Klonoa 2: Lunatea's Veil: Difference between revisions

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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}}
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{{TestingEntry
|Status=2
|Status=2
|Region=?
|Region=NTSC
|OS=?
|OS=Windows 10
|CPU=Intel Pentium E5400 @ 3.60 GHz
|CPU=Intel i7-8700K @ 3.70 GHz
|GPU=NVIDIA GeForce 9600 GT
|GPU=NVIDIA GeForce 1070
|Revision=0.9.7 stable r3878
|Revision=1.6.0
|Graphics=GSdx r3673
|Graphics=GSdx 1.2.0
|Sound=
|Sound=SPU2-X 2.0.0
* SPU2-X r3702
|Comments=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.
* LilyPad r3878
|Tester=Optim
|Comments=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
|Tester=Machina
}}
{{TestingEntry
|Status=1
|Region=PAL
|OS=Windows
|CPU=AMD Phenom II X4 965BE @ 4.10 GHz / Intel Core i3-370M
|GPU=VTX ATI HD 6870 / Intel HD Graphics
|Revision=1.0.0
|Graphics=GSdx
|Sound=
*ZeroSPU2/SPU2-X
*?
|Comments=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)
|Tester={{ForumUser|Metagondria}}
}}
}}
{{TestingEntry
{{TestingEntry
|Status=2
|Status=2
|Region=NTSC-U/J
|Region=NTSC
|OS=Windows
|OS=Windows 10
|CPU=Intel Core i5-3330
|CPU=Intel Xeon E5-2640 @ 2.8 GHz
|GPU=AMD Radeon HD 6850
|GPU=NVIDIA GEFORCE GTX 1060 6GB (Driver version 430.86)
|Revision=1.3 r5932 SVN
|Revision=1.5.0-dev-3210-g7d1d88e40
|Graphics=GSdx
|Graphics=GSdx 20190720121007 (MSVC 19.00 SSE4.1/AVX) 1.1.0
|Sound=
|Sound=SPU2-X 20190720121007 2.0.0
*SPU2-X
|LilyPad=LilyPad (20190720121007) 0.12.1
*?
|Comments=BIOS: JPN v02.20, (SCPH-75000_BIOS_VX_JAP_220)
|Comments=USA v02.20(10/02/2006), No bugs.
*Both the old and new Volk hang patches work however the patch by Prafull will have less graphical glitches.
|Tester={{ForumUser|DESTRUIDOR}}
*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.
|Tester={{ForumUser|Vokadae}}
}}
}}
{{TestingEntry
{{TestingEntry
|Status=2
|Status=2
|Region=NTSC
|Region=NTSC
|OS=Windows 8.1
|OS=Windows 10
|CPU=AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
|CPU=AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
|GPU=NVIDIA GeForce GTX 460
|GPU=AMD Radeon R9 290 (Driver version 16.9.2)
|Revision=1.3.0 20140731161737
|Revision=1.5.0-dev-1720-g5a63a62
|Graphics=GSdx 0.1.16 20140731161737
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|Sound=SPU2-X 2.0.0 20140731161737
|Sound=SPU2-X 20161219235648 2.0.0 [Spu2-X]
* LilyPad 0.11.0 20140731161737
|LilyPad (20161219235648 0.12.0 [LilyPad]
|Comments=BIOS: USA v02.20,  
|Comments=BIOS: JPN v02.20, (SCPH-75000_BIOS_VX_JAP_220)
*Set Audio latency on SPU2-X to around 3MS Set in game audio to stereo
*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
*Some fire effects do not appear with or without game fixes
*Water and other effects Graphically bugged with Automatic 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.
|Tester=Daemyn
*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.
|Tester={{ForumUser|Vokadae}}
}}
}}
{{TestingEntry
{{TestingEntry
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|Status=2
