Klonoa 2: Lunatea's Veil: Difference between revisions

From PCSX2 Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
 
(98 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{{info-stub}}
{{infobox
{{infobox
|image            =  
|image            = Klonoa_Cover.jpeg
|caption          =  
|caption          = NTSC-U cover
|developer        = Namco
|developer        = Namco
|genre            = Platformer
|publisher        = [[Namco]] (JP, US), [[Sony|SCEE]] (EU)
|wikipedia        =  
|genre            = Action, Platformer
|gameinfo          = Also known as "Kaze no Klonoa 2: Sekai ga Nozonda Wasuremono" in Japan.
|wikipedia        = [https://en.wikipedia.org/wiki/Klonoa_2:_Lunatea%27s_Veil Link]
|gamefaqslink      = [https://gamefaqs.gamespot.com/ps2/374317-klonoa-2-lunateas-veil Link]
|reviewlinks      = {{ReviewLink|[https://www.metacritic.com/game/playstation-2/klonoa-2-lunateas-veil Metacritic]|91/100}}
|gameinfo          = Klonoa, a long-eared creature, has stumbled on yet another mystical adventure. In Klonoa 2, a dark kingdom threatens the enchanted realm of Lunatea. Now it's up to Klonoa and his friends, Lolo and Popka, to prevent evil forces from bringing monsters and sickness into their world. Help Klonoa through 24 magical stages featuring hover-board gliding, perceptual changes, and new treacherous foes. On your adventure, you'll drop off waterfalls, get shot into the air by cannon, and gain special abilities from your defeated enemies.<br />
The sequel to 1997's sleeper platformer hit "Klonoa: Door to Phantomile" finds our floppy-eared, baseball cap-wearing hero collecting dream stones and over-inflating his enemies with air bullets while protecting the dream world of Lunatea in this "2-D style" action game.
<!-- General props -->
|widescreenpatch  = 1
|na_rating        = E
<!-- Language props -->
|italian          = SCES-50354
|spanish          = SCES-50354
|french            = SCES-50354
|german            = SCES-50354
|japanese          = SLPS-25033 & SLPS-73404
|english          = SCES-50354 & SLUS-20151 & SLUS-28004
<!-- NTSC-U props -->
<!-- NTSC-U props -->
|NTSCU            = 1
|NTSCU            = 1
|serialsNTSCU      = SLUS-20151
|serialsNTSCU      = SLUS-20151<br />SLUS-28004 <small>(Trade Demo)</small>
|CRCsNTSCU        = 2F56CBC9
|CRCsNTSCU        = 2F56CBC9
|releasedateNTSCU  = 07/25/01
|releasedateNTSCU  = July 25, 2001
|statusNTSCU      = 2
|statusNTSCU      = 2
|linuxstatusNTSCU  =  
|linuxstatusNTSCU  = 2
|macstatusNTSCU    =  
|macstatusNTSCU    =  
<!-- PAL props -->
<!-- PAL props -->
Line 20: Line 32:
|serialsPAL        = SCES-50354
|serialsPAL        = SCES-50354
|CRCsPAL          = 7EBEEBBD
|CRCsPAL          = 7EBEEBBD
|releasedatePAL    = 11/09/01
|releasedatePAL    = November 9, 2001
|statusPAL        = 2
|statusPAL        = 2
|linuxstatusPAL    =  
|linuxstatusPAL    = 2
|macstatusPAL      =  
|macstatusPAL      =  
<!-- NTSC-J props -->
<!-- NTSC-J props -->
|NTSCJ            = 1
|NTSCJ            = 1
|serialsNTSCJ      = SLPS-25033
|serialsNTSCJ      = SLPS-25033<br />SLPS-73404 <small>(PlayStation 2 the Best)</small><br />SLPM-60138 <small>(Trial)</small>
|CRCsNTSCJ        = 1645DE53
|CRCsNTSCJ        = 1645DE53
|releasedateNTSCJ  = 03/22/01
|releasedateNTSCJ  = March 22, 2001<br />June 27, 2002 <small>(PlayStation 2 the Best)</small>
|statusNTSCJ      = 2
|statusNTSCJ      = 2
|linuxstatusNTSCJ  =  
|linuxstatusNTSCJ  =  
Line 38: Line 50:
{{TestingEntry
{{TestingEntry
|Status=2
|Status=2
|Region=?
|Region=NTSC
|OS=?
|OS=Windows 10
|CPU=Intel Pentium Dual-Core E5400 (3.6GHz)
|CPU=Intel i7-8700K @ 3.70 GHz
|GPU=Geforce 9600GT
|GPU=NVIDIA GeForce 1070
