Kuon: Difference between revisions
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|german = SLES-53411 | |german = SLES-53411 | ||
|japanese = SLPS-25329 | |japanese = SLPS-25329 | ||
|english = SLES-53411 | |english = SLES-53411 & SLUS-21007 | ||
|widescreenpatch = 1 | |widescreenpatch = 1 | ||
<!-- NTSC-U props --> | <!-- NTSC-U props --> | ||
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<!-- NTSC-J props --> | <!-- NTSC-J props --> | ||
|NTSCJ = 1 | |NTSCJ = 1 | ||
|serialsNTSCJ = SLPS-25329<br /> | |serialsNTSCJ = SLPS-25329<br />SLKA-25171 <small>(Korea)</small><br />SCAJ-20078 | ||
|CRCsNTSCJ = | |CRCsNTSCJ = | ||
|releasedateNTSCJ = April 1, 2004 | |releasedateNTSCJ = April 1, 2004<br />June 24, 2004 <small>(Korea)</small> | ||
|statusNTSCJ = 2 | |statusNTSCJ = 2 | ||
|linuxstatusNTSCJ = | |linuxstatusNTSCJ = | ||
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|IssueLevel=1 | |IssueLevel=1 | ||
|Description=Ghosting issue with characters. Also a white line appears at the top and left edges of the screen (only in upscale mode). | |Description=Ghosting issue with characters. Also a white line appears at the top and left edges of the screen (only in upscale mode). | ||
|Workaround=Needs texture coordinates offset set to values 400 400 in GSdx hacks section. Unfortunately the Half pixel offset brakes the dynamic lights cast by the player character (huge black block around the character). | |Workaround=Needs texture coordinates offset set to values 400 400 in GSdx hacks section. Unfortunately the Half pixel offset brakes the dynamic lights cast by the player character (huge black block around the character). In PCSX2 1.5.0 it can be fixed by setting Half-pixel Offset to Special (Texture - aggressive) in GSdx11 hacks section. No ghosting and no broken lighting this way. | ||
}} | }} | ||
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|IssueLevel=0 | |IssueLevel=0 | ||
|Description=Red crack is not visible on breakable walls. Instead it shows a white outline of the players character projected on the wall. Not the side effect of the texture offset. | |Description=Red crack is not visible on breakable walls. Instead it shows a white outline of the players character projected on the wall. Not the side effect of the texture offset. | ||
|Workaround= | |Workaround=Enable the Preload Frame Data hack. Or use software mode during this section of the game. This also makes the fatal blood pool in the Dream Chamber visible. | ||
}} | }} | ||
<gallery widths="175px" heights="100px"> | |||
File:PCSX2 1.5.0-dev-2420-g54b0edbb1-Kuon (NTSC-U) Preload Frame Data OFF.png|Incorrectly rendered | |||
File:PCSX2 1.5.0-dev-2420-g54b0edbb1-Kuon (NTSC-U) Preload Frame Data ON.png|Correctly rendered (Preload Frame Data) | |||
</gallery> | |||
{{Issue | {{Issue |