https://wiki.pcsx2.net/api.php?action=feedcontributions&user=Lord+Xeb&feedformat=atomPCSX2 Wiki - User contributions [en]2024-03-28T18:46:18ZUser contributionsMediaWiki 1.41.0https://wiki.pcsx2.net/index.php?title=Xenosaga_Episode_III:_Also_Sprach_Zarathustra&diff=94844Xenosaga Episode III: Also Sprach Zarathustra2020-05-22T04:37:57Z<p>Lord Xeb: /* Known Issues */</p>
<hr />
<div>{{infobox<br />
|image = Xenosaga3.jpg<br />
|caption =<br />
|developer = Monolith Soft<br />
|publisher = [[Namco]] (AS, JP), [[Bandai|Namco Bandai Games]] (US)<br />
|genre = RPG<br />
|wikipedia = [http://en.wikipedia.org/wiki/Xenosaga_Episode_III:_Also_sprach_Zarathustra Link]<br />
|gameinfo = The story of Xenosaga III starts a year after "Xenosaga II" ended. Shion has resigned from Vector Industries after learning that the company is deeply connected to the appearance of the Gnosis. She instead joins Scientia, an underground organization working to unveil Vector's secrets in order to bring them down. Uncover the truth and save mankind in the finale of the Xenosaga series which boasts over 3 hours of movies, an updated battle system, and an improved customization feature with more in-depth character specialization and diversification and higher rewards for strategic party management. This RPG also includes an easily accessible database feature, the "Xeno Bible" and a mini-game with over 50 levels that challenges both you and your friends.<br /><br />
It is one year after the events of Episode II and Shion Uzuki has left Vector Industries. After the "Missing Year" fiasco, in which she uncovered information that revealed her former employer's shadowy intentions and her father's involvement with the U-TIC organization, Shion joined the anti-Vector group, Scientia. The CEO of Vector Industries, Wilhelm, is trying to "reset" the universe, going back to the point in time where it all began.<br />
<br />
''Xenosaga Episode III: Also Sprach Zarathustra'' is the sequel to [[Xenosaga Episode II: Jenseits von Gut und Bose]]<br />
|cpu-intensive = 1<br />
|gamefaqslink = [http://www.gamefaqs.com/ps2/929933-xenosaga-episode-iii-also-sprach-zarathustra Link]<br />
|reviewlinks = {{ReviewLink|[http://www.ign.com/games/xenosaga-episode-iii-also-sprach-zarathustra/ps2-757372 IGN]|8.0/10}}, {{ReviewLink|[http://www.metacritic.com/game/playstation-2/xenosaga-episode-iii-also-sprach-zarathustra Metacritic]|81/100}}<br />
|na_rating_text = Language, Mild Suggestive Themes, Violence<br />
|na_rating = T<br />
|japan_rating = C<br />
|japanese = SLPM-61147 & SLPS-25640 & SLPS-25641<br />
|english = SLUS-21389 & SLUS-21417<br />
|widescreenpatch = 1<br />
<!-- NTSC-U props --><br />
|NTSCU = 1<br />
|serialsNTSCU = SLUS-21389 <small>(Disc 1)</small><br />SLUS-21417 <small>(Disc 2)</small><br />
|CRCsNTSCU =<br />
|releasedateNTSCU = August 29, 2006<br />
|statusNTSCU = 2<br />
|linuxstatusNTSCU =<br />
|macstatusNTSCU =<br />
<!-- NTSC-J props --><br />
|NTSCJ = 1<br />
|serialsNTSCJ = SCAJ-20179 <small>(Disc 1)</small><br />SCAJ-20180 <small>(Disc 2)</small><br />SLPS-25640 <small>(Disc 1)</small><br />SLPS-25641 <small>(Disc 2)</small><br />SLPM-61147 <small>(Demo)</small><br />
|CRCsNTSCJ =<br />
|releasedateNTSCJ = July 4, 2006 <small>(Asia)</small><br />July 6, 2006<br />
|statusNTSCJ =<br />
|linuxstatusNTSCJ =<br />
|macstatusNTSCJ =<br />
}}<br />
<br />
<!-- Windows and Linux testing tables (remove comment signs on usage, for Macintosh you have to add the same lines begin with {{TestingHeader|OS=Mac}}) --><br />
{{TestingHeader|OS=Windows}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=?<br />
|CPU=?<br />
|GPU=?<br />
|Revision=0.9.7<br />
|Graphics=GSdx 3693 0.1.16<br />
|Sound=<br />
* SPU2-X 3702m 1.4<br />
* LilyPad r3878 0.10<br />
|Comments=EE Cycle 2, VU Stealing 2. May run without speedhacks but there were no issues either way. "Allow 8-bit textures" has to be enabled in GSdx or some parts will have a severe drop in fps. Some cut scenes are distorted and unwatchable using a hardware renderer but they are far and few between (maybe half a dozen in the whole game), the context is still clear from audio. Software rendering may fix this and all scenes are available on youtube but as said, it's hardly necessary.<br />
|Tester=84.58.40.232<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U(?)<br />
|OS=?<br />
|CPU=Intel G620<br />
|GPU=Radeon hd6570<br />
|Revision=0.9.9<br />
|Graphics=GSdx 5315 0.1.16<br />
|Sound=<br />
* SPU2-X 5259 2.0.0<br />
* LilyPad r5258 0.11.0<br />
|Comments=In dx11 hardware mode, screen often gets darker than it sould be. dx9 mode would fix this, but fps is severely reduced.(30~50%). There's some minor glitches in Zarathustra dungeon, etc. FPS: 40~60(dx11), 20~45(dx9)<br />
|Tester=Subsystem<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows<br />
|CPU=Intel Core i7 @ 3.4Ghz<br />
|GPU=Nvidia GTX 285 768MB<br />
|Revision=1.1.0 r5517<br />
|Graphics=GSdx 5464 SSE41<br />
|Sound=<br />
*SPU2-X 2.0.0<br />
*LilyPad 0.11.0<br />
|Comments=Runs at 200% speed.<br />
|Tester={{ForumUser|General-Plot}}<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows<br />
|CPU=Intel Core i7-6700HQ @ 2.6Ghz<br />
|GPU=Nvidia GeForce GTX 1060<br />
|Revision=1.4.0<br />
|Graphics=GSdx9 1.0<br />
|Sound=<br />
*SPU2-X 2.0.0<br />
*LilyPad 0.11.0<br />
|Comments=Runs almost perfect. Occasional extra long character shadow appears. Slight frameloss in intense cut scenes.<br />
|Tester={{ForumUser|grahf}}<br />
}}<br />
{{TestingFooter}}<br />
<br />
<!--<br />
{{TestingHeader|OS=Linux}}<br />
{{TestingEntry<br />
|Status=?<br />
|Region=?<br />
|OS=?<br />
|CPU=?<br />
|GPU=?<br />
|Revision=?<br />
|Graphics=?<br />
|Sound=?<br />
|Comments=?<br />
|Tester=?<br />
}}<br />
{{TestingFooter}}<br />
--><br />
<br />
== Trivia ==<br />
* Original names: '''ゼノサーガ・エピソードⅢ ~ツァラトゥストラはかく語りき~''' (SLPS-25640)<br />
* Also known as '''Xenosaga Episode III: Zarathustra wa Kaku Katariki''' (JP)<br />
<br />
<br />
<br />
<br />
==Known Issues==<br />
<br />
<br />
{{Issue<br />
|IssueName=Darker screen/edge issues<br />
|IsFixed=1<br />
|IssueLevel=0<br />
|Description=In dx11 hardware mode, screen often gets darker than it should be.<br />
|Workaround=This has been resolved in recent v1.5.0 git builds. Use OpenGL renderer and keep Blending Accuracy to at least Basic level.<br><br />
Alternatively: Enabling Half-pixel Offset (should remove issue along side of screen) along with a TC Offset Y of 1000 (in the configuration menu of HW hack) fix the shadows.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Minor glitches in Zarathustra dungeon<br />
|IsFixed=0<br />
|IssueLevel=0<br />
|Description=There are some minor glitches in Zarathustra dungeon.<br />
|Workaround=No known solution<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Line going across middle of cut scenes<br />
|IsFixed=0<br />
|IssueLevel=0<br />
|Description=Straight line going across the middle of cut scene<br />
|Workaround= *OpenGL ONLY* Fix Enable HW hacks Round Sprite= Check <br />
|Workaround= PCSX2 1.6.0 - CRC Hack Level Direct3D 11 (Hardware) - CRC Hack Level = Aggressive. Solves line going down middle of screen. <br />
}}<br />
<br />
{{Issue<br />
|IssueName=Scenes are distorted and unwatchable<br />
|IsFixed=1<br />
|IssueLevel=1<br />
|Description=Some cut scenes are distorted and unwatchable using a hardware renderer but they are far and few between (maybe half a dozen in the whole game), the context is still clear from audio.<br />
|Workaround=Software rendering may fix this.<br><br />
(fixed since r5229)<br />
}}<br />
<br />
==The gallery==<br />
<gallery><br />
File:Xenosaga_Episode_III_Also_Sprach_Zarathustra_Forum_1.jpg|Xenosaga Episode III: Also Sprach Zarathustra (SLPS 25640)<br />
</gallery><br />
<br />
{{Xeno series}}<br />
<br />
{{ForumLinksList|list=<br />
*[http://forums.pcsx2.net/Thread-Xenosaga-Episode-III-Also-Sprach-Zarathustra-SLUS-21389-U--28443 Xenosaga Episode III - Also Sprach Zarathustra (SLUS 21389) (U)]<br />
*[http://forums.pcsx2.net/Thread-Xenosaga-Episode-III-Also-Sprach-Zarathustra-SLPS-25640-J Xenosaga Episode III - Also Sprach Zarathustra (SLPS 25640) (J)]}}</div>Lord Xebhttps://wiki.pcsx2.net/index.php?title=Mercenaries:_Playground_of_Destruction&diff=94606Mercenaries: Playground of Destruction2020-04-05T03:21:34Z<p>Lord Xeb: </p>
<hr />
<div>{{infobox<br />
|image = Mercenaries_-_Playground_of_Destruction_Coverart.png<br />
|caption =<br />
|developer = Pandemic Studios<br />
|publisher = [[LucasArts]] (US, EU, AU), [[Electronic Arts]] (JP)<br />
|genre = Action, Adventure<br />
|wikipedia = [http://en.wikipedia.org/wiki/Mercenaries:_Playground_of_Destruction Link]<br />
|gameinfo = Inspired by real-world events, Mercenaries begins the search for the leader of a North Korean military coup who threatens the world with nuclear war. As one of the top operatives for a private mercenaries company, you have been called in to execute the general and his top military and scientific advisors. Hunt down all 52 targets--depicted on a deck of playing cards--with a variety of military weapons and vehicles. Earn cash from different missions to buy better weapons and vehicles, or sell your vehicles and weapons on the black market.<br /><br />
A "sandbox" war action game with open-ended gameplay in a gigantic world. Set against the outbreak of warfare spurred on a Korean dictator coup, players have free reign of a massive landscape to take bounties on the "Deck of 52" evil warlords and minions as you work towards taking down the general who started the onslaught.<br />
|cpu-intensive = 1<br />
|gamefaqslink = [http://www.gamefaqs.com/ps2/920077-mercenaries-playground-of-destruction Link]<br />
|reviewlinks = {{ReviewLink|[http://www.ign.com/games/mercenaries/ps2-666235 IGN]|9.1/10}}, {{ReviewLink|[http://www.metacritic.com/game/playstation-2/mercenaries Metacritic]|84/100}}<br />
|eu_rating = 16+<br />
|na_rating_text = Mild Language, Violence<br />
|na_rating = T<br />
|italian = SLES-53008<br />
|spanish = SLES-53008<br />
