Star Ocean: Till the End of Time: Difference between revisions

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__NOTOC__
{{infobox
 
{{infobox game
|image            = StarOcean_till_the_end_of_timefrontbox.jpg
|image            = StarOcean_till_the_end_of_timefrontbox.jpg
|caption          =
|caption          =  
|developer        = tri-Ace
|developer        = [[Tri-Ace]]
|publisher        = [[Square Enix|Enix Corporation]]
|genre            = RPG
|genre            = RPG
|wikipedia        = [http://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time Link]
|wikipedia        = [https://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time Link]
|gameinfo          =
|gamefaqslink      = [http://www.gamefaqs.com/ps2/536705-star-ocean-till-the-end-of-time Link], [http://www.gamefaqs.com/ps2/919104-star-ocean-3-directors-cut Link]
|reviewlinks      = {{ReviewLink|[http://www.gamerankings.com/ps2/536705-star-ocean-till-the-end-of-time/index.html GameRankings]|81/100}}, {{ReviewLink|[https://www.metacritic.com/game/playstation-2/star-ocean-till-the-end-of-time Metacritic]|80/100}}
|gameinfo          = The third game in the Star Ocean series, Star Ocean: Till the End of Time is set 400 years after the events of Star Ocean: The Second Story. Fayt Leingod, an ordinary college student, is vacationing on a resort planet which suddenly gets attacked by aliens. A few escapes later, his escape pod crash lands on an undeveloped planet, he gets rescued by a member of a resistance group named Quark, they crash on another undeveloped planet, and they get caught up in local politics. The repercussions of the alien attack, and the reasons for it, are going to catch up with Fayt again...
<!-- General props -->
|numberofplayers  = 2
|widescreen        = 1
|progressive      = 1
|cpu-intensive    = 1
|au_rating        = G
|au_rating_text    = Low Level Animated Violence
|eu_rating        = 12+
|eu_rating_text    = Violence
|na_rating        = T
|na_rating_text    = Blood, Violence
<!-- Language props -->
|japanese          = SLPM-65209 & SLPM-66478 & SLPM-66479 & SLPM-65438 & SLPM-65439 & SCPS-55019
|english          = SLES-82028 & SLES-82029 & SLUS-20488 & SLUS-20891 & SLUS-20488GH & SLUS-20891GH
<!-- NTSC-U props -->
<!-- NTSC-U props -->
|NTSCU            = 1
|NTSCU            = 1
|serialsNTSCU      = SLUS 20488 (disc 1) SLUS 20489 (disc 2)
|serialsNTSCU      = SLUS-20488 <small>(Disc 1)</small><br />SLUS-20891 <small>(Disc 2)</small><br />SLUS-20488GH <small>(Greatest Hits, Disc 1)</small><br />SLUS-20891GH <small>(Greatest Hits, Disc 2)</small>
|CRCsNTSCU        = 23A97857
|CRCsNTSCU        = 23A97857
|releasedateNTSCU  = August 31 2004
|releasedateNTSCU  = August 31, 2004<br />2005 <small>(Greatest Hits)</small>
|statusNTSCU      = 2
|statusNTSCU      = 2
|linuxstatusNTSCU  = 2
|linuxstatusNTSCU  = 2
Line 18: Line 33:
<!-- PAL props -->
<!-- PAL props -->
|PAL              = 1
|PAL              = 1
|serialsPAL        = SLES-82028 (disc 1) SLES-82029 (disc 2)
|serialsPAL        = SLES-82028 <small>(Disc 1)</small><br/>SLES-82029 <small>(Disc 2)</small>
|CRCsPAL          = E04EA200
|CRCsPAL          = E04EA200
|releasedatePAL    =
|releasedatePAL    = September 30, 2004 <small>(Australia)</small><br />October 1, 2004
|statusPAL        =
|statusPAL        =
|linuxstatusPAL    =
|linuxstatusPAL    =
Line 26: Line 41:
<!-- NTSC-J props -->
<!-- NTSC-J props -->
|NTSCJ            = 1
|NTSCJ            = 1
|serialsNTSCJ      =
|serialsNTSCJ      = SLPM-65209 <small>(Limited Edition)</small><br />SCPS-55019<br />SLPM-65438 <small>(Director's Cut, Disc 1)</small><br />SLPM-65439 <small>(Director's Cut, Disc 2)</small><br />SLPM-66478 <small>(Director's Cut, Ultimate Hits, Disc 1)</small><br />SLPM-66479 <small>(Director's Cut, Ultimate Hits, Disc 2)</small><br />SCAJ-20070 <small>(Director's Cut)</small>
|CRCsNTSCJ        =
|CRCsNTSCJ        =
|releasedateNTSCJ  =
|releasedateNTSCJ  = February 27, 2003<br />January 22, 2004 <small>(Director's Cut)</small><br />July 20, 2006 <small>(Director's Cut, Ultimate Hits)</small>
|statusNTSCJ      =2
|statusNTSCJ      = 2
|linuxstatusNTSCJ  =
|linuxstatusNTSCJ  =
|macstatusNTSCJ    =
|macstatusNTSCJ    =
<!-- Windows specs -->
}}
|pcsx2ver          = 0.9.9 r5127
|gsname            = GSDX
|gsver            = r5125
|soundname        = SPU2-X
|soundver          = r5112
|padname          = LilyPad
|padver            = r5112
|dvdplugname      = Linuz Iso CDVD
|dvdplugver        = 0.9.0
|biosver          =
|hacks            =
|fpsinfo          =
|comment          = The orginal NTSC-J version has an ingame bug that could cause the game freeze. NTSC-U version is same as Star Ocean 3 director's cut which has the bug fixed and some additional in game stuff. Older version of GSdx for the director's cut may have speed issue due to the crc is not captured.
The PAL version also have speed issue because the CRC isn't yet included in GSdx. To fix the abnormal high GPU usage manually add <pre>allowhacks=1</pre> to your GSdx.ini (found inside the "ini" folder of PCSX2 directory), then open GSdx Configuration Window and set the new option "Skipdraw" to 1. This fix works only in newer revisions of GSdx.


