.nkit.iso: Smallest size. Works with current releases of Dolphin.wbfs: Larger size. Works with Dolphin and Wii consoles.iso: Largest size. Works with Dolphin and Wii consoles.
The Dolphin Way: Simply Open up your ISO on Dolphin by pressing on the browse button and opening the directory the ISO is in. Once you've done that the game should show up and at this point right click on it and Right click on the game in Dolphin and select Properties then Filesystem. I have Super Mario Galaxy 2 in the Dolphin Emulator. Since I have to point for certain things and use the joystick on the nunchuck for general movement (and I don't have a USB sensor bar), I want to play with the nunchuck in my left hand and the computer mouse in my right hand, while the Wiimote just lies around (because I don't have a third hand). Super Mario Galaxy 2is a Nintendo wii game.it was developed and published by Nintendo for Wii. It was released in 2010. This game was sequel Of Super Mario galaxy. You need to download Dolphin emultaorFor play this rom iso on your devices. Emulation Information Language Region Mismatch. Super Mario Galaxy 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 guide will get you to play Super Mario Galaxy using controller, emulating Wiimote and Nunchuck.
- Using this setup, you can do Mario’s Spin as well as Pull Star on Super Mario Galaxy.
- Though intended for Super Mario Galaxy, it should also works for Super Mario Galaxy 2 and bunch of other Wii titles.
- Feel free to reach me in case you need help on the setup, do leave your queries on comment section down below.
![Super mario galaxy 2 iso for dolphin emulator Super mario galaxy 2 iso for dolphin emulator](/uploads/1/1/9/3/119387578/632106249.jpg)
Another Dolphin-related articles from me. If you come across to this article, that means you are trying to play Super Mario Galaxy Nintendo Wii game on Dolphin emulator without any of these: the original Wiimote (Wii Remote), Nunchuck or the sensor bar.
This article will show exactly how you can play the game with only controller or keyboard (in my case, I’m using a Bluetooth controller and to be honest, I haven’t tried it with a keyboard – but it should works too).
Here’s the steps on how to play Super Mario Galaxy using Dolphin with just a controller.
I can share you my controller config here (jump to the bottom of this article to get the download link for my controller config that works with Super Mario Galaxy), but just in case your controller isn’t compatible with my settings, here I shall detailed them.
The same setup below should also works for Dolphin on Android or DolphiniOS for iOS.
Pre-requisites
1) Ensure you are using the latest Dolphin emulator. Head to Dolphin emulator download page here: https://dolphin-emu.org/download. Or in case you have Dolphin installed already, you can navigate to Help > Check for Updates to ensure you are using the latest Dolphin.
2) Ensure you have Super Mario Galaxy disc/iso/rom already with you.
3) Ensure you have paired the controller and ready to use for Dolphin. A Bluetooth controller (like image above) with 4 face buttons, 4 shoulder buttons, 2 analog sticks (with L3 and R3) and select and start button is highly recommended – since we are going to emulate Wiimote, Nunchuk and their motion control.
This is my setup.
I am using iPega 9083 bluetooth controller paired to a PC. It has all the buttons I needed to emulate Wiimote and Nunchuck. For you case, you can use any other type of controller – so long it has all the required buttons mentioned before.
In case you are interested with the same controller I use, here’s link to get it.
On Amazon:
Alternative link: iPega 9083 Amazon link.
![Super Mario Galaxy 2 Iso For Dolphin Super Mario Galaxy 2 Iso For Dolphin](https://www.gameginie.com/wp-content/uploads/2019/02/Super-Mario-Galaxy-WII-ISO-s2-Ziperto.jpg)
On AliExpress:
IPEGA 9083Alternative link: iPega 9083 AliExpress link.
See the controllers in action.
Note: If you buy anything using any of the links above, I will earn a small commission at no extra cost charged on your purchases.
Configure Dolphin emulator to play Super Mario Galaxy
The setup is actually pretty easy, as long as you know how the real Wii controllers work and apply them into the emulated controller.
A real Wii controllers used for playing Super Mario Galaxy consist of a WiiMote on your right hand and a Nunchuck on your left hand.
Rather than imagining it, here’s the real Nintendo Wii controllers: A Nunchuck on the left hand and a Wiimote on the right hand and their buttons.
1) Run Dolphin emulator.
Find more interesting topics on JILAXZONE:
FREE! | Life | Tech |
How-To | Positive Cash Flow | Android |
Travel | All articles | iOS & iPhone |
2) Go to Controller section.