|french = SLES-52589<br />
|german = SLES-52590<br />
|japanese = SLPM-66465 & SLPM-65942<br />
|english = SLES-52588 & SLUS-20932 & SLUS-29137 & SLUS-20932GH<br />
|widescreenpatch = 1<br />
<!-- NTSC-U props --><br />
|NTSCU = 1<br />
|serialsNTSCU = SLUS-20932<br />SLUS-29137 <small>(Demo)</small><br />SLUS-20932GH <small>(Greatest Hits)</small><br />
|CRCsNTSCU =<br />
|releasedateNTSCU = January 10, 2005<br />
|statusNTSCU = 2<br />
|linuxstatusNTSCU =<br />
|macstatusNTSCU =<br />
<!-- PAL props --><br />
|PAL = 1<br />
|serialsPAL = SLES-52588<br />SLES-52590<br />SLES-53008<br />SLES-52589<br />SLED-52979 <small>(Demo)</small><br />
|CRCsPAL = 85931FDF<br />
|releasedatePAL = February 18, 2005<br />2006 <small>(Australia)</small><br />
|statusPAL = 2<br />
|linuxstatusPAL = 2<br />
|macstatusPAL =<br />
<!-- NTSC-J props --><br />
|NTSCJ = 1<br />
|serialsNTSCJ = SLPM-65942<br />SLPM-66465 <small>(EA Best Hits)</small><br />
|CRCsNTSCJ =<br />
|releasedateNTSCJ = April 28, 2005<br />June 29, 2006 <small>(EA Best Hits)</small><br />
|statusNTSCJ =<br />
|linuxstatusNTSCJ =<br />
|macstatusNTSCJ =<br />
}}<br />
<br />
<!-- Windows and Linux testing tables (remove comment signs on usage, for Macintosh you have to add the same lines begin with {{TestingHeader|OS=Mac}}) --><br />
{{TestingHeader|OS=Windows}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=PAL<br />
|OS=?<br />
|CPU=Core i5 2500k @ stock settings<br />
|GPU=MSI GTX 470 Hawk @ 758 core.<br />
|Revision=r4600<br />
|Graphics=GSDX r4643 0.1.16 SSE4.1<br />
|Sound=<br />
* SPU2-X r4600m 1.4.0<br />
* LilyPad r4510 0.10.0<br />
|Comments=BIOS: Europe v2.00, Goes ingame with GSDX11 HW mode, but has very bad visual glitches with the bloom effects and severe slowdowns. Runs fine in GSDX11 Software mode with 4 threads and aa1 enabled. Speedhacks used: INTC Spin detection, Wait Loop Detection, Fast CDVD, mVU flag hack, VU Cycle Stealing:1., Very demanding graphically, Relatively CPU heavy<br />
|Tester=178.167.246.121<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows<br />
|CPU=Intel Core 2 Duo E6750 @ 2.66 Ghz<br />
|GPU=Nvidia GTX 260 896MB<br />
|Revision=1.1.0 r5754<br />
|Graphics=GSdx r5752 SSSE3<br />
|Sound=<br />
*SPU2-X 2.0.0 r5733<br />
*LilyPad 0.11.0 r5403<br />
|Comments=Game works alright (a bit slow) in Gsdx Software mode., Menus are absent in Gsdx HW mode. Also once ingame HW mode seems to be suffering from massive memory leak and almost hangs my pc. Use Gsdx software mode as most of the textures are missing with HW mode anyway.<br />
|Tester={{ForumUser|prafull}}<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows<br />
|CPU=I5 3570k<br />
|GPU=R9 290<br />
|Revision=1.5.gefc1274b2<br />
|Graphics=GSdx SSE 4.1<br />
|Sound=<br />
*SPU2-X 2.0.0<br />
*?<br />
|Comments=<br />
* Requires a cheat to remove banding issue without resorting to skipdraw: "23510F99.pnach / gametitle=<<your gametitle>> / patch=1,EE,204F318C,extended,00000000" (don't forget to enable cheats) (credits to Souzooka).<br />
* OpenGL gave the best results after some tweaks.<br />
* Use Auto Flush to fix car light bug.<br />
* Audio Synchronization: either Timesync or nothing, to prevent skipping audio lines.<br />
* Turn widescreen patches off for proper proportions.<br />
* MTVU gives fps boost without side effects. <br />
* Mipmapping should be off (forgot reason).<br />
* Blending Unit Accuracy on High (forgot reason).<br />
* Couldn't get 60FPS cheat to work, shows 60FPS but runs at 30FPS.<br />
|Tester=Tobie-08<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows<br />
|CPU=Intel Core 2 Duo E6750 @ 2.66 Ghz<br />
|GPU=Nvidia GTX 260 896MB<br />
|Revision=1.1.0 r5754<br />
|Graphics=GSdx r5752 SSSE3<br />
|Sound=<br />
*SPU2-X 2.0.0 r5733<br />
*LilyPad 0.11.0 r5403<br />
|Comments=Game works alright (a bit slow) in Gsdx Software mode., Menus are absent in Gsdx HW mode. Also once ingame HW mode seems to be suffering from massive memory leak and almost hangs my pc. Use Gsdx software mode as most of the textures are missing with HW mode anyway.<br />
|Tester={{ForumUser|prafull}}<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows 7 x64<br />
|CPU=i5 4670k@4Ghz<br />
|GPU=GTX 1060 6g<br />
|Revision=1.5.0-dev-3025<br />
|Graphics=GSdx AVX2<br />
<spoiler show=Settings hide="hide"><br />
*Renderer: OpenGL<br />
*Resolution: 3x<br />
*Texture Filtering: Billinear PS2<br />
*Interlacing: Automatic<br />
*Anisotropic Filtering: 16x<br />
*Mipmapping: Basic<br />
*CRC Hack LvL: Partial<br />
*Accurate Date: Fast<br />
*Accurate Blending: Basic<br />
*HW Hacks:<br />
**Align Sprites<br />
**Frame Buffer Conversion<br />
**Trilinear Filtering<br />
**Half Pixel Offset: Special Texture<br />
**Round Sprite: HALF<br />
</spoiler><br />
|Sound=<br />
*SPU2-X 2.0.0<br />
|Comments=Works with only what i did set up in settings. Maybe it was added in fixes etc for this game in this release. I think with better gpus higher resolution is doable.<br />
|Tester=Everx7<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows 7 x64<br />
|CPU=AMD FX-6300 6-Core<br />
|GPU=Sapphire Vapor-X R9 270X OC<br />
|Revision=v1.5.0-dev-3389<br />
|Graphics=GSdx SSE4<br />
<spoiler show=Settings hide="hide"><br />
*Renderer: D3D11<br />
*Interlacing: None<br />
*Texture Filtering: Bilinear PS2<br />
*Allow 8-Bit Textures<br />
*Resolution: 3x<br />
*Mipmapping: Off<br />
*CRC Hack Level: Auto<br />
*DATE Accuracy: Fast<br />
*Blending Accuracy: Basic<br />
*All HW Hacks Off<br />
</spoiler><br />
|Sound=<br />
*SPU2-X 2.0.0<br />
|Comments=Finally able to run the game without having to use OpenGL using the 1.5.0 dev. The apparent memory leaks when using HW mode to have been fixed. This is good news for AMD users as their drivers do not play well with OpenGL. The game plays and looks great, except for the odd slowdown or momentary freeze. <br />
|Tester=AndrewWithTheBeard<br />
}}<br />
{{TestingFooter}}<br />
<br />
<br />
{{TestingHeader|OS=Linux}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=PAL<br />
|OS=Solus, kernel 5.2.2<br />
|CPU=Intel Core i5-4570 CPU @ 3.20GHz<br />
|GPU=NVIDIA GeForce GTX 760 2 GB<br />
|Revision=1.5.0 ([https://github.com/PCSX2/pcsx2/commit/0814690534e585bf4e74da131d439ba2e087080f 0814690])<br />
|Graphics=GSdx 1.1.0 AVX2<br />
<spoiler show="Settings" hide="Hide"><br />
* Renderer: OpenGL (Hardware)<br />
* Internal resolution: 3x<br />
</spoiler><br />
|Sound=<br />
* SPU2-X 2.0.0<br />
* OnePAD 0 2.0.0<br />
|Comments=Playable full speed with the specified settings (unspecified settings at default value).<br />
* There are occasional momentary slowdowns when looking around while on foot.<br />
* There are sound/speed issues during FMVs.<br />
* The button icon does not always appear next to the text in prompts.<br />
* The sky is darker than in Software mode.<br />
|Tester=Ratchet66<br />
}}<br />
{{TestingFooter}}<br />
<br />
{{TestingHeader|OS=Windows}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC<br />
|OS=Windows 1909<br />
|CPU=IRyzen 3600X CPU @ 3.6GHz<br />
|GPU=NVIDIA GeForce GTX 1070<br />
|Revision=1.5.0 dev build 3400<br />
|Graphics=GSdx 1.1.0 AVX2<br />
<spoiler show="Settings" hide="Hide"><br />
* Renderer: DirectX 11 Hardware<br />
* Internal resolution: 3x<br />
</spoiler><br />
|Sound=<br />
* SPU2-X 2.0.0<br />
* OnePAD 0 2.0.0<br />
|Comments=Game runes well. 60FPS with minimal slowdown. <br />
* Other similar issues as noted by above tester.<br />
}}<br />
{{TestingFooter}}<br />
<br />
== Trivia ==<br />
* Original names: '''マーセナリーズ''' (SLPM-65942) & (SLPM-66465)<br />
* Also known as '''Mercenaries'''<br />
<br />
<!-- IssueLevel is issue severity level -1,0,1 or 2 (note, minor, serious and major accordingly)--><br />
==Known Issues==<br />
<br />
{{Issue<br />
|IssueName=Lights Always Visible Through Vehicles <br />
|IsFixed=0<br />
|IssueLevel=0<br />
|Description=Vehicle headlights are always visible through the vehicle itself.<br />
|Workaround=Go to Config > Video(GS) > Plugin Settings. If using Software Mode, enable "Auto Flush". If using Hardware Mode, enable "Enable HW Hacks", click "Advanced Settings & Hacks", and enable "Auto Flush". You have to have both Auto Flush and Native resolution enabled for this to work. One or the other on its own won't fix anything. Tested on 1.5 dev 3242.<br />
}}<br />
<br />
==The gallery==<br />
<gallery><br />
file:Mercenaries_1_menu.jpg|Mercenaries: Playground of Destruction (SLES 52588)<br />
file:Mercenaries_2_on_foot.jpg|Mercenaries: Playground of Destruction (SLES 52588)<br />
file:Mercenaries_3_vehicle_light_bug.jpg|Mercenaries: Playground of Destruction (SLES 52588)<br />
</gallery><br />
<br />
{{Mercenaries series}}<br />
<br />
[[Category:temp Navbox required]]<br />
{{ForumLinksList|list=<br />
*[http://forums.pcsx2.net/Thread-Mercenaries-Playground-of-Destruction-SLUS-20932-U--30015 Mercenaries - Playground of Destruction (SLUS 20932) (U)]}}</div>Lord Xebhttps://wiki.pcsx2.net/index.php?title=Star_Ocean:_Till_the_End_of_Time&diff=91571Star Ocean: Till the End of Time2018-03-25T20:56:43Z<p>Lord Xeb: /* Known Issues */</p>
<hr />
<div>{{infobox<br />
|image = StarOcean_till_the_end_of_timefrontbox.jpg<br />
|caption = <br />
|developer = [[Tri-Ace]]<br />
|publisher = [[Square Enix|Enix Corporation]]<br />
|genre = RPG<br />
|wikipedia = [https://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time Link]<br />
|gamefaqslink = [http://www.gamefaqs.com/ps2/536705-star-ocean-till-the-end-of-time Link], [http://www.gamefaqs.com/ps2/919104-star-ocean-3-directors-cut Link]<br />
|reviewlinks = {{ReviewLink|[http://www.gamerankings.com/ps2/536705-star-ocean-till-the-end-of-time/index.html GameRankings]|81/100}}, {{ReviewLink|[http://www.metacritic.com/game/playstation-2/star-ocean-till-the-end-of-time Metacritic]|80/100}}<br />