The "Direct3D10" can erase the black dots on the character's faces.
<!-- Windows and Linux testing tables (remove comment signs on usage, for Macintosh you have to add the same lines begin with {{TestingHeader|OS=Mac}}) -->
{{TestingHeader|OS=Windows}}
{{TestingEntry
|Status=2
|Region=NTSC-U(?)
|OS=?
|CPU=Intel Core i7-2600K @ 3.40 GHz
|GPU=GIGABYTE GeForce GTS 450 OC
|Revision=0.9.9 (r5127)
|Graphics=GSdx (r5125)
|Sound=
* SPU2-X (r5112)
* LilyPad (r5112)
|Comments=I have used savestates everywhere, in battles, outside of battles, in menus and during animation scenes and CG. The game did not once get stuck or crash! And it worked in full FPS and above!
|Tester=Dhillel
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 7 Ultimate x64 (SP1)
|CPU=Intel Core i5-4670K @ 3.40 GHz
|GPU=AMD Radeon HD 7850 @ 1 GB
|Revision=1.3.0 (svn r5932)
|Graphics=GSdx SSE4 (r5932)
<!--
* Renderer: Direct3D11 (Hardware)
* Custom Resolution: 2560x1440
* Anisotropic Filtering: 16x
* Shader Configuration:
** FXAA: Enabled
** Shadeboost: Enabled
-->
|Sound=
* SPU2-X (r5893)
* LilyPad (r5822)
|Comments=Runs great and remains stable at 60 FPS while playing in a custom 2560x1440 resolution. I've had no issues playing this game. The only problematic area was due to a controller issue, which is the Barr Mountains area where you had to play the Dragon Flute. This was already a horrendous area even on the actual PS2, but using the workaround mentioned in 'Known Issues' found below, I was able to pass this area just fine.
|Tester=Ryudo
}}


