Difference between revisions of "Ratchet & Clank: Going Commando"

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m (Corrected issue of mine.)
 
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|french            = SCES-51607
 
|french            = SCES-51607
 
|german            = SCES-51607
 
|german            = SCES-51607
|japanese          = SCPS-15056 & SCPS-19317 & SCPS-19302
+
|japanese          = SCPS-15056 & SCPS-19317 & SCPS-19302
 
|english          = SCES-51607 & SCUS-97268 & SCUS-97268GH & SCUS-97381 & SCUS-97322 & SCUS-97323 & SCUS-97513
 
|english          = SCES-51607 & SCUS-97268 & SCUS-97268GH & SCUS-97381 & SCUS-97322 & SCUS-97323 & SCUS-97513
|korean            = SCKA-20037 & SCKA-20011
+
|korean            = SCKA-20011
 
<!-- NTSC-U props -->
 
<!-- NTSC-U props -->
 
|NTSCU            = 1
 
|NTSCU            = 1
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<!-- NTSC-J props -->
 
<!-- NTSC-J props -->
 
|NTSCJ            = 1
 
|NTSCJ            = 1
|serialsNTSCJ      = SCPS-15056<br />SCPS-19302 <small>(PlayStation 2 the Best)</small><br />SCPS-19317 <small>(PlayStation 2 the Best Reprint)</small><br />SCKA-20011<br />SCKA-20037 <small>(Big Hit)</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>
 
|CRCsNTSCJ        =
 
|CRCsNTSCJ        =
|releasedateNTSCJ  = December 11, 2003<br />February 19, 2004 <small>(Korea)</small><br />July 8, 2004 <small>(PlayStation 2 the Best)</small><br />November 2, 2005 <small>(PlayStation 2 the Best Reprint)</small><br />2004 <small>(BigHit Series, Korea)</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>
 
|statusNTSCJ      =  
 
|statusNTSCJ      =  
 
|linuxstatusNTSCJ  =
 
|linuxstatusNTSCJ  =
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* ?
 
* ?
 
* ?
 
* ?
|Comments=HACKS: sometimes when a video loads the game crashes (PAL version, NTSC seems fine); EE timing hack fixed it., *If you can use PAL version, since it has less slowdowns because of running @ 50fps
+
|Comments=Sometimes when a video loads the game crashes (PAL version, NTSC seems fine); EE timing gamefix resolved it.
*50-60+ FPS (software mode) depending on scene with speedhacks, no EE cycle rate, no VU Cycle stealing, Direct3D HW mode = Texture issues(Mipmap) Fix: use software mode with mipmap enabled. You will need CPU power like hardcore to run it smooth
+
*50-60+ FPS (software mode) depending on scene with speedhacks, no EE cycle rate and no VU Cycle stealing speedhacks.
 +
*To fix texture issues(Mipmap) use software mode with mipmap enabled, but you will need CPU power like hardcore to run it smooth.
 
|Tester=Mkav
 
|Tester=Mkav
 
}}
 
}}
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* SPU2-X 2.0.0
 
* SPU2-X 2.0.0
 
* LilyPad 0.11.0
 
* LilyPad 0.11.0
|Comments=Runs near full speed., Texture graphics distortion is present, but doesn't inhibit gameplay too much.
+
|Comments=Runs near full speed. Texture graphics distortion is present, but doesn't inhibit gameplay too much.
 
|Tester={{ForumUser|General-Plot}}
 
|Tester={{ForumUser|General-Plot}}
 
}}
 
}}
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* SPU2-X
 
* SPU2-X
 
* ?
 
* ?
|Comments=Europe v01.70(27/02/2003), requires software mode to fix the graphics (MipMaps), the game can be quite slow. Lowering the extra threads to 2 seems to be optimal for this game and most of the time is full FPS, VU Cycle Stealing set to 1 can bring the FPS up for the remainder of the slowdowns but the game can appear slightly jumpy as a result.
+
|Comments=Europe v01.70(27/02/2003), GSdx: Requires software mode to fix the graphics (MipMaps). The game can be quite slow. Lowering the extra threads to 2 seems to be optimal for this game and most of the time is full FPS. Speedhacks: VU Cycle Stealing set to 1 can bring the FPS up for the remainder of the slowdowns but the game can appear slightly jumpy as a result.
 
|Tester={{ForumUser|refraction}}
 
|Tester={{ForumUser|refraction}}
 
}}
 
}}
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* SPU2-X
 
* SPU2-X
 
* ?
 
