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Developer(s): Namco Publisher(s): Namco (JP, US), SCEE (EU) Genre: Action, Platformer Wikipedia: Link Game review links: Metacritic: 91/100 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.
Klonoa 2: Lunatea's Veil
NTSC-U cover
Game general and emulation properties:
Languages supported:
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:
?
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.
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.
•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.
•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.
•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.
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.
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.
Incorrectly displayed effect in Noxious La-Lakoosha (software renderer)
Correctly displayed effect in Noxious La-Lakoosha (OpenGL/Vulkan renderer)
Incorrectly displayed effect in Maze of Memories (software renderer)
Correctly displayed effect in Maze of Memories (OpenGL/Vulkan renderer)
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".
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.
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".
Show screenshots
Internal resolution set to "Native (PS2)"
Internal resolution set to "6x Native (~2160p/4K)"
Internal resolution set to "Native (PS2)"
Internal resolution set to "4x Native (~1440p/2K)"
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
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
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".
Four miscolored short-fuse Boomies idling with one regular Boomie in the middle (OpenGL/Vulkan renderer)
Four correctly colored short-fuse Boomies idling with one regular Boomie in the middle (software renderer)
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".
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".
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".
Show screenshots
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.
Show patches
2F56CBC9.pnach
gametitle= Klonoa 2 - Lunatea's Veil [SLUS 20151] (U) [2F56CBC9]
comment=Patch by WulfyStylez
// 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
gametitle= Klonoa 2 - Lunatea's Veil [SCES 50354] (E) [7EBEEBBD]
comment=Patch by WulfyStylez
// Fix audio playing incorrectly
patch=0,EE,001660CC,word,3C1000FF
patch=0,EE,0016670C,word,3C1000FF
1645DE53.pnach
gametitle= 風のクロノア2〜世界が望んだ忘れもの〜 [SLPS 25033] (J) [1645DE53]
comment=Patch by WulfyStylez
// Fix audio playing incorrectly
patch=0,EE,00165C2C,word,3C1000FF
patch=0,EE,001656D4,word,3C1000FF
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.
Show screenshots
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.
Show screenshots
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:
Show patches
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