Klonoa 2: Lunatea's Veil

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Klonoa 2: Lunatea's Veil
Klonoa Cover.jpeg
NTSC-U cover
Game general and emulation properties:
ESRB rating: E
Widescreen patch available
Languages supported:
English: SCES-50354 & SLUS-20151 & SLUS-28004
Japanese: SLPS-25033 & SLPS-73404
German: SCES-50354
French: SCES-50354
Spanish: SCES-50354
Italian: SCES-50354
Region NTSC-U:
Serial numbers: SLUS-20151
SLUS-28004 (Trade Demo)
Release date: July 25, 2001
CRCs: 2F56CBC9
Windows Status: Playable
Linux Status: Playable
Mac Status: ?
Region PAL:
Serial numbers: SCES-50354
Release date: November 9, 2001
CRCs: 7EBEEBBD
Windows Status: Playable
Linux Status: Playable
Mac Status: ?
Region NTSC-J/C/K:
Serial numbers: SLPS-25033
SLPS-73404 (PlayStation 2 the Best)
SLPM-60138 (Trial)
Release date: March 22, 2001
June 27, 2002 (PlayStation 2 the Best)
CRCs: 1645DE53
Windows Status: Playable
Linux Status: ?
Mac Status: ?

Developer(s): Namco
Publisher(s): Namco (JP, US), SCEE (EU)
Genre: Action, Platformer
Wikipedia: Link
Game review links: Metacritic91/100
Game description: Klonoa, a long-eared creature, has stumbled on yet another mystical adventure. In Klonoa 2, a dark kingdom threatens the enchanted realm of Lunatea. Now it's up to Klonoa and his friends, Lolo and Popka, to prevent evil forces from bringing monsters and sickness into their world. Help Klonoa through 24 magical stages featuring hover-board gliding, perceptual changes, and new treacherous foes. On your adventure, you'll drop off waterfalls, get shot into the air by cannon, and gain special abilities from your defeated enemies.
The sequel to 1997's sleeper platformer hit "Klonoa: Door to Phantomile" finds our floppy-eared, baseball cap-wearing hero collecting dream stones and over-inflating his enemies with air bullets while protecting the dream world of Lunatea in this "2-D style" action game.


Winlogo.png Test configurations on Windows:


Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
NTSC Windows 10
  • Intel i7-8700K @ 3.70 GHz
  • NVIDIA GeForce 1070
1.6.0 GSdx 1.2.0 SPU2-X 2.0.0 Plays surprisingly well at 4k. It looks like in the main menu you HAVE to go into sound settings, set the synchronization mode to Async, then set latency at 3ms. Then, once you're in game, you can revert back to TimeStretch at 100 ms. No crackling or sound complaints at all, it sounded great. Flashing textures were there but they were very minor details like the roof of a train or some wires in a factory. No big deal and nothing that completely ruins the experience. Also should note I did set EE to Nearest and Clamping Mode to Extra + Preserve Sign. Had all speed hacks on, too. Optim
NTSC Windows 10
  • Intel Xeon E5-2640 @ 2.8 GHz
  • NVIDIA GEFORCE GTX 1060 6GB (Driver version 430.86)
1.5.0-dev-3210-g7d1d88e40 GSdx 20190720121007 (MSVC 19.00 SSE4.1/AVX) 1.1.0 SPU2-X 20190720121007 2.0.0 BIOS: JPN v02.20, (SCPH-75000_BIOS_VX_JAP_220)

•Both the old and new Volk hang patches work however the patch by Prafull will have less graphical glitches. •Set Audio latency on SPU2-X to around 3ms async. Set in game audio to stereo."this may not be needed anymore I was able to boot the game at 16ms async a few times. For the credits video you may want to set the audio to time stretch however or use a very large async audio buffer and it may sporadically work.. •Some fire effects do not appear with or without game fixes •Water and other effects Graphically bugged with necessary Volk Hang/IPU patches if you wish to play through the whole game at once. •Some effects during cutscenes do not appear correctly however this can be fixed with software renderer and sometimes OpenGL as well. •Some objects appear appear as wrong color. it may be that there are 2 models in the same location and one is overriding the other on depth?. The Software rendering fixes this usually.

