![]() ![]() A large amount of the unused content was removed to make it fit a smaller file size.Audio and graphics are still emulated by the same emulator that runs Sunshine. Super Mario Galaxy's code was recompiled from source to actually target the Switch, unlike the other games in the collection.This is even the case when playing with a GameCube controller. To support the Switch's variety of controllers that don't have analog triggers, F.L.U.D.D.'s spray acceleration was slowed down slightly to make it easier to spray with less intensity by tapping the button for a short amount of time.While a GameCube controller could still be used prior to v1.1.0, the inputs wouldn't be properly mapped. Despite the Switch supporting GameCube controllers via an adapter, Sunshine lacked native support for the controller until v1.1.0 (yes, really).The short gameplay demo that plays after waiting at the title screen for about 40 seconds was removed.However, the disc image inside was modified the code was recompiled to support widescreen, and the pre-rendered cutscenes (which get replaced with the upscaled versions) were blanked out to save on file size, among other things. Like 64 's updated textures, many of Sunshine 's upscaled assets are patched in on the fly.This is mostly emulated, but to optimize performance, the code was recompiled ahead of time. Super Mario Sunshine now runs in 16:9 widescreen, and similar to 64, the textures and cutscenes are upscaled to HD. ![]() Unlike the other games, which run in 1080p while docked and 720p in handheld, 64 runs in 720p at all times.These changes are patched in on the fly as the game runs in an emulator. Super Mario 64 is based on the 1997 Shindou Pak Taiou Version, with the text translated for non-Japanese languages and some textures being redrawn in a higher resolution.The most important changes are summarized below: Super Mario Galaxy/Super Mario 3D All-Stars Port. ![]()
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