The "EE Cyclerate" speedhack can break the cutscene.
{{TestingEntry
<!-- Linux specs -->
|Status=2
|linuxpcsx2ver    = untested
|Region=NTSC-U
|linuxgsname      =
|OS=Windows 10 Home x64 (V1809)
|linuxgsver        = untested
|CPU=Intel Core i7-8700K @ 4.70 GHz
|linuxsoundname    =
|GPU=NVIDIA GeForce GTX 1070 Ti 8 GB GDDR5
|linuxsoundver    = untested
|Revision=1.5.0 (dev-2717)
|linuxpadname      =
|Graphics=GSdx avx2
|linuxpadver      =
<!--
|linuxdvdplugname  =
* Renderer: OpenGL (Hardware)
|linuxdvdplugver  =
* Allow 8-Bit Textures: Yes
|linuxbiosver      =
* Large Framebuffer: Yes
|linuxhacks        =
* Resolution: 4x Native
|linuxfpsinfo      =
* Anisotropic Filtering: 16x
|linuxcomment      = speed hacks may break the game's cutscenes
* Mipmapping: Basic
<!-- Minimal PC specs -->
* CRC Hack Level: Partial (OpenGL)
|cputype          = Intel Core i7 2600K 3.4Ghz
* Shader Configuration:
|gputype          = GIGABYTE NVIDIA GEFORCE GTS 450 OC. GV-N450OC-1GI
** FXAA: Enabled
|pccomment        =  
-->
|Sound=
* SPU2-X 2.0.0
* LilyPad 0.12.1
|Comments=Runs Very well up to & including 4K. No crashes after only a few hours of playing non-stop. Large framebuffer works well for cards with large VRAM (4GB+) a few warnings in the log about low VRAM came and went without crashing, usually during cutscenes with heavy effects. Noticed the Auto setting for Interlacing introduces blurriness in the overall image. Set to Bob tff for a much clearer, crisp fullscreen image.
|Tester=Yokrei
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=Intel Core i7-4790 @ 3.6 GHz
|GPU=AMD Radeon RX 570
|Revision=1.7.0 (dev 1154)
<!--
*Speedhacks: preset 3
-->
|Graphics=GSdx32-AVX2 1.2.0 (default 1.7)
<!--
*Software rendering mode
-->
|Sound=*Default (core 1.7)
|Comments=Light slowdown occasionally. This game used to stutter due to MTVU GIF console spam, it has been fixed in recent dev builds by removing console messages.
|Tester=Nyahello
}}
}}


==Known Issues==
{{TestingFooter}}
 
<!--
{{TestingHeader|OS=Linux}}
{{TestingEntry
|Status=?
|Region=?
|OS=?
|CPU=?
|GPU=?
|Revision=?
|Graphics=?
|Sound=?
|Comments=?
|Tester=?
}}
{{TestingFooter}}
-->


===Dragon Flute button press problem===
There is a section in the dungeons of Barr Mountains that requires you to "play tunes" by pressing the circle button to activate a tune. The game has 4 tunes mapped to the button, differentiated by tap/hold and light/hard pressure. However, the gamepad plugin is programmed to send a fixed pressure setting, therefore if you attempt playing tunes normally you will always get the hard tap/hold tunes.


