Ratchet & Clank: Going Commando: Difference between revisions

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|wikipedia        = [https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Going_Commando Link]
|wikipedia        = [https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Going_Commando Link]
|gamefaqslink      = [https://www.gamefaqs.com/ps2/914659-ratchet-and-clank-going-commando Link]
|gamefaqslink      = [https://www.gamefaqs.com/ps2/914659-ratchet-and-clank-going-commando Link]
|reviewlinks      = {{ReviewLink|[http://www.metacritic.com/game/playstation-2/ratchet-clank-going-commando Metacritic]|90/100}}
|reviewlinks      = {{ReviewLink|[https://www.metacritic.com/game/playstation-2/ratchet-clank-going-commando Metacritic]|90/100}}
|gameinfo          = From the creators of Ratchet & Clank comes the next installment of this sci-fi action adventure series.  Ratchet & Clank: Going Commando features more than 50 imaginative weapons and gadgets.  The more things you blow up, the stronger Ratchet gets and the more advanced the weapons you'll have.  Participate in all-new side challenges; destroy hordes of enemies in gladiator arenas, upgrade your ship and pick off enemies in space combat, and leave competitors to eat your dust in hi-speed challenge.  Are you up for it?<br />
|gameinfo          = From the creators of Ratchet & Clank comes the next installment of this sci-fi action adventure series.  Ratchet & Clank: Going Commando features more than 50 imaginative weapons and gadgets.  The more things you blow up, the stronger Ratchet gets and the more advanced the weapons you'll have.  Participate in all-new side challenges; destroy hordes of enemies in gladiator arenas, upgrade your ship and pick off enemies in space combat, and leave competitors to eat your dust in hi-speed challenge.  Are you up for it?<br />
Ratchet & Clank: Going Commando is a 2003 3D platformer video game developed by [[Insomniac Games]]. The gameplay of ''Going Commando'' is similar to that of the original ''Ratchet & Clank''. The player explores planets in the "Bogon" Galaxy and undertakes missions. It contains more mini-games than were present in the previous game. The game also introduces role-playing game (RPG) elements, such as upgradeable weapons. ''Going Commando'' was released roughly a year after its predecessor, and received very positive reviews. Critics noted the game's improved graphics, longer gameplay, and added role-playing elements as being major improvements over the original, but also criticized the game for its very high difficulty.
Ratchet & Clank: Going Commando is a 2003 3D platformer video game developed by [[Insomniac Games]]. The gameplay of ''Going Commando'' is similar to that of the original ''Ratchet & Clank''. The player explores planets in the "Bogon" Galaxy and undertakes missions. It contains more mini-games than were present in the previous game. The game also introduces role-playing game (RPG) elements, such as upgradeable weapons. ''Going Commando'' was released roughly a year after its predecessor, and received very positive reviews. Critics noted the game's improved graphics, longer gameplay, and added role-playing elements as being major improvements over the original, but also criticized the game for its very high difficulty.
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|releasedatePAL    = November 21, 2003<br />August 13, 2004 <small>(Platinum)</small><br />2003 <small>(Australia)</small>
|releasedatePAL    = November 21, 2003<br />August 13, 2004 <small>(Platinum)</small><br />2003 <small>(Australia)</small>
|statusPAL        = 2
|statusPAL        = 2
|linuxstatusPAL    =
|linuxstatusPAL    = 2
|macstatusPAL      =
|macstatusPAL      =
<!-- NTSC-J props -->
<!-- NTSC-J props -->
|NTSCJ            = 1
|NTSCJ            = 1
|serialsNTSCJ      = SCPS-15056<br />SCKA-20011 <small>(Korea)</small><br />SCPS-19302 <small>(PlayStation 2 the Best)</small><br />SCPS-19317 <small>(PlayStation 2 the Best Reprint)</small>
|serialsNTSCJ      = SCPS-15056<br />SCKA-20011 <small>(Korea)</small><br />SCPS-19302 <small>(PlayStation 2 the Best)</small><br />SCPS-19317 <small>(PlayStation 2 the Best Reprint)</small><br />SCAJ-20052 <small>(Asia)</small>
|CRCsNTSCJ        =
|CRCsNTSCJ        =
|releasedateNTSCJ  = December 11, 2003<br />February 19, 2004 <small>(Korea)</small><br />July 8, 2004 <small>(PlayStation 2 the Best)</small><br />February 22, 2005 <small>(BigHit, Korea)</small><br />November 2, 2005 <small>(PlayStation 2 the Best Reprint)</small>
|releasedateNTSCJ  = December 11, 2003<br />February 19, 2004 <small>(Korea)</small><br />July 8, 2004 <small>(PlayStation 2 the Best)</small><br />February 22, 2005 <small>(BigHit, Korea)</small><br />November 2, 2005 <small>(PlayStation 2 the Best Reprint)</small>
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|GPU=NVIDIA GeForce GTX 570 @ 1368 MB
|GPU=NVIDIA GeForce GTX 570 @ 1368 MB
|Revision=1.1.0 (r5829)
|Revision=1.1.0 (r5829)