|Status=2
|Region=NTSC
|Region=NTSC
|OS=Windows 10
|OS=Windows 8.1
|CPU=AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
|CPU=AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
|GPU=AMD Radeon R9 290 (Driver version 16.9.2)
|GPU=NVIDIA GeForce GTX 460
|Revision=1.5.0-dev-1720-g5a63a62
|Revision=1.3.0 20140731161737
|Graphics=GSdx 20131219235648(MSVC 19.00 SSE2/SSE2) 1.1.0
|Graphics=GSdx 0.1.16 20140731161737
|Sound=SPU2-X 20161219235648 2.0.0 [Spu2-X]
|Sound=SPU2-X 2.0.0 20140731161737
|LilyPad (20161219235648 0.12.0 [LilyPad]
* LilyPad 0.11.0 20140731161737
|Comments=BIOS: JPN v02.20, (SCPH-75000_BIOS_VX_JAP_220)
|Comments=BIOS: USA v02.20,  
*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 Set in game audio to stereo
*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
*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.
*Water and other effects Graphically bugged with Automatic game fixes.
*Some effects during cutscenes do not appear correctly however this can be fixed with software renderer and sometimes OpenGL as well.
|Tester=Daemyn
*Some objects appear miscolored. Software renderer fixes this.
|Tester={{ForumUser|Vokadae}}
}}
}}
{{TestingEntry
{{TestingEntry
|Status=2
|Status=2
|Region=NTSC
|Region=NTSC-U/J
|OS=Windows 10
|OS=Windows
|CPU=Intel Xeon E5-2640 @ 2.8 GHz
|CPU=Intel Core i5-3330
|GPU=NVIDIA GEFORCE GTX 1060 6GB (Driver version 430.86)
|GPU=AMD Radeon HD 6850
|Revision=pcsx2-v1.5.0-dev-3210-g7d1d88e40
|Revision=1.3.0 r5932 SVN
|Graphics=GSdx 20190720121007 (MSVC 19.00 SSE4.1/AVX) 1.1.0
|Graphics=GSdx
|Sound=SPU2-X 20190720121007 2.0.0
|Sound=
|LilyPad=LilyPad (20190720121007) 0.12.1
*SPU2-X
|Comments=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.
|Comments=USA v02.20(10/02/2006), No bugs.
*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..
|Tester={{ForumUser|DESTRUIDOR}}
*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.
{{TestingEntry
*Some effects during cutscenes do not appear correctly however this can be fixed with software renderer and sometimes OpenGL as well.
|Status=1
*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.
|Region=PAL
|Tester={{ForumUser|Vokadae}}
|OS=Windows
|CPU=AMD Phenom II X4 965BE @ 4.10 GHz / Intel Core i3-370M
|GPU=VTX ATI HD 6870 / Intel HD Graphics
|Revision=1.0.0
|Graphics=GSdx
|Sound=
*ZeroSPU2/SPU2-X
*?
|Comments=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)
|Tester={{ForumUser|Metagondria}}
}}
}}
{{TestingEntry
{{TestingEntry
|Status=2
|Status=2
|Region=NTSC
|Region=?
|OS=Windows 10
|OS=?
|CPU=Intel i7-8700K @ 3.70 GHz
|CPU=Intel Pentium E5400 @ 3.60 GHz
|GPU=NVIDIA GeForce 1070
|GPU=NVIDIA GeForce 9600 GT
|Revision=1.6.0
|Revision=0.9.7 r3878 stable
|Graphics=GSdx 1.2.0
|Graphics=GSdx r3673
|Sound=SPU2-X 2.0.0
|Sound=
|Comments=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.  
* SPU2-X r3702
|Tester=Optim
* LilyPad r3878
|Comments=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
|Tester=Machina
}}
}}
{{TestingFooter}}
{{TestingFooter}}


