As mentioned you just have to use wildcards for the address part to avoid duplicates since the address changes every time.
File name generated while dumping textures have 24 hexadecimal digits:
8 address followed by 8 clut hash(pallete) and 8 texture hash
So let's say 1 texture get's dumped multiply times like this:
09aab6d0053625c443978c4d
0980ead0053625c443978c4d
As you can see first 8 digits are the only ones changing, this means address changes, to deal with it, open "textures.ini" file(best create it from UI) and under [hashes] place those 24 digits replacing first 8 with 0's, then assign some file to it, here's how it looks for demo I used:
And ppsspp now replaces all those textures with F4EPhantomII.png stored in planes subfolder just to organize it.
Usual problem many games have is textures are in non psp sizes and carry other data which changes texture hash sometimes even every frame, this is not a problem here, so yeah it's really nice game to use texture replacement with.
About links, you should be able to post them after having 8 posts or so, also our forum seems to have some problems recently, have to open attachments instead of just viewing them in same page O.o annoying.
~
BTW, saw you had problem with this, so if you want a hint about unlocking 60fps, in ppsspp disassembly try finding:
![[Image: LEfjscE.jpg]](http://i.imgur.com/LEfjscE.jpg)
and change slti v0,v0,0x2 to slti v0,v0,0x1 or just nop that highlighted branch;p, this will wakeup thread every frame instead of every other resulting in 60fps.
(that screenshot is from demo, so code will be at different address, might even look differently, but sceKernelWakeupThread is the important part to follow, basically you want to wake up thread every frame)
This will run the game at double speed;p, so you will still have to find some speed modifier, potentially having to change speed of different parts and timers separately, it's annoying and often leaves some bugs even after lots of work, so I really have no patience for it, good luck if you do;3.
File name generated while dumping textures have 24 hexadecimal digits:
8 address followed by 8 clut hash(pallete) and 8 texture hash
So let's say 1 texture get's dumped multiply times like this:
09aab6d0053625c443978c4d
0980ead0053625c443978c4d
As you can see first 8 digits are the only ones changing, this means address changes, to deal with it, open "textures.ini" file(best create it from UI) and under [hashes] place those 24 digits replacing first 8 with 0's, then assign some file to it, here's how it looks for demo I used:
Code:
# This file is optional
# for syntax explanation check:
# - https://github.com/hrydgard/ppsspp/pull/8715
# - https://github.com/hrydgard/ppsspp/pull/8792
[options]
version = 1
hash = quick
[hashes]
00000000053625c443978c4d = planes/F4EPhantomII.png
[hashranges]And ppsspp now replaces all those textures with F4EPhantomII.png stored in planes subfolder just to organize it.
Usual problem many games have is textures are in non psp sizes and carry other data which changes texture hash sometimes even every frame, this is not a problem here, so yeah it's really nice game to use texture replacement with.
About links, you should be able to post them after having 8 posts or so, also our forum seems to have some problems recently, have to open attachments instead of just viewing them in same page O.o annoying.
~
BTW, saw you had problem with this, so if you want a hint about unlocking 60fps, in ppsspp disassembly try finding:
![[Image: LEfjscE.jpg]](http://i.imgur.com/LEfjscE.jpg)
and change slti v0,v0,0x2 to slti v0,v0,0x1 or just nop that highlighted branch;p, this will wakeup thread every frame instead of every other resulting in 60fps.
(that screenshot is from demo, so code will be at different address, might even look differently, but sceKernelWakeupThread is the important part to follow, basically you want to wake up thread every frame)
This will run the game at double speed;p, so you will still have to find some speed modifier, potentially having to change speed of different parts and timers separately, it's annoying and often leaves some bugs even after lots of work, so I really have no patience for it, good luck if you do;3.
http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.