3) Under the Wii Remotes section, click on “Emulate the Wii’s Bluetooth adapter” then on Wii Remote 1, choose “Emulated Wii Remote”. Click Configure.
If you don’t want all the hassle, skip the next step on download the config file. But if you want to know how I set it up and in case my config file doesn’t work for you, here’s the steps. Refer to the image below for easier understanding and setup. That’s what basically I’m going to do. To map both Nunchuck and Wiimote into a single controller. The whole Wiimote movement shall be emulated with the right analog stick.
For all the setup below, always refer to this “mapping image”:
The basics:
4) Before proceeding, ensure you have seen the comparison between the real Wii controllers with a controller (refer to “mapping image” above) and seen the Dolphin Wii Remote setup configuration screen. To make it easier, I split into 4 different areas: A, B, C and D as indicated on image above.
Section A) Ensure you have selected the correct controller.
Section B) Ensure you have chosen Nunchuck as the extension. “Attach MotionPlus is optional, you can tick it or left it un-ticked (recommend to left it ticked).
Section C) It’s the front face buttons on the WiiMote. Refer to my image above (showing Wii controllers mapped to a controller). Set the WiiMote A, B, 1, 2, + and – button.
Section D) It’s the WiiMote DPad. Refer to my image above (showing Wii controllers mapped to a controller) to set the WiiMote DPad button accordingly.
Emulating Wiimote:
5) This is the most important section and steps. Go to Motion Simulation tab. This is where the Wiimote motion is emulated, setup and configured. Refer to “Dolphin emulator Wiimote configuration screen for Super Mario Galaxy” image above.
Section E) Shake section is to setup the Wiimote shake ability. Mario in Super Mario Galaxy has the ability to spin to stun enemies as well as to jump to another galaxies. So simulate this using the R3 button for Z, then use Forward button for X and Backward button for Y (refer to “mapping image” above for Forward and Backward buttons).
Section F) Point section is to setup the Wiimote pointing capability. Normally you do pointing by Wiimote only when you are moving the cursor to collect Star bits or to shoot the Star bits. So simulate this using the right analog stick on the controller. Map Up button with Right analog stick Up, Down button with Right analog stick Down, then left and right with Right analog stick left and right.
Section G) Tilt section is to setup the Wiimote tilting capability. Simulate this using the right analog stick on the controller. Things to note here, the setup has to be inverted. When you tilt forward, it’s like when you push the right analog stick down. When you tilt backward, it’s like when you push the right analog stick up. Left tilt to be mapped to right analog stick left and so does right tilt to be mapped to right analog stick right.
Section H) Swing section is to setup the Wiimote swinging capability. Since Super Mario Galaxy doesn’t require swinging, this section can be left blank. However, do setup the forward button and backward button as seen on the “mapping image” above.
6) (Optional) Go to Extension Motion Simulation tab. This is where the Wiimote MotionPlus is emulated, setup and configured. Repeat the setup from Motion Simulation (step 5, section E, G and H), since they are the same.
Emulating Nunchuck:
7) Next step is to go to Extension tab. Refer to “Dolphin emulator Nunchuck configuration screen for Super Mario Galaxy” image above, what needed to be setup here is the stick and buttons section, the rest you can leave it default.
Section I) This is Wii Nunchuck settings. Set the Nunchuck analog stick as well as the C and Z buttons. Using Left analog stick, map up, down, left and right accordingly to Left analog stick up, down, left and right. Then map Nunchuck’s C button to L1, Nunchuck’s Z button to L2 (refer to “mapping image” for details in case you get confused).
8) Finally, DO NOT forget to save your hard work. Save the configuration you have just done by clicking on the Save button.
Dolphin Wii Emulator Controller Config for Super Mario Galaxy
Download the config here.
Super Mario Galaxy Controller config: Google Drive.
Once downloaded, if you are using Windows, put the config profile here.
C:Users<your ID>DocumentsDolphin EmulatorConfigProfilesWiimote.
Change <your ID> to your Windows user.
Things to note: I’m using a Bluetooth Controller iPega 9083 (as seen on image above). In case you are using different controller model, the config may not be straight-away working for you. You may need to do some adjustment to it.
Bring it all together
Well, I wish I can explain it in a lot simpler way, but I can’t. That’s how I setup my controller to work with Dolphin to enable me to play Super Mario Galaxy and I couldn’t be more happy than this.
In case you have questions, don’t hesitate to drop them on the comment section below. I’ll try my best to help you out.