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|Comments=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.
|Comments=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.
|Tester=ルーナティアのロロ
|Tester=ルーナティアのロロ
}}
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==Status and recommended settings (2022)==
==Status and recommended settings (2022)==
While this title has historically been a problematic one to emulate, the current [https://pcsx2.net/downloads/#nightly-anchor 1.7 nightly builds] should work out-of-the-box without any manual patches. The game should be 100 % completable.
While this title has historically been a problematic one to emulate, the current [https://pcsx2.net/downloads/#nightly-anchor 1.7 nightly builds] should work out-of-the-box without any manual patches. The game should be 100 % completable.


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==Known Issues==
==Known Issues==
{{Issue
{{Issue
|IssueName=Horizontal line artifacts in cutscenes with a full-screen color effect
|IssueName=Horizontal line artifacts in cutscenes with a full-screen color effect
|IsFixed=0
|IsFixed=0
|IssueLevel=0
|IssueLevel=0
|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.
|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.
|Workaround=Set renderer to "OpenGL" or "Vulkan".
{{SpoilerTable|caption=Show screenshots|text=<gallery>
* '''GitHub issue:''' [https://github.com/PCSX2/pcsx2/issues/6724 link]
<spoiler show="Show screenshots" hide="Hide screenshots">
<gallery>
File:Klonoa 2 noxious la-lakoosha end cutscene incorrect effect software renderer renderer pcsx2 v1.7.3069.png|Incorrectly displayed effect in Noxious La-Lakoosha (software renderer)
File:Klonoa 2 noxious la-lakoosha end cutscene incorrect effect software renderer renderer pcsx2 v1.7.3069.png|Incorrectly displayed effect in Noxious La-Lakoosha (software renderer)
File:Klonoa 2 noxious la-lakoosha end cutscene correct effect hardware renderer pcsx2 v1.7.3069.png|Correctly displayed effect in Noxious La-Lakoosha (OpenGL/Vulkan renderer)
File:Klonoa 2 noxious la-lakoosha end cutscene correct effect hardware renderer pcsx2 v1.7.3069.png|Correctly displayed effect in Noxious La-Lakoosha (OpenGL/Vulkan renderer)
File:Klonoa 2 maze of memories end cutscene incorrect effect software renderer pcsx2 v1.7.3069.png|Incorrectly displayed effect in Maze of Memories (software renderer)
File:Klonoa 2 maze of memories end cutscene incorrect effect software renderer pcsx2 v1.7.3069.png|Incorrectly displayed effect in Maze of Memories (software renderer)
File:Klonoa 2 maze of memories end cutscene correct effect hardware renderer pcsx2 v1.7.3069.png.png|Correctly displayed effect in Maze of Memories (OpenGL/Vulkan renderer)
File:Klonoa 2 maze of memories end cutscene correct effect hardware renderer pcsx2 v1.7.3069.png.png|Correctly displayed effect in Maze of Memories (OpenGL/Vulkan renderer)
</gallery>
</gallery>}}
</spoiler>
|Workaround=Set renderer to "OpenGL" or "Vulkan".
|LastTestedOn=v1.7.3130
|GithubID=6724
}}
}}


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|IsFixed=0
|IsFixed=0
|IssueLevel=0
|IssueLevel=0
|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.
|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.
|Workaround=In Settings → Graphics → Rendering, set Blending Accuracy to "Full (Slow)". Or alternatively, set Renderer to "Software".
{{SpoilerTable|caption=Show screenshots|text=<gallery>
* '''GitHub issue:''' [https://github.com/PCSX2/pcsx2/issues/6727 link]
<spoiler show="Show screenshots" hide="Hide screenshots">
<gallery>
File:Klonoa 2 embryo compass cutscene incorrect effect 1 hardware renderer pcsx2 v1.7.3069.png|Incorrectly displayed effect (OpenGL/Vulkan renderer)
File:Klonoa 2 embryo compass cutscene incorrect effect 1 hardware renderer pcsx2 v1.7.3069.png|Incorrectly displayed effect (OpenGL/Vulkan renderer)
File:Klonoa 2 embryo compass cutscene correct effect 1 software renderer pcsx2 v1.7.3069.png|Correctly displayed effect (software renderer)
File:Klonoa 2 embryo compass cutscene correct effect 1 software renderer pcsx2 v1.7.3069.png|Correctly displayed effect (software renderer)
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File:Klonoa 2 embryo compass cutscene incorrect effect 3 hardware renderer pcsx2 v1.7.3069.png|Incorrectly displayed effect (OpenGL/Vulkan renderer)
File:Klonoa 2 embryo compass cutscene incorrect effect 3 hardware renderer pcsx2 v1.7.3069.png|Incorrectly displayed effect (OpenGL/Vulkan renderer)
File:Klonoa 2 embryo compass cutscene correct effect 3 software renderer pcsx2 v1.7.3069.png|Correctly displayed effect (software renderer)
File:Klonoa 2 embryo compass cutscene correct effect 3 software renderer pcsx2 v1.7.3069.png|Correctly displayed effect (software renderer)
</gallery>
</gallery>}}
</spoiler>
|Workaround=In Settings → Graphics → Rendering, set Blending Accuracy to "Full (Slow)". Or alternatively, set Renderer to "Software".
|LastTestedOn=v1.7.3426
|GithubID=6727
}}
 
