Klonoa 2: Lunatea's Veil
Developer(s): Namco
Publisher(s): Namco (JP, US), SCEE (EU)
Genre: Action, Platformer
Wikipedia: Link
Game review links: Metacritic: 91/100
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.
Test configurations on Windows:
Environment | Configurations | Comments | Tester | ||||
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Region | OS | CPU/GPU | Revision | Graphics | Sound/Pad | ||
NTSC | Windows 10 |
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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 |
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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. |
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NTSC | Windows 10 |
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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. |
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PAL | Windows 7 |
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1.4.0 | GSdx 0.1.19 20160105132032 | SPU2-X 2.0.0 20151231175709
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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 |
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1.3.0 20140731161737 | GSdx 0.1.16 20140731161737 | SPU2-X 2.0.0 20140731161737
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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 |
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1.3.0 r5932 SVN | GSdx |
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USA v02.20(10/02/2006), No bugs. | |
PAL | Windows |
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1.0.0 | GSdx |
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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) | |
? | ? |
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0.9.7 r3878 stable | GSdx r3673 |
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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 |
Environment | Configurations | Comments | Tester | ||||
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Region | OS | CPU/GPU | Revision | Graphics | Sound/Pad | ||
PAL | Ubuntu 17.04 x64 |
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1.5.0~git201708311541 | GSdx (GCC 6.3.0, SSE2) 1.0.0 | SPU2-X 2.0.0 | Full speed. | Marc |
NTSC | Fedora 35 |
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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 |
Environment | Configurations | Comments | Tester | ||||
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Region | OS | CPU/GPU | Revision | Graphics | Sound/Pad | ||
? | ? |
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? | ? | ? | There are no test results for this game on macOS. You can help by playing and submitting your test results here. |
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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.
Show screenshots |
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- Workaround: Set renderer to "OpenGL" or "Vulkan".
- Last tested on: v1.7.3130
- Github: Issue #6724
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.
Show screenshots |
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- Workaround: In Settings → Graphics → Rendering, set Blending Accuracy to "Full (Slow)". Or alternatively, set Renderer to "Software".
- Last tested on: v1.7.3426
- Github: Issue #6727
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.
Show screenshots |
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- Workaround: Set renderer to "Software".
- Github: Issue #6728
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:
- 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: Update to the latest nightly version of PCSX2.
- Last tested on: v1.7.3497
- Github: Issue #6720
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.
- Workaround: Update to the latest nightly version of PCSX2.
- Last tested on: v1.7.3497
- Github: Issue #5200
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.
- Workaround: Update to the latest nightly version of PCSX2.
- Last tested on: v1.7.3497
- Github: Issue #6723
Bugged reflections
- Status: Fixed
- Type: Minor
- Description: Reflections on some objects like cannons and the Wind Ring are bugged (see screenshots).
- Workaround: Update to the latest nightly version of PCSX2.
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.
- Workaround: Update to the latest nightly version of PCSX2.
Missing Sound
- Status: Fixed
- Type: Minor
- Description: Some areas have no music, and sound effects are missing completely.
- Workaround: Update to the latest nightly version of PCSX2.
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.
Show screenshots |
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- Workaround: Update to the latest nightly version of PCSX2.
Volk City hang
- Status: Fixed
- Type: Severe
- Description: When moving to one of the parts in Volk City, you get just a black screen with sound.
- Workaround: Update to the latest nightly version of PCSX2.
Non-Issues
- Type: 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.
- Workaround: Set internal resolution to "Native (PS2)" or set renderer to "Software".
Show screenshots |
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- Last tested on: v1.7.3130
Background elements in stages/cutscenes load up slowly when widescreen patches are in use
- Type: 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.
- Workaround: Disable widescreen patches from Emulation → Game Settings, then reboot the game (closing and loading a save state is not enough!)
- Last tested on: v1.7.3130
Wavy text effect renders incorrectly when widescreen patches are in use
- Type: 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.
- Workaround: Disable widescreen patches from Emulation → Game Settings, then reboot the game (closing and loading a save state is not enough!)
- Last tested on: v1.7.3130
Gallery
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Klonoa 2: Lunatea's Veil (SCES 50354)
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