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Sony PSP
SD Gundam G Generation Overworld english translation
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<blockquote data-quote="danikk" data-source="post: 7104695" data-attributes="member: 358799"><p>I would like to mention that a small bug was left in the PPSSPP HQ patch, causing Mashymre's and Chara's sprites to be switched with eachother on the Character training screen. The NPJH50681 zip has been updated with the correction (only the .ini file has changed).</p><p></p><p></p><p></p><p>While I originally did try to make a program to generate the proper datafiles for reading Higher resolution sprite, but in the end I settled on converting the ones used by the Wii version of World (as it uses the higher res sprites). I have uploaded a sample of the original, and imported datafiles/sprites here:</p><p><a href="https://drive.google.com/open?id=0ByfNnBLIIZXvMWhKSXkyMXNUN28" target="_blank">https://drive.google.com/open?id=0ByfNnBLIIZXvMWhKSXkyMXNUN28</a></p><p>I have, on multiple occasion have confirmed, that increasing the filesize (resolution) of the sprites can cause the game to start having memory write errors, some at random some more consistently (increasing the sprite size of the original Gundam from 96*96 to 128*128 always causes memory write errors on stage A1 when it first appears, even when no code has been changed in the game.)</p><p></p><p></p><p>Yeah, not really feasible.</p><p></p><p></p><p>Technically this solution works, but it has the same problem as the above one with the memory issues.</p></blockquote><p></p>
[QUOTE="danikk, post: 7104695, member: 358799"] I would like to mention that a small bug was left in the PPSSPP HQ patch, causing Mashymre's and Chara's sprites to be switched with eachother on the Character training screen. The NPJH50681 zip has been updated with the correction (only the .ini file has changed). While I originally did try to make a program to generate the proper datafiles for reading Higher resolution sprite, but in the end I settled on converting the ones used by the Wii version of World (as it uses the higher res sprites). I have uploaded a sample of the original, and imported datafiles/sprites here: [URL]https://drive.google.com/open?id=0ByfNnBLIIZXvMWhKSXkyMXNUN28[/URL] I have, on multiple occasion have confirmed, that increasing the filesize (resolution) of the sprites can cause the game to start having memory write errors, some at random some more consistently (increasing the sprite size of the original Gundam from 96*96 to 128*128 always causes memory write errors on stage A1 when it first appears, even when no code has been changed in the game.) Yeah, not really feasible. Technically this solution works, but it has the same problem as the above one with the memory issues. [/QUOTE]
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