06-01-2014, 06:34 PM
@CPkmn that mission description glitch is kind of weird
it seems that whenever the text has added color, the whole line after the color get's added will disappear including non colored words if there were any after, however if the whole line was colored and next line was also in same color, the next line shows fine, but without the color.;o
It's like whatever command/sign is used to mark color is bugged, replaced with a sign to clear line or anything like that. @_@
I'm quite confused to what this second hack of yours even does, but by looking at game addresses which it affects it seems to actually give it 64mb of memory or at least it does write stuff higher by 0x1100000 than the build with hd remaster hack added. Which I thought I actually was giving the game extra memory by setting it at 0x02F00000 = 47mb, but it seems to be actually lower from earlier with just 2 hacks @_@. Trying to set it only as much as real psp should allow or even slightly more, will result in crash returning through.
Blah it feels like all our hacks are working by pure luck with what the game wants:C.
Maybe your jit fix was actually closer to actual problem?
@Kazalus what's the mission on which it happened?
I guess it's npc module being overwritten by modules that load at mission start like the module which loads aragami. Would be cool to just force the game to load everything at static address and give it as much memory it would need for that as it would likely remove all problems, however would probably need hacking the whole game;c.
it seems that whenever the text has added color, the whole line after the color get's added will disappear including non colored words if there were any after, however if the whole line was colored and next line was also in same color, the next line shows fine, but without the color.;o
It's like whatever command/sign is used to mark color is bugged, replaced with a sign to clear line or anything like that. @_@
I'm quite confused to what this second hack of yours even does, but by looking at game addresses which it affects it seems to actually give it 64mb of memory or at least it does write stuff higher by 0x1100000 than the build with hd remaster hack added. Which I thought I actually was giving the game extra memory by setting it at 0x02F00000 = 47mb, but it seems to be actually lower from earlier with just 2 hacks @_@. Trying to set it only as much as real psp should allow or even slightly more, will result in crash returning through.
Blah it feels like all our hacks are working by pure luck with what the game wants:C.
Maybe your jit fix was actually closer to actual problem?
@Kazalus what's the mission on which it happened?
I guess it's npc module being overwritten by modules that load at mission start like the module which loads aragami. Would be cool to just force the game to load everything at static address and give it as much memory it would need for that as it would likely remove all problems, however would probably need hacking the whole game;c.
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.