* ?
|Comments=''Performance'': Laggy as hell 24-50 fps it's very unlikely that you'll get stable 50 fps or even like 45-50 40-50... with a similar CPU to mine if you don't have... I say an i5 with at least maybe 2.5 GHz or something similar don't even bother it's not worth it also worth mentioning garbage graphics on hardware mode software mode looks fine here's some tips if you want to try with a better CPU: if you can use the PAL version because that version is locked on 50 fps so your machine has less work to do, use software mode hardware mode is buggy as hell but it has better fps if you want to minimize the speed hit experiment with the extra rendering thread option choose values between 0 and 4,speedhacks here really come in handy even the VU cycle steal seems to have some effects but keep in mind that it can show false fps. ''Overall'': Heavy demanding you really need a powerful PC to run this at a decent speed. '''Update:''' apparently there's a way to play this kinda decently on a similar machine to mine there's a custom PCSX2 1.2.1 version that fixes some problem, it partially fixes the garbage textures in hardware mode making the game playable and it kinda boosts the game by a little bit i played a bit of the first stage and i got like 37-50 fps almost everywhere
+
|Comments=''Performance'': Laggy as hell, 24-50 FPS. It's very unlikely that you'll get stable 50 FPS or even like 45-50... I say it needs an i5 with at least maybe 2.5 GHz or something similar, otherwise don't even bother it's not worth it. Use GSdx software mode, hardware mode is buggy as hell but it has better FPS. If you want to minimize the speed hit experiment with the extra rendering thread option, choose values between 0 and 4. Speedhacks here really come in handy even the VU cycle steal seems to have some effects, but keep in mind that it can show false FPS. ''Overall'': Heavy demanding you really need a powerful PC to run this at a decent speed.
 
|Tester=Razor96
 
|Tester=Razor96
 
}}
 
}}
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* SPU2-X
 
* SPU2-X
 
* ?
 
* ?
|Comments= Mipmapping now works in HW renderer and has been mostly fixed (hooray) I didn't encounter the Thugs-4-Less cutscene freeze as mentioned here. The game runs mostly smooth, but there's still a bit of slowdown when alot of action is occuring onscreen ;).
+
|Comments=Mipmapping now works in Hardware renderer and has been mostly fixed (hooray). I didn't encounter the Thugs-4-Less cutscene freeze as mentioned here. The game runs mostly smooth, but there's still a bit of slowdown when alot of action is occuring onscreen ;).
 
|Tester={{ForumUser|CK1}}
 
|Tester={{ForumUser|CK1}}
 
}}
 
}}
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* SPU2-X
 
* SPU2-X
 
* ?
 
* ?
|Comments= Works better as expected, really smooth, no lag here. Unfortunatelly game crashed on the Thugs-4-Less cutscene.
+
|Comments= Works better as expected, really smooth, no lag here. Unfortunately game crashed on the Thugs-4-Less cutscene.
 
|Tester=_AG
 
|Tester=_AG
 
}}
 
}}
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* SPU2-X 2.0.0
 
* SPU2-X 2.0.0
 
* LilyPad 0.12.1
 
* LilyPad 0.12.1
|Comments=Runs at solid 60 fps on Hardware mode without slowdowns.
+
|Comments=Runs at solid 60 FPS on Hardware mode without slowdowns.
 