{{Issue
|IssueName=Character and object outlines are missing or show up as a thin dashed line
|IsFixed=0
|IssueLevel=0
|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.
{{SpoilerTable|caption=Show screenshots|text=<gallery>
File:Klonoa 2 model outline rendering hardware broken pcsx2 v1.7.3130.png|Missing or incorrectly rendered character outlines (OpenGL/Vulkan renderer)
File:Klonoa 2 model outline rendering software working pcsx2 v1.7.3130.png|Properly rendered character outlines (software renderer)
File:Klonoa 2 model outline rendering 2 hardware broken pcsx2 v1.7.3130.png.png|Missing or incorrectly rendered character outlines (OpenGL/Vulkan renderer)
File:Klonoa 2 model outline rendering 2 software working pcsx2 v1.7.3130.png|Properly rendered character outlines (software renderer)
File:Klonoa 2 model outline rendering 3 hardware broken pcsx2 v1.7.3130.png|Incorrectly rendered character/object outlines, mostly noticable in the springs (OpenGL/Vulkan renderer)
File:Klonoa 2 model outline rendering 3 software working pcsx2 v1.7.3130.png|Properly rendered character/object outlines (software renderer)
</gallery>}}
|Workaround=Set renderer to "Software".
|GithubID=6728
}}
}}


