Ratchet & Clank: Up Your Arsenal: Difference between revisions

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|genre            = Action, Platformer
|genre            = Action, Platformer
|wikipedia        = [https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Up_Your_Arsenal Link]
|wikipedia        = [https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Up_Your_Arsenal Link]
|gamefaqslink      = [http://www.gamefaqs.com/ps2/919902-ratchet-and-clank-up-your-arsenal Link]
|gamefaqslink      = [https://gamefaqs.gamespot.com/ps2/919902-ratchet-and-clank-up-your-arsenal Link]
|reviewlinks      = {{ReviewLink|[http://www.metacritic.com/game/playstation-2/ratchet-clank-up-your-arsenal Metacritic]|91/100}}
|reviewlinks      = {{ReviewLink|[https://www.metacritic.com/game/playstation-2/ratchet-clank-up-your-arsenal Metacritic]|91/100}}
|gameinfo          = In Ratchet & Clank: Up Your Arsenal, Ratchet and Clank once again team up for an all-new adventure that combines diverse gameplay with elements of action, exploration, adventure, puzzle-solving, strategy, and role-playing into one experience. Together with the Q-Force, Ratchet and Clank set off to uncover the schemes of the sinister Dr. Nefarious and keep the galaxy safe for organic life. As one of three characters, you can now wield new weapons and gadgets, gain access to an array of vehicles, and master all-new abilities. The game also features both single-player and multiplayer (offline and online) gameplay.
|gameinfo          = In Ratchet & Clank: Up Your Arsenal, Ratchet and Clank once again team up for an all-new adventure that combines diverse gameplay with elements of action, exploration, adventure, puzzle-solving, strategy, and role-playing into one experience. Together with the Q-Force, Ratchet and Clank set off to uncover the schemes of the sinister Dr. Nefarious and keep the galaxy safe for organic life. As one of three characters, you can now wield new weapons and gadgets, gain access to an array of vehicles, and master all-new abilities. The game also features both single-player and multiplayer (offline and online) gameplay.
<!-- General props -->
<!-- General props -->
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|releasedateNTSCU  = November 3, 2004<br />August 25, 2005 <small>(Greatest Hits)</small>
|releasedateNTSCU  = November 3, 2004<br />August 25, 2005 <small>(Greatest Hits)</small>
|statusNTSCU      = 2
|statusNTSCU      = 2
|linuxstatusNTSCU  =
|linuxstatusNTSCU  = 2
|macstatusNTSCU    =
|macstatusNTSCU    =
<!-- PAL props -->
<!-- PAL props -->
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}}
}}


