Hacking Phantasy Star Portable 2 Infinity - English Translation

Alexdev

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Also those who are asking for a way to edit save or convert it for most likely to import your english save psp2 to jap psp2i... here is a guide. If you have a real psp follow these steps;


http://wololo.net/2014/11/03/how-to-convert-a-psp-save-file-from-a-region-to-another-by-patrickneyl/

and this, an actuall Phantasy star portable 2 - 2 infinity savefile conversion guide;

www.youtube.com/watch?v=bYXasBI_Q4c

I've tried it and I successfully converted my saves and imported my characters to the infinity demo with EVERYTHING intact like the state of your room, who is in your party, items, everything.

Not sure if this works on PPSSPP.
Make sure that your games are in ISO format for this plugin to work.
 
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Fefo

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Forces got quite an upgrade going from PSP2 to Infinity, but nothing to the point of facerolling everything (aside from Sazonde hijinks). Using a hybrid type and wands also doesn't make numbers any bigger. Try to work your setup and see if you like it.

You also didn't specified what techs and elements are you using. Weapons can work acceptably with low/no element if you don't mind the damage, but techs lack a all-purpose neutral.

---

Got some questions too, about input lag and aim mechanics:

- Anyone who play both in a PSP and on PPSSPP can compare the input lag between the emulator and the real deal? I messed with some configs and improved the response time to reasonable levels, but things like raising my defense still fell groggy. It's easy to get a fell when browsing around menus or moving the camera.

- Does aiming gives a raw damage modifier or an ACC bonus? Feels like the latter, and I remember reading something on that base. If someone want to shoot some enemies, especially resistant ones, and give their thoughts about damage and hit rate it will be very helpful.
 
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Alexdev

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Forces got quite an upgrade going from PSP2 to Infinity, but nothing to the point of facerolling everything (aside from Sazonde hijinks). Using a hybrid type and wands also doesn't make numbers any bigger. Try to work your setup and see if you like it.

You also didn't specified what techs and elements are you using. Weapons can work acceptably with low/no element if you don't mind the damage, but techs lack a all-purpose neutral.

---

Got some questions too, about input lag and aim mechanics:

- Anyone who play both in a PSP and on PPSSPP can compare the input lag between the emulator and the real deal? I messed with some configs and improved the response time to reasonable levels, but things like raising my defense still fell groggy. It's easy to get a fell when browsing around menus or moving the camera.

- Does aiming gives a raw damage modifier or an ACC bonus? Feels like the latter, and I remember reading something on that base. If someone want to shoot some enemies, especially resistant ones, and give their thoughts about damage and hit rate it will be very helpful.

I first used the fire ball tech to build-up chains and the fire explosion tech to break it, both at lv 18 (forgot their name) and I also use diga and radiga with diga used to chain. But now after I realize the the projectile techs (i.e. diga or barta) have more power % I swiched their roles.

BTW aiming? Do you mean first person view on ranged weapons? You say you get either +raw damage or +ACC? that's interesting I've never thought there was such a mechanic in these games.
 

luckymouse0

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Also those who are asking for a way to edit save or convert it for most likely to import your english save psp2 to jap psp2i... here is a guide. ...

It's that a guide for the real PSP?

Because I already gave a guide using PPSSPP that is super easy (Only changing names). Then you could export it to real hardware.
 

Alexdev

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It's that a guide for the real PSP?

Because I already gave a guide using PPSSPP that is super easy (Only changing names). Then you could export it to real hardware.

Yes I heard about that; changing the file of the savefile converts it to that region i.e. ULUS to NPJ. Its a thing the PPSSPP somehow can do.
 
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Fefo

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Yeah, you're not going far using single-hit techs for chaining. Either use a fast weapon or try the new techs; with Sazonde you can juggle most enemies until one-shot range easily. Throw some rocks or another fast, powerful tech and done.

If you want to see even bigger numbers, swap to Force, add some of their abilities and use rods. There are mission runs online that are basically 15 seconds of juggling, kill, repeat.

