Release Thread

A forum for the translation project of Ys vs Sora no Kiseki.
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flamethrower
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Joined: Mon Mar 09, 2015 3:03 pm

Release Thread

Post by flamethrower » Sun May 22, 2016 12:52 pm

Patch v2: http://www.mediafire.com/download/ljv7c ... _v2.xdelta (now works on real PSP)
Patch v1: http://www.mediafire.com/download/a6r3w ... _v1.xdelta

Items
Material Collection Stuff
Character Names
Skills
Support characters and effects description
UI stuff

Graphics-based text not included.

The only bug I found was, on a real PSP, it will not display the "System Data Saving" indication in the upper-right.

Check it out!

Data sources: https://docs.google.com/spreadsheets/d/ ... d=74403343
EBOOT source (see data1 for final inserted text): https://docs.google.com/spreadsheets/d/ ... edit#gid=0
EBOOT tool Python 3: http://pastebin.com/tk7eCJLy
armips script for use with EBOOT tool: http://pastebin.com/AG4jKE0x
item insert Python 2: http://pastebin.com/xLUiDvFt
Other text insert Python 3: http://pastebin.com/QJyy0i1v
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Falcom compress Python 3: http://pastebin.com/hE5f3i6L (used for pc.tbb, skill.tbb)
Falcom decompress Python 3: http://pastebin.com/WpWJHu6B (investigation use only)

flamethrower
Programmer
Posts: 790
Joined: Mon Mar 09, 2015 3:03 pm

Re: Release Thread

Post by flamethrower » Sun May 22, 2016 6:10 pm

snap129.png
snap129.png (95.37 KiB) Viewed 3528 times
NPJH50276_00003.jpg
NPJH50276_00003.jpg (39.29 KiB) Viewed 3528 times
snap130.png
snap130.png (89.11 KiB) Viewed 3528 times
NPJH50276_00004.jpg
NPJH50276_00004.jpg (44.07 KiB) Viewed 3528 times
Screenshot from a real PSP vs PPSSPP. Anyone have any ideas on how to troubleshoot?

josejl
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Location: Spain
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Re: Release Thread

Post by josejl » Sun May 22, 2016 6:54 pm

I cannot say for sure, the only thing I can think of right now, are the edited textures any bigger than the japanese ones?

PPSSPP is a high level emulator, so it can go beyond PSP's limitations.

Falcom seems to use VRAM quite extensively, because they even use 16 bit rendering in order to save some space.

flamethrower
Programmer
Posts: 790
Joined: Mon Mar 09, 2015 3:03 pm

Re: Release Thread

Post by flamethrower » Sun May 22, 2016 7:52 pm

Maybe something in the ELF loader code.
I expanded the EBOOT by adding an extra program header. All of those strings appear in the extra section that I added.
So PPSSPP is hitting the jumps and the real PSP isn't? Or maybe the real PSP isn't loading the extra section at all, like PPSSPP does.
Maybe just try a different approach?

Things to try: (I need 0x400 extra bytes approx.)
1) Add the data to data.lst (index file that tells the program where data is stored on the UMD). I'm pretty sure data.lst is never unloaded. Then, hope it's loaded in the same spots on PPSSPP and the real PSP.
2) Add the data *without* an extra program header. When the game initializes, move the data where I want it be in memory using memcpy and memset.

This is the Ys vs. Trails EBOOT meta data: http://pastebin.com/pKWDH69n

flamethrower
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Posts: 790
Joined: Mon Mar 09, 2015 3:03 pm

Re: Release Thread

Post by flamethrower » Tue May 24, 2016 1:07 pm

Get the v2: http://www.mediafire.com/download/ljv7c ... _v2.xdelta
The only difference is that it will work on a real PSP now. There's no reason to get it if you're playing on emulator.

All fixed now. The solution was to not expand the EBOOT but instead move the extra data to data.lst file between 0x90 and 0x400 which is unused, empty space.

This solution won't work for Zero no Kiseki, we need more space than that.

I investigated adding to skills.tbb. It didn't look very simple, I was having trouble following the code. There's 0xE4 worth of data per skill, and a blank, unused skill at the end of the file. But in-game, the blank skill isn't even there, so the game doesn't respect the file size. I couldn't figure out where "number of skills" data was stored.

item.tbl is another place I could have put the extra data. There are a large number of unused entries in there, which provides plenty of space.
---------------------
Project completed? Time to move on to the next project...
There's so many more we have just at this site.

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