|Tester=Martin.kosecky5
 
|Tester=Martin.kosecky5
 +
}}
 +
{{TestingEntry
 +
|Status=2
 +
|Region=NTSC-U
 +
|OS=Windows 10 Pro Build 1809
 +
|CPU=Intel Core i7-9700k OC'd @ 4.9GHz
 +
|GPU=NVIDIA GeForce RTX 2080 OC'd
 +
|Revision=v1.5.0 (dev-2982)
 +
<spoiler show="Settings" hide="Hide">
 +
* EE Cyclerate: +2
 +
* INTC Spin: Enabled
 +
* Wait Loop: Enabled
 +
* mVU Flag: Enabled
 +
* MTVU: Enabled
 +
</spoiler>
 +
|Graphics=GSdx 1.1.0 SSE4.1
 +
<spoiler show="Settings" hide="Hide">
 +
* Renderer: Direct3D11 (Hardware)
 +
* Interlacing: Auto
 +
* Texture Filtering: Bilinear (PS2)
 +
* Allow 8 bits textures: Enabled
 +
* Internal Resolution: 3x (1080p)
 +
* Mipmapping: Auto
 +
* CRC Hack Level: Auto
 +
* Accurate Date: Auto
 +
</spoiler>
 +
|Sound=
 +
* SPU2-X 2.0.0
 +
* LilyPad 0.12.1
 +
|Comments=Runs perfectly fine, hardware mipmapping is amazing and works very well! No slowdowns thus far at all. Only had 1 crash, and it happened when the game was flying/loading to Endako when visiting a second time.
 +
|Tester={{ForumUser|TJ8}}
 +
}}
 +
{{TestingEntry
 +
|Status=2
 +
|Region=NTSC-U
 +
|OS=Windows 10 Pro x64
 +
|CPU=AMD Ryzen 1700 @ 3.40 GHz
 +
|RAM=16 GB DDR4 @2933 MHz (16-17-17-35)
 +
|GPU=NVIDIA GeForce GTX 1070
 +
|Revision=v1.5.0 (dev-3291)
 +
<spoiler show="Settings" hide="Hide">
 +
* Preset: 2 - Safe
 +
* MTVU: Enabled
 +
</spoiler>
 +
|Graphics=GSdx 1.1.0
 +
<spoiler show="Settings" hide="Hide">
 +
* Renderer: OpenGL (Hardware)
 +
* Interlacing: Automatic
 +
* Texture Filtering: Bilinear (PS2)
 +
* Allow 8 bits textures: Disabled
 +
* Large Framebuffer: Disabled
 +
* Internal Resolution: 3x Native (~1080p)
 +
* Anisotropic Filtering: Off
 +
* Mipmapping: Automatic
 +
* Automatic CRC Level: Automatic
 +
* Accurate Blending: Basic
 +
* HW Hacks: Disabled
 +
* Texture Filtering of Display: Enabled
 +
</spoiler>
 +
|Sound=
 +
* SPU2-X 2.0.0
 +
* LilyPad 0.12.1
 +
|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
 
}}
 
}}
 
{{TestingFooter}}
 
{{TestingFooter}}
  
<!--
 
 
{{TestingHeader|OS=Linux}}
 
{{TestingHeader|OS=Linux}}
 
{{TestingEntry
 
{{TestingEntry
|Status=?
+
|Status=2
|Region=?
+
|Region=PAL
|OS=?
+
|OS=Ubuntu 17.10 x64
|CPU=?
+
|CPU=Intel Core i7-7700K @ 4.20 GHz
|GPU=?
+
|GPU=EVGA GeForce GTX 1080
|Revision=?
+
|Revision=1.5.0
|Graphics=?
+
|Graphics=GSdx (GCC 7.2.0 SSE2/AVX) 1.1.0 [libGSdx]
|Sound=?
+
<spoiler show="Settings" hide="Hide">
|Comments=?
+
* Renderer: OpenGL (Hardware)
|Tester=?
+
* Interlacing: Auto
 +
* Texture Filtering: Bilinear (PS2)
 +
* Allow 8 bits textures: Enabled
 +
* Internal Resolution: 8x
 +
* Anisotropic Filtering: 16x
 +
* Blending Unit Accuracy: Full
 +
* Automatic CRC Level: Partial
 +
* Mipmapping: Full
 +
</spoiler>
 +
|Sound=SPU2-X 2.0.0 [libspu2x-2.0.0]
 +
<spoiler show="Settings" hide="Hide">
 +
* Interpolation: 4 - Catmull-Rom (PS2-like/slow)
 +
* Synchronization Mode: TimeStretch
 +
* Latency: 100ms
 +
</spoiler>
 +
|Comments=BIOS: Europe v2.20
 +
The game runs smooth almost all the time.
 +
 
 +
Sometimes the game slows down to 50% after a cutscene which is only fixable with a full restart of PCSX2. Saving and restoring the state does not work in this case, you have to load the save game after restart of PCSX2!
 +
|Tester=Programie
 