To get around this an additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the gamepad plugin configuration and choosing a rarely used key - for example the lower shoulder button L2 - and remapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In the game, merely use the remapped L2@circle button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.
==Trivia==
* Original names: '''スターオーシャン3 ティルジエンドオブタイム''' (SLPM-65209), '''スターオーシャン3 ティルジエンドオブタイム ディレクターズカット''' (SLPM-65438)
* Also known as '''Star Ocean: Till the End of Time Director's Cut''' (JP), '''Star Ocean 3: Till the End of Time''' (JP)
* The original NTSC-J version has an ingame bug that could cause the game freeze. NTSC-U version is same as Star Ocean 3 director's cut which has the bug fixed and some additional in game stuff.
* An "undub" patch was released by fans which applies to the US-NTSC version (Star Ocean 3: Till the End of Time). Basically it replaces ''all'' of the dubbed voices with the original Japanese voices. The latest version of the undub patch fixes nearly all spoken game text, compared to an earlier version which still contained portions of the English dub. Please be careful when setting the game cutscene setting to Automatic with this patch. There are significant differences in the length between the Japanese and English scripts leading to lines that drag out either shorter or longer than it takes to read the text in English. Also, you're on your own when it comes to dialogues in CGI cutscenes.
* This game has a unique save file for Battle Trophy Data. When you want to back up your BT data, you will have to copy the entire Memory Card file (Labeled <code>Mcd001.ps2</code>) by default. There is some sort of checksum inside the Save File/Game itself that corresponds with the actual Memory Card. This makes it impossible to back up just the BT file itself. Every time you try to copy it to a new Memory Card it will result in a corruption message when you try to continue from that particular BT file. You can load it up to unlock costumes for example, but you won't be able to get any NEW trophies on that file. If you want to continue getting trophies, you will either have to use your original Memory Card file that came with the BT file, or you will have to start a brand new BT data file on the new card.
** <b>Battle Trophy Data Update:</b> The save file restriction can be bypassed using the Memory Card Folder system. Simply convert your memory card to a folder and you can then overwrite the BT data files with whichever you want. You will not get the usual 'corrupted' error when trying to load these files.
* There is a section in the dungeons of Barr Mountains that requires you to "play tunes" by pressing the circle button to activate a tune. The game has 4 tunes mapped to the button, differentiated by tap/hold and light/hard pressure. However, most gamepads and keyboards only send a fixed pressure, therefore if you attempt playing tunes normally you will always get the hard tap/hold tunes. To get around this an additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the Controllers plugin configuration and setting a unused or rarely used input(like the button set to select or L2) and (re)mapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In-game use that button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.


After you are done with this dungeon you can restore the normal setting for L2/whichever key you remapped.


===Savestate errors===
==Known Issues==
{{Issue
|IssueName=Wrong bloom effect on upscaled resolution
|IsFixed=0
|IssueLevel=0
|Description=A bloom effect misplacement issue occurs when running the game at a higher than native resolution. It's difficult to spot since the game doesn't have many locations that use bloom effect. A place to observe this is Arkives (Disc 2, late game).
|Workaround=There's no known solution.
}}


Playing on the Windows version of the emulator (build r3878, plugins also 3878), occasionally when entering battle the emulator will hang. Worse, the player will discover that the last (most recently made) savestate would hang the emulator when loaded, even after restarting - effectively, that savestate is no longer valid. This has been observed to apply especially to savestates made where an enemy is visible onscreen, and on lower spec systems where the emulator shows a framerate drop. If the logging window is open, a slew of errors can be observed (brown-colour text); they mostly compose of "TLB Miss" errors which have been mentioned as issues in some other games. Worst of all ''there appears to be no way to verify whether a savestate is corrupt in this way'' until the game actually hangs.
==Fixed Issues==
{{Issue
|IssueName=Abnormal high GPU usage
|IsFixed=1
|IssueLevel=1
|Description=Game has massive slowdown in Hardware mode.
|Workaround=his has been resolved in recent v1.5.0 git builds. For OpenGL renderer keep Blending Accuracy to at least Basic level. CRC hack level should be left on Automatic.
}}


