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Need help from veteran PPSSPP texture replacers
#1
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I have a weird issue.

I'm making the HD GUI mod for Persona PSP, and I have some trouble.

There are a lot of different textures for various text in the game, and for the most part some of them are static and easy to deal with.

Others need wildcards on both the address and data hash (i.e. 000000001507a08a00000000)

But there are some textures that share the same CLUT (middle numbers) but have different, often random addresses and data hashes.

For example

(Address / CLUT / Hash)

09045f308327c5ad722e2259 - is some story text
090812408327c5ad8a476d18 - is that same text
090b03508327c5ad19e2bb5e - is different story text

Unfortunately these are not static, the addresses and hashes change across playthroughs...

They share the same CLUT so I can't wildcard them or they both interfere with each other...

Is there anything I can do to accurately target and change each texture? Any ideas would help!

Can I replace textures in a range or something? Has anyone else had issues with texture addresses/hashes being random and interfering with other textures? Why are the same textures sometimes given different addresses and hashes?

Does "reduceHash = True" help with this?

Any help or stories would be great.
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#2
reduceHash is useful if the game has a lot of textures with wrong sizes (other than 32,64,256,512 ...). For this you can use the section [hashranges] in which you specify the size for example:

hash address, original size = cropped size
00000000,512,512 = 480,272

or specify reduceHash=true and then it will only hash the first half of the image avoiding dumping multiple images.


If you are not going to use hashranges (because the game has thousands of images with the wrong size) it is better that you put reduceHash=true and also ignoreAddress=true because you no longer need the address at all (the address is only useful for hashranges)

I just saw that the persona 1 game has the problem of the sizes in the textures so I recommend you to use reduceHash.

You can use reduceHash or crop each of the images for example:

address,128,256 = 96,144

[Image: QbAPSFB.png]
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#3
Awesome! I tried it and it indeed solves the issue.

Gotta rehash the whole game again haha

Thanks!
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#4
(08-19-2020, 06:42 AM)ryuubu Wrote: Awesome! I tried it and it indeed solves the issue.

Gotta rehash the whole game again haha

Thanks!

I've seen your texture pack (great work by the way) and it seems you ended up using reduceHash. It can help greatly in these cases, but I wouldn't recommend, since it can make you miss similar textures, because they share the same top half. I encountered this issue in some small texture packs I did for myself. Can't remember which option I went with, but if possible I would recommend anyone using hash ranges for the problematic images like this ones
Persona 3 Portable HD Texture Pack:
http://forums.ppsspp.org/showthread.php?tid=23509
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#5
Good to know. I don't think I've run into any issues yet (touch wood)
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