almost, it's just a thing that Martin Korth started with his debuggers and Kingcom made it for PPSSPP too.
I don't have any new screenshots for that so I'll just use an old with NoGba but the concept is the same:
You can assign any memory address to a label that will appear on the debugger, it's especially useful since you can "Text Search" inside the assembly window (in PPSSPP too)
thexyz is using Armips, as I do, it's an assembler that will allow you to output a .sym file and you just have to have the same name in the same directory for ppsspp to recognize it.
- Sol Trigger.iso / Sol Trigger.sym for example.
Then it's easy to just track down your own code to see if there's something wrong, you define labels like that:
Code:
.org 0x08922200
Font:
.ifdef English
.import Data\Font\Italian.raw
.endif
.ifdef French
.import Data\Font\French.raw
.endif
.ifdef Italian
.import Data\Font\Italian.raw
.endif
.ifdef Spanish
.import Data\Font\Spanish.raw
.endif
I've shown you this because you can see that you can also ifdef, which is nice (for my Tales of Rebirth translation on multiple languages in this case ^^)
Anyway, that will replace 0x08922200 by Font in PPSSPP, and then you can just Ctrl+S to check for it. It'll even allow you to see where it's called, stuff like "li a0,font" (very unlikely but I had no good examples in mind)
Note that you can also load Directories in PPSSPP, reducing the time to build an iso so a quick change to the EBOOT is not hard to do, armips is quite fast. You'll be able to test your changes in a matter of seconds without fear of gamebreaking freeze / mistakes and your whole code will be in your .asm file so easy to change.