Find more interesting topics on JILAXZONE:
FREE! | Life | Tech |
How-To | Positive Cash Flow | Android |
Travel | All articles | iOS & iPhone |
JILAXZONE – Jon’s Interesting Life & Amazing eXperience ZONE.
Hi, thanks for reading my article. Since you are here and if you find this article is good and helping you in anyway, help me to spread the words by sharing this article to your family, friends, acquaintances so the benefits do not just stop at you, they will also get the same goodness and benefit from it.
Thank you!
Live to Share. Share to Live. This blog is my life-long term project, for me to share my experiences and knowledge to the world which hopefully can be fruitful to those who read them and in the end hoping to become my life-long (passive) income.
My apologies. If you see ads appearing on this site and getting annoyed or disturb by them. As much as I want to share everything for free, unfortunately the domain and hosting used to host all these articles are not free. That’s the reason I need the ads running to offset the cost. While I won’t force you to see the ads, but it will be great and helpful if you are willing to turn off the ad-blocker while seeing this site.
rgptq.onlinewebshop.net › ♥ Super Mario Galaxy 2 Wii U Iso Download
Progress Continues We've already had 10411 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: Feb/Mar Progress Report. |
The Dolphin Emulator Wiki needs your help! Dolphin can play thousands of games, and changes are happening all the time. Help us keep up! Join in and help us make this the best resource for Dolphin. |
Super Mario Galaxy 2 | |
---|---|
Developer(s) | Nintendo EAD Tokyo |
Publisher(s) | Nintendo |
Series | Super 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 methods | Wii Remote + Nunchuk |
Compatibility | 4 Playable |
GameIDs | SB4W01, 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.
May 31, 2015 - Super Mario Galaxy Wii U file size (Wii download). For those that are curious, Super Mario Galaxy 2 was about 1.6 GB. For Wii U on the Wii U, a GameFAQs message board topic titled 'super mario galaxy 2 wii u download'. Since its literally a Wii ISO running on your WiiU, it's the exact same requirements as when SMG2 launched several.
- 1Emulation Information
- 2Problems
- 3Enhancements
- 4Configuration
Emulation Information
Language Region Mismatch
The Wii language setting must match an acceptable language for the region of this title being played: Japanese for SB4J; Korean for SB4K; English, Spanish or French for SB4E; English, French, German, Italian, or Spanish for SB4P; and Traditional Chinese for SB4W. Due to region checking built into the game, if an unacceptable language is set emulation hangs.
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.
Super Mario Galaxy 2 Wii U Iso Download Pc
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
Super Mario Bros
HD Texture Pack
Project was almost complete but now seems to be abandoned.
Bloom
Bloom effects do not render correctly with Internal Resolution (IR) > 1.
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
(Dolphin 4.0-539) Super Mario Galaxy 2 On Dolphin Emulator (1080p) Full Speed)
Config | Setting | Notes |
---|---|---|
Anti-Aliasing | SSAA or None | MSAA creates graphical issues in the skybox |
Skip EFB Access from CPU | Off | Required to use Wii Remote in-game (e.g. collect starbits) |
Version Compatibility
Super Mario Galaxy 2 Wii U Iso Download Pc
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.
Dell2micro mmd/sd controller driver windows 7. Rapidly scanning for out of date drivers, and rapidly obtaining and installing every single driver at its proper position are features generally shared by every commercial driver scanners accessible via the internet. In the event that your hard drive has already started to display the side effects of a substandard driver (O2Micro Integrated MMC/SD controller is just one example of an vital driver which could be at the root of this), you should take urgent measures to repair your event. Though O2Micro Integrated MMC/SD controller can be necessary for your computers balanced functioning, it's in no way the sole driver your computer is dependent on. Its necessary to be aware that out-of-date drivers effect not just the devices they are accountable for, but in addition additional devices plus the functioning of your networks or os.