<spoiler show="Settings" hide="Hide">
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** Enable INTC Spin Detection
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** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
** MTVU: Enabled
** MTVU: Enabled
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|Graphics=GSdx
|Graphics=GSdx
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|GPU=ATI Radeon HD 5670 @ 512 MB
|GPU=ATI Radeon HD 5670 @ 512 MB
|Revision=1.2.1 (r5875)
|Revision=1.2.1 (r5875)
<spoiler show="Settings" hide="Hide">
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* Speedhacks:
* Speedhacks:
** EE Cyclerate: 3
** EE Cyclerate: 3
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|Graphics=GSdx
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|GPU=ATI Mobility Radeon HD 5650
|GPU=ATI Mobility Radeon HD 5650
|Revision=1.3.0 (svn 05-Aug-2014)
|Revision=1.3.0 (svn 05-Aug-2014)
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* Speedhacks:
* Speedhacks:
** EE Cyclerate: 2
** EE Cyclerate: 2
** VU Cycle Stealing: 1
** VU Cycle Stealing: 1
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|GPU=NVIDIA GeForce 840M @ 2 GB
|GPU=NVIDIA GeForce 840M @ 2 GB
|Revision=v1.5.0 (Sep-2017)
|Revision=v1.5.0 (Sep-2017)
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|Graphics=GSdx SSE41
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|GPU=NVIDIA GeForce RTX 2080 OC'd
|GPU=NVIDIA GeForce RTX 2080 OC'd
|Revision=v1.5.0 (dev-2982)
|Revision=v1.5.0 (dev-2982)
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* EE Cyclerate: +2
* EE Cyclerate: +2
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* mVU Flag: Enabled
* MTVU: Enabled
* MTVU: Enabled
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|Graphics=GSdx 1.1.0 SSE4.1
|Graphics=GSdx 1.1.0 SSE4.1
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* CRC Hack Level: Auto
* Accurate Date: Auto
* Accurate Date: Auto
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* SPU2-X 2.0.0
* SPU2-X 2.0.0
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|GPU=NVIDIA GeForce GTX 1070
|GPU=NVIDIA GeForce GTX 1070
|Revision=v1.5.0 (dev-3291)
|Revision=v1.5.0 (dev-3291)
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|Graphics=GSdx 1.1.0
|Graphics=GSdx 1.1.0
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* Texture Filtering of Display: Enabled
* Texture Filtering of Display: Enabled
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|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
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|Comments=Much better graphical fidelity than 1.4.0 (especially with mipmapping), though minor issues persist such as the pause menu being completely opaque. Slowdown between 90 and 100% is somewhat common. However, more demanding levels such as Endako will frequently be in the high 80s and low 90s, and will sometimes even dip down into the mid-to-high 70s. No crashes thus far. Note: I did not see a noticeable speed difference between D3D11 and OpenGL, although Ratchet's shadow was broken with D3D11.
|Comments=Much better graphical fidelity than 1.4.0 (especially with mipmapping), though minor issues persist such as the pause menu being completely opaque. Slowdown between 90 and 100% is somewhat common. However, more demanding levels such as Endako will frequently be in the high 80s and low 90s, and will sometimes even dip down into the mid-to-high 70s. No crashes thus far. Note: I did not see a noticeable speed difference between D3D11 and OpenGL, although Ratchet's shadow was broken with D3D11.
|Tester=TheTechnician27
|Tester=TheTechnician27
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=Intel Core i7-6700K @ 4.0GHz
|GPU=Nvidia GeForce GTX 1070
|Revision=PCSX2 1.6.0-20200506140834
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* MTVU (Multi-Threaded microVU1): Checked
* All else default.
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|Graphics=GSdx AVX2 1.2.0
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* Interlacing: Automatic (Default)
* Texture Filtering: Bilinear (PS2)
* Resolution: 3x Native (~1080p)
* Anisotropic Filtering: 4x
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* CRC Hack Level: Automatic (Default)
* DATE Accuracy: Fast (Default)
* Blending Accuracy: Basic (Recommended)
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|Sound=
* SPU2-X 2.0.0
* LilyPad 0.12.1
<!--
* Interpolation: 3 - Hermite
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* Synchronizing mode: Timestretch
* Audio Expansion Mode: Surround 5.1
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|Comments=BIOS: USA 2.00. Played at full speed. Opaque background to menus, but it's worth it to stay in hardware mode. Crashed once when a level was being loaded, but it was after hours of play. The game auto-saves before this. Anisotropic Filtering is optional.
|Tester=Otamajakushi
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Pro x64
|CPU=Intel i7-4790k @ 4.00Ghz
|GPU=NVIDIA GeForce RTX 2080