NTSC Windows 10
  • AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
  • AMD Radeon R9 290 (Driver version 16.9.2)
1.5.0-dev-1720-g5a63a62 GSdx 20131219235648(MSVC 19.00 SSE2/SSE2) 1.1.0 SPU2-X 20161219235648 2.0.0 [Spu2-X] BIOS: JPN v02.20, (SCPH-75000_BIOS_VX_JAP_220)

•Both the old and new Volk hang patches work however the patch by Prafull will have less graphical glitches. •Set Audio latency on SPU2-X to around 3ms async. Set in game audio to stereo."this may not be needed anymore I was able to boot the game at 16ms async a few times. For the credits video you may want to set the audio to time stretch however. •Some fire effects do not appear with or without game fixes •Water and other effects Graphically bugged with necessary Volk Hang/IPU patches if you wish to play through the whole game at once. •Some effects during cutscenes do not appear correctly however this can be fixed with software renderer and sometimes OpenGL as well. •Some objects appear miscolored. Software renderer fixes this.

PAL Windows 7
  • AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
  • AMD Radeon R9 290 (Driver version 16.1)
1.4.0 GSdx 0.1.19 20160105132032 SPU2-X 2.0.0 20151231175709
  • LilyPad 0.11.0 20151231175709
BIOS: Europe v02.00,

•No previous game fix patches seem to work for the PAL version of this game in pcsx2 1.4.0 in 50Hz or 60Hz. Either it will crash at volk or in 60Hz mode's case I get an assertion failed error. •Set Audio latency on SPU2-X to around 3MS Set in game audio to stereo •Some fire effects do not appear with or without game fixes •Water and other effects Graphically bugged with Automatic game fixes.

Daemyn
NTSC Windows 8.1
  • AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
  • NVIDIA GeForce GTX 460
1.3.0 20140731161737 GSdx 0.1.16 20140731161737 SPU2-X 2.0.0 20140731161737
  • LilyPad 0.11.0 20140731161737
BIOS: USA v02.20,

•Set Audio latency on SPU2-X to around 3MS Set in game audio to stereo •Some fire effects do not appear with or without game fixes •Water and other effects Graphically bugged with Automatic game fixes.

Daemyn
NTSC-U/J Windows
  • Intel Core i5-3330
  • AMD Radeon HD 6850
1.3.0 r5932 SVN GSdx
  • SPU2-X
  • ?
USA v02.20(10/02/2006), No bugs.
PAL Windows
  • AMD Phenom II X4 965BE @ 4.10 GHz / Intel Core i3-370M
  • VTX ATI HD 6870 / Intel HD Graphics
1.0.0 GSdx
  • ZeroSPU2/SPU2-X
  • ?
EE/VU Clamp: tried both Normal/Normal or E+P/E+P, tried both OFF/recommended (1/0), Auto = enable manual game fix (not ticked)
? ?
  • Intel Pentium E5400 @ 3.60 GHz
  • NVIDIA GeForce 9600 GT
0.9.7 r3878 stable GSdx r3673
  • SPU2-X r3702
  • LilyPad r3878
BIOS: USA v02.00. Broken in 0.9.8 due to it crashing in the Volk City part which works in 0.9.7 just fine. 60/60FPS Machina


Linlogo.png Test configurations on Linux:

Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
PAL Ubuntu 17.04 x64
  • Intel Core i5-4670 @ 3.40 GHz
  • VGA compatible controller: Intel Corporation Xeon E3-1200
1.5.0~git201708311541 GSdx (GCC 6.3.0, SSE2) 1.0.0 SPU2-X 2.0.0 Full speed. Marc
NTSC Fedora 35
  • AMD Ryzen 7 3700X @ 3.6 GHz
  • AMD Radeon RX 6800 XT 16 GB
1.7.3069 (Qt) BIOS: v02.30 USA. The game is completely playable with the default settings, I was able to beat it 100 % (completed all stages and got all collectibles, incl. the extra stages). The remaining problems with the game are all minor graphical issues, of which most can be resolved by using the software renderer. This does have the caveat of not being able to use an upscaled resolution, but it’s arguably more important to have the game running with less problems. ルーナティアのロロ

Trivia

  • Original names: 風のクロノア2〜世界が望んだ忘れもの〜 (SLPS-25033) & (SLPS-73404), Kaze no Klonoa 2: Sekai ga Nozonda Wasuremono (JP)

Status and recommended settings (2022)

While this title has historically been a problematic one to emulate, the current 1.7 nightly builds should work out-of-the-box without any manual patches. The game should be 100 % completable.