5.0-10411(current)
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 |
Ishiiruka-427 | Windows 8.1 | Intel Core i7-4790k @ 4.4GHz | NVIDIA GeForce GTX 760 | Super Mario Galaxy 2 @ 60FPS | boooi |
r6569 | Windows 7 | AMD Phenom II x4 @ 3.7GHz | ATI Radeon HD 5770 | Super Mario Galaxy 2 on Dolphin (Wii and GameCube emulator) | pipdjs |
r7310 | Windows 7 | Intel Pentium E5300 @ 2.6GHz | ATI Radeon HD 5450 | Perfect 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 performance | Markon89 |
r7411 | Windows 7 | Intel Pentium E5300 @ 2.6GHz | ATI Radeon HD 3650 | Perfect,30~60VPS | |
r7489 | Windows 7 | Intel Pentium E8400 @ 3.6GHz | NVIDIA GeForce 8800 GT | Perfect with DX9,30-60FPS | LynxOfTime |
r7504 | Windows 7 | Intel Core i3 @ 3.07GHz | NVIDIA GeForce 9500 GT | Perfect in most areas 40-60FPS | |
r7533 | Windows 7 | AMD Athlon 64 X2 3000+ @ 2GHz | NVIDIA GeForce 560 Ti | Visually fine, 50% speed on D3D9 with fog off | Hasney |
r7612 | Windows 7 | Intel Core i7-2600K @ 4GHz | NVIDIA GeForce GTX 570 | Perfect with DX11, 55-60FPS [1080p], Vsync enabled, EFB access enabled, XFB enabled | |
r7671 | Windows 7 | Intel Core i7-930 @ 4GHz | NVIDIA GeForce GTX 470 | Perfect 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. | |
3.0-71 | Windows 7 | AMD Phenom II X4 970 @ 3.9GHz | AMD Radeon HD 6870 | DX11, full 1080p (internal res: auto, 1080p at fullscreen), FPS usually at fullspeed, rarely go under 50FPS. Almost perfect emulation, game crashed randomly sometime | Lucario |
r7695 | Windows 7 | Intel Core 2 Quad Q6600 @3.2GHz | NVIDIA GeForce 9600 GT | Playable 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 |
3.0-194 | Windows 7 | AMD FX 8120 @ 3.1GHz | AMD Radeon HD 6950 | Playable 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 |
3.0-204 | Windows 7 | Intel Core i7-860 @ 1.2GHz | NVIDIA GeForce GT 210 | Playable stable 10FPS at 800x600 internal res at 1.5x no AA or Anisotropic | SXPanda |
3.0-600 | Windows 7 | Intel Core i5-2400 | NVIDIA GeForce GTX 460 | Playable 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 |
3.0-750 | Ubuntu 12.04.1 | Intel Core i5-3570K @ 4.6GHz | AMD Radeon HD 7850 | Framerate 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 ! =D | tikilou |
3.0-787 | Windows 7 | Intel Core i5-2540M @ 2.5GHz | NVIDIA GeForce 635M | Smooth 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 |
3.5-1363 | Windows 7 | Intel Core i7-2600K @ 4.6GHz | NVIDIA GeForce GTX 590 | Solid 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 XAudio2 | Xizer |
3.5-1561 | Windows 8 | Intel Core i5-3570K @ 4.3GHz | NVIDIA GeForce GTX 670 OC | 60FPS, 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. | |
4.0.2 | Windows 7 | Intel Core i5-3570K | NVIDIA GeForce GTX 560 Ti | Constant 60FPS and perfect audio in 1080p (with 4x internal res). Use DX9, LLE audio, LLE on thread, Vbeam Speed Hack. | Herpderpus |
4.0.2 | Windows 7 | Intel Core i7-4770K @ 4GHz | NVIDIA GeForce GTX 770 | 60FPS 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 |
4.0.2 | Windows 7 | Intel Core i5-650 @ 3.2GHz | NVIDIA GeForce GTX 560 Ti | 60 - 70FPS DX9 1080p (4x Internal res), No AA and AF at 16x. Scaled EFB copy and Per-Pixel Lighting both checked. | CaptainSunshine |
4.0-1369 | Windows 7 | Intel Core i5-2500K @ 4.5GHz | NVIDIA GeForce GTX 670 | 60FPS 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_3i9j7jiPo | Cole Roddy |
4.0-1603 | Windows 7 | Intel Core i7-3610M @ 2.3GHz | NVIDIA GeForce 650m | 60FPS 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-34 | SteamOS 2.60 | Intel Core i3-4170 @ 3.7GHz | NVIDIA GeForce GTX 750 Ti | OGL, 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 |
5.0-97 | Windows 7 | Intel Core i7-4790K @ 4.8GHz | NVIDIA GeForce GTX Titan Black | DX11, 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 Galaxy Download
Super Mario Galaxy On Dolphin Emulator 720p (~r4788)
Retrieved from 'https://wiki.dolphin-emu.org/index.php?title=Super_Mario_Galaxy_2&oldid=164553'