}}
 
}}
 
{{TestingFooter}}
 
{{TestingFooter}}
-->
 
  
  
 
== Trivia ==
 
== Trivia ==
* 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 리로디드''' (SCKA-20037) & (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)
  
  
 
== Known Issues ==
 
== Known Issues ==
 +
{{Issue
 +
|IssueName=Megaturret Glove's turrets don't work
 +
|IsFixed=1
 +
|IssueLevel=0
 +
|Description=The upgraded turret glove's turrets loop the deployment animation and sound continuously and can't shoot anything.
 +
|Workaround=There's no known solution.
 +
}}
 +
 
{{Issue
 
{{Issue
 
|IssueName=Broken textures
 
|IssueName=Broken textures
|IsFixed=0
+
|IsFixed=1
 
|IssueLevel=1
 
|IssueLevel=1
 
|Description=Many textures are broken until you stand close to objects due to GSdx not supporting mip-mapping in Hardware mode.
 
|Description=Many textures are broken until you stand close to objects due to GSdx not supporting mip-mapping in Hardware mode.
|Workaround=Go to Config > Video (GS) > Plugin Settings, and set '''Mipmapping''' to "'''Basic (Fast)'''". Or switch to Software mode by setting Renderer to any of the "(Software)" options.
+
|Workaround=Mipmapping is automatically enabled for this game in recent PCSX2 v.1.5.0 development builds. For earlier v1.5.0 builds go to Config > Video (GS) > Plugin Settings, and manually set '''Mipmapping''' to "'''Basic (Fast)'''". Or switch to Software mode by setting Renderer to any of the "(Software)" options.
 
}}
 
}}
  
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{{Issue
 
{{Issue
|IssueName=Megaturret Glove's turrets don't work
+
|IssueName=Megacorp Trooper Freeze
|IsFixed=0
+
|IsFixed=1
 
|IssueLevel=0
 
|IssueLevel=0
|Description=The upgraded turret glove's turrets loop the deployment animation and sound continuously and can't shoot anything.
+
|AffectedVersions=All
|Workaround=There's no known solution.
+
|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.
 
}}
 
}}
 
  
 
== Gameplay Screenshots ==
 
== Gameplay Screenshots ==
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Ratchet_&_Clank_Going_Commando_Forum_1.jpg
 
Ratchet_&_Clank_Going_Commando_Forum_1.jpg
 
</gallery>
 
</gallery>
 +
  
 
{{Ratchet & Clank series}}
 
{{Ratchet & Clank series}}
 
 
 
{{ForumLinksList|list=
 
{{ForumLinksList|list=
 
*[http://forums.pcsx2.net/Thread-Ratchet-Clank-2-Locked-and-Loaded-SCES-51607-E--29309 Ratchet & Clank 2 - Locked and Loaded (SCES 51607) (E)]
 
*[http://forums.pcsx2.net/Thread-Ratchet-Clank-2-Locked-and-Loaded-SCES-51607-E--29309 Ratchet & Clank 2 - Locked and Loaded (SCES 51607) (E)]
 
*[http://forums.pcsx2.net/Thread-Ratchet-Clank-Going-Commando-SCUS-97268-U--29398 Ratchet & Clank - Going Commando (SCUS 97268) (U)]}}
 
*[http://forums.pcsx2.net/Thread-Ratchet-Clank-Going-Commando-SCUS-97268-U--29398 Ratchet & Clank - Going Commando (SCUS 97268) (U)]}}