|Revision=0.9.7 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 r3878 just fine., 60/60FPS
}}
|Tester=Machina
{{TestingEntry
|Status=2
|Region=NTSC
|OS=Windows 10
|CPU=Intel Xeon E5-2640 @ 2.8 GHz
|GPU=NVIDIA GEFORCE GTX 1060 6GB (Driver version 430.86)
|Revision=1.5.0-dev-3210-g7d1d88e40
|Graphics=GSdx 20190720121007 (MSVC 19.00 SSE4.1/AVX) 1.1.0
|Sound=SPU2-X 20190720121007 2.0.0
|LilyPad=LilyPad (20190720121007) 0.12.1
|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.
*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
|Status=2
|Region=NTSC
|OS=Windows 10
|CPU=AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
|GPU=AMD Radeon R9 290 (Driver version 16.9.2)
|Revision=1.5.0-dev-1720-g5a63a62
|Graphics=GSdx 20131219235648(MSVC 19.00 SSE2/SSE2) 1.1.0
|Sound=SPU2-X 20161219235648 2.0.0 [Spu2-X]
|LilyPad (20161219235648 0.12.0 [LilyPad]
|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.
*Set Audio latency on SPU2-X to around 3ms async. Set in game audio to stereo."this may not be needed anymore I was able to boot the game at 16ms async a few times. For the credits video you may want to set the audio to time stretch however.
*Some fire effects do not appear with or without game fixes
*Water and other effects Graphically bugged with necessary Volk Hang/IPU patches if you wish to play through the whole game at once.
*Some effects during cutscenes do not appear correctly however this can be fixed with software renderer and sometimes OpenGL as well.
*Some objects appear miscolored. Software renderer fixes this.
|Tester={{ForumUser|Vokadae}}
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 7
|CPU=AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
|GPU=AMD Radeon R9 290 (Driver version 16.1)
|Revision=1.4.0
|Graphics=GSdx 0.1.19 20160105132032
|Sound=SPU2-X 2.0.0 20151231175709
* LilyPad 0.11.0 20151231175709
|Comments=BIOS: Europe v02.00,  
*No previous game fix patches seem to work for the PAL version of this game in pcsx2 1.4.0 in 50Hz or 60Hz. Either it will crash at volk or in 60Hz mode's case I get an assertion failed error.
*Set Audio latency on SPU2-X to around 3MS Set in game audio to stereo
*Some fire effects do not appear with or without game fixes
*Water and other effects Graphically bugged with Automatic game fixes.
|Tester=Daemyn
}}
}}
{{TestingEntry
{{TestingEntry
Line 54: Line 119:
|Region=NTSC
|Region=NTSC
|OS=Windows 8.1
|OS=Windows 8.1
|CPU=AMD Phenom II X3 720 (3.2GHZ) (Unlocked 4th core)
|CPU=AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
|GPU=Nvidia Geforce GTX 460
|GPU=NVIDIA GeForce GTX 460
|Revision=1.3.0 20140731161737
|Revision=1.3.0 20140731161737
|Graphics=GSDX 0.1.16 20140731161737
|Graphics=GSdx 0.1.16 20140731161737
|Sound=SPU2-X 2.0.0 20140731161737
|Sound=SPU2-X 2.0.0 20140731161737
* Lilypad 0.11.0 20140731161737
* LilyPad 0.11.0 20140731161737
|Comments=BIOS: USA v02.20,  
|Comments=BIOS: USA v02.20,  
*Set Audio latency on SPU2-X to around 3MS Set in game audio to stereo
*Set Audio latency on SPU2-X to around 3MS Set in game audio to stereo
Line 66: Line 131:
|Tester=Daemyn
|Tester=Daemyn
}}
}}
{{TestingEntry
|Status=2
|Region=NTSC-U/J
|OS=Windows
|CPU=Intel Core i5-3330
|GPU=AMD Radeon HD 6850
|Revision=1.3.0 r5932 SVN
|Graphics=GSdx
|Sound=
*SPU2-X
*?
|Comments=USA v02.20(10/02/2006), No bugs.
|Tester={{ForumUser|DESTRUIDOR}}
}}
{{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
|Status=2
|Region=?
|OS=?
|CPU=Intel Pentium E5400 @ 3.60 GHz
|GPU=NVIDIA GeForce 9600 GT
|Revision=0.9.7 r3878 stable
|Graphics=GSdx r3673
|Sound=
* SPU2-X r3702
* 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}}