<!-- Windows and Linux testing tables (remove comment signs on usage, for Macintosh you have to add the same lines begin with {{TestingHeader|OS=Mac}}) -->
{{TestingHeader|OS=Windows}}
{{TestingHeader|OS=Windows}}
{{TestingEntry
{{TestingEntry
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|GPU=NVIDIA GeForce GTX 570 1368MB
|GPU=NVIDIA GeForce GTX 570 1368MB
|Revision=1.1.0 r5829
|Revision=1.1.0 r5829
<spoiler show="Settings" hide="Hide">
<!--
* '''Speedhacks:'''
* '''Speedhacks:'''
** MTVU
** MTVU
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** Enable Wait Loop Detection
** Enable Wait Loop Detection
** mVU Flag Hack
** mVU Flag Hack
</spoiler>
-->
|Graphics=GSdx
|Graphics=GSdx
|Sound=
|Sound=
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|Tester=Clank
|Tester=Clank
}}
}}
{{TestingEntry
{{TestingEntry
|Status=2
|Status=2
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|Tester=Aiglerac
|Tester=Aiglerac
}}
}}
{{TestingEntry
{{TestingEntry
|Status=2
|Status=2
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|GPU=NVIDIA GeForce GTX 770
|GPU=NVIDIA GeForce GTX 770
|Revision=1.5.0 (dev-1909)
|Revision=1.5.0 (dev-1909)
<spoiler show="Settings" hide="Hide">
<!--
Preset: 3 (deactivated)
Preset: 3 (deactivated)
* SpeedHacks:
* SpeedHacks:
** EE Cyclerate: +3
** EE Cyclerate: +3
** MTVU
** MTVU
</spoiler>
-->
|Graphics=GSdx SSE4
|Graphics=GSdx SSE4
<spoiler show="Settings" hide="Hide">
<!--
* Version: 1.0.1.9
* Version: 1.0.1.9
* Renderer: Direct3D9 (Hardware)
* Renderer: Direct3D9 (Hardware)
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* Logarithmic Z
* Logarithmic Z
* Alpha Correction
* Alpha Correction
</spoiler>
-->
|Sound= SPU2-X 2.0.0 (r4851)
|Sound= SPU2-X 2.0.0 (r4851)
|Comments='''Version''': SCUS-97353; '''BIOS''': v02.00; Widescreen; '''Performance''' is almost perfect (rarely EE 100%).     
|Comments='''Version''': SCUS-97353; '''BIOS''': v02.00; Widescreen; '''Performance''' is almost perfect (rarely EE 100%).     
|Tester=whiperkinta
|Tester=whiperkinta
}}
}}
{{TestingEntry
{{TestingEntry
|Status=2
|Status=2
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|Tester={{ForumUser|OldMoldSnorter}}
|Tester={{ForumUser|OldMoldSnorter}}
}}
}}
{{TestingEntry
{{TestingEntry
|Status=2
|Status=2
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|Tester=Rigle
|Tester=Rigle
}}
}}
{{TestingEntry
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|Status=2
|Status=2
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|Tester=Pyro1515
|Tester=Pyro1515
}}
}}
{{TestingEntry
{{TestingEntry
|Status=2
|Status=2
|Region=NTSC-U
|Region=NTSC-U
|OS=Windows 10 Pro x64
|OS=Windows 10 Pro x64
|CPU=Intel i7-4790k @ 4.00Ghz
|CPU=Intel Core i7-4790K @ 4.00 GHz
|GPU=NVIDIA GeForce RTX 2080
|GPU=NVIDIA GeForce RTX 2080
|Revision=1.7.0-dev-191-g5118aba45
|Revision=1.7.0-dev-191-g5118aba45
<spoiler show="Settings" hide="Hide">
<!--
* EE Cyclerate: 0/-1
* EE Cyclerate: 0/-1
* EE Cycle Skipping: 0
* EE Cycle Skipping: 0
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* MTVU: Yes
* MTVU: Yes
* Preset: 2
* Preset: 2
</spoiler>
-->
|Graphics=GSdx 1.2.0
|Graphics=GSdx 1.2.0
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: OpenGL (Hardware)
* Renderer: OpenGL (Hardware)
* Internal Resolution: 3x
* Internal Resolution: 3x
