Raw Danger!

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Raw Danger!
Raw Danger!
Region NTSC-U:
Serial numbers: SLUS-21501
Release date: June 19, 2007
CRCs: 2905C5C6
Windows Status: Playable
Linux Status: ?
Mac Status: ?
Region PAL:
Serial numbers: SLES 54587
Release date: June 8, 2007
Windows Status: ?
Linux Status: ?
Mac Status: ?
Region NTSC-J:
Serial numbers: SLPS-25606
Release date: March 30, 2006
Windows Status: Playable
Linux Status: ?
Mac Status: ?

Developer(s): Irem
Genre: Action Adventure RPG, Disaster, Survival
Wikipedia: http://en.wikipedia.org/wiki/Raw_Danger
Game review links: http://ps2.ign.com/objects/703/703781.html
Game review score: 7.5/10 (IGN)
Game description: The second in a series of "disaster" games from the Japanese game development company Irem. Typically known as "Raw Danger!" or "Disaster Report 2", Disaster Report being the first game. The game is referred to as "Zettai Zetsumei Toshi 2: Itetsuita Kiokutachi" (絶体絶命都市2 -凍てついた記憶たち) in Japan. Loosely translated, it means "Desperate Cities 2: Frozen We Remember". A PAL version of the game exists, although it was never released in the UK. It can be found imported from France.

Winlogo.png Test configuration on Windows:

PCSX2 version: PCSX2 0.9.9 r4713
Graphics by GSdx: r4675
Sound by SPU2-X: r4701m
Pad plugin is LilyPad: r4656
DVD plugin is cdvdGigaherz: r4510
BIOS version: SCPH39001

Comments: Game typically runs very slowly on hardware mode, so software mode may or may not be faster. This is due to the amount of postprocessing filters that the game uses. The tutorial will be the fastest area, considering how small of a map it is and what seems to be the smallest use of postprocessing filters. Some filters create huge graphical errors which make the game difficult to play while on hardware mode, but completely playable on software mode. The game is completely playable to the end of the game plus whatever extras the game has. Saving using virtual memory cards is much faster than it is on a real console (I timed 18 seconds for the console). The game is playable using software rendering. The game suffers from unsteady FPS and long loading times on both the console and emulator. Frameskipping causes severe graphical errors; but can also cause the bad postprocessing filters to be removed - unuseful since the game is unplayable using frameskipping.

As of August 29, 2011, this game is not listed on the official compatibility list (PAL version). Hack comments: Hacks:

  • INTC Spin Detection is safe.
  • Wait Loop Detection is safe.
  • mVU Flag Hack is safe.
  • mVU Block Hack is safe.
  • Any level of VU Cycle Stealing can contribute to any of the severe graphical errors. Typically, this causes vertical green lines in addition to whatever graphical error appears. VU Cycle Stealing also reduces the GS load when using software rendering, although it is not recommended as the game quickly becomes very choppy.
  • EE Cyclerate is safe.
  • Multithreaded VU (mtVU) is safe.

Linlogo.png Test configuration on Linux:

PCSX2 version: untested
Graphics by ZZogl: untested
Sound by SPU2-X: untested

Pclogo.png PC specs used to test the game:

CPU: Intel i5 2500k CPU (3.3Ghz Turbo set at 3.7Ghz)
GPU: ATI Radeon HD 5770

Comments: Most of the GPU load is taken up by the broken color filter.

Known Issues

VRAM Usage

  • Type: Slowdown
  • Affected Game Versions: All (as of GSdx r4675)
  • Description: The game uses a massive amount of VRAM when postprocessing filters are used (most times whilst in-game), causing severe slowdown.
  • Solution: The best workaround at this point is to hook Cheat Engine to PCSX2, and set the 4-byte value of address 2048D824 to 0. What this does is disable color filters, gaining an insane boost in graphical processing speed.

Broken Postprocessing Effects

  • Type: GFX Glitches
  • Affected Game Versions: All (as of GSdx r4675)
  • Description: Whenever postprocessing filters or certain effects are used, they are not rendered correctly by the GSdx plugin. As such, this causes graphical glitches; some more severe than others.
  • Solution: There are ways to disable these effects which cause these artefacts, but these leave more minor artefacts and can be a bit of a mess to handle. The easiest workaround is to use software rendering. If software rendering is slow, try setting the 4-byte value of address 2048D824 to 0 using Cheat Engine in order to disable postprocessing color filters and gain a massive speed boost.