Raw Danger!: Difference between revisions
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|CRCsNTSCU = 2905C5C6 | |CRCsNTSCU = 2905C5C6 | ||
|releasedateNTSCU = June 19, 2007 | |releasedateNTSCU = June 19, 2007 | ||
|statusNTSCU = | |statusNTSCU = 2 | ||
|linuxstatusNTSCU = | |linuxstatusNTSCU = | ||
|macstatusNTSCU = | |macstatusNTSCU = | ||
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|CRCsNTSCJ = C988ECBB | |CRCsNTSCJ = C988ECBB | ||
|releasedateNTSCJ = March 30, 2006 | |releasedateNTSCJ = March 30, 2006 | ||
|statusNTSCJ = | |statusNTSCJ = 2 | ||
|linuxstatusNTSCJ = | |linuxstatusNTSCJ = | ||
|macstatusNTSCJ = | |macstatusNTSCJ = | ||
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* EE Cyclerate is safe. | * EE Cyclerate is safe. | ||
|fpsinfo = 8-50 FPS | |fpsinfo = 8-50 FPS | ||
|comment = Game typically runs very slowly on hardware mode, so software mode may or may not be faster. This is due to the amount of filters that the game uses. The tutorial will be the fastest area, considering how small of a map it is and what seems to be the smallest amount of filters. Some filters create huge graphical errors which make the game difficult to play while on hardware mode, but completely playable on software mode. It is unknown if the entire game is playable, but the first chapter is confirmed playable at the least (short method). Saving using virtual memory cards is much faster than it is on a real console (I timed 18 seconds for the console). | |comment = Game typically runs very slowly on hardware mode, so software mode may or may not be faster. This is due to the amount of filters that the game uses. The tutorial will be the fastest area, considering how small of a map it is and what seems to be the smallest amount of filters. Some filters create huge graphical errors which make the game difficult to play while on hardware mode, but completely playable on software mode. It is unknown if the entire game is playable, but the first chapter is confirmed playable at the least (short method). Saving using virtual memory cards is much faster than it is on a real console (I timed 18 seconds for the console). The game is playable using software rendering. | ||
<!-- Linux specs --> | <!-- Linux specs --> | ||
|linuxpcsx2ver = | |linuxpcsx2ver = | ||
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(12M Cache, 2.33 GHz, 1333 MHz FSB) | (12M Cache, 2.33 GHz, 1333 MHz FSB) | ||
|gputype = ATI Radeon HD 5770 | |gputype = ATI Radeon HD 5770 | ||
|pccomment = A gamefix which lowers the amount of VRAM needed to run this game is currently in development. As the modification currently stands | |pccomment = A gamefix which lowers the amount of VRAM needed to run this game is currently in development. As the modification currently stands; if you have 1GB of VRAM, the game should be CPU limited. | ||
}} | }} | ||
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* '''Affected Game Versions:''' All (as of GSdx r4675) | * '''Affected Game Versions:''' All (as of GSdx r4675) | ||
* '''Description:''' The game uses a massive amount of VRAM when postprocessing filters are used (most times whilst in-game), causing severe slowdown. | * '''Description:''' The game uses a massive amount of VRAM when postprocessing filters are used (most times whilst in-game), causing severe slowdown. | ||
* '''Solution:''' No definitive solution known, a fix is being worked on. Until then, software rendering can be used as a work around, | * '''Solution:''' No definitive solution known, a fix is being worked on. Until then, software rendering can be used as a work around, and it should be faster than hardware mode for this game. | ||
===Broken Postprocessing Effects=== | ===Broken Postprocessing Effects=== | ||
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* '''Affected Game Versions:''' All (as of GSdx r4675) | * '''Affected Game Versions:''' All (as of GSdx r4675) | ||
* '''Description:''' Whenever postprocessing filters are used, they are not rendered correctly by the GSdx plugin. As such, this causes graphical glitches; some more severe than others. | * '''Description:''' Whenever postprocessing filters are used, they are not rendered correctly by the GSdx plugin. As such, this causes graphical glitches; some more severe than others. | ||
* '''Solution:''' No definitive solution known, a fix is being worked on. Until then, software rendering can be used as a work around, | * '''Solution:''' No definitive solution known, a fix is being worked on. Until then, software rendering can be used as a work around, and it should be faster than hardware mode for this game. | ||
===Missing Polygons=== | ===Missing Polygons=== | ||
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* '''Affected Game Versions:''' All | * '''Affected Game Versions:''' All | ||
* '''Description:''' Some polygons will be missing during gameplay, most notably on character models. | * '''Description:''' Some polygons will be missing during gameplay, most notably on character models. | ||
* '''Solution:''' This is caused by the skipdraw hack being set to | * '''Solution:''' This is caused by the "skipdraw" hack in GSdx being set to anything but 0. Setting this back to 0 should fix the problem. |
Revision as of 19:21, 16 July 2011
Raw Danger! | |||||||||||||||||||||||||||||||||||||||
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File:Raw-danger.jpg Raw Danger!
