So.... ICO is playable now? Compatibility list says yes.
#41
I came to a point when Ico emulated differs from that played on ps2 making it impossible to complete.

I had attached two screeshots.
First presents misplaced switch.
[Image: icowrongswitchplacement.jpg]
Second shows a rail that should have continue till the wall but it ends suprisingly in the middle...
[Image: iconorail.jpg]

You can also confront it with Ico walkthrough...

http://www.youtube.com/watch?v=JVfm2gbRzjQ

If someone is eager to experience this issue here's my memcard with savegame
http://rapidshare.com/files/209335279/Mcd002.ps2
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Amd Phenom II X4 945 3000 MHz
Ati Radeon HD 4850 512MB
4 GB Ram
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#42
Try setting FPU(EE) clamping to extra+sign or Full.
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#43
(03-15-2009, 02:04 AM)Nneeve Wrote: Try setting FPU(EE) clamping to extra+sign or Full.

This is my Pcsx2 0.9.6 configuration:
PCSX2 0.9.6
Speedhacks - disabled
Advanced - EE Clamp to Full and VU Clamp to Extra+Preserve Sign, denormals are zero, round modes - nearest
Gsdx 0.1.4 sse2
SSSPSX Pad Plugin Pressure mod 1.7
spu - x 1.1.0
Linuz iso CDDVD 0.8.0
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Ati Radeon HD 4850 512MB
4 GB Ram
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#44
Alpha, it's not misplaced, PAL version considerably differs from NTSC one in terms of some puzzles (and not only).
You probably played NTSC version on the PS2, and now you're playing PAL.

Check this section from a FAQ at gamefaqs.com:

3. Major European Changes
-------------------------

Right in the middle of retrieving the necessary information to
gather up this FAQ, I began noticing major differences between the
U.S. version and the version I was playing. And I do mean MAJOR!
Here I will publish the list of what I have found out so far,
and its consequences:


3.1 - Bouncing Riddle -
-----------------------

While in the process of clearing up the path to the waterfall gate,
we come upon a large room, which is also the location for the
secret area that is included in the U.S.' Mace Side Quest. In this
room, we had to reach a platform located near the ceiling, by
crossing a series of pipes, by hanging Ico in them, and moving
around the entire room to reach that plaform located opposite of
the pipes' starting point. In the European version, this pipe
chain is broken near the end, and there exists a platform, with a
lever on top, which activates a sort of piston in one corner of
the room. The player has then to climb down to the ground and
climb on top of this piston to be bounced to the high-rising
platform.

I first noted this difference when I was clearing the game a
second time in order to retrieve all of Yorda's dialogue.
This bouncing riddle had me trapped for a long time the first time
around, since it requires a certain timing to synchronize a single
jump with the bouncing movement of the piston. The second time,
I got stuck again, and I fed up with this problem, thus referring
to some FAQs to learn the mechanism. I found out, to my surprise,
that no reference was made whatsoever to this riddle, and so,
I leave the correct process here for those who might need it as
I did.

After climbing up to the pipes and activating the piston,
everything seems pretty simple. However, jumping randomly on the
bouncing platform never does the trick, and its difficult to hit
the jackpot quickly. The answer lies not in the platform itself,
but on the contraption used to move it. If you use the right
analog stick to move the camera and the R2 button to zoom in,
you can focus on a smaller version of the piston working on top
of the main cover. Just keep looking at it. It goes up and down
as well, but more slowly. When it goes up, wait until it is
almost at the top and press the jump button. Luckily, Ico will
be projected high up into the air, and will be able to reach
the bloody platform.
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#45
(03-15-2009, 02:21 AM)greyest Wrote: Alpha, it's not misplaces, PAL version considerably differs from NTSC one in terms of some puzzles.
You probably played NTSC version on the PS2?

Wow I didn't know about differences between pal and ntsc.
Yeah I played ntsc few years ago and now I bought pal.

Thanks for your helpSmile
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#46
(03-14-2009, 10:42 PM)greyest Wrote: You should wait, game will run after PS2 "intro" screen.

Thanks man! Didn't realize I needed to wait. And after switching to GSDX 0.1.4, after the "intro" screen the game is running PERFECT!
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#47
Thanks people!
I've been trying to get this game to run for a long time..!

I just have a quick question:

Anyone know how to deactivate that blurry/post-processing effect that mars the whole screen?
It wasn't as noticeable using the PS2 and a common TV, but it's giving me headaches on the PC monitor!
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#48
If you mean the slight pixel displacement that blurs the visuals a bit, then no.
If you're running the game at native resolution however, then yeah, set it to
something like 2048 * 2048 to fix that Wink
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#49
(03-16-2009, 09:51 AM)rama Wrote: If you mean the slight pixel displacement that blurs the visuals a bit, then no.
If you're running the game at native resolution however, then yeah, set it to something like 2048 * 2048 to fix that Wink

Yeah, the pixel displacement is what I meant.
I was actually running it in 1024x1024, but upping it to 2048x2048 helped a bit (with no frame-rate hit whatsoever! I'm amazed!)

Thanks a bunch!
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#50
Can Some1 tell me that has a windows Role in Speed?

Is XP SP3 Performance good than SP1.
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