<!--
{{TestingHeader|OS=Linux}}
{{TestingHeader|OS=Linux}}
{{TestingEntry
{{TestingEntry
|Status=?
|Status=2
|Region=?
|Region=PAL
|OS=?
|OS=Ubuntu 17.04 x64
|CPU=?
|CPU=Intel Core i5-4670 @ 3.40 GHz
|GPU=?
|GPU=VGA compatible controller: Intel Corporation Xeon E3-1200
|Revision=?
|Revision=1.5.0~git201708311541
|Graphics=?
|Graphics=GSdx (GCC 6.3.0, SSE2) 1.0.0
|Sound=?
|Sound=SPU2-X 2.0.0
|Comments=?
|Comments=Full speed.
|Tester=?
|Tester=Marc
}}
{{TestingEntry
|Status=2
|Region=NTSC
|OS=Fedora 35
|CPU=AMD Ryzen 7 3700X @ 3.6 GHz
|GPU=AMD Radeon RX 6800 XT 16 GB
|Revision=1.7.3069 (Qt)
|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
}}
}}
{{TestingFooter}}
{{TestingFooter}}
-->


==Trivia==
* Original names: '''風のクロノア2〜世界が望んだ忘れもの〜''' (SLPS-25033) & (SLPS-73404), '''Kaze no Klonoa 2: Sekai ga Nozonda Wasuremono''' (JP)


==Status and recommended settings (2022)==


While this title has historically been a problematic one to emulate, the current [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.


All the currently remaining problems are graphical issues, of which most only apply when using hardware rendering. In order to get the most flawless experience, it is recommended to use the software renderer (Settings → Graphics → Renderer → Software). The only issue with the software renderer appears in two cutscenes, listed below in the "Horizontal line artifacts" issue. A hardware renderer (OpenGL or Vulkan) can be temporarily enabled for those cutscenes if wished.


==Known Issues==
==Known Issues==


{{Issue
{{Issue
|IssueName= Missing Sound
|IssueName=Horizontal line artifacts in cutscenes with a full-screen color effect
|IsFixed=0
|IsFixed=0
|IssueLevel=2
|IssueLevel=0
|Description=Some areas have no music and sound effects are missing completely.
|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.
|Workaround=Use Zero SPU2 as the sound plugin. Klonoa's ring will still be silent, however.
|Workaround=Set renderer to "OpenGL" or "Vulkan".
* '''GitHub issue:''' [https://github.com/PCSX2/pcsx2/issues/6724 link]
{{SpoilerTable|caption=Show screenshots|text=<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 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 correct effect hardware renderer pcsx2 v1.7.3069.png.png|Correctly displayed effect in Maze of Memories (OpenGL/Vulkan renderer)
</gallery>}}
}}
 
{{Issue
|IssueName=Inverse color effect in Embryo Compass cutscene does not appear correctly
|IsFixed=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.
|Workaround=In Settings → Graphics → Rendering, set Blending Accuracy to "Full (Slow)". Or alternatively, set Renderer to "Software".
* '''GitHub issue:''' [https://github.com/PCSX2/pcsx2/issues/6727 link]
{{SpoilerTable|caption=Show screenshots|text=<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 correct effect 1 software renderer pcsx2 v1.7.3069.png|Correctly displayed effect (software renderer)
File:Klonoa 2 embryo compass cutscene incorrect effect 2 hardware renderer pcsx2 v1.7.3069.png|Incorrectly displayed effect (OpenGL/Vulkan renderer)
File:Klonoa 2 embryo compass cutscene correct effect 2 software renderer pcsx2 v1.7.3069.png.png|Correctly displayed effect (software 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)
</gallery>}}
}}
}}


{{Issue
{{Issue
|IssueName=Objects Needed Not in Place
|IssueName=Character and object outlines are missing or show up as a thin dashed line
|IsFixed=0
|IsFixed=0
|IssueLevel=0
|IssueLevel=0
|Description=Some objects needed for progression don't appear where they should.
|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=Needs '''EE Clamp Mode''' set to "Full".
|Workaround=Set renderer to "Software".
* '''GitHub issue:''' [https://github.com/PCSX2/pcsx2/issues/6728 link]
{{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>}}
}}
}}


{{Issue
{{Issue
|IssueName=Volk City Hang
|IssueName=Extra lines or gaps in menus and HUD elements when using an upscaled resolution
|IsFixed=0
|IsFixed=0
|IssueLevel=2
|IssueLevel=-1
|Description=When moving to one of the parts in the Volk City vision you get just a black screen with sound.
|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=Currently needs these patches
|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>}}
}}
 