|gameinfo = The third game in the Star Ocean series, Star Ocean: Till the End of Time is set 400 years after the events of Star Ocean: The Second Story. Fayt Leingod, an ordinary college student, is vacationing on a resort planet which suddenly gets attacked by aliens. A few escapes later, his escape pod crash lands on an undeveloped planet, he gets rescued by a member of a resistance group named Quark, they crash on another undeveloped planet, and they get caught up in local politics. The repercussions of the alien attack, and the reasons for it, are going to catch up with Fayt again...<br />
<!-- General props --><br />
|widescreen = 1<br />
|progressive = 1<br />
|cpu-intensive = 1<br />
|eu_rating = 12+<br />
|eu_rating_text = Violence<br />
|na_rating = T<br />
|na_rating_text = Blood, Violence<br />
<!-- Language props --><br />
|japanese = SLPM-65209 & SLPM-66478 & SLPM-66479 & SLPM-65438 & SLPM-65439 & SCPS-55019<br />
|english = SLES-82028 & SLES-82029 & SLUS-20488 & SLUS-20891 & SLUS-20488GH & SLUS-20891GH<br />
<!-- NTSC-U props --><br />
|NTSCU = 1<br />
|serialsNTSCU = SLUS-20488 <small>(Disc 1)</small><br />SLUS-20891 <small>(Disc 2)</small><br />SLUS-20488GH <small>(Greatest Hits, Disc 1)</small><br />SLUS-20891GH <small>(Greatest Hits, Disc 2)</small><br />
|CRCsNTSCU = 23A97857<br />
|releasedateNTSCU = August 31, 2004<br />2005 <small>(Greatest Hits)</small><br />
|statusNTSCU = 2<br />
|linuxstatusNTSCU = 2<br />
|macstatusNTSCU =<br />
<!-- PAL props --><br />
|PAL = 1<br />
|serialsPAL = SLES-82028 <small>(Disc 1)</small><br/>SLES-82029 <small>(Disc 2)</small><br />
|CRCsPAL = E04EA200<br />
|releasedatePAL = September 30, 2004 <small>(Australia)</small><br />October 1, 2004<br />
|statusPAL =<br />
|linuxstatusPAL =<br />
|macstatusPAL =<br />
<!-- NTSC-J props --><br />
|NTSCJ = 1<br />
|serialsNTSCJ = SLPM-65209 <small>(Limited Edition)</small><br />SCPS-55019<br />SLPM-65438 <small>(Director's Cut, Disc 1)</small><br />SLPM-65439 <small>(Director's Cut, Disc 2)</small><br />SLPM-66478 <small>(Director's Cut, Ultimate Hits, Disc 1)</small><br />SLPM-66479 <small>(Director's Cut, Ultimate Hits, Disc 2)</small><br />SCAJ-20070 <small>(Director's Cut)</small><br />
|CRCsNTSCJ =<br />
|releasedateNTSCJ = February 27, 2003<br />January 22, 2004 <small>(Director's Cut)</small><br />July 20, 2006 <small>(Director's Cut, Ultimate Hits)</small><br />
|statusNTSCJ = 2<br />
|linuxstatusNTSCJ =<br />
|macstatusNTSCJ =<br />
}}<br />
<br />
<!-- Windows and Linux testing tables (remove comment signs on usage, for Macintosh you have to add the same lines begin with {{TestingHeader|OS=Mac}}) --><br />
{{TestingHeader|OS=Windows}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U(?)<br />
|OS=?<br />
|CPU=Intel Core i7-2600K @ 3.40 GHz<br />
|GPU=GIGABYTE GeForce GTS 450 OC<br />
|Revision=0.9.9 (r5127)<br />
|Graphics=GSdx (r5125)<br />
|Sound=<br />
* SPU2-X (r5112)<br />
* LilyPad (r5112)<br />
|Comments=I have used savestates everywhere, in battles, outside of battles, in menus and during animation scenes and CG. The game did not once get stuck or crash! And it worked in full FPS and above!<br />
|Tester=Dhillel<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows 7 Ultimate x64 (SP1)<br />
|CPU=Intel Core i5-4670K @ 3.40 GHz<br />
|GPU=AMD Radeon HD 7850 @ 1 GB<br />
|Revision=1.3.0 (svn r5932)<br />
|Graphics=GSdx SSE4 (r5932)<br />
<spoiler show="Settings" hide="Hide"><br />
* Renderer: Direct3D11 (Hardware)<br />
* Custom Resolution: 2560x1440<br />
* Anisotropic Filtering: 16x<br />
* Shader Configuration:<br />
** FXAA: Enabled<br />
** Shadeboost: Enabled<br />
</spoiler><br />
|Sound=<br />
* SPU2-X (r5893)<br />
* LilyPad (r5822)<br />
|Comments=Runs great and remains stable at 60 FPS while playing in a custom 2560x1440 resolution. I've had no issues playing this game. The only problematic area was due to a controller issue, which is the Barr Mountains area where you had to play the Dragon Flute. This was already a horrendous area even on the actual PS2, but using the workaround mentioned in 'Known Issues' found below, I was able to pass this area just fine.<br />
|Tester=Ryudo<br />
}}<br />
{{TestingFooter}}<br />
<br />
<!--<br />
{{TestingHeader|OS=Linux}}<br />
{{TestingEntry<br />
|Status=?<br />
|Region=?<br />
|OS=?<br />
|CPU=?<br />
|GPU=?<br />
|Revision=?<br />
|Graphics=?<br />
|Sound=?<br />
|Comments=?<br />
|Tester=?<br />
}}<br />
{{TestingFooter}}<br />
--><br />
<br />
<br />
==Trivia==<br />
* Original names: '''スターオーシャン3 ティルジエンドオブタイム''' (SLPM-65209), '''スターオーシャン3 ティルジエンドオブタイム ディレクターズカット''' (SLPM-65438)<br />
* Also known as '''Star Ocean: Till the End of Time Director's Cut''' (JP), '''Star Ocean 3: Till the End of Time''' (JP)<br />
* The original NTSC-J version has an ingame bug that could cause the game freeze. NTSC-U version is same as Star Ocean 3 director's cut which has the bug fixed and some additional in game stuff. <br />
* An "undub" patch was released by fans which applies to the US-NTSC version (Star Ocean 3: Till the End of Time). Basically it replaces ''all'' of the dubbed voices with the original Japanese voices. The latest version of the undub patch fixes nearly all spoken game text, compared to an earlier version which still contained portions of the English dub. Please be careful when setting the game cutscene setting to Automatic with this patch. There are significant differences in the length between the Japanese and English scripts leading to lines that drag out either shorter or longer than it takes to read the text in English. Also, you're on your own when it comes to dialogues in CGI cutscenes.<br />
* This game has a unique save file for Battle Trophy Data. When you want to back up your BT data, you will have to copy the entire Memory Card file (Labeled <code>Mcd001.ps2</code>) by default. There is some sort of checksum inside the Save File/Game itself that corresponds with the actual Memory Card. This makes it impossible to back up just the BT file itself. Every time you try to copy it to a new Memory Card it will result in a corruption message when you try to continue from that particular BT file. You can load it up to unlock costumes for example, but you won't be able to get any NEW trophies on that file. If you want to continue getting trophies, you will either have to use your original Memory Card file that came with the BT file, or you will have to start a brand new BT data file on the new card.<br />
** <b>Battle Trophy Data Update:</b> The save file restriction can be bypassed using the Memory Card Folder system. Simply convert your memory card to a folder and you can then overwrite the BT data files with whichever you want. You will not get the usual 'corrupted' error when trying to load these files.<br />
* There is a section in the dungeons of Barr Mountains that requires you to "play tunes" by pressing the circle button to activate a tune. The game has 4 tunes mapped to the button, differentiated by tap/hold and light/hard pressure. However, most gamepads and keyboards only send a fixed pressure, therefore if you attempt playing tunes normally you will always get the hard tap/hold tunes. To get around this an additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the Controllers plugin configuration and setting a unused or rarely used input(like the button set to select or L2) and (re)mapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In-game use that button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.<br />
<br />
<br />
==Known Issues==<br />
{{Issue<br />
|IssueName=Wrong bloom effect on upscaled resolution<br />
|IsFixed=0<br />
|IssueLevel=0<br />
|Description=A bloom effect misplacement issue occurs when running the game at a higher than native resolution. It's difficult to spot since the game doesn't have many locations that use bloom effect. A place to observe this is Arkives (Disc 2, late game).<br />
|Workaround=There's no known solution.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Abnormal high GPU usage<br />
|IsFixed=1<br />
|IssueLevel=1<br />
|Description=Game has massive slowdown in Hardware mode.<br />
|Workaround=This has been fixed in recent PCSX2 v1.5.0 git builds as long as CRC Hack Level is not set to "None". For older versions go to Config > Video (GS) > Plugin Settings, and set '''CRC Hack Level''' to at least "'''Full (Safest)'''". Alternatively click "Enable HW Hacks", go to Configure Hacks and set skipdraw to 1.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Stuttering during cutscenes and loading battle (new)<br />
|IsFixed=1<br />
|IssueLevel=0<br />
|Description=In DX11 Hardware mode, game will stutter on loading cutscenes. When going into battle, game will also stutter. Voiced dialog scenes feel "sluggish".<br />
|Workaround=Switch to DX9 Hardware mode in GS plugin. Game runs perfectly. Very smooth and responsive. *Issue is resolved in version 1.5.0.<br />
}}<br />
<br />
==Gameplay Screenshots==<br />
<gallery widths="175px" heights="100px"><br />
SO3-Gameplay1.jpg<br />
SO3-Gameplay2.jpg<br />
SO3-Gameplay3.jpg<br />
SO3-Gameplay4.jpg<br />
SO3-Gameplay5.jpg<br />
</gallery><br />
<br />
<br />
{{Star Ocean series}}<br />
{{ForumLinksList|list=<br />
*[http://forums.pcsx2.net/Thread-Star-Ocean-3-Till-the-End-of-Time-SLUS-20488-U Star Ocean 3 - Till the End of Time (SLUS 20488) (U)]}}</div>Lord Xebhttps://wiki.pcsx2.net/index.php?title=Star_Ocean:_Till_the_End_of_Time&diff=91565Star Ocean: Till the End of Time2018-03-24T23:29:31Z<p>Lord Xeb: /* Known Issues */</p>
<hr />
<div>{{infobox<br />
|image = StarOcean_till_the_end_of_timefrontbox.jpg<br />
|caption = <br />
|developer = [[Tri-Ace]]<br />
|publisher = [[Square Enix|Enix Corporation]]<br />
|genre = RPG<br />
|wikipedia = [https://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time Link]<br />
|gamefaqslink = [http://www.gamefaqs.com/ps2/536705-star-ocean-till-the-end-of-time Link], [http://www.gamefaqs.com/ps2/919104-star-ocean-3-directors-cut Link]<br />
|reviewlinks = {{ReviewLink|[http://www.gamerankings.com/ps2/536705-star-ocean-till-the-end-of-time/index.html GameRankings]|81/100}}, {{ReviewLink|[http://www.metacritic.com/game/playstation-2/star-ocean-till-the-end-of-time Metacritic]|80/100}}<br />