All the currently remaining problems are graphical issues, of which most only apply when using hardware rendering. In order to get the most flawless experience, it is recommended to use the software renderer (Settings → Graphics → Renderer → Software). The only issue with the software renderer appears in two cutscenes, listed below in the "Horizontal line artifacts" issue. A hardware renderer (OpenGL or Vulkan) can be temporarily enabled for those cutscenes if wished.

Known Issues

Horizontal line artifacts in cutscenes with a full-screen color effect

  • Status: Active
  • Type: Minor
  • Description: When using the software renderer, the full-screen coloring effect used in some parts of the cutscenes at the end of Maze of Memories (monochrome colors) and at the end of Noxious La-Lakoosha (sepia colors) has horizontal line artifacts. Last verified on PCSX2 v1.7.3130.
  • Workaround: Set renderer to "OpenGL" or "Vulkan".
  • GitHub issue: link

Inverse color effect in Embryo Compass cutscene does not appear correctly

  • Status: Active
  • Type: Minor
  • Description: When using a hardware renderer, the cutscene at the start of Embryo Compass features a layered effect that is supposed to invert the colors behind the layer, but instead incorrectly appears as a solid color. Last verified on PCSX2 v1.7.3426.
  • Workaround: In Settings → Graphics → Rendering, set Blending Accuracy to "Full (Slow)". Or alternatively, set Renderer to "Software".
  • GitHub issue: link

Character and object outlines are missing or show up as a thin dashed line

  • Status: Active
  • Type: Minor
  • Description: When using a hardware renderer, outlines on characters and objects are missing or incorrectly rendered (usually like a thin dashed line). The issue is mostly noticable in cutscenes, but can also be observed in gameplay.
  • Workaround: Set renderer to "Software".
  • GitHub issue: link

Extra lines or gaps in menus and HUD elements when using an upscaled resolution

  • Type: Note (not an issue)
  • Description: When using an upscaled resolution (e.g. 2x native / 720p) for the hardware renderer, some menu and HUD elements have extra lines or gaps in them. Last verified on PCSX2 v1.7.3130.
  • Workaround: Set internal resolution to "Native (PS2)" or set renderer to "Software".

Background elements in stages/cutscenes load up slowly when widescreen patches are in use

  • Type: Note (not an issue)
  • Description: When widescreen patches are enabled, some background elements in stages and cutscenes load up slowly, and can be seen gradually loading "tile per tile", unlike with real hardware. This is mostly apparent in Empty Sea of Tears, both in the intro cutscene and in the stage itself. Last verified on PCSX2 v1.7.3130 (both on hardware and software renderer).
    • A section from Empty Sea of Tears on PCSX2 v1.7.3069 with widescreen patches enabled, showing the slow-loading assets: video
    • The same section on real hardware: video
  • Workaround: Disable widescreen patches from Emulation → Game Settings, then reboot the game (closing and loading a save state is not enough!)

Wavy text effect renders incorrectly when widescreen patches are in use

  • Type: Note (not an issue)
  • Description: When widescreen patches are enabled, the wavy text effect, which can be seen in the "now loading", "vision start", and "vision clear" screens, renders incorrectly, and the edges of the text are not completely visible. The issue can happen on both hardware and software renderers. Last verified on PCSX2 v1.7.3130 (both on hardware and software renderer).
    • The wavy text effect on PCSX2 v1.7.3069 with widescreen patches enabled: video
    • The wavy text effect on real hardware: video
  • Workaround: Disable widescreen patches from Emulation → Game Settings, then reboot the game (closing and loading a save state is not enough!)