==Fixed Issues==
{{Issue
{{Issue
|IssueName=Miscolored objects or enemies
|IssueName=Miscolored objects or enemies
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=The following objects and enemies are miscolored when using one of the hardware renderers (last verified on PCSX2 v1.7.3130):
|Description=The following objects and enemies are miscolored when using one of the hardware renderers:
** moving [https://klonoa.fandom.com/wiki/Goomi Goomi] are supposed to be red, but appear incorrectly as regular green Goomi (which are normally stationary)
** moving [https://klonoa.fandom.com/wiki/Goomi Goomi] are supposed to be red, but appear incorrectly as regular green Goomi (which are normally stationary)
** long-lasting [https://klonoa.fandom.com/wiki/Kiton Kiton] are supposed to be yellow, but appear incorrectly as regular blue Kiton (which normally have a shorter use)
** long-lasting [https://klonoa.fandom.com/wiki/Kiton Kiton] are supposed to be yellow, but appear incorrectly as regular blue Kiton (which normally have a shorter use)
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** short-fuse [https://klonoa.fandom.com/wiki/Boomie 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)
** short-fuse [https://klonoa.fandom.com/wiki/Boomie 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
** Boomie should change to a bright orange color when activated (captured at least once), but incorrectly appear as red always
|Workaround=Set renderer to "Software".
|Workaround=For older versions, set renderer to "Software".
* '''GitHub issue:''' [https://github.com/PCSX2/pcsx2/issues/6720 link]
{{SpoilerTable|caption=Show screenshots|text=<gallery>
<spoiler show="Show screenshots" hide="Hide screenshots">
<gallery>
File:Klonoa 2 moving goomi miscolored hardware renderer pcsx2 v1.7.3069.png|Miscolored moving Goomi (OpenGL/Vulkan renderer)
File:Klonoa 2 moving goomi miscolored hardware renderer pcsx2 v1.7.3069.png|Miscolored moving Goomi (OpenGL/Vulkan renderer)
File:Klonoa 2 moving goomi correct color software renderer pcsx2 v1.7.3069.png|Correctly colored moving Goomi (software renderer)
File:Klonoa 2 moving goomi correct color software renderer pcsx2 v1.7.3069.png|Correctly colored moving Goomi (software renderer)
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File:Klonoa 2 short-fuse boomie miscolored hardware renderer pcsx2 v1.7.3069.png|Four miscolored short-fuse Boomies idling with one regular Boomie in the middle (OpenGL/Vulkan renderer)
File:Klonoa 2 short-fuse boomie miscolored hardware renderer pcsx2 v1.7.3069.png|Four miscolored short-fuse Boomies idling with one regular Boomie in the middle (OpenGL/Vulkan renderer)
File:Klonoa 2 short-fuse boomie correct color software renderer pcsx2 v1.7.3069.png|Four correctly colored short-fuse Boomies idling with one regular Boomie in the middle (software renderer)
File:Klonoa 2 short-fuse boomie correct color software renderer pcsx2 v1.7.3069.png|Four correctly colored short-fuse Boomies idling with one regular Boomie in the middle (software renderer)
</gallery>
</gallery>}}
</spoiler>
|LastTestedOn=v1.7.3497
|GithubID=6720
}}
}}


{{Issue
{{Issue
|IssueName=Cave enemy is missing a shadow effect
|IssueName=Cave enemy is missing a shadow effect
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=When using a hardware renderer, the [https://klonoa.fandom.com/wiki/Ow-Gow 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. Last verified on PCSX2 v1.7.3130.
|Description=When using a hardware renderer, the [https://klonoa.fandom.com/wiki/Ow-Gow 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=Set renderer to "Software".
|Workaround=For older versions, set renderer to "Software".
* '''GitHub issue:''' [https://github.com/PCSX2/pcsx2/issues/5200 link]
{{SpoilerTable|caption=Show screenshots|text=<gallery>
<spoiler show="Show screenshots" hide="Hide screenshots">
<gallery>
File:Klonoa 2 ow-gow hidden broken effect hardware renderer pcsx2 v1.7.3069.png|Missing shadow effect (OpenGL/Vulkan renderer)
File:Klonoa 2 ow-gow hidden broken effect hardware renderer pcsx2 v1.7.3069.png|Missing shadow effect (OpenGL/Vulkan renderer)
File:Klonoa 2 ow-gow hidden working effect software renderer pcsx2 v1.7.3069.png|Working shadow effect (software renderer)
File:Klonoa 2 ow-gow hidden working effect software renderer pcsx2 v1.7.3069.png|Working shadow effect (software renderer)
</gallery>
</gallery>}}
</spoiler>
|LastTestedOn=v1.7.3497
|GithubID=5200
}}
}}