|
Developer(s): Irem
Genre: Action Adventure RPG, Disaster, Survival
Wikipedia: http://en.wikipedia.org/wiki/Raw_Danger!
Game review links: http://ps2.ign.com/objects/703/703781.html
Game review score: 7.5/10 (IGN)
Game description: The second in a series of "disaster" games from the Japanese game development company Irem. Typically known as "Raw Danger!" or "Disaster Report 2", Disaster Report being the first game. The game is referred to as "Zettai Zetsumei Toshi 2: Itetsuita Kiokutachi" (絶体絶命都市2 -凍てついた記憶たち) in Japan. Loosely translated, it means "Desperate Cities 2: Frozen We Remember". A PAL version of the game exists, although it was never released in the UK. It can be found imported from France.
Test configuration on Windows:
PCSX2 version: | PCSX2 0.9.9 r4713 |
Graphics by GSdx: | r4675 |
Sound by SPU2-X: | r4701m |
Pad plugin is LilyPad: | r4656 |
DVD plugin is cdvdGigaherz: | r4510 |
BIOS version: | SCPH39001 |
Comments: Game typically runs very slowly on hardware mode, so software mode may or may not be faster. This is due to the amount of filters that the game uses. The tutorial will be the fastest area, considering how small of a map it is and what seems to be the smallest amount of filters. Some filters create huge graphical errors which make the game difficult to play while on hardware mode, but completely playable on software mode. It is unknown if the entire game is playable, but the first chapter is confirmed playable at the least (short method). Saving using virtual memory cards is much faster than it is on a real console (I timed 18 seconds for the console). The game is playable using software rendering. Hack comments:
- INTC Spin Detection is safe.
- Wait Loop Detection is safe.
- mVU Flag Hack is safe.
- mVU Block Hack is safe.
- Any level of VU Cycle Stealing can contribute to any of the severe graphical errors. Typically, this causes vertical green lines in addition to whatever graphical error appears.
- EE Cyclerate is safe.
PCSX2 version: | untested |
Graphics by ZZogl: | untested |
Sound by SPU2-X: | untested |
PC specs used to test the game:
CPU: | Intel® Xeon® Processor E5410
(12M Cache, 2.33 GHz, 1333 MHz FSB) |
GPU: | ATI Radeon HD 5770 |
Comments: A gamefix which lowers the amount of VRAM needed to run this game is currently in development. As the modification currently stands; if you have 1GB of VRAM, the game should be CPU limited.
Known Issues
VRAM Usage
- Type: Slowdown
- Affected Game Versions: All (as of GSdx r4675)
- Description: The game uses a massive amount of VRAM when postprocessing filters are used (most times whilst in-game), causing severe slowdown.
- Solution: No definitive solution known, a fix is being worked on. Until then, software rendering can be used as a work around, and it should be faster than hardware mode for this game.
Broken Postprocessing Effects
- Type: GFX Glitches
- Affected Game Versions: All (as of GSdx r4675)
- Description: Whenever postprocessing filters are used, they are not rendered correctly by the GSdx plugin. As such, this causes graphical glitches; some more severe than others.
- Solution: No definitive solution known, a fix is being worked on. Until then, software rendering can be used as a work around, and it should be faster than hardware mode for this game.
Missing Polygons
- Type: GFX Glitches
- Affected Game Versions: All
- Description: Some polygons will be missing during gameplay, most notably on character models.
- Solution: This is caused by the "skipdraw" hack in GSdx being set to anything but 0. Setting this back to 0 should fix the problem.