Fixed Issues

Miscolored objects or enemies

  • Status: Fixed
  • Type: Minor
  • Description: The following objects and enemies are miscolored when using one of the hardware renderers (fixed in PCSX2 v1.7.3497):
    • moving Goomi are supposed to be red, but appear incorrectly as regular green Goomi (which are normally stationary)
    • long-lasting Kiton are supposed to be yellow, but appear incorrectly as regular blue Kiton (which normally have a shorter use)
    • Likuri merged with two or three enemies should appear blue and red respectively, but both incorrectly appear as yellow
    • blue and red color-coded crystals (on which Likuri are used) incorrectly appear as yellow
    • short-fuse Boomie are supposed to be pink on spawning and then alternate between black and white, but instead always appear as regular red Boomie (which normally do not blow up before being captured)
    • Boomie should change to a bright orange color when activated (captured at least once), but incorrectly appear as red always
  • Workaround: For older versions, set renderer to "Software".
  • GitHub issue: link

Cave enemy is missing a shadow effect

  • Status: Fixed
  • Type: Minor
  • Description: When using a hardware renderer, the Ow-Gow enemy is missing a shadow effect when it’s inside its cave. Only the enemy’s eyes are supposed to be visible in this state, but the enemy incorrectly appears with its head and neck fully visible. Fixed in PCSX2 v1.7.3497.
  • Workaround: For older versions, set renderer to "Software".
  • GitHub issue: link

Green floating platforms are missing a transition effect

  • Status: Fixed
  • Type: Minor
  • Description: The green floating platforms have a transition effect to alert the player about the platform disappearing. After being stepped on, the platform should fade to black and then quickly flash in a lighter green color before disappearing. The platform also shortly appears in the lighter green color when it appears again. These effects are not displayed when using the hardware (OpenGL/Vulkan) renderer. Fixed in PCSX2 v1.7.3497.
    • Missing transition on the hardware (OpenGL/Vulkan) renderer: video
    • Working transition on the software renderer: video
  • Workaround: For older versions, set renderer to "Software".
  • GitHub issue: link

Bugged reflections

  • Status: Fixed
  • Type: Minor
  • Description: Reflections on some objects like cannons and the Wind Ring are bugged (see screenshots). Fixed on the 1.7 nightly builds.
  • Workaround: For older versions, go to Config → Emulation Settings → VUs tab, and set Clamping Mode to "Extra".

Flashing or garbage textures

  • Status: Fixed
  • Type: Minor
  • Description: At certain points of the game, and especially during the train cut scene at the end of Volk City, the textures will randomly flash and change around to garbage textures or wrong colors. Fixed on the 1.7 nightly builds.
  • Workaround: For older versions, reducing the EE cyclerate in speed hacks can alleviate it at −1 or 75 % speed, but still doesn't completely remove it. Reducing it to −3 or 50 % speed will fix nearly all of the flashing textures, but with the risk of game slowdowns. Inversely, speeding up the EE cycle rate will make the texture flashing much worse.

Missing Sound

  • Status: Fixed
  • Type: Minor
  • Description: Some areas have no music, and sound effects are missing completely. Fixed on the 1.7 nightly builds.
  • Workaround: For older versions, change SPU to async and lower latency to 3 ms.

Bad graphics from automatic game fixes

  • Status: Fixed
  • Type: Minor
  • Description: When automatic game fixes are enabled, there are missing floor textures or bad colors as a side effect from the patches (see screenshots). Volk City, Volkan Inferno, and Dark Sea of Tears are the most likely to crash without the patches. Other Levels may load and be completely playable. Fixed on the 1.7 nightly builds, there should be no more crashes on the default settings and no graphical side effects from them.
  • Workaround: For older versions, go to the System tab of PCSX2 and disable "Automatic Gamefixes", and re-enable it whenever a level needs it.

Required objects missing

  • Status: Fixed
  • Type: Minor
  • Description: Some objects needed to progress further don't appear where they should. Fixed on the 1.7 nightly builds.
  • Workaround: This is automatically resolved as long as Automatic Gamefixes is enabled on the System tab. On older versions, you can manually enable the fix by going to Config → Emulation Settings → EE/IOP tab, and setting EE/FPU to "Nearest or Negative".

Missing fire effects

  • Status: Fixed
  • Type: Minor
  • Description: Fire effects do not display in Volk Inferno and Joilant (see screenshots). Fixed on the 1.7 nightly builds.

Volk City hang

  • Status: Fixed
  • Type: Major
  • Description: When moving to one of the parts in Volk City, you get just a black screen with sound. Fixed on the 1.7 nightly builds.
  • Workaround: For older versions, the following patches are needed:

The gallery

Public compatibility forum links