mario 64 files should be original for the hack to work. Playable, some lag during cutscenes, nothing major. 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). smooth gameplay when indoors or when there are little to no NPCs around but functional.