{{Issue
{{Issue
|IssueName=Green floating platforms are missing a transition effect
|IssueName=Green floating platforms are missing a transition effect
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|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. Last verified on PCSX2 v1.7.3130.  
|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.
** Missing transition on the hardware (OpenGL/Vulkan) renderer: [https://i.imgur.com/e2cpp6r.mp4 video]
** Missing transition on the hardware (OpenGL/Vulkan) renderer: [https://i.imgur.com/e2cpp6r.mp4 video]
** Working transition on the software renderer: [https://i.imgur.com/ZeuLHai.mp4 video]
** Working transition on the software renderer: [https://i.imgur.com/ZeuLHai.mp4 video]
|Workaround=Set renderer to "Software".
|Workaround=For older versions, set renderer to "Software".
* '''GitHub issue:''' [https://github.com/PCSX2/pcsx2/issues/6723 link]
|LastTestedOn=v1.7.3497
|GithubID=6723
}}
}}
{{Issue
|IssueName=Character and object outlines are missing or show up as a thin dashed line
|IsFixed=0
|IssueLevel=0
|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:''' [https://github.com/PCSX2/pcsx2/issues/6728 link]
<spoiler show="Show screenshots" hide="Hide screenshots">
<gallery>
File:Klonoa 2 model outline rendering hardware broken pcsx2 v1.7.3130.png|Missing or incorrectly rendered character outlines (OpenGL/Vulkan renderer)
File:Klonoa 2 model outline rendering software working pcsx2 v1.7.3130.png|Properly rendered character outlines (software renderer)
File:Klonoa 2 model outline rendering 2 hardware broken pcsx2 v1.7.3130.png.png|Missing or incorrectly rendered character outlines (OpenGL/Vulkan renderer)
File:Klonoa 2 model outline rendering 2 software working pcsx2 v1.7.3130.png|Properly rendered character outlines (software renderer)
File:Klonoa 2 model outline rendering 3 hardware broken pcsx2 v1.7.3130.png|Incorrectly rendered character/object outlines, mostly noticable in the springs (OpenGL/Vulkan renderer)
File:Klonoa 2 model outline rendering 3 software working pcsx2 v1.7.3130.png|Properly rendered character/object outlines (software renderer)
</gallery>
</spoiler>
}}
{{Issue
|IssueName=Extra lines or gaps in menus and HUD elements when using an upscaled resolution
|IsFixed=0
|IssueLevel=-1
|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".
<spoiler show="Show screenshots" hide="Hide screenshots">
<gallery>
File:Klonoa 2 menu no upscaling pcsx2 v1.7.3069.png|Internal resolution set to "Native (PS2)"
File:Klonoa 2 menu upscaled 4k pcsx2 v1.7.3069.png|Internal resolution set to "6x Native (~2160p/4K)"
File:Klonoa 2 hud no scaling pcsx2 v1.7.3069.png|Internal resolution set to "Native (PS2)"
File:Klonoa 2 hud upscaled 2k pcsx2 v1.7.3069.png|thumb|Internal resolution set to "4x Native (~1440p/2K)"
</gallery>
</spoiler>
}}
{{Issue
|IssueName=Background elements in stages/cutscenes load up slowly when widescreen patches are in use
|IsFixed=0
|IssueLevel=-1
|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: [https://i.imgur.com/28KWpwS.mp4 video]
** The same section on real hardware: [https://i.imgur.com/bRZLQ5O.mp4 video]
|Workaround=Disable widescreen patches from Emulation → Game Settings, then reboot the game (closing and loading a save state is '''not''' enough!)
}}
{{Issue
|IssueName=Wavy text effect renders incorrectly when widescreen patches are in use
|IsFixed=0
|IssueLevel=-1
|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: [https://i.imgur.com/Cdp2QyI.mp4 video]
** The wavy text effect on real hardware: [https://i.imgur.com/c7c772Q.mp4 video]
|Workaround=Disable widescreen patches from Emulation → Game Settings, then reboot the game (closing and loading a save state is '''not''' enough!)
}}
==Fixed Issues==


{{Issue
{{Issue
Line 366: Line 335:
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Reflections on some objects like cannons and the Wind Ring are bugged (see screenshots). '''Fixed on the 1.7 nightly builds.'''
|Description=Reflections on some objects like cannons and the Wind Ring are bugged (see screenshots).
|Workaround=For older versions, go to Config → Emulation Settings → VUs tab, and set '''Clamping Mode''' to "'''Extra'''".
|Workaround=For older versions, go to Config → Emulation Settings → VUs tab, and set '''Clamping Mode''' to "'''Extra'''".
<spoiler show="Show screenshots" hide="Hide screenshots">
{{SpoilerTable|caption=Show screenshots|text=<gallery>
[[File:Not Fixed Reflections.png|200px|Bugged reflections]]
File:Not Fixed Reflections.png|200px|Bugged reflections
[[File:Fixed Reflections.png|200px|Bugged reflections(fixed)]]
File:Fixed Reflections.png|200px|Bugged reflections(fixed)
</spoiler>
</gallery>}}
}}
}}


