Hacking Final Fantasy Type-0 RomHacking

InfoAddict

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Does it work on PS3?

I assume it works on Vita, which is what I'm about to try it on.

Also are they any advantages to merging?
 

kiraschiro

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That opening scene though :cry:


I know dem feels, I was like: "Is that really an FF game?" Pretty violent for an FF game indeed.

InfoAddict

If you merge, you do not need to change discs, so that would be the benefit.

Not sure about PS3 or Vita though, maybe the Vita/PSP emulator doesn't accept that the Iso is over 2 GB.
PS3 with CFW shouldn't be a big of a problem though.
 
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Merkabah

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Does it work on PS3?

I assume it works on Vita, which is what I'm about to try it on.

Also are they any advantages to merging?

I have not personally tested the patch on either PS3 or Vita, so please share your experiences if you choose to do so!

Also, there is 1 CONFIRMED ISSUE:

- PPSSPP: During the tutorial mission, the game will exhibit stuttering or become unresponsive when reaching the in-game cutscene displaying the Darkness of Suzaku.
- Solution: Temporarily disabling any texture filtering or upscaling should allow the cutscene to proceed normally. This issue is due to the large amount of smoke and particle effects used by the in-game model for the Darkness of Suzaku.
 

Merkabah

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I think there's a problem with the Crimson Codex, it's completely empty in every section and nothing appeared even after the first mission where it said that something was added there

The Crimson Codex is extremely large, with nearly a hundred entries in the Historical Records section alone. Try scrolling through each section in its entirety first to ensure that no new information has appeared.
 

Kyonne

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The Crimson Codex is extremely large, with nearly a hundred entries in the Historical Records section alone. Try scrolling through each section in its entirety first to ensure that no new information has appeared.
There's nothing to scroll though, the lines are empty and the scrollbar doesn't show any kind of indicator of where in the records i am
There's also no bestiary even though i fought random encounters and all the lines in characters info only shows 0/0, nothing on System either

I'm playing on PSP and used the merged ISO for the patch
 

Macross22

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I've been following this project since some time ago and finally I decided to register to say thanks so much to Sky and all the team behind this awesome project. You guys are the best. ;D

Having said this, I wanted to point out something I've noticed after playing the prologue of FF Type-0 with both versions, (the Japanese untouched ISO and with the Patched English ISO from you guys) even right in the beginning you can notice that the radio conversation with murasame and the other member of class zero have a big time delay between line and line of dialog (this occurs in the patched version, the untouched version doesn't have this problem) in some case between line and line 8 -10 seconds passed while the Untouched version is not even 1 second.

The question is.. is this delay intentional or just a bug.

Anyway like I said AWESOME work guys. just hoping you can answer this. :)
 
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coredecepts

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I've been following this project since some time ago and finally I decided to register to say thanks so much to Sky and all the team behind this awesome project. You guys are the best. ;D

Having said this, I wanted to point out something I've noticed after playing the prologue of FF Type-0 with both versions, (the Japanese untouched ISO and with the Patched English ISO from you guys) even right in the beginning you can notice that the radio conversation with murasame and the other member of class zero have a big time delay between line and line of dialog (this occurs in the patched version, the untouched version doesn't have this problem) in some case between line and line 8 -10 seconds passed while the Untouched version is not even 1 second.

The question is.. is this delay intentional or just a bug.

Anyway like I said AWESOME work guys. just hoping you can answer this. :)

This is a known bug.

The system that dictates the time between COMM messages automatically determines the time based on the number of characters in the COMM message. So for japanese, which can use very few characters, the time is comfortable. Since English uses approximately 10 times the characters, the time will be longer.

We were unable to find a way to fix it, unfortunately, though Sky did a lot of work to try to discover a workable solution.
 
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Merkabah

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I've been following this project since some time ago and finally I decided to register to say thanks so much to Sky and all the team behind this awesome project. You guys are the best. ;D

Having said this, I wanted to point out something I've noticed after playing the prologue of FF Type-0 with both versions, (the Japanese untouched ISO and with the Patched English ISO from you guys) even right in the beginning you can notice that the radio conversation with murasame and the other member of class zero have a big time delay between line and line of dialog (this occurs in the patched version, the untouched version doesn't have this problem) in some case between line and line 8 -10 seconds passed while the Untouched version is not even 1 second.