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* Large Framebuffer: Yes
* Large Framebuffer: Yes
* Advanced Settings and Hacks: Fast Texture Invalidation, Merge Sprites, Wild Arms Offset
* Advanced Settings and Hacks: Fast Texture Invalidation, Merge Sprites, Wild Arms Offset
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
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|Comments=Game is very demanding. Occasionally slows down with EE Cyclerate 0, but setting to -1 activates the game's internal frameskipping and makes it run a little smoother in most sections. Game desyncs audio on a few cutscenes due to slowdown. Use both fixes listed on the page to fix graphical issues. Solid background menus are fine, since other than that and some minor lighting glitches, the game looks great.
|Comments=Game is very demanding. Occasionally slows down with EE Cyclerate 0, but setting to -1 activates the game's internal frameskipping and makes it run a little smoother in most sections. Game desyncs audio on a few cutscenes due to slowdown. Use both fixes listed on the page to fix graphical issues. Solid background menus are fine, since other than that and some minor lighting glitches, the game looks great.
|Tester=Darkshadows
|Tester=Darkshadows
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 11 Pro x64
|CPU=AMD Ryzen 7 5800X @ 3.80 GHz
|GPU=AMD Radeon RX 6700XT
|Revision=Nightly 1.7.2351 (x64 build)
|Graphics=GSdx AVX2 (Vulkan)
|Sound=Defaults
|Comments=BIOS: EUROPE v1.6, Render Scale: 6x (4K), Used Aquatos and Bloom fixes listed below. Occasional slowdowns but was completely playable for the entire main story.
|Tester=MilshakeXO
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Pro
|CPU=Intel Core i7-10700 @ 2.90 GHz
|GPU=NVIDIA GeForce RTX 3060 Ti
|Revision=1.7.2864
<!--
* EE Cyclerate: 2
* EE Cycle Skipping: 0
* mVU Flag Hack: Yes
* MTVU: Yes
-->
|Graphics=GSdx AVX2 (Vulkan)
<!--
* Renderer: Vulkan
* Internal Resolution: 6x
* GPU Palette Conversion: Yes
* Mipmapping: Basic
* Texture Preloading: Full
* Advanced Settings and Hacks: Disable Partial Invalidation, Merge Sprite, Wild Arms Hack
-->
|Sound=Defaults
|Comments=Runs very well. EE Cycle Rate 2 improved smoothness and reduced microstutters. In game text becomes warped as a result of fixes applied for bloom (Merge Sprite/Wild Arms Hack).
|Tester=HankyThe99th
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Home
|CPU=Intel Core i5-3570k @ 4.7GHz
|GPU=NVIDIA GeForce GTX 670
|Revision=1.7.4 (SSE4)
<!--
* MTVU: On
* Instant VU1: On
* Speedhacks: None
-->
|Graphics=GSdx 1.2.0 (Vulkan)
<!--
* Renderer: Vulkan
* Internal Resolution: 3*Native
* GPU Palette Conversion: On
* Texture Preloading: Full
* Merge Sprite: On
* Wild Arms Hack: On
-->
|Sound=SPU2-X v2.0.0
<!--
* Backend: Cubeb
* Interpolation: Gaussian
-->
|Comments=Vertex stretching seems to happen for Ratchet, Clank, and enemies frequently in Holostar Studios, and once in Clank's section of Aquatos. In Aquatos, restarting fixed the bug, but not in Holostar Studios. Like in R&C2, it doesn't affect gameplay, but is still pretty noticeable. Full VU0 synchronisation fixed this, but increased EE usage to the point where it caused some lag, so I had it off most of the time. Aside from this, the game lagged a lot during the ranger missions in Kerwan, which seemed odd as there was no obvious bottleneck (EE, GS, VU, and GPU were all well below 100%). GS usage approached 100% during the final boss, but it never dropped noticeably from full speed. Text is distorted, but bloom is fine. Fully playable.