|gameinfo = The third game in the Star Ocean series, Star Ocean: Till the End of Time is set 400 years after the events of Star Ocean: The Second Story. Fayt Leingod, an ordinary college student, is vacationing on a resort planet which suddenly gets attacked by aliens. A few escapes later, his escape pod crash lands on an undeveloped planet, he gets rescued by a member of a resistance group named Quark, they crash on another undeveloped planet, and they get caught up in local politics. The repercussions of the alien attack, and the reasons for it, are going to catch up with Fayt again...<br />
<!-- General props --><br />
|widescreen = 1<br />
|progressive = 1<br />
|cpu-intensive = 1<br />
|eu_rating = 12+<br />
|eu_rating_text = Violence<br />
|na_rating = T<br />
|na_rating_text = Blood, Violence<br />
<!-- Language props --><br />
|japanese = SLPM-65209 & SLPM-66478 & SLPM-66479 & SLPM-65438 & SLPM-65439 & SCPS-55019<br />
|english = SLES-82028 & SLES-82029 & SLUS-20488 & SLUS-20891 & SLUS-20488GH & SLUS-20891GH<br />
<!-- NTSC-U props --><br />
|NTSCU = 1<br />
|serialsNTSCU = SLUS-20488 <small>(Disc 1)</small><br />SLUS-20891 <small>(Disc 2)</small><br />SLUS-20488GH <small>(Greatest Hits, Disc 1)</small><br />SLUS-20891GH <small>(Greatest Hits, Disc 2)</small><br />
|CRCsNTSCU = 23A97857<br />
|releasedateNTSCU = August 31, 2004<br />2005 <small>(Greatest Hits)</small><br />
|statusNTSCU = 2<br />
|linuxstatusNTSCU = 2<br />
|macstatusNTSCU =<br />
<!-- PAL props --><br />
|PAL = 1<br />
|serialsPAL = SLES-82028 <small>(Disc 1)</small><br/>SLES-82029 <small>(Disc 2)</small><br />
|CRCsPAL = E04EA200<br />
|releasedatePAL = September 30, 2004 <small>(Australia)</small><br />October 1, 2004<br />
|statusPAL =<br />
|linuxstatusPAL =<br />
|macstatusPAL =<br />
<!-- NTSC-J props --><br />
|NTSCJ = 1<br />
|serialsNTSCJ = SLPM-65209 <small>(Limited Edition)</small><br />SCPS-55019<br />SLPM-65438 <small>(Director's Cut, Disc 1)</small><br />SLPM-65439 <small>(Director's Cut, Disc 2)</small><br />SLPM-66478 <small>(Director's Cut, Ultimate Hits, Disc 1)</small><br />SLPM-66479 <small>(Director's Cut, Ultimate Hits, Disc 2)</small><br />SCAJ-20070 <small>(Director's Cut)</small><br />
|CRCsNTSCJ =<br />
|releasedateNTSCJ = February 27, 2003<br />January 22, 2004 <small>(Director's Cut)</small><br />July 20, 2006 <small>(Director's Cut, Ultimate Hits)</small><br />
|statusNTSCJ = 2<br />
|linuxstatusNTSCJ =<br />
|macstatusNTSCJ =<br />
}}<br />
<br />
<!-- Windows and Linux testing tables (remove comment signs on usage, for Macintosh you have to add the same lines begin with {{TestingHeader|OS=Mac}}) --><br />
{{TestingHeader|OS=Windows}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U(?)<br />
|OS=?<br />
|CPU=Intel Core i7-2600K @ 3.40 GHz<br />
|GPU=GIGABYTE GeForce GTS 450 OC<br />
|Revision=0.9.9 (r5127)<br />
|Graphics=GSdx (r5125)<br />
|Sound=<br />
* SPU2-X (r5112)<br />
* LilyPad (r5112)<br />
|Comments=I have used savestates everywhere, in battles, outside of battles, in menus and during animation scenes and CG. The game did not once get stuck or crash! And it worked in full FPS and above!<br />
|Tester=Dhillel<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows 7 Ultimate x64 (SP1)<br />
|CPU=Intel Core i5-4670K @ 3.40 GHz<br />
|GPU=AMD Radeon HD 7850 @ 1 GB<br />
|Revision=1.3.0 (svn r5932)<br />
|Graphics=GSdx SSE4 (r5932)<br />
<spoiler show="Settings" hide="Hide"><br />
* Renderer: Direct3D11 (Hardware)<br />
* Custom Resolution: 2560x1440<br />
* Anisotropic Filtering: 16x<br />
* Shader Configuration:<br />
** FXAA: Enabled<br />
** Shadeboost: Enabled<br />
</spoiler><br />
|Sound=<br />
* SPU2-X (r5893)<br />
* LilyPad (r5822)<br />
|Comments=Runs great and remains stable at 60 FPS while playing in a custom 2560x1440 resolution. I've had no issues playing this game. The only problematic area was due to a controller issue, which is the Barr Mountains area where you had to play the Dragon Flute. This was already a horrendous area even on the actual PS2, but using the workaround mentioned in 'Known Issues' found below, I was able to pass this area just fine.<br />
|Tester=Ryudo<br />
}}<br />
{{TestingFooter}}<br />
<br />
<!--<br />
{{TestingHeader|OS=Linux}}<br />
{{TestingEntry<br />
|Status=?<br />
|Region=?<br />
|OS=?<br />
|CPU=?<br />
|GPU=?<br />
|Revision=?<br />
|Graphics=?<br />
|Sound=?<br />
|Comments=?<br />
|Tester=?<br />
}}<br />
{{TestingFooter}}<br />
--><br />
<br />
<br />
==Trivia==<br />
* Original names: '''スターオーシャン3 ティルジエンドオブタイム''' (SLPM-65209), '''スターオーシャン3 ティルジエンドオブタイム ディレクターズカット''' (SLPM-65438)<br />
* Also known as '''Star Ocean: Till the End of Time Director's Cut''' (JP), '''Star Ocean 3: Till the End of Time''' (JP)<br />
* The original NTSC-J version has an ingame bug that could cause the game freeze. NTSC-U version is same as Star Ocean 3 director's cut which has the bug fixed and some additional in game stuff. <br />
* An "undub" patch was released by fans which applies to the US-NTSC version (Star Ocean 3: Till the End of Time). Basically it replaces ''all'' of the dubbed voices with the original Japanese voices. The latest version of the undub patch fixes nearly all spoken game text, compared to an earlier version which still contained portions of the English dub. Please be careful when setting the game cutscene setting to Automatic with this patch. There are significant differences in the length between the Japanese and English scripts leading to lines that drag out either shorter or longer than it takes to read the text in English. Also, you're on your own when it comes to dialogues in CGI cutscenes.<br />
* This game has a unique save file for Battle Trophy Data. When you want to back up your BT data, you will have to copy the entire Memory Card file (Labeled <code>Mcd001.ps2</code>) by default. There is some sort of checksum inside the Save File/Game itself that corresponds with the actual Memory Card. This makes it impossible to back up just the BT file itself. Every time you try to copy it to a new Memory Card it will result in a corruption message when you try to continue from that particular BT file. You can load it up to unlock costumes for example, but you won't be able to get any NEW trophies on that file. If you want to continue getting trophies, you will either have to use your original Memory Card file that came with the BT file, or you will have to start a brand new BT data file on the new card.<br />
** <b>Battle Trophy Data Update:</b> The save file restriction can be bypassed using the Memory Card Folder system. Simply convert your memory card to a folder and you can then overwrite the BT data files with whichever you want. You will not get the usual 'corrupted' error when trying to load these files.<br />
* There is a section in the dungeons of Barr Mountains that requires you to "play tunes" by pressing the circle button to activate a tune. The game has 4 tunes mapped to the button, differentiated by tap/hold and light/hard pressure. However, most gamepads and keyboards only send a fixed pressure, therefore if you attempt playing tunes normally you will always get the hard tap/hold tunes. To get around this an additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the Controllers plugin configuration and setting a unused or rarely used input(like the button set to select or L2) and (re)mapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In-game use that button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.<br />
<br />
<br />
==Known Issues==<br />
{{Issue<br />
|IssueName=Wrong bloom effect on upscaled resolution<br />
|IsFixed=0<br />
|IssueLevel=0<br />
|Description=A bloom effect misplacement issue occurs when running the game at a higher than native resolution. It's difficult to spot since the game doesn't have many locations that use bloom effect. A place to observe this is Arkives (Disc 2, late game).<br />
|Workaround=There's no known solution.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Abnormal high GPU usage<br />
|IsFixed=1<br />
|IssueLevel=1<br />
|Description=Game has massive slowdown in Hardware mode.<br />
|Workaround=This has been fixed in recent PCSX2 v1.5.0 git builds as long as CRC Hack Level is not set to "None". For older versions go to Config > Video (GS) > Plugin Settings, and set '''CRC Hack Level''' to at least "'''Full (Safest)'''". Alternatively click "Enable HW Hacks", go to Configure Hacks and set skipdraw to 1.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Stuttering during cutscenes and loading battle (new)<br />
|IsFixed=1<br />
|IssueLevel=0<br />
|Description=In DX11 Hardware mode, game will stutter on loading cutscenes. When going into battle, game will also stutter. Voiced dialog scenes feel "sluggish".<br />
|Workaround=Switch to DX9 Hardware mode in GS plugin. Game runs perfectly. Very smooth and responsive. *Issue appears to be resolved in version 1.5.0.<br />
}}<br />
<br />
==Gameplay Screenshots==<br />
<gallery widths="175px" heights="100px"><br />
SO3-Gameplay1.jpg<br />
SO3-Gameplay2.jpg<br />
SO3-Gameplay3.jpg<br />
SO3-Gameplay4.jpg<br />
SO3-Gameplay5.jpg<br />
</gallery><br />
<br />
<br />
{{Star Ocean series}}<br />
{{ForumLinksList|list=<br />
*[http://forums.pcsx2.net/Thread-Star-Ocean-3-Till-the-End-of-Time-SLUS-20488-U Star Ocean 3 - Till the End of Time (SLUS 20488) (U)]}}</div>Lord Xebhttps://wiki.pcsx2.net/index.php?title=Star_Ocean:_Till_the_End_of_Time&diff=91564Star Ocean: Till the End of Time2018-03-24T23:28:32Z<p>Lord Xeb: /* Known Issues */</p>
<hr />
<div>{{infobox<br />
|image = StarOcean_till_the_end_of_timefrontbox.jpg<br />
|caption = <br />
|developer = [[Tri-Ace]]<br />
|publisher = [[Square Enix|Enix Corporation]]<br />
|genre = RPG<br />
|wikipedia = [https://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time Link]<br />
|gamefaqslink = [http://www.gamefaqs.com/ps2/536705-star-ocean-till-the-end-of-time Link], [http://www.gamefaqs.com/ps2/919104-star-ocean-3-directors-cut Link]<br />