Line 378: Line 347:
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|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.'''
|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=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.
|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.
}}
}}
Line 386: Line 355:
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Some areas have no music, and sound effects are missing completely. '''Fixed on the 1.7 nightly builds.'''
|Description=Some areas have no music, and sound effects are missing completely.
|Workaround= For older versions, change SPU to async and lower latency to 3 ms.
|Workaround= For older versions, change SPU to async and lower latency to 3 ms.
<spoiler show="Show patches" hide="Hide patches">
{{SpoilerTable|caption=Show patches|text=
<pre>
<pre>
2F56CBC9.pnach
2F56CBC9.pnach
Line 411: Line 380:
     patch=0,EE,00165C2C,word,3C1000FF
     patch=0,EE,00165C2C,word,3C1000FF
     patch=0,EE,001656D4,word,3C1000FF
     patch=0,EE,001656D4,word,3C1000FF
</pre>
</pre>}}
</spoiler>}}
}}


{{Issue
{{Issue
Line 418: Line 387:
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|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. <u>'''Fixed on the 1.7 nightly builds''', there should be no more crashes on the default settings and no graphical side effects from them.</u>
|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.
{{SpoilerTable|caption=Show screenshots|text=<gallery>
File:Broken water.png|200px|Bad graphics issue
File:Correct water.png|200px|Bad graphics issue(fixed)
<gallery>}}
|Workaround=For older versions, go to the System tab of PCSX2 and disable "Automatic Gamefixes", and re-enable it whenever a level needs it.
|Workaround=For older versions, go to the System tab of PCSX2 and disable "Automatic Gamefixes", and re-enable it whenever a level needs it.
<spoiler show="Show screenshots" hide="Hide screenshots">
|LastTestedOn=v1.7.x
[[File:Broken water.png|200px|Bad graphics issue]]
[[File:Correct water.png|200px|Bad graphics issue(fixed)]]
</spoiler>
}}
}}


Line 430: Line 400:
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Some objects needed to progress further don't appear where they should. '''Fixed on the 1.7 nightly builds.'''
|Description=Some objects needed to progress further don't appear where they should.
|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'''".
|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'''".
}}
}}
Line 438: Line 408:
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Fire effects do not display in Volk Inferno and Joilant (see screenshots). '''Fixed on the 1.7 nightly builds.'''
|Description=Fire effects do not display in Volk Inferno and Joilant (see screenshots).
<spoiler show="Show screenshots" hide="Hide screenshots">
{{SpoilerTable|caption=Show screenshots|text=<gallery>
[[File:Joilant broken fire.png|200px|Missing fire effects issue]]
File:Joilant broken fire.png|200px|Missing fire effects issue
[[File:Joilant correct fire.png|200px|Missing fire effects issue(fixed)]]
File:Joilant correct fire.png|200px|Missing fire effects issue(fixed)
</spoiler>
</gallery>}}
}}
}}


Line 449: Line 419:
|IsFixed=1
|IsFixed=1
|IssueLevel=2
|IssueLevel=2
|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.'''
|Description=When moving to one of the parts in Volk City, you get just a black screen with sound.
|Workaround=For older versions, the following patches are needed:
|Workaround=For older versions, the following patches are needed:
<spoiler show="Show patches" hide="Hide patches">
{{SpoilerTable|caption=Show patches|text=<pre>
<pre>




Line 477: Line 446:
     //Skip sceIpuSync
     //Skip sceIpuSync
     patch=0,EE,003047D0,word,03e00008
     patch=0,EE,003047D0,word,03e00008
</pre>
</pre>}}
</spoiler>
}}
 