{{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
|IssueName=Miscolored objects or enemies
|IsFixed=1
|IssueLevel=0
|Description=The following objects and enemies are miscolored when using one of the hardware renderers ('''fixed in PCSX2 v1.7.3497'''):
** 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)
** [https://klonoa.fandom.com/wiki/Likuri Likuri] merged with two or three enemies should appear blue and red respectively, but both incorrectly appear as yellow
** blue and red color-coded crystals (on which Likuri are used) incorrectly appear as yellow
** short-fuse [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
|Workaround=For older versions, set renderer to "Software".
* '''GitHub issue:''' [https://github.com/PCSX2/pcsx2/issues/6720 link]
{{SpoilerTable|caption=Show screenshots|text=<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 correct color software renderer pcsx2 v1.7.3069.png|Correctly colored moving Goomi (software renderer)
File:Klonoa 2 long-lasting kiton miscolored hardware renderer pcsx2 v1.7.3069.png|Miscolored long-lasting Kiton (OpenGL/Vulkan renderer)
File:Klonoa 2 long-lasting kiton correct color software renderer pcsx2 v1.7.3069.png|Correctly colored long-lasting Kiton (software renderer)
File:Klonoa 2 blue likuri and crystal miscolored hardware renderer pcsx2 v1.7.3069.png|Miscolored blue Likuri and crystal (OpenGL/Vulkan renderer)
File:Klonoa 2 blue likuri and crystal correct color software renderer pcsx2 v1.7.3069.png|Correctly colored blue Likuri and crystal (software renderer)
File:Klonoa 2 red likuri and crystal miscolored hardware renderer pcsx2 v1.7.3069.png|Miscolored red Likuri and crystal (OpenGL/Vulkan renderer)
File:Klonoa 2 red likuri and crystal correct color software renderer pcsx2 v1.7.3069.png|Correctly colored red Likuri and crystal (software renderer)
File:Klonoa 2 short-fuse boomie spawn miscolored hardware renderer pcsx2 v1.7.3069.png|Miscolored short-fuse Boomie spawning (OpenGL/Vulkan renderer)
File:Klonoa 2 short-fuse boomie spawn correct color software renderer pcsx2 v1.7.3069.png|Correctly colored short-fuse Boomie spawning (software 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)
</gallery>}}
}}
 
{{Issue
|IssueName=Cave enemy is missing a shadow effect
|IsFixed=1
|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.'''
|Workaround=For older versions, set renderer to "Software".
* '''GitHub issue:''' [https://github.com/PCSX2/pcsx2/issues/5200 link]
{{SpoilerTable|caption=Show screenshots|text=<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 working effect software renderer pcsx2 v1.7.3069.png|Working shadow effect (software renderer)
</gallery>}}
}}
 
{{Issue
|IssueName=Green floating platforms are missing a transition effect
|IsFixed=1
|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.'''
** 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]
|Workaround=For older versions, set renderer to "Software".
* '''GitHub issue:''' [https://github.com/PCSX2/pcsx2/issues/6723 link]
}}
 
{{Issue
|IssueName=Bugged reflections
|IsFixed=1
|IssueLevel=0
|Description=Reflections on some objects like cannons and the Wind Ring are bugged (see screenshots). '''Fixed on the 1.7 nightly builds.'''
|Workaround=For older versions, go to Config → Emulation Settings → VUs tab, and set '''Clamping Mode''' to "'''Extra'''".
{{SpoilerTable|caption=Show screenshots|text=[[File:Not Fixed Reflections.png|200px|Bugged reflections]]
[[File:Fixed Reflections.png|200px|Bugged reflections(fixed)]]}}
}}
 
{{Issue
|IssueName=Flashing or garbage textures
|IsFixed=1
|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.'''
|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.
}}
 
{{Issue
|IssueName=Missing Sound
|IsFixed=1
|IssueLevel=0
|Description=Some areas have no music, and sound effects are missing completely. '''Fixed on the 1.7 nightly builds.'''
|Workaround= For older versions, change SPU to async and lower latency to 3 ms.
{{SpoilerTable|caption=Show patches|text=
<pre>
<pre>
2F56CBC9.pnach
2F56CBC9.pnach
     comment=patches by nachbrenner
    gametitle= Klonoa 2 - Lunatea's Veil [SLUS 20151] (U) [2F56CBC9]
     //Skip sceIpuSync
     comment=Patch by WulfyStylez
     patch=0,EE,00305b90,word,03e00008
    // Fix audio playing incorrectly, when source media is faster than DVD
     // Increase base delay after cdRead calls (1048k => 16777k iterations)
    patch=0,EE,00166194,word,3C1000FF
     patch=0,EE,00165B54,word,3C1000FF


7EBEEBBD.pnach
7EBEEBBD.pnach
     gametitle= Klonoa 2 - Lunatea's Veil [SCES 50354] (E) [7EBEEBBD]
     gametitle= Klonoa 2 - Lunatea's Veil [SCES 50354] (E) [7EBEEBBD]
     comment=Patch By CKemu
     comment=Patch by WulfyStylez
     //Skips IUP blitz
     // Fix audio playing incorrectly
     patch=0,EE,003078F4,word,00000000
     patch=0,EE,001660CC,word,3C1000FF
    patch=0,EE,0016670C,word,3C1000FF


1645DE53.pnach
1645DE53.pnach
     comment=Patch by Shadow Lady
    gametitle= 風のクロノア2〜世界が望んだ忘れもの〜 [SLPS 25033] (J) [1645DE53]
     //For hang in Volk City
     comment=Patch by WulfyStylez
     //Skip sceIpuSync
     // Fix audio playing incorrectly
     patch=0,EE,003047D0,word,03e00008
     patch=0,EE,00165C2C,word,3C1000FF
</pre>
     patch=0,EE,001656D4,word,3C1000FF
</pre>}}
}}
}}