|reviewlinks = {{ReviewLink|[http://www.gamerankings.com/ps2/536705-star-ocean-till-the-end-of-time/index.html GameRankings]|81/100}}, {{ReviewLink|[http://www.metacritic.com/game/playstation-2/star-ocean-till-the-end-of-time Metacritic]|80/100}}<br />
|gameinfo = The third game in the Star Ocean series, Star Ocean: Till the End of Time is set 400 years after the events of Star Ocean: The Second Story. Fayt Leingod, an ordinary college student, is vacationing on a resort planet which suddenly gets attacked by aliens. A few escapes later, his escape pod crash lands on an undeveloped planet, he gets rescued by a member of a resistance group named Quark, they crash on another undeveloped planet, and they get caught up in local politics. The repercussions of the alien attack, and the reasons for it, are going to catch up with Fayt again...<br />
<!-- General props --><br />
|widescreen = 1<br />
|progressive = 1<br />
|cpu-intensive = 1<br />
|eu_rating = 12+<br />
|eu_rating_text = Violence<br />
|na_rating = T<br />
|na_rating_text = Blood, Violence<br />
<!-- Language props --><br />
|japanese = SLPM-65209 & SLPM-66478 & SLPM-66479 & SLPM-65438 & SLPM-65439 & SCPS-55019<br />
|english = SLES-82028 & SLES-82029 & SLUS-20488 & SLUS-20891 & SLUS-20488GH & SLUS-20891GH<br />
<!-- NTSC-U props --><br />
|NTSCU = 1<br />
|serialsNTSCU = SLUS-20488 <small>(Disc 1)</small><br />SLUS-20891 <small>(Disc 2)</small><br />SLUS-20488GH <small>(Greatest Hits, Disc 1)</small><br />SLUS-20891GH <small>(Greatest Hits, Disc 2)</small><br />
|CRCsNTSCU = 23A97857<br />
|releasedateNTSCU = August 31, 2004<br />2005 <small>(Greatest Hits)</small><br />
|statusNTSCU = 2<br />
|linuxstatusNTSCU = 2<br />
|macstatusNTSCU =<br />
<!-- PAL props --><br />
|PAL = 1<br />
|serialsPAL = SLES-82028 <small>(Disc 1)</small><br/>SLES-82029 <small>(Disc 2)</small><br />
|CRCsPAL = E04EA200<br />
|releasedatePAL = September 30, 2004 <small>(Australia)</small><br />October 1, 2004<br />
|statusPAL =<br />
|linuxstatusPAL =<br />
|macstatusPAL =<br />
<!-- NTSC-J props --><br />
|NTSCJ = 1<br />
|serialsNTSCJ = SLPM-65209 <small>(Limited Edition)</small><br />SCPS-55019<br />SLPM-65438 <small>(Director's Cut, Disc 1)</small><br />SLPM-65439 <small>(Director's Cut, Disc 2)</small><br />SLPM-66478 <small>(Director's Cut, Ultimate Hits, Disc 1)</small><br />SLPM-66479 <small>(Director's Cut, Ultimate Hits, Disc 2)</small><br />SCAJ-20070 <small>(Director's Cut)</small><br />
|CRCsNTSCJ =<br />
|releasedateNTSCJ = February 27, 2003<br />January 22, 2004 <small>(Director's Cut)</small><br />July 20, 2006 <small>(Director's Cut, Ultimate Hits)</small><br />
|statusNTSCJ = 2<br />
|linuxstatusNTSCJ =<br />
|macstatusNTSCJ =<br />
}}<br />
<br />
<!-- Windows and Linux testing tables (remove comment signs on usage, for Macintosh you have to add the same lines begin with {{TestingHeader|OS=Mac}}) --><br />
{{TestingHeader|OS=Windows}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U(?)<br />
|OS=?<br />
|CPU=Intel Core i7-2600K @ 3.40 GHz<br />
|GPU=GIGABYTE GeForce GTS 450 OC<br />
|Revision=0.9.9 (r5127)<br />
|Graphics=GSdx (r5125)<br />
|Sound=<br />
* SPU2-X (r5112)<br />
* LilyPad (r5112)<br />
|Comments=I have used savestates everywhere, in battles, outside of battles, in menus and during animation scenes and CG. The game did not once get stuck or crash! And it worked in full FPS and above!<br />
|Tester=Dhillel<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows 7 Ultimate x64 (SP1)<br />
|CPU=Intel Core i5-4670K @ 3.40 GHz<br />
|GPU=AMD Radeon HD 7850 @ 1 GB<br />
|Revision=1.3.0 (svn r5932)<br />
|Graphics=GSdx SSE4 (r5932)<br />
<spoiler show="Settings" hide="Hide"><br />
* Renderer: Direct3D11 (Hardware)<br />
* Custom Resolution: 2560x1440<br />
* Anisotropic Filtering: 16x<br />
* Shader Configuration:<br />
** FXAA: Enabled<br />
** Shadeboost: Enabled<br />
</spoiler><br />
|Sound=<br />
* SPU2-X (r5893)<br />
* LilyPad (r5822)<br />
|Comments=Runs great and remains stable at 60 FPS while playing in a custom 2560x1440 resolution. I've had no issues playing this game. The only problematic area was due to a controller issue, which is the Barr Mountains area where you had to play the Dragon Flute. This was already a horrendous area even on the actual PS2, but using the workaround mentioned in 'Known Issues' found below, I was able to pass this area just fine.<br />
|Tester=Ryudo<br />
}}<br />
{{TestingFooter}}<br />
<br />
<!--<br />
{{TestingHeader|OS=Linux}}<br />
{{TestingEntry<br />
|Status=?<br />
|Region=?<br />
|OS=?<br />
|CPU=?<br />
|GPU=?<br />
|Revision=?<br />
|Graphics=?<br />
|Sound=?<br />
|Comments=?<br />
|Tester=?<br />
}}<br />
{{TestingFooter}}<br />
--><br />
<br />
<br />
==Trivia==<br />
* Original names: '''スターオーシャン3 ティルジエンドオブタイム''' (SLPM-65209), '''スターオーシャン3 ティルジエンドオブタイム ディレクターズカット''' (SLPM-65438)<br />
* Also known as '''Star Ocean: Till the End of Time Director's Cut''' (JP), '''Star Ocean 3: Till the End of Time''' (JP)<br />
* The original NTSC-J version has an ingame bug that could cause the game freeze. NTSC-U version is same as Star Ocean 3 director's cut which has the bug fixed and some additional in game stuff. <br />
* An "undub" patch was released by fans which applies to the US-NTSC version (Star Ocean 3: Till the End of Time). Basically it replaces ''all'' of the dubbed voices with the original Japanese voices. The latest version of the undub patch fixes nearly all spoken game text, compared to an earlier version which still contained portions of the English dub. Please be careful when setting the game cutscene setting to Automatic with this patch. There are significant differences in the length between the Japanese and English scripts leading to lines that drag out either shorter or longer than it takes to read the text in English. Also, you're on your own when it comes to dialogues in CGI cutscenes.<br />
* This game has a unique save file for Battle Trophy Data. When you want to back up your BT data, you will have to copy the entire Memory Card file (Labeled <code>Mcd001.ps2</code>) by default. There is some sort of checksum inside the Save File/Game itself that corresponds with the actual Memory Card. This makes it impossible to back up just the BT file itself. Every time you try to copy it to a new Memory Card it will result in a corruption message when you try to continue from that particular BT file. You can load it up to unlock costumes for example, but you won't be able to get any NEW trophies on that file. If you want to continue getting trophies, you will either have to use your original Memory Card file that came with the BT file, or you will have to start a brand new BT data file on the new card.<br />
** <b>Battle Trophy Data Update:</b> The save file restriction can be bypassed using the Memory Card Folder system. Simply convert your memory card to a folder and you can then overwrite the BT data files with whichever you want. You will not get the usual 'corrupted' error when trying to load these files.<br />
* There is a section in the dungeons of Barr Mountains that requires you to "play tunes" by pressing the circle button to activate a tune. The game has 4 tunes mapped to the button, differentiated by tap/hold and light/hard pressure. However, most gamepads and keyboards only send a fixed pressure, therefore if you attempt playing tunes normally you will always get the hard tap/hold tunes. To get around this an additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the Controllers plugin configuration and setting a unused or rarely used input(like the button set to select or L2) and (re)mapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In-game use that button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.<br />
<br />
<br />
==Known Issues==<br />
{{Issue<br />
|IssueName=Wrong bloom effect on upscaled resolution<br />
|IsFixed=0<br />
|IssueLevel=0<br />
|Description=A bloom effect misplacement issue occurs when running the game at a higher than native resolution. It's difficult to spot since the game doesn't have many locations that use bloom effect. A place to observe this is Arkives (Disc 2, late game).<br />
|Workaround=There's no known solution.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Abnormal high GPU usage<br />
|IsFixed=1<br />
|IssueLevel=1<br />
|Description=Game has massive slowdown in Hardware mode.<br />
|Workaround=This has been fixed in recent PCSX2 v1.5.0 git builds as long as CRC Hack Level is not set to "None". For older versions go to Config > Video (GS) > Plugin Settings, and set '''CRC Hack Level''' to at least "'''Full (Safest)'''". Alternatively click "Enable HW Hacks", go to Configure Hacks and set skipdraw to 1.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Stuttering during cutscenes and loading battle (new)<br />
|IsFixed=1<br />
|IssueLevel=0<br />
|Description=In DX11 Hardware mode, game will stutter on loading cutscenes. When going into battle, game will also stutter. Voiced dialog scenes feel "sluggish".<br />
|Switch to DX9 Hardware mode in GS plugin. Game runs perfectly. Very smooth and responsive. <br />
|Issue appears to be solved in PCSX2 1.5.0.<br />
}}<br />
<br />
==Gameplay Screenshots==<br />
<gallery widths="175px" heights="100px"><br />
SO3-Gameplay1.jpg<br />
SO3-Gameplay2.jpg<br />
SO3-Gameplay3.jpg<br />
SO3-Gameplay4.jpg<br />
SO3-Gameplay5.jpg<br />
</gallery><br />
<br />
<br />
{{Star Ocean series}}<br />
{{ForumLinksList|list=<br />
*[http://forums.pcsx2.net/Thread-Star-Ocean-3-Till-the-End-of-Time-SLUS-20488-U Star Ocean 3 - Till the End of Time (SLUS 20488) (U)]}}</div>Lord Xebhttps://wiki.pcsx2.net/index.php?title=Star_Ocean:_Till_the_End_of_Time&diff=91563Star Ocean: Till the End of Time2018-03-24T23:28:11Z<p>Lord Xeb: /* Known Issues */</p>
<hr />
<div>{{infobox<br />
|image = StarOcean_till_the_end_of_timefrontbox.jpg<br />
|caption = <br />
|developer = [[Tri-Ace]]<br />
|publisher = [[Square Enix|Enix Corporation]]<br />
|genre = RPG<br />
|wikipedia = [https://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time Link]<br />
