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seplugins? - Printable Version +- forums.PPSSPP.org (https://forums.ppsspp.org) +-- Forum: PPSSPP - Playstation Portable Simulator Suitable for Playing Portably (/forumdisplay.php?fid=1) +--- Forum: General Discussion and Announcements (/forumdisplay.php?fid=2) +--- Thread: seplugins? (/showthread.php?tid=7053) |
seplugins? - ThatBenderGuy - 10-27-2013 11:09 AM I have a game I want to play but it's in Japanese and there is a team that made an english patch for it but it needs to run a plugin to load the english patch. Is it possible to run plugins on PPSSPP? RE: seplugins? - Apology11 - 10-28-2013 02:52 PM atm some plugins may work, but I dont think the patcher does. You have to patch it on a real psp and copy the patched game to your pc. RE: seplugins? - thedicemaster - 10-28-2013 04:10 PM Apology11: that's not going to work. the type of patch ThatBenderGuy mentioned works by patching game files in RAM to redirect them to translated files, the actual game files in the iso/eboot.pbp/umd remain unchanged. these type of patches really need proper plugin support to work. RE: seplugins? - Apology11 - 10-28-2013 05:48 PM (10-28-2013 04:10 PM)thedicemaster Wrote: Apology11: that's not going to work. His information was then not quite clear as some games, that patch the umd, also need plugins. But if it´s so than he has to try himself, as I don´t own a game to test it with RE: seplugins? - Henrik - 10-28-2013 06:30 PM If plugins just use the normal exported functions and don't mess around with the kernel, they could theoretically work but I don't think anyone has done any work in that area yet. |