Oddly, the error only occurs fairly soon after a savestate is made and a battle is attempted. One solution would be to never make savestates except exclusively during peaceful town sequences. Obviously this will not be acceptable to many. Another solution, although there is no 100% guarantee, is to try savestating when no enemies are in the immediate vicinity and the emulator is not experiencing any slowdown in fps. In other words don't savestate when there is a lot going on. If on a battle map try to limit savestates in cleared regions only or face the camera away from any enemies so that there is a minimum of moving things needing to be rendered by the emulator. Another way is press triangle to open the menu and save, I have tried and it work perfectly.
{{Issue
|IssueName=Stuttering during cutscenes and loading battle (new)
|IsFixed=1
|IssueLevel=0
|Description=In DX11 Hardware mode, game will stutter on loading cutscenes. When going into battle, game will also stutter. Voiced dialog scenes feel "sluggish".
|Workaround=Switch to DX9 Hardware mode in GS plugin. Game runs perfectly. Very smooth and responsive. *Issue is resolved in version 1.5.0.
}}


It is strongly advised that players alternate between multiple savestates in order to have backups to rely back on, or keep savestating to a minimum and use the game's actual memcard save function instead. Just be aware that if you reload from a memcard game save you'll have to rebuild your bonus battle gauge.
{{Issue
|IssueName=Vertical lines when going through doors
|IsFixed=1
|IssueLevel=0
|Description=There are upscaling artifacts when going through other areas like doors.
|Workaround=PCSX2 1.6.0 build. Go to Config > Video (GS) > Plugin Settings > HW Hacks, and set Round Sprite  to Half. PCSX2 1.7.0+ build  Config > Graphics settings > HW Hacks, and set Round Sprite  to Half.
}}


==Additional comments==
==Gameplay Screenshots==
<gallery widths="175px" heights="100px">
SO3-Gameplay1.jpg
SO3-Gameplay2.jpg
SO3-Gameplay3.jpg
SO3-Gameplay4.jpg
SO3-Gameplay5.jpg
</gallery>


An "undub" patch was released by fans which applies to the US-NTSC version (Star Ocean 3: Till the End of Time). Basically it replaces ''all'' of the dubbed voices with the original Japanese voices. The latest version of the undub patch fixes nearly all spoken game text, compared to an earlier version which still contained portions of the English dub.


==Additional comments 16.04.2012==
{{Star Ocean series}}
I have played this game (the undubbed version) for several days and finished it.
{{ForumLinksList|list=
I used Pcsx2 0.9.9 r5127 and latest plugins.
*[http://forums.pcsx2.net/Thread-Star-Ocean-3-Till-the-End-of-Time-SLUS-20488-U Star Ocean 3 - Till the End of Time (SLUS 20488) (U)]}}
I have used savestates everywhere, in battles outside of battles in menus and during animation scenes and cg.
The game did not get stuck once or crush! and it worked in full FPS and above!
I also used the memcard once in a while.
I used a lot of cheats that I put inside the pnach file and the game worked fine.

Latest revision as of 10:33, 27 March 2024

Star Ocean: Till the End of Time

Game general and emulation properties:
ESRB rating: T (Blood, Violence)
PEGI rating: 12+ (Violence)
OFLC rating: G (Low Level Animated Violence)
Widescreen supported natively
Progressive scan supported
CPU intensive game
Supports up to two local players
Languages supported:
English: SLES-82028 & SLES-82029 & SLUS-20488 & SLUS-20891 & SLUS-20488GH & SLUS-20891GH
Japanese: SLPM-65209 & SLPM-66478 & SLPM-66479 & SLPM-65438 & SLPM-65439 & SCPS-55019
Region NTSC-U:
Serial numbers: SLUS-20488 (Disc 1)
SLUS-20891 (Disc 2)
SLUS-20488GH (Greatest Hits, Disc 1)
SLUS-20891GH (Greatest Hits, Disc 2)
Release date: August 31, 2004
2005 (Greatest Hits)
CRCs: 23A97857
Windows Status: Playable
Linux Status: Playable
Mac Status: ?
Region PAL:
Serial numbers: SLES-82028 (Disc 1)
SLES-82029 (Disc 2)
Release date: September 30, 2004 (Australia)
October 1, 2004
CRCs: E04EA200
Windows Status: ?
Linux Status: ?
Mac Status: ?
Region NTSC-J/C/K:
Serial numbers: SLPM-65209 (Limited Edition)
SCPS-55019
SLPM-65438 (Director's Cut, Disc 1)
SLPM-65439 (Director's Cut, Disc 2)
SLPM-66478 (Director's Cut, Ultimate Hits, Disc 1)
SLPM-66479 (Director's Cut, Ultimate Hits, Disc 2)
SCAJ-20070 (Director's Cut)
Release date: February 27, 2003
January 22, 2004 (Director's Cut)
July 20, 2006 (Director's Cut, Ultimate Hits)
Windows Status: Playable
Linux Status: ?
Mac Status: ?