|Tester=PandoraGTX
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 11 22621.2361
|CPU=AMD Ryzen 7 5800X
|GPU=NVIDIA GeForce RTX 2070 Super
|Revision=1.7.5074
<!--
* EE Cyclerate: 180%
* EE Cycle Skipping: Disabled
* MTVU: Enabled
-->
|Graphics=Vulkan
<!--
* Internal Resolution: 4x
* Blending Accuracy: Basic
* Mipmapping: Basic
* Anisotropic Filtering: 16x
* Dithering: Scaled
* Texture Preloading: Full
Hardware Fixes:
* Disable Partial Invalidation
* Auto Flush: Enabled (All Primatives)
* Half Pixel Offset: Special (Texture)
Game Fixes:
* EE Timing Hack
* Full VU0 Synchronization
-->
|Sound=Built-in
<!--
* Output Module: Cubeb
* Synchronization: TimeStretch
* Target Latency: 60ms
-->
|Comments= Full V0 Synchronization resolves most of the Vertex stretching issues and without it 180% EE Overclock is not stable. With 180%EE the game can hold a locked internal 60FPS most of the time, 130% is also a major improvement, though drops still happen regularly with 130%. The fixes required to make Aquatos playable and fix bloom mess up UI text a little, this seems to be the only notable issue with this configuration. Performance is very solid, unlocked FPS range from 180-260.
|Tester=Flachzange
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Pro
|CPU=AMD Ryzen 3 3100 @ 3.90 GHz
|GPU=AMD Radeon RX 6650XT @ 8 GB
|Revision=nightly v1.7.5178
<!--
*EE Cycle Rate: 130% (Overclock)
*EE Cycle Skipping: Disabled
*MTVU: Enabled
-->
|Graphics=Vulkan
<!--
Rendering
*Internal Resolution: 8x Native (~2880p/5K)
*Mipmapping: Default
*Texture Filtering: Default
*Trilinear Filtering: Default
*Anisotropic Filtering: 16x
*Dithering: Scaled
*Blending Accuracy: Medium
*Texture Preloading: Full (Hash Cache)
Upscaling Fixes
*Half Pixel Offset: Normal (Vertex)
*Round Sprite: Default
*Bilinear Dirty Upscale: Default
*Texture Offsets: Default , Default
*Merge Sprite: Enabled
-->
|Sound=Default Settings
|Comments=
Game ran smooth as butter throughout, few occasional slowdowns during times with high particle count such as big fights with an explosive weapon but those were usually due to intensive background programs or accidently not having the emulator as the main window.
Listed fix for bloom misalignment didn't work for me with 8x render resolution. I instead used Half Pixel Offset: Normal (Vertex) and it worked far better with some very very faint misalignment if you squinted from far away. Coincidentally I believe this is a better fix overall for the bloom issues than the listed fix because it doesn't mess with the text but I guess more people will need to try it.
No Issues with Widescreen Patch besides faint issues on the edges and it works all the way through the game.
180% EE Overclock consistently crashed the Emulator every time I tried it, I didn't need it anyway but I think it's worth brining up
Final Verdict: This game runs f**king amazing now on the newer nightlies, far better than 2 years ago. 100% Recommend attempting to emulate it now, I imagine even 7 year old hardware can take so much advantage out of the new upgrades to PCSX2.
|Tester=lotion
}}
}}
{{TestingFooter}}
{{TestingFooter}}