|gamefaqslink = [http://www.gamefaqs.com/ps2/536705-star-ocean-till-the-end-of-time Link], [http://www.gamefaqs.com/ps2/919104-star-ocean-3-directors-cut Link]<br />
|reviewlinks = {{ReviewLink|[http://www.gamerankings.com/ps2/536705-star-ocean-till-the-end-of-time/index.html GameRankings]|81/100}}, {{ReviewLink|[http://www.metacritic.com/game/playstation-2/star-ocean-till-the-end-of-time Metacritic]|80/100}}<br />
|gameinfo = The third game in the Star Ocean series, Star Ocean: Till the End of Time is set 400 years after the events of Star Ocean: The Second Story. Fayt Leingod, an ordinary college student, is vacationing on a resort planet which suddenly gets attacked by aliens. A few escapes later, his escape pod crash lands on an undeveloped planet, he gets rescued by a member of a resistance group named Quark, they crash on another undeveloped planet, and they get caught up in local politics. The repercussions of the alien attack, and the reasons for it, are going to catch up with Fayt again...<br />
<!-- General props --><br />
|widescreen = 1<br />
|progressive = 1<br />
|cpu-intensive = 1<br />
|eu_rating = 12+<br />
|eu_rating_text = Violence<br />
|na_rating = T<br />
|na_rating_text = Blood, Violence<br />
<!-- Language props --><br />
|japanese = SLPM-65209 & SLPM-66478 & SLPM-66479 & SLPM-65438 & SLPM-65439 & SCPS-55019<br />
|english = SLES-82028 & SLES-82029 & SLUS-20488 & SLUS-20891 & SLUS-20488GH & SLUS-20891GH<br />
<!-- NTSC-U props --><br />
|NTSCU = 1<br />
|serialsNTSCU = SLUS-20488 <small>(Disc 1)</small><br />SLUS-20891 <small>(Disc 2)</small><br />SLUS-20488GH <small>(Greatest Hits, Disc 1)</small><br />SLUS-20891GH <small>(Greatest Hits, Disc 2)</small><br />
|CRCsNTSCU = 23A97857<br />
|releasedateNTSCU = August 31, 2004<br />2005 <small>(Greatest Hits)</small><br />
|statusNTSCU = 2<br />
|linuxstatusNTSCU = 2<br />
|macstatusNTSCU =<br />
<!-- PAL props --><br />
|PAL = 1<br />
|serialsPAL = SLES-82028 <small>(Disc 1)</small><br/>SLES-82029 <small>(Disc 2)</small><br />
|CRCsPAL = E04EA200<br />
|releasedatePAL = September 30, 2004 <small>(Australia)</small><br />October 1, 2004<br />
|statusPAL =<br />
|linuxstatusPAL =<br />
|macstatusPAL =<br />
<!-- NTSC-J props --><br />
|NTSCJ = 1<br />
|serialsNTSCJ = SLPM-65209 <small>(Limited Edition)</small><br />SCPS-55019<br />SLPM-65438 <small>(Director's Cut, Disc 1)</small><br />SLPM-65439 <small>(Director's Cut, Disc 2)</small><br />SLPM-66478 <small>(Director's Cut, Ultimate Hits, Disc 1)</small><br />SLPM-66479 <small>(Director's Cut, Ultimate Hits, Disc 2)</small><br />SCAJ-20070 <small>(Director's Cut)</small><br />
|CRCsNTSCJ =<br />
|releasedateNTSCJ = February 27, 2003<br />January 22, 2004 <small>(Director's Cut)</small><br />July 20, 2006 <small>(Director's Cut, Ultimate Hits)</small><br />
|statusNTSCJ = 2<br />
|linuxstatusNTSCJ =<br />
|macstatusNTSCJ =<br />
}}<br />
<br />
<!-- Windows and Linux testing tables (remove comment signs on usage, for Macintosh you have to add the same lines begin with {{TestingHeader|OS=Mac}}) --><br />
{{TestingHeader|OS=Windows}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U(?)<br />
|OS=?<br />
|CPU=Intel Core i7-2600K @ 3.40 GHz<br />
|GPU=GIGABYTE GeForce GTS 450 OC<br />
|Revision=0.9.9 (r5127)<br />
|Graphics=GSdx (r5125)<br />
|Sound=<br />
* SPU2-X (r5112)<br />
* LilyPad (r5112)<br />
|Comments=I have used savestates everywhere, in battles, outside of battles, in menus and during animation scenes and CG. The game did not once get stuck or crash! And it worked in full FPS and above!<br />
|Tester=Dhillel<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows 7 Ultimate x64 (SP1)<br />
|CPU=Intel Core i5-4670K @ 3.40 GHz<br />
|GPU=AMD Radeon HD 7850 @ 1 GB<br />
|Revision=1.3.0 (svn r5932)<br />
|Graphics=GSdx SSE4 (r5932)<br />
<spoiler show="Settings" hide="Hide"><br />
* Renderer: Direct3D11 (Hardware)<br />
* Custom Resolution: 2560x1440<br />
* Anisotropic Filtering: 16x<br />
* Shader Configuration:<br />
** FXAA: Enabled<br />
** Shadeboost: Enabled<br />
</spoiler><br />
|Sound=<br />
* SPU2-X (r5893)<br />
* LilyPad (r5822)<br />
|Comments=Runs great and remains stable at 60 FPS while playing in a custom 2560x1440 resolution. I've had no issues playing this game. The only problematic area was due to a controller issue, which is the Barr Mountains area where you had to play the Dragon Flute. This was already a horrendous area even on the actual PS2, but using the workaround mentioned in 'Known Issues' found below, I was able to pass this area just fine.<br />
|Tester=Ryudo<br />
}}<br />
{{TestingFooter}}<br />
<br />
<!--<br />
{{TestingHeader|OS=Linux}}<br />
{{TestingEntry<br />
|Status=?<br />
|Region=?<br />
|OS=?<br />
|CPU=?<br />
|GPU=?<br />
|Revision=?<br />
|Graphics=?<br />
|Sound=?<br />
|Comments=?<br />
|Tester=?<br />
}}<br />
{{TestingFooter}}<br />
--><br />
<br />
<br />
==Trivia==<br />
* Original names: '''スターオーシャン3 ティルジエンドオブタイム''' (SLPM-65209), '''スターオーシャン3 ティルジエンドオブタイム ディレクターズカット''' (SLPM-65438)<br />
* Also known as '''Star Ocean: Till the End of Time Director's Cut''' (JP), '''Star Ocean 3: Till the End of Time''' (JP)<br />
* The original NTSC-J version has an ingame bug that could cause the game freeze. NTSC-U version is same as Star Ocean 3 director's cut which has the bug fixed and some additional in game stuff. <br />
* An "undub" patch was released by fans which applies to the US-NTSC version (Star Ocean 3: Till the End of Time). Basically it replaces ''all'' of the dubbed voices with the original Japanese voices. The latest version of the undub patch fixes nearly all spoken game text, compared to an earlier version which still contained portions of the English dub. Please be careful when setting the game cutscene setting to Automatic with this patch. There are significant differences in the length between the Japanese and English scripts leading to lines that drag out either shorter or longer than it takes to read the text in English. Also, you're on your own when it comes to dialogues in CGI cutscenes.<br />
* This game has a unique save file for Battle Trophy Data. When you want to back up your BT data, you will have to copy the entire Memory Card file (Labeled <code>Mcd001.ps2</code>) by default. There is some sort of checksum inside the Save File/Game itself that corresponds with the actual Memory Card. This makes it impossible to back up just the BT file itself. Every time you try to copy it to a new Memory Card it will result in a corruption message when you try to continue from that particular BT file. You can load it up to unlock costumes for example, but you won't be able to get any NEW trophies on that file. If you want to continue getting trophies, you will either have to use your original Memory Card file that came with the BT file, or you will have to start a brand new BT data file on the new card.<br />
** <b>Battle Trophy Data Update:</b> The save file restriction can be bypassed using the Memory Card Folder system. Simply convert your memory card to a folder and you can then overwrite the BT data files with whichever you want. You will not get the usual 'corrupted' error when trying to load these files.<br />
* There is a section in the dungeons of Barr Mountains that requires you to "play tunes" by pressing the circle button to activate a tune. The game has 4 tunes mapped to the button, differentiated by tap/hold and light/hard pressure. However, most gamepads and keyboards only send a fixed pressure, therefore if you attempt playing tunes normally you will always get the hard tap/hold tunes. To get around this an additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the Controllers plugin configuration and setting a unused or rarely used input(like the button set to select or L2) and (re)mapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In-game use that button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.<br />
<br />
<br />
==Known Issues==<br />
{{Issue<br />
|IssueName=Wrong bloom effect on upscaled resolution<br />
|IsFixed=0<br />
|IssueLevel=0<br />
|Description=A bloom effect misplacement issue occurs when running the game at a higher than native resolution. It's difficult to spot since the game doesn't have many locations that use bloom effect. A place to observe this is Arkives (Disc 2, late game).<br />
|Workaround=There's no known solution.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Abnormal high GPU usage<br />
|IsFixed=1<br />
|IssueLevel=1<br />
|Description=Game has massive slowdown in Hardware mode.<br />
|Workaround=This has been fixed in recent PCSX2 v1.5.0 git builds as long as CRC Hack Level is not set to "None". For older versions go to Config > Video (GS) > Plugin Settings, and set '''CRC Hack Level''' to at least "'''Full (Safest)'''". Alternatively click "Enable HW Hacks", go to Configure Hacks and set skipdraw to 1.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Stuttering during cutscenes and loading battle (new)<br />
|IsFixed=1<br />
|IssueLevel=0<br />
|Description=In DX11 Hardware mode, game will stutter on loading cutscenes. When going into battle, game will also stutter. Voiced dialog scenes feel "sluggish".<br />
|Switch to DX9 Hardware mode in GS plugin. Game runs perfectly. Very smooth and responsive. <br />
| *Issue appears to be solved in PCSX2 1.5.0.<br />
}}<br />
<br />
==Gameplay Screenshots==<br />
<gallery widths="175px" heights="100px"><br />
SO3-Gameplay1.jpg<br />
SO3-Gameplay2.jpg<br />
SO3-Gameplay3.jpg<br />
SO3-Gameplay4.jpg<br />
SO3-Gameplay5.jpg<br />
</gallery><br />
<br />
<br />
{{Star Ocean series}}<br />
{{ForumLinksList|list=<br />
*[http://forums.pcsx2.net/Thread-Star-Ocean-3-Till-the-End-of-Time-SLUS-20488-U Star Ocean 3 - Till the End of Time (SLUS 20488) (U)]}}</div>Lord Xebhttps://wiki.pcsx2.net/index.php?title=Star_Ocean:_Till_the_End_of_Time&diff=91562Star Ocean: Till the End of Time2018-03-24T23:19:25Z<p>Lord Xeb: /* Known Issues */</p>
<hr />
<div>{{infobox<br />
|image = StarOcean_till_the_end_of_timefrontbox.jpg<br />
|caption = <br />