Developer(s): Tri-Ace
Publisher(s): Enix Corporation
Genre: RPG
Wikipedia: Link
Game review links: GameRankings81/100, Metacritic80/100
Game description: The third game in the Star Ocean series, Star Ocean: Till the End of Time is set 400 years after the events of Star Ocean: The Second Story. Fayt Leingod, an ordinary college student, is vacationing on a resort planet which suddenly gets attacked by aliens. A few escapes later, his escape pod crash lands on an undeveloped planet, he gets rescued by a member of a resistance group named Quark, they crash on another undeveloped planet, and they get caught up in local politics. The repercussions of the alien attack, and the reasons for it, are going to catch up with Fayt again...


Test configurations on Windows:


Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
NTSC-U(?) ?
  • Intel Core i7-2600K @ 3.40 GHz
  • GIGABYTE GeForce GTS 450 OC
0.9.9 (r5127) GSdx (r5125)
  • SPU2-X (r5112)
  • LilyPad (r5112)
I have used savestates everywhere, in battles, outside of battles, in menus and during animation scenes and CG. The game did not once get stuck or crash! And it worked in full FPS and above! Dhillel
NTSC-U Windows 7 Ultimate x64 (SP1)
  • Intel Core i5-4670K @ 3.40 GHz
  • AMD Radeon HD 7850 @ 1 GB
1.3.0 (svn r5932) GSdx SSE4 (r5932)
  • SPU2-X (r5893)
  • LilyPad (r5822)
Runs great and remains stable at 60 FPS while playing in a custom 2560x1440 resolution. I've had no issues playing this game. The only problematic area was due to a controller issue, which is the Barr Mountains area where you had to play the Dragon Flute. This was already a horrendous area even on the actual PS2, but using the workaround mentioned in 'Known Issues' found below, I was able to pass this area just fine. Ryudo
NTSC-U Windows 10 Home x64 (V1809)
  • Intel Core i7-8700K @ 4.70 GHz
  • NVIDIA GeForce GTX 1070 Ti 8 GB GDDR5
1.5.0 (dev-2717) GSdx avx2
  • SPU2-X 2.0.0
  • LilyPad 0.12.1
Runs Very well up to & including 4K. No crashes after only a few hours of playing non-stop. Large framebuffer works well for cards with large VRAM (4GB+) a few warnings in the log about low VRAM came and went without crashing, usually during cutscenes with heavy effects. Noticed the Auto setting for Interlacing introduces blurriness in the overall image. Set to Bob tff for a much clearer, crisp fullscreen image. Yokrei
NTSC-U Windows 10
  • Intel Core i7-4790 @ 3.6 GHz
  • AMD Radeon RX 570
1.7.0 (dev 1154) GSdx32-AVX2 1.2.0 (default 1.7)
  • Default (core 1.7)
Light slowdown occasionally. This game used to stutter due to MTVU GIF console spam, it has been fixed in recent dev builds by removing console messages. Nyahello


