Hacking Phantom Kingdom Portable: English Translation

heatblade12

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is it a bug at the end of Chapters that the text that was supposed to say "would you like to save" are simply blank, with a selection between yes and no?
end of Chapter 4 has this thing for sure..

edit: there also seems to be a typo for a new part of the map spawning, its called "just my luck" i think what it does is prevent combat Exp? but the text for when the map part shows up is
"just y luck"

just throwing that out there :)
 
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xStarstriderx

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Awesome, awesome, awesome! gonna get an iso patched and jump in, i'm super excited for this! One question though, will my saves be unusable with further updated versions of PKP?
 

Cyan

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The savegames from his previous game (La pucelle Ragnarok) were always compatible with new patch version.
It can happen that a patch break the compatibility for a game's translation, but it's rare.
 

xStarstriderx

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I can report a few baseline things i've come across. Mostly been messing around in pretta mode.

1.) Typo - The Sacred Tome description bar on the battlefield is "Said to govern all live in the netherworld", "live" being the typo, should be "life"
2.) Unit Name - The rank 5 soldier class names are gender swapped. Male soldier is a "One-Woman-Army" and vice versa with the female soldier.
3.) Unit Description - at selection when making a new character, the rank 2 berserker has no info listing on the bar at the top.
4.) Unit Naming - English character input seems to be uncannily spaced apart, but the auto name options are not.
 

ChepChep

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Save files should be good for all future patches.

xStarstriderx, thanks for the bug report. Will look into them.
 

Elaugaufein

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I think I've got IMY to PNG sorted, at least for 256 color palettes (strangely all the IMYs I've seen haven't required Sky's additional palette interlacing and turn awful if it's used). I need to get a 16 color IMY / an IMY that actually has palette interlacing in order to deal with those.

I'm pretty confident I can handle IMY -> PNG -> IMY but need to check if I can generate fake header data or if I need to keep the header data and reuse it when the PNG is converted back and fake compressed.
 
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heatblade12

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Thats a good catch heatblade... I have never tried dying in LPR or PKP. No idea what happens...


Glad i could help, i think you will find the problem ;)

edit: Typo for level 6-1 selection at the warp gate if you select Solome's levels.
the level name is simply blank/blacked out. (no text)
 

ChepChep

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heatbade12,

Could you describe where/what and how you encountered the game bug crash? I cannot seem to reproduce it. I have killed myself 10+ times at different locations in game and not a single crash or freeze.
 

heatblade12

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heatbade12,

Could you describe where/what and how you encountered the game bug crash? I cannot seem to reproduce it. I have killed myself 10+ times at different locations in game and not a single crash or freeze.

i am useing the latest patch


Simply, all i did was put my 3 only chars in a lvl 1 building and have enemies destroy it, then wait for the Game Over Screen, but it just freezes and my PSP shuts down.

I just did it again, and it crashed again, the level was 6-6 (Seedle's wish) will try again on another level...

7-1 Also confirmed crash on death. (Alex wish)

again im running a psp 2000, and im not sure if it will have the same result on an emulator via PC.

Game crash Confirmed on
6-6
7-1
4-4
 

Elaugaufein

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ChepChep sent me some 16 color IMYs , so I've got the IMY decoding totally sorted now. Just need to take care of the re-encoding.

I'll make the code for IMY -> PNG -> IMY available once I get the FakeCompression and reencoding sorted.

For those interested 0x00 - 0x1F is Header.
0x00 - 0x02 is file type signature: IMY in ASCII
0x04 - 0x06 is unknown data that seems to be related to the content (0x03 and 0x07 may be included in this but I haven't seen any files where they are non-00 yet)
0x08 - 0x09 is Width stored little Endian (for a 16 color image the final width is twice this value but that's done after pixel deinterlacing)
0x0A - 0x0B is unknown data (A4 04 appears to indicate that an IMY has multiple sections contained in it e.g icons, fonts ,etc) A4 08 seems to indicate an IMY is a single image)
0x0C - 0x0D is Height stored little Endian
0x0E - 0x0F is number of Palette colors stored Little Endian (16 or 256)
0x10 - 0x1F appeas to be all 00s
For 16 color palette
0x20 - 0x5F is Palette
For 256 color palette
0x20 - 0x0419 is Palette
In either case these are RGBA8888 colors, stored Big Endian
After the palette the next 2 bytes are either the jump offset from the end of those bytes to the start of the compressed data or 00 indicating that the following 4 bytes contain the jump offset from the end of those 4 bytes (stored Little Endian in either case, I may be wrong on the second part, since the assembly code there seems to be a very complicated way of doing that, so my byte ordering may be a little out)
After that is a sequence of 1 byte command blocks (use 1-16 half words of uncompressed data, a reference to an already decoded half word neighbor on the previous row or to the left (since the other neighbors aren't known), or a reference to 1-16 key blocks (either stored after the instructions and before the uncompressed data or referring to previous nearby uncompressed data, there's a limit on how far back you can go since the command block also sets the negative offset). Commands are processed until the output is equal to height x width (so there's no need for a terminating command).
After that is the key blocks (optionally)* , followed by uncompressed data.

*I'm not sure if key blocks are ever actually used or if that command only ever refers to nearby uncompressed data but it's theoretically possible (my gut feeling is that its probably not used, since storing the first instance as uncompressed data and then referencing that seems to always be at least as efficient).

After the data is decompressed , pixels have to be deinterlaced (Skyblade describes this on page 5 and his code is exactly correct). The color palette doesn't seem to be interlaced though , it seems to be stored in standard PNG palette format, so I think he made a mistake somewhere on that one.

In the case of 16 color / 4 bitDepth images , there's one more step: Each "byte" is actually 2 pixels consisting of 4 bits each, stored "Little Endian" , and the width is double that given in the header , so the width needs to be double and each byte translated into 2 bytes each containing the equivalent of a 4-bit value (since palette indexes in a PNG are always 8 bits even if the palette is only 16 colors).
 

ChepChep

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heatblade12,

I still cannot reproduce the crashing you described. I have gone to the exact same maps both on the PPSPP and on my PSP-3000 and I cannot get it to crash during game over.

Are you running any plugins?
 

heatblade12

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heatblade12,

I still cannot reproduce the crashing you described. I have gone to the exact same maps both on the PPSPP and on my PSP-3000 and I cannot get it to crash during game over.

Are you running any plugins?


I am currently running no known plugins, i have used CWcheats in the past for debugging purposes but this is a brand new save and i have those plugins disabled.
 

Randqalan

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I am currently running no known plugins, i have used CWcheats in the past for debugging purposes but this is a brand new save and i have those plugins disabled.
What CFW you using if PRO-C2 official might be the problem
and I tried to reproduce it and failed also works fine no crashing for me
one other thing using clean ISO to patch right ;)
 

heatblade12

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What CFW you using if PRO-C2 official might be the problem
and I tried to reproduce it and failed also works fine no crashing for me
one other thing using clean ISO to patch right ;)

I use PRO-C 6.60 Custom Firmware for CWcheats.

i Re-ripped my ISO and repatched the game from the clean ISO and the problem persists on game over.

Edit: so if you use the above mentioned firmware, do not lose the game :P
 
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