<!--
{{TestingHeader|OS=Linux}}
{{TestingHeader|OS=Linux}}
{{TestingEntry
{{TestingEntry
|Status=?
|Status=2
|Region=?
|Region=NTSC-U
|OS=?
|OS=Manjaro
|CPU=?
|CPU=Ryzen 7 5800X
|GPU=?
|GPU=GTX 1070
|Revision=?
|Revision=v1.7.5584
|Graphics=?
|Graphics=Default
|Sound=?
|Sound=Default
|Comments=?
|Comments=Game runs very well, and I have done reasonably thorough testing for graphical issues. Requires High blending to achieve some relatively minor graphical effects, most noticeable on Obani Draco. Nonetheless, no ostensible issues from start to finish once that's on.
|Tester=?
|Tester=TheTechnician27
}}
}}
{{TestingFooter}}
{{TestingFooter}}
-->


{{TestingHeader|OS=macOS}}
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|Status=
|Region=
|OS=
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|Revision=
|Graphics=
|Sound=
|Comments=
|Tester=
}}
{{TestingFooter}}


==Trivia==
==Trivia==
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<!-- IssueLevel is issue severity level -1,0,1 or 2 (note, minor, serious and major accordingly)-->
<!-- IssueLevel is issue severity level -1,0,1 or 2 (note, minor, serious and major accordingly)-->
==Known Issues==
==Known Issues==
{{Issue
{{Issue
|IssueName=Invisible textures in Aquatos level
|IssueName=Lights not illuminating properly
|IsFixed=0
|IssueLevel=0
|Description=Certain lighting elements such as those on the dropship or in Command Center fail to illuminate properly.
|Workaround=Switch blending accuracy to Full.
|GithubID=10686
}}
{{Issue
|IssueName=Spy Ratchet skin's glasses
|IsFixed=0
|IsFixed=0
|IssueLevel=1
|IssueLevel=0
|Description=In the Aquatos level, pausing the game, bringing up the map or using a weapon vendor results in all non-transparent textures disappearing. If another planet (level) is visited afterwards, several textures on the player character are still missing. The problem appears only on Hardware renderers which support Depth Emulation, which at the time of writing is only OpenGL Hardware. It is possible to complete the level if the pause menu, map or weapon vendors are not used.
|Description=HW renderer gives Spy Ratchet a lens in his glasses that shouldn't be there.
|Workaround=Switch to any Software renderer, or Fast Texture Invalidation in the GSdx Advanced Settings and Hacks menu.
|Workaround=Switch to software renderer.
|GithubID=10686
}}
}}
{{Issue
{{Issue
|IssueName=Issue with bloom on high resolutions
|IssueName=Lightsaber wrench doesn't render correctly
|IsFixed=0
|IsFixed=0
|IssueLevel=0
|IssueLevel=0
|Description=When running the game in a higher resolution than native, the bloom in the game becomes out of place and is too bright.
|Description=The lightsaber wrench looks weird when rendered in HW compared to SW. May be edge antialiasing.
|Workaround=. Go to Config > Video(GS) > Plugin Settings, and enable HW Hacks then check Merge Sprite (to fix overly bright bloom) and check Wild Arms Offset (fixes misaligned bloom and other sprite alignment issues).
|Workaround=Switch to software renderer.
|GithubID=10686
}}
}}
{{Issue
{{Issue
|IssueName=Sly 2 demo wont get into ingame
|IssueName=Improper software mipmapping
|IsFixed=0
|IsFixed=0
|IssueLevel=-1
|IssueLevel=0
|Description=To get the sly 2 demo hold the 4 shoulder buttons (the 4 L and R buttons) on the title screen, However this wont work if you use widescreen hack.  
|Description=Rarely, the software renderer will produce visual garbage (seemingly on rounded surfaces) thanks to inaccurate mipmapping.
|Workaround=Dont use widescreen hack.  
|Workaround=Switch to hardware renderer.
|GithubID=10686
}}
}}


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|Description=Shadows appear bigger and more blocky than they would on a PS2 while using the Direct3D hardware renderer
|Description=Shadows appear bigger and more blocky than they would on a PS2 while using the Direct3D hardware renderer
|Workaround=Switch to either software renderer or use OpenGL hardware renderer with Blending Accuracy set to at least Basic
|Workaround=Switch to either software renderer or use OpenGL hardware renderer with Blending Accuracy set to at least Basic
}}
{{Issue
|IssueName=Issue with bloom on high resolutions
|IsFixed=1
|IssueLevel=0
|Description=When running the game in a higher resolution than native, the bloom in the game becomes out of place and is too bright.
|Workaround=Misaligned bloom is fixed by the GameDB in the latest versions of PCSX2.
}}
}}


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|Workaround=This can be resolved with the latest v1.5.0 git builds. Go to Config > Video(GS) > Plugin Settings, and set Mipmapping to "Basic". Or switch to Software mode by setting Renderer to any of the "(Software)" options.
|Workaround=This can be resolved with the latest v1.5.0 git builds. Go to Config > Video(GS) > Plugin Settings, and set Mipmapping to "Basic". Or switch to Software mode by setting Renderer to any of the "(Software)" options.
}}
}}
==The gallery==
 