Latest revision as of 00:59, 2 October 2019

Ratchet & Clank: Going Commando
Ratchet and Clank Going Commando NTSC-U Boxart.jpeg
Game general and emulation properties:
CERO rating: A
ESRB rating: T (Mild Violence)
PEGI rating: 3+
OFLC rating: PG
GRB rating: ALL
Widescreen supported natively
Widescreen patch available
Progressive scan supported
CPU intensive game
Languages supported:
English: SCES-51607 & SCUS-97268 & SCUS-97268GH & SCUS-97381 & SCUS-97322 & SCUS-97323 & SCUS-97513
Japanese: SCPS-15056 & SCPS-19317 & SCPS-19302
German: SCES-51607
French: SCES-51607
Spanish: SCES-51607
Italian: SCES-51607
Korean: SCKA-20011
Region NTSC-U:
Serial numbers: SCUS-97268
SCUS-97268GH (Greatest Hits)
SCUS-97381 (GameStop Demo)
SCUS-97322 (Regular Demo)
SCUS-97323 (Retail Employees Demo)
SCUS-97513 (Greatest Hits)
Release date: November 11, 2003
2004 (Greatest Hits)
CRCs: 38996035
Windows Status: Playable
Linux Status: ?
Mac Status: ?
Region PAL:
Serial numbers: SCES-51607
SCES-51607/P (Platinum)
Release date: November 21, 2003
August 13, 2004 (Platinum)
2003 (Australia)
CRCs: 2F486E6F
Windows Status: Playable
Linux Status: ?
Mac Status: ?
Region NTSC-J:
Serial numbers: SCPS-15056
SCKA-20011 (Korea)
SCPS-19302 (PlayStation 2 the Best)
SCPS-19317 (PlayStation 2 the Best Reprint)
Release date: December 11, 2003
February 19, 2004 (Korea)
July 8, 2004 (PlayStation 2 the Best)
February 22, 2005 (BigHit, Korea)
November 2, 2005 (PlayStation 2 the Best Reprint)
Windows Status: ?
Linux Status: ?
Mac Status: ?

Developer(s): Insomniac Games
Publisher(s): SCEA (US), SCEE (EU), SCEI (JP, KO), SCE Australia (AU)
Genre: Action, Platformer
Wikipedia: Link
Game review links: Metacritic90/100
Game description: 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?
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.



Winlogo.png Test configurations on Windows:


Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
NTSC/PAL ?
  • Intel Core i5 @ 4.50 GHz
  • NVIDIA GeForce GTX 570
0.9.9 (r5347) GSdx
  •  ?
  •  ?
Sometimes when a video loads the game crashes (PAL version, NTSC seems fine); EE timing gamefix resolved it.

•50-60+ FPS (software mode) depending on scene with speedhacks, no EE cycle rate and no VU Cycle stealing speedhacks. •To fix texture issues(Mipmap) use software mode with mipmap enabled, but you will need CPU power like hardcore to run it smooth.