{{Issue
{{Issue
|IssueName=Bad Graphics
|IssueName=Bad graphics from automatic game fixes
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Missing floors or bad colors. Side effect from the patches.
|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>
Volk City Volkan Inferno And Dark Sea of Tears are the most likely to crash without the patch. Other Levels may load and be completely playable.  
|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=No know solution since it needs the patch.
{{SpoilerTable|caption=Show screenshots|text=[[File:Broken water.png|200px|Bad graphics issue]]
 
[[File:Correct water.png|200px|Bad graphics issue(fixed)]]}}
[[File:Correct water.png|200px]]
[[File:Broken water.png|200px]]
}}
}}


{{Issue
{{Issue
|IssueName=Some Reflections Bugged
|IssueName=Required objects missing
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Reflections on cannons the wind ring and other objects are bugged
|Description=Some objects needed to progress further don't appear where they should. '''Fixed on the 1.7 nightly builds.'''
|Workaround=Set VU1 clamping mode to Extra or Extra+Preserve Sign.
|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'''".
[[File:Fixed Reflections.png|200px]]
[[File:Not Fixed Reflections.png|200px]]
}}
}}


{{Issue
{{Issue
|IssueName=Missing Graphics fire effects.
|IssueName=Missing fire effects
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Fire effects do not display in Volk Inferno and Joilant.
|Description=Fire effects do not display in Volk Inferno and Joilant (see screenshots). '''Fixed on the 1.7 nightly builds.'''
|Workaround=No known fix yet.
{{SpoilerTable|caption=Show screenshots|text=[[File:Joilant broken fire.png|200px|Missing fire effects issue]]
[[File:Joilant correct fire.png|200px]]
[[File:Joilant correct fire.png|200px|Missing fire effects issue(fixed)]]}}
[[File:Joilant broken fire.png|200px]]
}}
}}


[[Category:temp Navbox required]]
{{Issue
|IssueName=Volk City hang
|IsFixed=1
|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.'''
|Workaround=For older versions, the following patches are needed:
{{SpoilerTable|caption=Show patches|text=<pre>
 
 
2F56CBC9.pnach
    comment=patches by nachbrenner
    //Skip sceIpuSync
    patch=0,EE,00305b90,word,03e00008
 
Alternative patch by Prafull has less graphical glitches on the water.
2F56CBC9.pnach
  comment=patch by Prafull
  //avoid cave hang at volk city
  patch=1,EE,00305bcc,word,00000000
 
7EBEEBBD.pnach
    gametitle= Klonoa 2 - Lunatea's Veil [SCES 50354] (E) [7EBEEBBD]
    comment=Patch By CKemu
    //Skips IUP blitz
    patch=0,EE,003078F4,word,00000000
 
1645DE53.pnach
    comment=Patch by Shadow Lady
    //For hang in Volk City
    //Skip sceIpuSync
    patch=0,EE,003047D0,word,03e00008
</pre>}}
}}
==The gallery==
<gallery>
File:Klonoa_2_Lunateas_Veil_Forum_1.jpg|Klonoa 2: Lunatea's Veil (SCES 50354)
</gallery>


{{ForumLinksList|list=
{{ForumLinksList|list=

Latest revision as of 08:49, 28 March 2024

Klonoa 2: Lunatea's Veil

NTSC-U cover
Game general and emulation properties:
ESRB rating: E
Widescreen patch available
Languages supported:
English: SCES-50354 & SLUS-20151 & SLUS-28004
Japanese: SLPS-25033 & SLPS-73404
German: SCES-50354
French: SCES-50354
Spanish: SCES-50354
Italian: SCES-50354
Region NTSC-U:
Serial numbers: SLUS-20151
SLUS-28004 (Trade Demo)
Release date: July 25, 2001
CRCs: 2F56CBC9
Windows Status: Playable
Linux Status: Playable
Mac Status: ?
Region PAL:
Serial numbers: SCES-50354
Release date: November 9, 2001
CRCs: 7EBEEBBD
Windows Status: Playable
Linux Status: Playable
Mac Status: ?
Region NTSC-J/C/K:
Serial numbers: SLPS-25033
SLPS-73404 (PlayStation 2 the Best)
SLPM-60138 (Trial)
Release date: March 22, 2001
June 27, 2002 (PlayStation 2 the Best)
CRCs: 1645DE53
Windows Status: Playable
Linux Status: ?
Mac Status: ?