The question is.. is this delay intentional or just a bug.

Anyway like I said AWESOME work guys. just hoping you can answer this. :)

Whoops I forgot to mention this one too. Apologies.

CONFIRMED ISSUE:
- All systems: COMMs dialogue during missions displays at a much slower rate than the original Japanese version of the game, potentially causing some gaps between dialogue that is intended to flow smoothly.
- Solution: No confirmed solution as yet. This is a patch bug. The game utilizes an automated system for displaying COMM messages that calculates the amount of time to display each line based on how many characters are in that line. The issue is that Japanese utilizes kanji, makjng most Japanese lines far shorter than their English equivalents. The end result is that dialogue will almost always be displayed for a longer period of time in the current patch. ASM hacking has not produced a solution as of yet - In the meantime, please allow conversations to finish before moving forward in the game if you would like to view them in their entirety.
 

Macross22

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This is a known bug.

The system that dictates the time between COMM messages automatically determines the time based on the number of characters in the COMM message. So for japanese, which can use very few characters, the time is comfortable. Since English uses approximately 10 times the characters, the time will be longer.

We were unable to find a way to fix it, unfortunately, though Sky did a lot of work to try to discover a workable solution.


I see. It's a shame but if Sky couldn't do anything about it I don't think any other could.

Thanks for the reply. ;)
 
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Muhammad Syafiq

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Its been 1 & a half year of dramatic, sorrow, happiness etc :cry: ....well this thread gonna get maximum attentions at least for the next 1-2 weeks and I wonder what's gonna happen then...I could say that we all gonna miss all the dramas, trollings, bashings, whinings, supports, motivations etc
well guys, lets keep this thread alive but please no more lifeless trollol :hateit:
hehe finally we all meet the nice ending tho :yaypsp:
P/S : Merkabah kiraschiro dboyz here =), I still believe that gaming could unite the world hahahaha, please no more dreadful song for me B-)

btw guys, currently I'm playing the merged tranlated ISO on PSP-2000 LCFW PRO-C fix3, no problem so far
 
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kiraschiro

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Its been 1 & a half year of dramatic, sorrow, happiness etc :cry: ....well this thread gonna get maximum attentions at least for the next 1-2 weeks and I wonder what's gonna happen then...I could say that we all gonna miss all the dramas, trollings, bashings, whinings, supports, motivations etc
well guys, lets keep this thread alive but please no lifeless trollol :hateit:
hehe finally we all meet the nice ending tho :yaypsp:
P/S : Merkabah kiraschiro dboyz here =), I still believe that gaming could unite the world hahahaha, please no more dreadful song for me B-)


Oh hey dboyz, nice to see you here to :D
Indeed, finally this game has been translated by such a talented team, really nice to have such great guys and girls out there who started the whole Operation Doomtrain project and finished it successfully :D
Just playing until i get the Codex to check if the problem with the missing text stuff is true, or hence of some other faults, until now the English translation is really flawless.

emmauss
I'll see what I can do, I'll try uploading it there too :)
 

Depublic

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For those who have patched already, is it normal for it to take this long? My patcher has been sitting at "Patching...Please wait..." For almost 2 hours now. Just how long does it take or is it possible my ISO/patcher download is corrupted?
 

GameSystem

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My trusty old 5.03 Prome-3 wasn't able to render cut scenes no matter which UMD ISO Mode I tried. Had to go Pro CFW 6.60 for the Inferno driver. Meh.
 

RukaRoaw

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Game runs lovely! I have only encountered one issue. Putting the PSP into sleep mode DURING a cutscene will cause the game to crash.

Again. I am using:
Japanese PSP Gen1
CFW Pro C (fix 3; I think)

All I did was get a raw ISO of Disc 1, run the english patcher on it, and put the newly made ISO on my psp. Haven't had any other issues with the game so far.
 

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