So one of the most famous problem when doing a translation is character limit...
In this project, we had never had this limitation but, with Type-0 there are some loading times where the PSP RAM memory get's full, so even though we can actually put as many characters as we want, there were some loading times where the PSP wouldn't be able to load everything and would either crash, or not show unloaded files (for example, not showing some textures, or not playing some sounds).
However, there is a lot... A LOT, of repeated text in the game (specially menus, and Crimson Codex). Square Enix could have used the indexing scheme of this text format, to load repeated text in memory just once; instead of uploading them to ram repeated.
Today I implemented a re linking algorithm in my translation tools that does exactly that, saving a total of 400Kb in the ISO. It may not sound a lot, but freeing 400Kb of ram does makes a difference when playing the game. And it has absolutely no side effect.
For example, some moths ago we reached the limit of the data that the PSP can upload to RAM, so the loading time when entering the Crimson Codex wouldn't be successful. Now, thanks to the relinking trick, it works again!
In fact, we had translated a part of it, and it wasn't visible until now:
Maybe if Square Enix had implemented coding optimizations like this one, the multiplayer mode would have worked on all PSP's, or the game would have had no lag in PSP1000's...
~Sky