==Non-Issues==
{{Issue
|IssueName=Extra lines or gaps in menus and HUD elements when using an upscaled resolution
|IsFixed=0
|IssueLevel=-1
|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".
{{SpoilerTable|caption=Show screenshots|text=<gallery>
File:Klonoa 2 menu no upscaling pcsx2 v1.7.3069.png|Internal resolution set to "Native (PS2)"
File:Klonoa 2 menu upscaled 4k pcsx2 v1.7.3069.png|Internal resolution set to "6x Native (~2160p/4K)"
File:Klonoa 2 hud no scaling pcsx2 v1.7.3069.png|Internal resolution set to "Native (PS2)"
File:Klonoa 2 hud upscaled 2k pcsx2 v1.7.3069.png|thumb|Internal resolution set to "4x Native (~1440p/2K)"
</gallery>}}
|LastTestedOn=v1.7.3130
}}
}}
==The gallery==
 
{{Issue
|IssueName=Background elements in stages/cutscenes load up slowly when widescreen patches are in use
|IsFixed=0
|IssueLevel=-1
|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.
** A section from Empty Sea of Tears on PCSX2 v1.7.3069 with widescreen patches enabled, showing the slow-loading assets: [https://i.imgur.com/28KWpwS.mp4 video]
** The same section on real hardware: [https://i.imgur.com/bRZLQ5O.mp4 video]
|Workaround=Disable widescreen patches from Emulation → Game Settings, then reboot the game (closing and loading a save state is '''not''' enough!)
|LastTestedOn=v1.7.3130
}}
 
{{Issue
|IssueName=Wavy text effect renders incorrectly when widescreen patches are in use
|IsFixed=0
|IssueLevel=-1
|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.
** The wavy text effect on PCSX2 v1.7.3069 with widescreen patches enabled: [https://i.imgur.com/Cdp2QyI.mp4 video]
** The wavy text effect on real hardware: [https://i.imgur.com/c7c772Q.mp4 video]
|Workaround=Disable widescreen patches from Emulation → Game Settings, then reboot the game (closing and loading a save state is '''not''' enough!)
|LastTestedOn=v1.7.3130
}}
 
==Gallery==
<gallery>
<gallery>
File:Klonoa_2_Lunateas_Veil_Forum_1.jpg|Klonoa 2: Lunatea's Veil (SCES 50354)
File:Klonoa_2_Lunateas_Veil_Forum_1.jpg|Klonoa 2: Lunatea's Veil (SCES 50354)
Line 486: Line 493:


{{ForumLinksList|list=
{{ForumLinksList|list=
*[http://forums.pcsx2.net/Thread-Kaze-no-Klonoa-2-Sekai-ga-Nozonda-Wasuremono-SLPS-25033-J--29357 Kaze no Klonoa 2 - Sekai ga Nozonda Wasuremono (SLPS 25033) (J)]
*[https://forums.pcsx2.net/Thread-Kaze-no-Klonoa-2-Sekai-ga-Nozonda-Wasuremono-SLPS-25033-J--29357 Kaze no Klonoa 2 - Sekai ga Nozonda Wasuremono (SLPS 25033) (J)]
*[http://forums.pcsx2.net/Thread-Klonoa-2-Lunatea-s-Veil-SLUS-20151-U--29356 Klonoa 2 - Lunatea's Veil (SLUS 20151) (U)]
*[https://forums.pcsx2.net/Thread-Klonoa-2-Lunatea-s-Veil-SLUS-20151-U--29356 Klonoa 2 - Lunatea's Veil (SLUS 20151) (U)]
*[http://forums.pcsx2.net/Thread-Klonoa-2-Lunatea-s-Veil-SCES-50354-E--30520 Klonoa 2 - Lunatea's Veil (SCES 50354) (E)]}}
*[https://forums.pcsx2.net/Thread-Klonoa-2-Lunatea-s-Veil-SCES-50354-E--30520 Klonoa 2 - Lunatea's Veil (SCES 50354) (E)]}}
ninja
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