|developer = [[Tri-Ace]]<br />
|publisher = [[Square Enix|Enix Corporation]]<br />
|genre = RPG<br />
|wikipedia = [https://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time Link]<br />
|gamefaqslink = [http://www.gamefaqs.com/ps2/536705-star-ocean-till-the-end-of-time Link], [http://www.gamefaqs.com/ps2/919104-star-ocean-3-directors-cut Link]<br />
|reviewlinks = {{ReviewLink|[http://www.gamerankings.com/ps2/536705-star-ocean-till-the-end-of-time/index.html GameRankings]|81/100}}, {{ReviewLink|[http://www.metacritic.com/game/playstation-2/star-ocean-till-the-end-of-time Metacritic]|80/100}}<br />
|gameinfo = The third game in the Star Ocean series, Star Ocean: Till the End of Time is set 400 years after the events of Star Ocean: The Second Story. Fayt Leingod, an ordinary college student, is vacationing on a resort planet which suddenly gets attacked by aliens. A few escapes later, his escape pod crash lands on an undeveloped planet, he gets rescued by a member of a resistance group named Quark, they crash on another undeveloped planet, and they get caught up in local politics. The repercussions of the alien attack, and the reasons for it, are going to catch up with Fayt again...<br />
<!-- General props --><br />
|widescreen = 1<br />
|progressive = 1<br />
|cpu-intensive = 1<br />
|eu_rating = 12+<br />
|eu_rating_text = Violence<br />
|na_rating = T<br />
|na_rating_text = Blood, Violence<br />
<!-- Language props --><br />
|japanese = SLPM-65209 & SLPM-66478 & SLPM-66479 & SLPM-65438 & SLPM-65439 & SCPS-55019<br />
|english = SLES-82028 & SLES-82029 & SLUS-20488 & SLUS-20891 & SLUS-20488GH & SLUS-20891GH<br />
<!-- NTSC-U props --><br />
|NTSCU = 1<br />
|serialsNTSCU = SLUS-20488 <small>(Disc 1)</small><br />SLUS-20891 <small>(Disc 2)</small><br />SLUS-20488GH <small>(Greatest Hits, Disc 1)</small><br />SLUS-20891GH <small>(Greatest Hits, Disc 2)</small><br />
|CRCsNTSCU = 23A97857<br />
|releasedateNTSCU = August 31, 2004<br />2005 <small>(Greatest Hits)</small><br />
|statusNTSCU = 2<br />
|linuxstatusNTSCU = 2<br />
|macstatusNTSCU =<br />
<!-- PAL props --><br />
|PAL = 1<br />
|serialsPAL = SLES-82028 <small>(Disc 1)</small><br/>SLES-82029 <small>(Disc 2)</small><br />
|CRCsPAL = E04EA200<br />
|releasedatePAL = September 30, 2004 <small>(Australia)</small><br />October 1, 2004<br />
|statusPAL =<br />
|linuxstatusPAL =<br />
|macstatusPAL =<br />
<!-- NTSC-J props --><br />
|NTSCJ = 1<br />
|serialsNTSCJ = SLPM-65209 <small>(Limited Edition)</small><br />SCPS-55019<br />SLPM-65438 <small>(Director's Cut, Disc 1)</small><br />SLPM-65439 <small>(Director's Cut, Disc 2)</small><br />SLPM-66478 <small>(Director's Cut, Ultimate Hits, Disc 1)</small><br />SLPM-66479 <small>(Director's Cut, Ultimate Hits, Disc 2)</small><br />SCAJ-20070 <small>(Director's Cut)</small><br />
|CRCsNTSCJ =<br />
|releasedateNTSCJ = February 27, 2003<br />January 22, 2004 <small>(Director's Cut)</small><br />July 20, 2006 <small>(Director's Cut, Ultimate Hits)</small><br />
|statusNTSCJ = 2<br />
|linuxstatusNTSCJ =<br />
|macstatusNTSCJ =<br />
}}<br />
<br />
<!-- Windows and Linux testing tables (remove comment signs on usage, for Macintosh you have to add the same lines begin with {{TestingHeader|OS=Mac}}) --><br />
{{TestingHeader|OS=Windows}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U(?)<br />
|OS=?<br />
|CPU=Intel Core i7-2600K @ 3.40 GHz<br />
|GPU=GIGABYTE GeForce GTS 450 OC<br />
|Revision=0.9.9 (r5127)<br />
|Graphics=GSdx (r5125)<br />
|Sound=<br />
* SPU2-X (r5112)<br />
* LilyPad (r5112)<br />
|Comments=I have used savestates everywhere, in battles, outside of battles, in menus and during animation scenes and CG. The game did not once get stuck or crash! And it worked in full FPS and above!<br />
|Tester=Dhillel<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows 7 Ultimate x64 (SP1)<br />
|CPU=Intel Core i5-4670K @ 3.40 GHz<br />
|GPU=AMD Radeon HD 7850 @ 1 GB<br />
|Revision=1.3.0 (svn r5932)<br />
|Graphics=GSdx SSE4 (r5932)<br />
<spoiler show="Settings" hide="Hide"><br />
* Renderer: Direct3D11 (Hardware)<br />
* Custom Resolution: 2560x1440<br />
* Anisotropic Filtering: 16x<br />
* Shader Configuration:<br />
** FXAA: Enabled<br />
** Shadeboost: Enabled<br />
</spoiler><br />
|Sound=<br />
* SPU2-X (r5893)<br />
* LilyPad (r5822)<br />
|Comments=Runs great and remains stable at 60 FPS while playing in a custom 2560x1440 resolution. I've had no issues playing this game. The only problematic area was due to a controller issue, which is the Barr Mountains area where you had to play the Dragon Flute. This was already a horrendous area even on the actual PS2, but using the workaround mentioned in 'Known Issues' found below, I was able to pass this area just fine.<br />
|Tester=Ryudo<br />
}}<br />
{{TestingFooter}}<br />
<br />
<!--<br />
{{TestingHeader|OS=Linux}}<br />
{{TestingEntry<br />
|Status=?<br />
|Region=?<br />
|OS=?<br />
|CPU=?<br />
|GPU=?<br />
|Revision=?<br />
|Graphics=?<br />
|Sound=?<br />
|Comments=?<br />
|Tester=?<br />
}}<br />
{{TestingFooter}}<br />
--><br />
<br />
<br />
==Trivia==<br />
* Original names: '''スターオーシャン3 ティルジエンドオブタイム''' (SLPM-65209), '''スターオーシャン3 ティルジエンドオブタイム ディレクターズカット''' (SLPM-65438)<br />
* Also known as '''Star Ocean: Till the End of Time Director's Cut''' (JP), '''Star Ocean 3: Till the End of Time''' (JP)<br />
* The original NTSC-J version has an ingame bug that could cause the game freeze. NTSC-U version is same as Star Ocean 3 director's cut which has the bug fixed and some additional in game stuff. <br />
* An "undub" patch was released by fans which applies to the US-NTSC version (Star Ocean 3: Till the End of Time). Basically it replaces ''all'' of the dubbed voices with the original Japanese voices. The latest version of the undub patch fixes nearly all spoken game text, compared to an earlier version which still contained portions of the English dub. Please be careful when setting the game cutscene setting to Automatic with this patch. There are significant differences in the length between the Japanese and English scripts leading to lines that drag out either shorter or longer than it takes to read the text in English. Also, you're on your own when it comes to dialogues in CGI cutscenes.<br />
* This game has a unique save file for Battle Trophy Data. When you want to back up your BT data, you will have to copy the entire Memory Card file (Labeled <code>Mcd001.ps2</code>) by default. There is some sort of checksum inside the Save File/Game itself that corresponds with the actual Memory Card. This makes it impossible to back up just the BT file itself. Every time you try to copy it to a new Memory Card it will result in a corruption message when you try to continue from that particular BT file. You can load it up to unlock costumes for example, but you won't be able to get any NEW trophies on that file. If you want to continue getting trophies, you will either have to use your original Memory Card file that came with the BT file, or you will have to start a brand new BT data file on the new card.<br />
** <b>Battle Trophy Data Update:</b> The save file restriction can be bypassed using the Memory Card Folder system. Simply convert your memory card to a folder and you can then overwrite the BT data files with whichever you want. You will not get the usual 'corrupted' error when trying to load these files.<br />
* There is a section in the dungeons of Barr Mountains that requires you to "play tunes" by pressing the circle button to activate a tune. The game has 4 tunes mapped to the button, differentiated by tap/hold and light/hard pressure. However, most gamepads and keyboards only send a fixed pressure, therefore if you attempt playing tunes normally you will always get the hard tap/hold tunes. To get around this an additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the Controllers plugin configuration and setting a unused or rarely used input(like the button set to select or L2) and (re)mapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In-game use that button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.<br />
<br />
<br />
==Known Issues==<br />
{{Issue<br />
|IssueName=Wrong bloom effect on upscaled resolution<br />
|IsFixed=0<br />
|IssueLevel=0<br />
|Description=A bloom effect misplacement issue occurs when running the game at a higher than native resolution. It's difficult to spot since the game doesn't have many locations that use bloom effect. A place to observe this is Arkives (Disc 2, late game).<br />
|Workaround=There's no known solution.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Abnormal high GPU usage<br />
|IsFixed=1<br />
|IssueLevel=1<br />
|Description=Game has massive slowdown in Hardware mode.<br />
|Workaround=This has been fixed in recent PCSX2 v1.5.0 git builds as long as CRC Hack Level is not set to "None". For older versions go to Config > Video (GS) > Plugin Settings, and set '''CRC Hack Level''' to at least "'''Full (Safest)'''". Alternatively click "Enable HW Hacks", go to Configure Hacks and set skipdraw to 1.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Stuttering during cutscenes and loading battle (new)<br />
|IsFixed=0<br />
|IssueLevel=0<br />
|Description=In DX11 Hardware mode, game will stutter on loading cutscenes. When going into battle, game will also stutter. Voiced dialog scenes feel "sluggish".<br />
|Switch to DX9 Hardware mode in GS plugin. Game runs perfectly. Very smooth and responsive. <br />
}}<br />
<br />
==Gameplay Screenshots==<br />
<gallery widths="175px" heights="100px"><br />
SO3-Gameplay1.jpg<br />
SO3-Gameplay2.jpg<br />
SO3-Gameplay3.jpg<br />
SO3-Gameplay4.jpg<br />
SO3-Gameplay5.jpg<br />
</gallery><br />
<br />
<br />
{{Star Ocean series}}<br />
{{ForumLinksList|list=<br />
*[http://forums.pcsx2.net/Thread-Star-Ocean-3-Till-the-End-of-Time-SLUS-20488-U Star Ocean 3 - Till the End of Time (SLUS 20488) (U)]}}</div>Lord Xebhttps://wiki.pcsx2.net/index.php?title=Star_Ocean:_Till_the_End_of_Time&diff=91561Star Ocean: Till the End of Time2018-03-24T23:05:30Z<p>Lord Xeb: /* Known Issues */</p>