|Revision=1.7.0-dev-191-g5118aba45
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* EE Cyclerate: 0/-1
* EE Cycle Skipping: 0
* mVU Flag Hack: Yes
* MTVU: Yes
* Preset: 2
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|Graphics=GSdx 1.2.0
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* Internal Resolution: 3x
* 8-bit Textures: Yes
* Large Framebuffer: Yes
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|Sound=
* SPU2-X 2.0.0
* Synchronizing Mode: Async Mix
* Lilypad 0.12.1
|Comments=Game is very demanding. Occasionally slows down with EE Cyclerate 0, but setting to -1 activates the game's internal frameskipping. This may make the game play better but YMMV, it slows some sections down to a crawl. Solid background menus are fine, since other than that and some minor lighting glitches, the game looks great.
|Tester=Darkshadows
}}
{{TestingEntry
|Status = 2
|Region=NTSC-U
|OS=Windows 10
|CPU=Intel Core i9 10900K @ 4.80 GHz
|GPU=NVIDIA GeForce RTX 3070 Ti
|Revision=1.7.2952
|Graphics=GSdx
|Sound=
* SPU2-X
* ?
|Comments= I had zero game breaking issues with Going Commando and I played it all the way through completion. Zero crashes and zero visual bugs (other than the menu screen ofc). I DID have minor fps drops at the very start of my playthrough, but that went away on it's own and I never had them again. Might have been some weird nightly build regression or something. Anyway that was only for the first hour, the rest of my hours were near perfect.
|Tester=Optim
}}
{{TestingEntry
|Status = 2
|Region=NTSC-U
|OS=Windows 10 Home x64
|CPU=Intel Core i5-3570K @ 4.7GHz
|GPU=NVIDIA GeForce GTX 670 (2GB VRAM)
|Revision=1.7.4314 (SSE4)
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* MTVU: On
* Instant VU1: On
* Speedhacks: None
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|Graphics=GSdx 1.2.0
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* Renderer: Vulkan (Hardware)
* Texture Preloading: Full
* Internal Resolution: 3*Native
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|Sound=SPU2-X v2.0.0
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* Backend: Cubeb
* Interpolation: Gaussian
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|Comments=PCSX2 crashed when loading Maktar in challenge mode, but the game never crashed again and loaded after a restart, so this was probably a one-off. When loading a savestate saved when moving between planets, PCSX2 ejects the memory cards, but you can still save after landing. Models stretched/warped on Oozla and Snivelak, but in the latter case PCSX2 updated after I closed it and the issue was fixed when I restarted the game. Towards the beginning of the game the pause screen showed solid colours, but after an update this was fixed, though the screen changed to native resolution when paused. There was some relatively minor lag in the opening cutscene before the first visit to Aranos and at the beginning of some planets, most notably Maktar and Dobbo, but this stops once you move the camera. The only area where lag affected gameplay at all was in some parts of Grelbin. It never reached unplayable speed but not much seemed to be going on when it did lag. These were all GS bottlenecks so GPU palette conversion would probably have improved performance. Other than that, full speed. Fully playable.
|Tester=PandoraGTX
}}
}}
{{TestingFooter}}
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|Revision=1.5.0
|Revision=1.5.0
|Graphics=GSdx (GCC 7.2.0 SSE2/AVX) 1.1.0 [libGSdx]
|Graphics=GSdx (GCC 7.2.0 SSE2/AVX) 1.1.0 [libGSdx]
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* Automatic CRC Level: Partial
* Mipmapping: Full
* Mipmapping: Full
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|Sound=SPU2-X 2.0.0 [libspu2x-2.0.0]
|Sound=SPU2-X 2.0.0 [libspu2x-2.0.0]
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* Interpolation: 4 - Catmull-Rom (PS2-like/slow)
* Interpolation: 4 - Catmull-Rom (PS2-like/slow)
* Synchronization Mode: TimeStretch
* Synchronization Mode: TimeStretch
* Latency: 100ms
* Latency: 100ms
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|Comments=BIOS: Europe v2.20
|Comments=BIOS: Europe v2.20
The game runs smooth almost all the time.
The game runs smooth almost all the time.
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* Original names: '''ラチェット&クランク2 ガガガ!銀河のコマンドーっす''' (SCPS-15056) & (SCPS-19302) & (SCPS-19317), '''라쳇&클랭크: 공구전사 대박몰이''' (SCKA-20011)
* Original names: '''ラチェット&クランク2 ガガガ!銀河のコマンドーっす''' (SCPS-15056) & (SCPS-19302) & (SCPS-19317), '''라쳇&클랭크: 공구전사 대박몰이''' (SCKA-20011)
* Also known as '''Ratchet & Clank 2: Locked and Loaded''' (EU, AU), '''Ratchet & Clank 2''' (JP), '''Ratchet & Clank 2: Gagaga! Ginga no Commando-ssu''' (JP)
* Also known as '''Ratchet & Clank 2: Locked and Loaded''' (EU, AU), '''Ratchet & Clank 2''' (JP), '''Ratchet & Clank 2: Gagaga! Ginga no Commando-ssu''' (JP)
* The game has a built in 16:9 widescreen mode that results in a smaller portion of the world being visible.