Mkav
NTSC-U Windows
  • Intel Core i7 @ 3.40 GHz
  • NVIDIA GeForce GTX 285 @ 768 MB
1.1.0 (r5492) GSdx SSE41 (r5464)
  • SPU2-X 2.0.0
  • LilyPad 0.11.0
Runs near full speed. Texture graphics distortion is present, but doesn't inhibit gameplay too much.
PAL Windows
  • Intel Core i7 @ 3.80 GHz
  • NVIDIA GeForce GTX 570 @ 1368 MB
1.1.0 (r5829)
GSdx
  • SPU2-X
  •  ?
Europe v01.70(27/02/2003), GSdx: Requires software mode to fix the graphics (MipMaps). The game can be quite slow. Lowering the extra threads to 2 seems to be optimal for this game and most of the time is full FPS. Speedhacks: VU Cycle Stealing set to 1 can bring the FPS up for the remainder of the slowdowns but the game can appear slightly jumpy as a result.
PAL Windows 7 Home Premium x64
  • Intel Core i3-550 @ 3.20 GHz
  • ATI Radeon HD 5670 @ 512 MB
1.2.1 (r5875)
GSdx
  • SPU2-X
  •  ?
Performance: Laggy as hell, 24-50 FPS. It's very unlikely that you'll get stable 50 FPS or even like 45-50... I say it needs an i5 with at least maybe 2.5 GHz or something similar, otherwise don't even bother it's not worth it. Use GSdx software mode, hardware mode is buggy as hell but it has better FPS. If you want to minimize the speed hit experiment with the extra rendering thread option, choose values between 0 and 4. Speedhacks here really come in handy even the VU cycle steal seems to have some effects, but keep in mind that it can show false FPS. Overall: Heavy demanding you really need a powerful PC to run this at a decent speed. Razor96
NTSC-U Windows 7
  • Intel Core i5-460M @ 2.53 GHz
  • ATI Mobility Radeon HD 5650
1.3.0 (svn 05-Aug-2014)
GSdx
  • SPU2-X
  •  ?
Used all recommended speedhacks. Using hardware mode, it ran at playable speeds with lag when there are a lot of on screen elements. Clank
PAL Windows 10 Pro x64
  • Intel Xeon X5460 @ 4.00 GHz
  • EVGA GeForce GTX 480 SSC @ 830 MHz
v1.5.0 GSdx SSE4
  • SPU2-X 2.0.0
  •  ?
BIOS: Europe v1.6, I just made it to Thug HQ on planet Snivelak, and i didnt face any difficulties so far. The game runs great using all recommended speed hacks, and EE set to -1. GouStoulos
NTSC Windows
  • Intel Core i5-4460 @ 3.20 GHz
  • Nvidia GeForce GTX 970 @ 4 GB
v1.5.0 (26-Sep-2016) GSdx
  • SPU2-X
  •  ?
Mipmapping now works in Hardware renderer and has been mostly fixed (hooray). I didn't encounter the Thugs-4-Less cutscene freeze as mentioned here. The game runs mostly smooth, but there's still a bit of slowdown when alot of action is occuring onscreen ;).
PAL Windows 10 Pro
  • Intel Core i5-4690 @ 3.50 GHz
  • NVIDIA GeForce GTX 960 @ 2 GB
v1.5.0 (dev-1646 g483b3d6) GSdx
  • SPU2-X
  •  ?
Works better as expected, really smooth, no lag here. Unfortunately game crashed on the Thugs-4-Less cutscene. _AG
PAL Windows
  • Intel Core i5-5200U @ 2.20 GHz
  • NVIDIA GeForce 840M @ 2 GB
v1.5.0 (Sep-2017)
GSdx SSE41
  • SPU2-X 2.0.0
  • LilyPad 0.12.1
Runs at solid 60 FPS on Hardware mode without slowdowns. Martin.kosecky5
NTSC-U Windows 10 Pro Build 1809
  • Intel Core i7-9700k OC'd @ 4.9GHz
  • NVIDIA GeForce RTX 2080 OC'd
v1.5.0 (dev-2982)
GSdx 1.1.0 SSE4.1
  • SPU2-X 2.0.0
  • LilyPad 0.12.1
Runs perfectly fine, hardware mipmapping is amazing and works very well! No slowdowns thus far at all. Only had 1 crash, and it happened when the game was flying/loading to Endako when visiting a second time.
NTSC-U Windows 10 Pro x64
  • AMD Ryzen 1700 @ 3.40 GHz
  • NVIDIA GeForce GTX 1070
v1.5.0 (dev-3291)
GSdx 1.1.0
  • SPU2-X 2.0.0
  • LilyPad 0.12.1
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. TheTechnician27


Linlogo.png Test configurations on Linux:

Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
PAL Ubuntu 17.10 x64
  • Intel Core i7-7700K @ 4.20 GHz
  • EVGA GeForce GTX 1080
1.5.0 GSdx (GCC 7.2.0 SSE2/AVX) 1.1.0 [libGSdx]
SPU2-X 2.0.0 [libspu2x-2.0.0]
BIOS: Europe v2.20

The game runs smooth almost all the time.

Sometimes the game slows down to 50% after a cutscene which is only fixable with a full restart of PCSX2. Saving and restoring the state does not work in this case, you have to load the save game after restart of PCSX2!

Programie


Trivia

  • 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)


Known Issues

Megaturret Glove's turrets don't work

  • Status: Fixed
  • Type: Minor
  • Description: The upgraded turret glove's turrets loop the deployment animation and sound continuously and can't shoot anything.
  • Workaround: There's no known solution.

Broken textures

  • Status: Fixed
  • Type: Serious
  • Description: Many textures are broken until you stand close to objects due to GSdx not supporting mip-mapping in Hardware mode.
  • Workaround: Mipmapping is automatically enabled for this game in recent PCSX2 v.1.5.0 development builds. For earlier v1.5.0 builds go to Config > Video (GS) > Plugin Settings, and manually set Mipmapping to "Basic (Fast)". Or switch to Software mode by setting Renderer to any of the "(Software)" options.

Cutscene doesn't load

  • Status: Fixed
  • Type: Minor
  • 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.
  • 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.

Megacorp Trooper Freeze

  • Status: Fixed
  • Type: Minor
  • Affected Game Versions: All
  • 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.

Gameplay Screenshots


Public compatibility forum links