Developer(s): Namco
Publisher(s): Namco (JP, US), SCEE (EU)
Genre: Action, Platformer
Wikipedia: Link
Game review links: Metacritic91/100
Game description: Klonoa, a long-eared creature, has stumbled on yet another mystical adventure. In Klonoa 2, a dark kingdom threatens the enchanted realm of Lunatea. Now it's up to Klonoa and his friends, Lolo and Popka, to prevent evil forces from bringing monsters and sickness into their world. Help Klonoa through 24 magical stages featuring hover-board gliding, perceptual changes, and new treacherous foes. On your adventure, you'll drop off waterfalls, get shot into the air by cannon, and gain special abilities from your defeated enemies.
The sequel to 1997's sleeper platformer hit "Klonoa: Door to Phantomile" finds our floppy-eared, baseball cap-wearing hero collecting dream stones and over-inflating his enemies with air bullets while protecting the dream world of Lunatea in this "2-D style" action game.


Test configurations on Windows:

Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
NTSC Windows 10
  • Intel i7-8700K @ 3.70 GHz
  • NVIDIA GeForce 1070
1.6.0 GSdx 1.2.0 SPU2-X 2.0.0 Plays surprisingly well at 4k. It looks like in the main menu you HAVE to go into sound settings, set the synchronization mode to Async, then set latency at 3ms. Then, once you're in game, you can revert back to TimeStretch at 100 ms. No crackling or sound complaints at all, it sounded great. Flashing textures were there but they were very minor details like the roof of a train or some wires in a factory. No big deal and nothing that completely ruins the experience. Also should note I did set EE to Nearest and Clamping Mode to Extra + Preserve Sign. Had all speed hacks on, too. Optim
NTSC Windows 10
  • Intel Xeon E5-2640 @ 2.8 GHz
  • NVIDIA GEFORCE GTX 1060 6GB (Driver version 430.86)
1.5.0-dev-3210-g7d1d88e40 GSdx 20190720121007 (MSVC 19.00 SSE4.1/AVX) 1.1.0 SPU2-X 20190720121007 2.0.0 BIOS: JPN v02.20, (SCPH-75000_BIOS_VX_JAP_220)

•Both the old and new Volk hang patches work however the patch by Prafull will have less graphical glitches. •Set Audio latency on SPU2-X to around 3ms async. Set in game audio to stereo."this may not be needed anymore I was able to boot the game at 16ms async a few times. For the credits video you may want to set the audio to time stretch however or use a very large async audio buffer and it may sporadically work.. •Some fire effects do not appear with or without game fixes •Water and other effects Graphically bugged with necessary Volk Hang/IPU patches if you wish to play through the whole game at once. •Some effects during cutscenes do not appear correctly however this can be fixed with software renderer and sometimes OpenGL as well. •Some objects appear appear as wrong color. it may be that there are 2 models in the same location and one is overriding the other on depth?. The Software rendering fixes this usually.

NTSC Windows 10
  • AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
  • AMD Radeon R9 290 (Driver version 16.9.2)
1.5.0-dev-1720-g5a63a62 GSdx 20131219235648(MSVC 19.00 SSE2/SSE2) 1.1.0 SPU2-X 20161219235648 2.0.0 [Spu2-X] BIOS: JPN v02.20, (SCPH-75000_BIOS_VX_JAP_220)

•Both the old and new Volk hang patches work however the patch by Prafull will have less graphical glitches. •Set Audio latency on SPU2-X to around 3ms async. Set in game audio to stereo."this may not be needed anymore I was able to boot the game at 16ms async a few times. For the credits video you may want to set the audio to time stretch however. •Some fire effects do not appear with or without game fixes •Water and other effects Graphically bugged with necessary Volk Hang/IPU patches if you wish to play through the whole game at once. •Some effects during cutscenes do not appear correctly however this can be fixed with software renderer and sometimes OpenGL as well. •Some objects appear miscolored. Software renderer fixes this.

PAL Windows 7
  • AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
  • AMD Radeon R9 290 (Driver version 16.1)
1.4.0 GSdx 0.1.19 20160105132032 SPU2-X 2.0.0 20151231175709
  • LilyPad 0.11.0 20151231175709
BIOS: Europe v02.00,

•No previous game fix patches seem to work for the PAL version of this game in pcsx2 1.4.0 in 50Hz or 60Hz. Either it will crash at volk or in 60Hz mode's case I get an assertion failed error. •Set Audio latency on SPU2-X to around 3MS Set in game audio to stereo •Some fire effects do not appear with or without game fixes •Water and other effects Graphically bugged with Automatic game fixes.

Daemyn
NTSC Windows 8.1
  • AMD Phenom II X3 720 @ 3.20 GHz (Unlocked 4th core)
  • NVIDIA GeForce GTX 460
1.3.0 20140731161737 GSdx 0.1.16 20140731161737 SPU2-X 2.0.0 20140731161737
  • LilyPad 0.11.0 20140731161737
BIOS: USA v02.20,

•Set Audio latency on SPU2-X to around 3MS Set in game audio to stereo •Some fire effects do not appear with or without game fixes •Water and other effects Graphically bugged with Automatic game fixes.

