Klonoa 2: Lunatea's Veil: Difference between revisions

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|Tester=Machina
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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
}}
}}


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|IssueLevel=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.
|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".
{{SpoilerTable|caption=Show screenshots|text=<gallery>
* '''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 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 software working pcsx2 v1.7.3130.png|Properly rendered character outlines (software renderer)
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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 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)
File:Klonoa 2 model outline rendering 3 software working pcsx2 v1.7.3130.png|Properly rendered character/object outlines (software renderer)
</gallery>
</gallery>}}
</spoiler>
|Workaround=Set renderer to "Software".
}}
|GithubID=6728
 
{{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==
==Fixed Issues==
{{Issue
{{Issue
|IssueName=Miscolored objects or enemies
|IssueName=Miscolored objects or enemies
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=The following objects and enemies are miscolored when using one of the hardware renderers ('''fixed in PCSX2 v1.7.3497'''):
|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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** 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=For older versions, 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
}}
}}


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|IsFixed=1
|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. '''Fixed in PCSX2 v1.7.3497.'''
|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=For older versions, 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
}}
}}


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|IsFixed=1
|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. '''Fixed in PCSX2 v1.7.3497.'''
|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=For older versions, 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
}}
}}


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|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>}}
}}
}}


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|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.
}}
}}
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|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
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|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>
}}
}}


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|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'''".
}}
}}
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|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>}}
}}
}}


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|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
}}
 
{{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
}}
}}
==The gallery==
 
{{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)
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{{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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