<hr />
<div>{{infobox<br />
|image = StarOcean_till_the_end_of_timefrontbox.jpg<br />
|caption = <br />
|developer = [[Tri-Ace]]<br />
|publisher = [[Square Enix|Enix Corporation]]<br />
|genre = RPG<br />
|wikipedia = [https://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time Link]<br />
|gamefaqslink = [http://www.gamefaqs.com/ps2/536705-star-ocean-till-the-end-of-time Link], [http://www.gamefaqs.com/ps2/919104-star-ocean-3-directors-cut Link]<br />
|reviewlinks = {{ReviewLink|[http://www.gamerankings.com/ps2/536705-star-ocean-till-the-end-of-time/index.html GameRankings]|81/100}}, {{ReviewLink|[http://www.metacritic.com/game/playstation-2/star-ocean-till-the-end-of-time Metacritic]|80/100}}<br />
|gameinfo = The third game in the Star Ocean series, Star Ocean: Till the End of Time is set 400 years after the events of Star Ocean: The Second Story. Fayt Leingod, an ordinary college student, is vacationing on a resort planet which suddenly gets attacked by aliens. A few escapes later, his escape pod crash lands on an undeveloped planet, he gets rescued by a member of a resistance group named Quark, they crash on another undeveloped planet, and they get caught up in local politics. The repercussions of the alien attack, and the reasons for it, are going to catch up with Fayt again...<br />
<!-- General props --><br />
|widescreen = 1<br />
|progressive = 1<br />
|cpu-intensive = 1<br />
|eu_rating = 12+<br />
|eu_rating_text = Violence<br />
|na_rating = T<br />
|na_rating_text = Blood, Violence<br />
<!-- Language props --><br />
|japanese = SLPM-65209 & SLPM-66478 & SLPM-66479 & SLPM-65438 & SLPM-65439 & SCPS-55019<br />
|english = SLES-82028 & SLES-82029 & SLUS-20488 & SLUS-20891 & SLUS-20488GH & SLUS-20891GH<br />
<!-- NTSC-U props --><br />
|NTSCU = 1<br />
|serialsNTSCU = SLUS-20488 <small>(Disc 1)</small><br />SLUS-20891 <small>(Disc 2)</small><br />SLUS-20488GH <small>(Greatest Hits, Disc 1)</small><br />SLUS-20891GH <small>(Greatest Hits, Disc 2)</small><br />
|CRCsNTSCU = 23A97857<br />
|releasedateNTSCU = August 31, 2004<br />2005 <small>(Greatest Hits)</small><br />
|statusNTSCU = 2<br />
|linuxstatusNTSCU = 2<br />
|macstatusNTSCU =<br />
<!-- PAL props --><br />
|PAL = 1<br />
|serialsPAL = SLES-82028 <small>(Disc 1)</small><br/>SLES-82029 <small>(Disc 2)</small><br />
|CRCsPAL = E04EA200<br />
|releasedatePAL = September 30, 2004 <small>(Australia)</small><br />October 1, 2004<br />
|statusPAL =<br />
|linuxstatusPAL =<br />
|macstatusPAL =<br />
<!-- NTSC-J props --><br />
|NTSCJ = 1<br />
|serialsNTSCJ = SLPM-65209 <small>(Limited Edition)</small><br />SCPS-55019<br />SLPM-65438 <small>(Director's Cut, Disc 1)</small><br />SLPM-65439 <small>(Director's Cut, Disc 2)</small><br />SLPM-66478 <small>(Director's Cut, Ultimate Hits, Disc 1)</small><br />SLPM-66479 <small>(Director's Cut, Ultimate Hits, Disc 2)</small><br />SCAJ-20070 <small>(Director's Cut)</small><br />
|CRCsNTSCJ =<br />
|releasedateNTSCJ = February 27, 2003<br />January 22, 2004 <small>(Director's Cut)</small><br />July 20, 2006 <small>(Director's Cut, Ultimate Hits)</small><br />
|statusNTSCJ = 2<br />
|linuxstatusNTSCJ =<br />
|macstatusNTSCJ =<br />
}}<br />
<br />
<!-- Windows and Linux testing tables (remove comment signs on usage, for Macintosh you have to add the same lines begin with {{TestingHeader|OS=Mac}}) --><br />
{{TestingHeader|OS=Windows}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U(?)<br />
|OS=?<br />
|CPU=Intel Core i7-2600K @ 3.40 GHz<br />
|GPU=GIGABYTE GeForce GTS 450 OC<br />
|Revision=0.9.9 (r5127)<br />
|Graphics=GSdx (r5125)<br />
|Sound=<br />
* SPU2-X (r5112)<br />
* LilyPad (r5112)<br />
|Comments=I have used savestates everywhere, in battles, outside of battles, in menus and during animation scenes and CG. The game did not once get stuck or crash! And it worked in full FPS and above!<br />
|Tester=Dhillel<br />
}}<br />
{{TestingEntry<br />
|Status=2<br />
|Region=NTSC-U<br />
|OS=Windows 7 Ultimate x64 (SP1)<br />
|CPU=Intel Core i5-4670K @ 3.40 GHz<br />
|GPU=AMD Radeon HD 7850 @ 1 GB<br />
|Revision=1.3.0 (svn r5932)<br />
|Graphics=GSdx SSE4 (r5932)<br />
<spoiler show="Settings" hide="Hide"><br />
* Renderer: Direct3D11 (Hardware)<br />
* Custom Resolution: 2560x1440<br />
* Anisotropic Filtering: 16x<br />
* Shader Configuration:<br />
** FXAA: Enabled<br />
** Shadeboost: Enabled<br />
</spoiler><br />
|Sound=<br />
* SPU2-X (r5893)<br />
* LilyPad (r5822)<br />
|Comments=Runs great and remains stable at 60 FPS while playing in a custom 2560x1440 resolution. I've had no issues playing this game. The only problematic area was due to a controller issue, which is the Barr Mountains area where you had to play the Dragon Flute. This was already a horrendous area even on the actual PS2, but using the workaround mentioned in 'Known Issues' found below, I was able to pass this area just fine.<br />
|Tester=Ryudo<br />
}}<br />
{{TestingFooter}}<br />
<br />
<!--<br />
{{TestingHeader|OS=Linux}}<br />
{{TestingEntry<br />
|Status=?<br />
|Region=?<br />
|OS=?<br />
|CPU=?<br />
|GPU=?<br />
|Revision=?<br />
|Graphics=?<br />
|Sound=?<br />
|Comments=?<br />
|Tester=?<br />
}}<br />
{{TestingFooter}}<br />
--><br />
<br />
<br />
==Trivia==<br />
* Original names: '''スターオーシャン3 ティルジエンドオブタイム''' (SLPM-65209), '''スターオーシャン3 ティルジエンドオブタイム ディレクターズカット''' (SLPM-65438)<br />
* Also known as '''Star Ocean: Till the End of Time Director's Cut''' (JP), '''Star Ocean 3: Till the End of Time''' (JP)<br />
* The original NTSC-J version has an ingame bug that could cause the game freeze. NTSC-U version is same as Star Ocean 3 director's cut which has the bug fixed and some additional in game stuff. <br />
* An "undub" patch was released by fans which applies to the US-NTSC version (Star Ocean 3: Till the End of Time). Basically it replaces ''all'' of the dubbed voices with the original Japanese voices. The latest version of the undub patch fixes nearly all spoken game text, compared to an earlier version which still contained portions of the English dub. Please be careful when setting the game cutscene setting to Automatic with this patch. There are significant differences in the length between the Japanese and English scripts leading to lines that drag out either shorter or longer than it takes to read the text in English. Also, you're on your own when it comes to dialogues in CGI cutscenes.<br />
* This game has a unique save file for Battle Trophy Data. When you want to back up your BT data, you will have to copy the entire Memory Card file (Labeled <code>Mcd001.ps2</code>) by default. There is some sort of checksum inside the Save File/Game itself that corresponds with the actual Memory Card. This makes it impossible to back up just the BT file itself. Every time you try to copy it to a new Memory Card it will result in a corruption message when you try to continue from that particular BT file. You can load it up to unlock costumes for example, but you won't be able to get any NEW trophies on that file. If you want to continue getting trophies, you will either have to use your original Memory Card file that came with the BT file, or you will have to start a brand new BT data file on the new card.<br />
** <b>Battle Trophy Data Update:</b> The save file restriction can be bypassed using the Memory Card Folder system. Simply convert your memory card to a folder and you can then overwrite the BT data files with whichever you want. You will not get the usual 'corrupted' error when trying to load these files.<br />
* There is a section in the dungeons of Barr Mountains that requires you to "play tunes" by pressing the circle button to activate a tune. The game has 4 tunes mapped to the button, differentiated by tap/hold and light/hard pressure. However, most gamepads and keyboards only send a fixed pressure, therefore if you attempt playing tunes normally you will always get the hard tap/hold tunes. To get around this an additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the Controllers plugin configuration and setting a unused or rarely used input(like the button set to select or L2) and (re)mapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In-game use that button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.<br />
<br />
<br />
==Known Issues==<br />
{{Issue<br />
|IssueName=Wrong bloom effect on upscaled resolution<br />
|IsFixed=0<br />
|IssueLevel=0<br />
|Description=A bloom effect misplacement issue occurs when running the game at a higher than native resolution. It's difficult to spot since the game doesn't have many locations that use bloom effect. A place to observe this is Arkives (Disc 2, late game).<br />
|Workaround=There's no known solution.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Abnormal high GPU usage<br />
|IsFixed=1<br />
|IssueLevel=1<br />
|Description=Game has massive slowdown in Hardware mode.<br />
|Workaround=This has been fixed in recent PCSX2 v1.5.0 git builds as long as CRC Hack Level is not set to "None". For older versions go to Config > Video (GS) > Plugin Settings, and set '''CRC Hack Level''' to at least "'''Full (Safest)'''". Alternatively click "Enable HW Hacks", go to Configure Hacks and set skipdraw to 1.<br />
}}<br />
<br />
{{Issue<br />
|IssueName=Stuttering during cutscenes and loading battle (new)<br />
|IsFixed=0<br />
|IssueLevel=0<br />
|Description=In DX11 Hardware mode, game will stutter on loading cutscenes. When going into battle, game will also stutter. <br />
|Switch to DX9 Hardware mode in GS plugin. Game runs perfectly. <br />
}}<br />
<br />
==Gameplay Screenshots==<br />
<gallery widths="175px" heights="100px"><br />
SO3-Gameplay1.jpg<br />
SO3-Gameplay2.jpg<br />
SO3-Gameplay3.jpg<br />
SO3-Gameplay4.jpg<br />
SO3-Gameplay5.jpg<br />
</gallery><br />
<br />
<br />
{{Star Ocean series}}<br />
{{ForumLinksList|list=<br />
*[http://forums.pcsx2.net/Thread-Star-Ocean-3-Till-the-End-of-Time-SLUS-20488-U Star Ocean 3 - Till the End of Time (SLUS 20488) (U)]}}</div>Lord Xeb