Daemyn
NTSC-U/J Windows
  • Intel Core i5-3330
  • AMD Radeon HD 6850
1.3.0 r5932 SVN GSdx
  • SPU2-X
  • ?
USA v02.20(10/02/2006), No bugs.
PAL Windows
  • AMD Phenom II X4 965BE @ 4.10 GHz / Intel Core i3-370M
  • VTX ATI HD 6870 / Intel HD Graphics
1.0.0 GSdx
  • ZeroSPU2/SPU2-X
  • ?
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)
? ?
  • Intel Pentium E5400 @ 3.60 GHz
  • NVIDIA GeForce 9600 GT
0.9.7 r3878 stable GSdx r3673
  • SPU2-X r3702
  • LilyPad r3878
BIOS: USA v02.00. Broken in 0.9.8 due to it crashing in the Volk City part which works in 0.9.7 just fine. 60/60FPS Machina


Test configurations on Linux:

Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
PAL Ubuntu 17.04 x64
  • Intel Core i5-4670 @ 3.40 GHz
  • VGA compatible controller: Intel Corporation Xeon E3-1200
1.5.0~git201708311541 GSdx (GCC 6.3.0, SSE2) 1.0.0 SPU2-X 2.0.0 Full speed. Marc
NTSC Fedora 35
  • AMD Ryzen 7 3700X @ 3.6 GHz
  • AMD Radeon RX 6800 XT 16 GB
1.7.3069 (Qt) BIOS: v02.30 USA. The game is completely playable with the default settings, I was able to beat it 100 % (completed all stages and got all collectibles, incl. the extra stages). The remaining problems with the game are all minor graphical issues, of which most can be resolved by using the software renderer. This does have the caveat of not being able to use an upscaled resolution, but it’s arguably more important to have the game running with less problems. ルーナティアのロロ

Trivia

  • Original names: 風のクロノア2〜世界が望んだ忘れもの〜 (SLPS-25033) & (SLPS-73404), Kaze no Klonoa 2: Sekai ga Nozonda Wasuremono (JP)

Status and recommended settings (2022)

While this title has historically been a problematic one to emulate, the current 1.7 nightly builds should work out-of-the-box without any manual patches. The game should be 100 % completable.

All the currently remaining problems are graphical issues, of which most only apply when using hardware rendering. In order to get the most flawless experience, it is recommended to use the software renderer (Settings → Graphics → Renderer → Software). The only issue with the software renderer appears in two cutscenes, listed below in the "Horizontal line artifacts" issue. A hardware renderer (OpenGL or Vulkan) can be temporarily enabled for those cutscenes if wished.

Known Issues

Horizontal line artifacts in cutscenes with a full-screen color effect

  • Status: Active
  • Type: Minor
  • Description: When using the software renderer, the full-screen coloring effect used in some parts of the cutscenes at the end of Maze of Memories (monochrome colors) and at the end of Noxious La-Lakoosha (sepia colors) has horizontal line artifacts. Last verified on PCSX2 v1.7.3130.
  • Workaround: Set renderer to "OpenGL" or "Vulkan".
  • GitHub issue: link

Inverse color effect in Embryo Compass cutscene does not appear correctly

  • Status: Active
  • Type: Minor
  • Description: When using a hardware renderer, the cutscene at the start of Embryo Compass features a layered effect that is supposed to invert the colors behind the layer, but instead incorrectly appears as a solid color. Last verified on PCSX2 v1.7.3426.
  • Workaround: In Settings → Graphics → Rendering, set Blending Accuracy to "Full (Slow)". Or alternatively, set Renderer to "Software".
  • GitHub issue: link

Character and object outlines are missing or show up as a thin dashed line

  • Status: Active
  • Type: Minor
  • Description: When using a hardware renderer, outlines on characters and objects are missing or incorrectly rendered (usually like a thin dashed line). The issue is mostly noticable in cutscenes, but can also be observed in gameplay.
  • Workaround: Set renderer to "Software".
  • GitHub issue: link

Extra lines or gaps in menus and HUD elements when using an upscaled resolution

  • Type: Note (not an issue)
  • Description: When using an upscaled resolution (e.g. 2x native / 720p) for the hardware renderer, some menu and HUD elements have extra lines or gaps in them. Last verified on PCSX2 v1.7.3130.
  • Workaround: Set internal resolution to "Native (PS2)" or set renderer to "Software".