{{Issue
|IssueName=Invisible textures in Aquatos level
|IsFixed=1
|IssueLevel=0
|Description=In the Aquatos level, pausing the game, bringing up the map or using a weapon vendor results in all non-transparent textures disappearing. If another planet (level) is visited afterwards, several textures on the player character are still missing. The problem appears only on Hardware renderers which support Depth Emulation, which at the time of writing is only OpenGL Hardware. It is possible to complete the level if the pause menu, map or weapon vendors are not used.
|Workaround=Head to View > Game Properties if UYA is running or right click UYA > Game Properties when in the main menu of PCSX2. Then, head to Graphics > enable Manual Hardware Renderer Fixes. Go to the Hardware Fixes tab and check 'Disable Partial Invalidation'. You can disable it afterwards if it's too much on your CPU, it is only required for this level.
}}
 
{{Issue
|IssueName=Vertex stretching
|IsFixed=1
|IssueLevel=0
|Description=Some polygons on Ratchet, Clank, and most enemies' models stretch/warp in Holostar Studios and Clank's section of Aquatos.
|Workaround=Unable to replicate on the latest nightly. Unsure if this was ever an issue. If this was an issue for older versions, the instructions were as follows: "Restart PCSX2. If this doesn't fix it, enable Full VU0 Synchronisation under Properties/Game Fixes. This does increase EE usage, but is unlikely to affect performance on most recent midrange or higher systems."
|LastTestedOn=v1.7.5584
}}
 
==Non-Issues==
{{Issue
|IssueName=Framerate dips
|IsFixed=0
|IssueLevel=-1
|Description=R&C's framerate may dip when many enemies or allies are in view. This occurs on original hardware. Especially prevalent in the sewers on Aquatos.
|Workaround=First verify that your device is not the bottleneck if you experience framerate dips. If your device is too slow and you attempt the following fix, you will make the problem worse. Try to overclock the EE Cycle Rate under Settings > Emulation. 180% fixes almost all slowdowns in exchange for a higher GPU and CPU utilization. Higher values than 180% lead to certain instabilities.<!--Tested, and 130% isn't enough to save you from slowdowns on Aquatos.-->
}}
{{Issue
|IssueName=Sly 2 demo won't get into in-game
|IsFixed=1
|IssueLevel=-1
|Description=To get the Sly 2 demo hold the 4 shoulder buttons (the 4 L and R buttons) on the title screen, However this wont work if you use widescreen hack.
|Workaround=Unable to replicate this on NTSC-U on v1.7.5584. If this is a problem, disable the widescreen hack.
}}
 
==Gallery==
<gallery>
<gallery>
File:Ratchet_&_Clank_Up_Your_Arsenal_Forum_1.jpg|Ratchet & Clank: Up Your Arsenal (SCUS 97353)
File:Ratchet_&_Clank_Up_Your_Arsenal_Forum_1.jpg|Ratchet & Clank: Up Your Arsenal (SCUS 97353)
File:Ratchet_&_Clank_Up_Your_Arsenal_Forum_3.jpg|Ratchet & Clank: Up Your Arsenal (SCES 52456)
File:Ratchet_&_Clank_Up_Your_Arsenal_Forum_3.jpg|Ratchet & Clank: Up Your Arsenal (SCES 52456)
</gallery>
</gallery>


{{Ratchet & Clank series}}
{{Ratchet & Clank series}}
{{ForumLinksList|list=
{{ForumLinksList|list=
*[http://forums.pcsx2.net/Thread-Ratchet-Clank-3-SCES-52456-E Ratchet & Clank 3 (SCES 52456) (E)]
*[https://forums.pcsx2.net/Thread-Ratchet-Clank-3-SCES-52456-E Ratchet & Clank 3 (SCES 52456) (E)]
*[http://forums.pcsx2.net/Thread-Ratchet-Clank-3-Up-Your-Arsenal-SCUS-97353-U--28496 Ratchet & Clank 3 - Up Your Arsenal (SCUS 97353) (U)]}}
*[https://forums.pcsx2.net/Thread-Ratchet-Clank-3-Up-Your-Arsenal-SCUS-97353-U--28496 Ratchet & Clank 3 - Up Your Arsenal (SCUS 97353) (U)]}}
ninja
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