== Known Issues ==
== Known Issues ==
{{Issue
{{Issue
|IssueName=Megaturret Glove's turrets don't work
|IssueName=Framerate dips
|IsFixed=0
|IssueLevel=-1
|Description=R&C's framerate may dip when many (small) enemies or allies are in view. This occurs on original hardware.
|Workaround=First verify that your device is not the bottleneck if you experience framerate dips. If your device is too slow and you attempt the following fix, you will make the problem worse. Try to overclock the EE Cycle Rate under Settings > Emulation. 130% fixes almost all slowdowns in exchange for a higher GPU and CPU utilization. Higher values than 130% lead to certain instabilities.
}}
 
{{Issue
|IssueName=Vertex stretching
|IsFixed=0
|IsFixed=0
|IssueLevel=0
|IssueLevel=0
|Description=The upgraded turret glove's turrets loop the deployment animation and sound continuously and can't shoot anything.
|Description=Some polygons on Ratchet, Clank, and most enemies' models stretch/warp on Oozla and Snivelak.
|Workaround=There's no known solution.
|Workaround=Restart PCSX2. If this doesn't fix it, enable Full VU0 Synchronisation under Properties/Game Fixes. This does increase EE usage, but is unlikely to affect performance on most recent midrange or higher systems.  
}}
}}


==Fixed Issues==
==Fixed Issues==
{{Issue
|IssueName=Glitched menu backgrounds
|IsFixed=1
|IssueLevel=0
|Description=Most menu backgrounds are glitched in GSdx hardware modes.
|Workaround=Use software mode, or ignore it (gameplay is not affected).
}}
{{Issue
{{Issue
|IssueName=Broken textures
|IssueName=Broken textures
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{{Issue
{{Issue
|IssueName=Cutscene doesn't load
|IssueName=Megacorp Trooper Freeze
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=After disabling the Thugs-4-less jamming array, only the audio from the following cutscene is loaded. The next cutscene doesn't load at all and the game is stuck on a black screen.
|AffectedVersions=All
|Workaround=Is resolved in recent PCSX2 v1.5.0 git builds as long as "Automatic Gamefixes" is enabled. For older versions go to Config > Emulation Settings > Game Fixes tab, click "Enable manual game fixes" and enable the "EE timing hack" fix.
|Description=Killing certain Megacorp troopers in the Planet Dobbo level will cause the game to freeze.
|Workaround= For now, use save states and the Decoy Glove weapon to identify and avoid the affected enemies.
}}
}}


{{Issue
{{Issue
|IssueName=Megacorp Trooper Freeze
|IssueName=Game slows down after a cut-scene
|IsFixed=1
|IssueLevel=0
|Description=After certain cut-scenes (e.g. the final Siberius cut-scene) the game will slow down to 50% normal speed.
|Workaround=Restart PCSX2. Saving works correctly when running at 50% speed.
}}
 
{{Issue
|IssueName=Crash after finishing the Jammer Array level
|IsFixed=1
|IssueLevel=1
|Description=During the level completion cut-scene you can only hear the audio while the screen remains black. The game crashes after the cut-scene.
|Workaround=Go to Config > Emulation Settings > Game Fixes > Enable manual game fixes > enable 'EE timing hack'. See [https://github.com/PCSX2/pcsx2/issues/964 this GitHub issue].
}}
 
{{Issue
|IssueName=Megaturret Glove's turrets don't work
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|AffectedVersions=All
|Description=The upgraded turret glove's turrets loop the deployment animation and sound continuously and can't shoot anything. By revision 1.5.0, this issue only affects the PAL version.
|Description=Killing certain Megacorp troopers in the Planet Dobbo level will cause the game to freeze.
|Workaround=Fixed on latest Nightly (Tested on v1.7.4721)
|Workaround= For now, use save states and the Decoy Glove weapon to identify and avoid the affected enemies.
}}
}}
== Gameplay Screenshots ==
== Gameplay Screenshots ==
<gallery widths="175px" heights="100px">
<gallery widths="175px" heights="100px">
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