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.
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.