Background elements in stages/cutscenes load up slowly when widescreen patches are in use

  • Type: Note (not an issue)
  • Description: When widescreen patches are enabled, some background elements in stages and cutscenes load up slowly, and can be seen gradually loading "tile per tile", unlike with real hardware. This is mostly apparent in Empty Sea of Tears, both in the intro cutscene and in the stage itself. 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: video
    • The same section on real hardware: video
  • Workaround: Disable widescreen patches from Emulation → Game Settings, then reboot the game (closing and loading a save state is not enough!)

Wavy text effect renders incorrectly when widescreen patches are in use

  • Type: Note (not an issue)
  • Description: When widescreen patches are enabled, the wavy text effect, which can be seen in the "now loading", "vision start", and "vision clear" screens, renders incorrectly, and the edges of the text are not completely visible. The issue can happen on both hardware and software renderers. 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: video
    • The wavy text effect on real hardware: video
  • Workaround: Disable widescreen patches from Emulation → Game Settings, then reboot the game (closing and loading a save state is not enough!)

Fixed Issues

Miscolored objects or enemies

  • Status: Fixed
  • Type: Minor
  • Description: The following objects and enemies are miscolored when using one of the hardware renderers (fixed in PCSX2 v1.7.3497):
    • moving Goomi are supposed to be red, but appear incorrectly as regular green Goomi (which are normally stationary)
    • long-lasting Kiton are supposed to be yellow, but appear incorrectly as regular blue Kiton (which normally have a shorter use)
    • Likuri merged with two or three enemies should appear blue and red respectively, but both incorrectly appear as yellow
    • blue and red color-coded crystals (on which Likuri are used) incorrectly appear as yellow
    • short-fuse Boomie are supposed to be pink on spawning and then alternate between black and white, but instead always appear as regular red Boomie (which normally do not blow up before being captured)
    • Boomie should change to a bright orange color when activated (captured at least once), but incorrectly appear as red always
  • Workaround: For older versions, set renderer to "Software".
  • GitHub issue: link

Cave enemy is missing a shadow effect

  • Status: Fixed
  • Type: Minor
  • Description: When using a hardware renderer, the Ow-Gow enemy is missing a shadow effect when it’s inside its cave. Only the enemy’s eyes are supposed to be visible in this state, but the enemy incorrectly appears with its head and neck fully visible. Fixed in PCSX2 v1.7.3497.
  • Workaround: For older versions, set renderer to "Software".
  • GitHub issue: link

Green floating platforms are missing a transition effect

  • Status: Fixed
  • Type: Minor
  • Description: The green floating platforms have a transition effect to alert the player about the platform disappearing. After being stepped on, the platform should fade to black and then quickly flash in a lighter green color before disappearing. The platform also shortly appears in the lighter green color when it appears again. These effects are not displayed when using the hardware (OpenGL/Vulkan) renderer. Fixed in PCSX2 v1.7.3497.
    • Missing transition on the hardware (OpenGL/Vulkan) renderer: video
    • Working transition on the software renderer: video
  • Workaround: For older versions, set renderer to "Software".
  • GitHub issue: link

Bugged reflections

  • Status: Fixed
  • Type: Minor
  • Description: Reflections on some objects like cannons and the Wind Ring are bugged (see screenshots). Fixed on the 1.7 nightly builds.
  • Workaround: For older versions, go to Config → Emulation Settings → VUs tab, and set Clamping Mode to "Extra".

Flashing or garbage textures

  • Status: Fixed
  • Type: Minor
  • Description: At certain points of the game, and especially during the train cut scene at the end of Volk City, the textures will randomly flash and change around to garbage textures or wrong colors. Fixed on the 1.7 nightly builds.
  • 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.

Missing Sound

  • Status: Fixed
  • Type: Minor
  • Description: Some areas have no music, and sound effects are missing completely. Fixed on the 1.7 nightly builds.
  • Workaround: For older versions, change SPU to async and lower latency to 3 ms.

Bad graphics from automatic game fixes

  • Status: Fixed
  • Type: Minor
  • Description: When automatic game fixes are enabled, there are missing floor textures or bad colors as a side effect from the patches (see screenshots). Volk City, Volkan Inferno, and Dark Sea of Tears are the most likely to crash without the patches. Other Levels may load and be completely playable. Fixed on the 1.7 nightly builds, there should be no more crashes on the default settings and no graphical side effects from them.
  • Workaround: For older versions, go to the System tab of PCSX2 and disable "Automatic Gamefixes", and re-enable it whenever a level needs it.

Required objects missing

  • Status: Fixed
  • Type: Minor
  • Description: Some objects needed to progress further don't appear where they should. Fixed on the 1.7 nightly builds.
  • 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".

Missing fire effects

  • Status: Fixed
  • Type: Minor
  • Description: Fire effects do not display in Volk Inferno and Joilant (see screenshots). Fixed on the 1.7 nightly builds.

Volk City hang

  • Status: Fixed
  • Type: Major
  • 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.
  • Workaround: For older versions, the following patches are needed:

The gallery

Public compatibility forum links