Trivia

  • Original names: スターオーシャン3 ティルジエンドオブタイム (SLPM-65209), スターオーシャン3 ティルジエンドオブタイム ディレクターズカット (SLPM-65438)
  • Also known as Star Ocean: Till the End of Time Director's Cut (JP), Star Ocean 3: Till the End of Time (JP)
  • The original NTSC-J version has an ingame bug that could cause the game freeze. NTSC-U version is same as Star Ocean 3 director's cut which has the bug fixed and some additional in game stuff.
  • An "undub" patch was released by fans which applies to the US-NTSC version (Star Ocean 3: Till the End of Time). Basically it replaces all of the dubbed voices with the original Japanese voices. The latest version of the undub patch fixes nearly all spoken game text, compared to an earlier version which still contained portions of the English dub. Please be careful when setting the game cutscene setting to Automatic with this patch. There are significant differences in the length between the Japanese and English scripts leading to lines that drag out either shorter or longer than it takes to read the text in English. Also, you're on your own when it comes to dialogues in CGI cutscenes.
  • This game has a unique save file for Battle Trophy Data. When you want to back up your BT data, you will have to copy the entire Memory Card file (Labeled Mcd001.ps2) by default. There is some sort of checksum inside the Save File/Game itself that corresponds with the actual Memory Card. This makes it impossible to back up just the BT file itself. Every time you try to copy it to a new Memory Card it will result in a corruption message when you try to continue from that particular BT file. You can load it up to unlock costumes for example, but you won't be able to get any NEW trophies on that file. If you want to continue getting trophies, you will either have to use your original Memory Card file that came with the BT file, or you will have to start a brand new BT data file on the new card.
    • Battle Trophy Data Update: The save file restriction can be bypassed using the Memory Card Folder system. Simply convert your memory card to a folder and you can then overwrite the BT data files with whichever you want. You will not get the usual 'corrupted' error when trying to load these files.
  • There is a section in the dungeons of Barr Mountains that requires you to "play tunes" by pressing the circle button to activate a tune. The game has 4 tunes mapped to the button, differentiated by tap/hold and light/hard pressure. However, most gamepads and keyboards only send a fixed pressure, therefore if you attempt playing tunes normally you will always get the hard tap/hold tunes. To get around this an additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the Controllers plugin configuration and setting a unused or rarely used input(like the button set to select or L2) and (re)mapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In-game use that button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.


Known Issues

Wrong bloom effect on upscaled resolution

  • Status: Active
  • Type: Minor
  • Description: A bloom effect misplacement issue occurs when running the game at a higher than native resolution. It's difficult to spot since the game doesn't have many locations that use bloom effect. A place to observe this is Arkives (Disc 2, late game).
  • Workaround: There's no known solution.

Fixed Issues

Abnormal high GPU usage

  • Status: Fixed
  • Type: Serious
  • Description: Game has massive slowdown in Hardware mode.
  • Workaround: his has been resolved in recent v1.5.0 git builds. For OpenGL renderer keep Blending Accuracy to at least Basic level. CRC hack level should be left on Automatic.

Stuttering during cutscenes and loading battle (new)

  • Status: Fixed
  • Type: Minor
  • Description: In DX11 Hardware mode, game will stutter on loading cutscenes. When going into battle, game will also stutter. Voiced dialog scenes feel "sluggish".
  • Workaround: Switch to DX9 Hardware mode in GS plugin. Game runs perfectly. Very smooth and responsive. *Issue is resolved in version 1.5.0.

Vertical lines when going through doors

  • Status: Fixed
  • Type: Minor
  • Description: There are upscaling artifacts when going through other areas like doors.
  • Workaround: PCSX2 1.6.0 build. Go to Config > Video (GS) > Plugin Settings > HW Hacks, and set Round Sprite to Half. PCSX2 1.7.0+ build Config > Graphics settings > HW Hacks, and set Round Sprite to Half.

Gameplay Screenshots


Public compatibility forum links