While aiming (yes, L+UP) you receive a juicy damage boost, about 50% I think. But since I have no idea how damage is calculated on this game I don't know if it's just a flat % added after the damage calculation, a stat increase while on this state or something else. If you think your guns are powerful, try to aim down before using charge shots to break chains.
 
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Dandylion234

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Hi Guys I was wondering is there a english patch for phantasy star portable 2 infinity
For ppsspp? Because I was really looking for to play that has everything in english I mean the story mode text part so I can understand it. Anyways I hope you can help me or even tell me how to get it. Thanks for the help hope for a reply.
 

Laskeri

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Hi Guys I was wondering is there a english patch for phantasy star portable 2 infinity
For ppsspp? Because I was really looking for to play that has everything in english I mean the story mode text part so I can understand it. Anyways I hope you can help me or even tell me how to get it. Thanks for the help hope for a reply.

What do you think this project is? (this patch will work on both real PSPs and emulators) No, it's not finished or released to the public.

http://www.pso-world.com/forums/sho...-English-Translation-Guide-★-100-FINAL-4-1-12 here's a translation guide if you just want to know what's going on in the story.
 
Last edited by Laskeri,

IilliI

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I'm good for now, but thanks for the offer.

As for progress: I've translated all the content including the DLC, and Jam has built a new patch this week.
Unfortunately the tech issues persist so we need to get that sorted as our first priority.
On my end I do what I can to correct issues with the typesetting that were not predictable until I actually saw the newly translated content in the game.

The below screen for example shows a typesetting issue. Normally weapon/armor descriptions have 2 or more windows.
The first one lists the item name and manufacturer and its stats, and the second window shows the flavor text.
But in the case of costumes (and potentially some other cosmetics), everything is listed in one window.
So of the 7 lines that are normally available, 2 are taken up by the name and manufacturer, which leads to the 7th line overlapping with the ranking stars.
The text (name, manufacturer, flavor text) are all listed as separate text entries in my translation files, so I can't see things like this until I actually see it in the game.

In this case, we need to see if we can make the bottom window wider so I have room to fit the text, or I need to cut text to make it fit the existing window.
Either way, I need to manually go through all entries of these item types (there are probably hundreds) and fix every one that has more than 4 lines (since there is only room for 7 lines: name (1), manufacturer (1), description (4), stars (1)).


Just a little explanation about what goes on behind the scenes, and why these things take as much time as they do: they take a lot of man power. From me because I need to rewrite all this stuff manually, and for Jam because he probably needs to spend a lot of time in trial and error to figure out how to solve the tech parts.

rSmlFxd.jpg

Tell me something that I don't know.
Blam! Last update.

Sent from my SM-G920V using Tapatalk
 

RanbowNSpsp2i

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hey guys how's the translaction? we do not see the hour that come out, keep us updated when it is making progress

--------------------- MERGED ---------------------------

oh and greetings from italy and sardinia
 

Weyu

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Not much has happened on my side since the last update, since I'm mostly waiting for the tech fixes on Jam's side.
I think he's been busy and the tech issues are also complicated, so stuff isn't moving that fast.
When there's notable progress Jam or I will let you know, before anyone asks if the project is dead or whatever.
 

RanbowNSpsp2i

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Not much has happened on my side since the last update, since I'm mostly waiting for the tech fixes on Jam's side.
I think he's been busy and the tech issues are also complicated, so stuff isn't moving that fast.
When there's notable progress Jam or I will let you know, before anyone asks if the project is dead or whatever.
all right thanks:D
 

xBladeM6x

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Not much has happened on my side since the last update, since I'm mostly waiting for the tech fixes on Jam's side.
I think he's been busy and the tech issues are also complicated, so stuff isn't moving that fast.
When there's notable progress Jam or I will let you know, before anyone asks if the project is dead or whatever.
Are the bugs game breaking in their current state? Just curious. Lol
 
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