Translation SD Gundam G Generation Overworld english translation

danikk

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btw @danikk did you still countinue PPSSPP HQ Texture replacement? i see a lot of texture didn't included but whole hash are completed.. i may want to take a look on it later.
No, I have finished it, everything for which I had a higher resolution texture has been replaced.

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

The custom characters weren't really fully included in the hash table, as they were not replaced at all, however, I do have a much more complete hash table than the one included in the release (I trimmed a lot of the unreplaced sprites for performance reasons), maybe it can save you some work if you want to replace more textures:
https://drive.google.com/open?id=1L77G_wYO1AAl9MIcSDDFky0rVwypPPWB
 

akanerin7

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@danikk have you port the hash into newer xxh64?(or xxh32 for PPSSPP 32-bit Built) its a lot faster than usual crc32c / quick (you could enable IgnoreAdress and reduceHash too in Textures.ini). this things only change last 9 hash from hash (XXXXXXXXXX000000000THISONE!!), ignoreAddress automatically treat first 9 hash as wildcard (000000000), reduceHash only load 50% hash for faster way. also did you forget to add allowVideo = false ? this thing make TextureReplacement ignoring SDGGO Opening FMV.
well the problem is with xxh64/xxh32 are the last 9 hash are changed.. so most texture replacement isn't loaded except our CLUT Only stuff.
EDIT: and i forgot this.. i only download the NPJH50681 2.zip but there's still a lot of missing textures here.. did i need NPJH50681? or i should clean this stuff myself.
 
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danikk

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Hey I was wondering is it possible to add in other units like take a unit and then do some pixel art/magic?
Technically it is possible to take one units sprites and replace them with the graphics of an other unit, although I think it would mostly be only feasible to create alternate versions of unints (E.g. change the Zaku into desert colours). But the limit is only the skills (and time) in Pixel magic really.

@danikk have you port the hash into newer xxh64?(or xxh32 for PPSSPP 32-bit Built) its a lot faster than usual crc32c / quick (you could enable IgnoreAdress and reduceHash too in Textures.ini). this things only change last 9 hash from hash (XXXXXXXXXX000000000THISONE!!), ignoreAddress automatically treat first 9 hash as wildcard (000000000), reduceHash only load 50% hash for faster way. also did you forget to add allowVideo = false ? this thing make TextureReplacement ignoring SDGGO Opening FMV.
well the problem is with xxh64/xxh32 are the last 9 hash are changed.. so most texture replacement isn't loaded except our CLUT Only stuff.
EDIT: and i forgot this.. i only download the NPJH50681 2.zip but there's still a lot of missing textures here.. did i need NPJH50681? or i should clean this stuff myself.

No I have never switched to the xxh64 (I didn't realise there was an option).
I only have as many textures as there are in the packs, I had more before finishing the project, but only kept the ones that were actually replaced. Still, at leas you won't need to write the rules, only to get them dropped, and the folders are fairly organized, for most categories at least (I know there are some weaker spots, mainly regarding custom characters).
 

akanerin7

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@danikk it's possible to add Full Armor Unicorn Awakened to the game? or something like barbatos gundam.. well i really want to insert genesis sprite here (we could use PPSSPP replacement feature to display the proper texture so smaller resolution inserted on data can be approved to make sure the game didn't crash or anything weird happens)
 

danikk

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An existing unit can be replaced with one of those if appropriate sprites are availabla/can be made. Adding extra units newly is not possible.
 

akanerin7

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@danikk so extending existing units sprite sequences are possible? that make me want to create some Sinanju 3D Models then render it as high-resolution 2D Textures sprite. (you know its a bit lacking in Beam Shooting Animation, but that rocket bazooka are nice)
 

danikk

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Not extending, but it is possible to replace one animation with another, as long as it has the same amount or less internal "scenes".
 

akanerin7

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@danikk it's possible to change sprite UV mapping? since the game use simple box which mean.. i want to make it more smaller so more animation can be shown in-game
 

BetaXenon

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i want to make it more smaller so more animation can be shown in-game
To make graphics look much worse? The vanilla graphic of the game is already not impressive.
Purely theoretically it's possible to just make the related file "longer", but PSP already have severe memory limitations in place and as far as I know danikk never developed tools for it in the first place.
 

Saramagrean

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hey guy, just want to ask it takes me 5 minutes to load the hd textures... is this normal ?

Update PPSSPP latest git build, because the problem is slow loading textures has been resolved in v1.6.3 build 440+.
 
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Saramagrean

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how to update ? official page say latest version is 1.6.3 only

Update latest git build form buildbot site.
https(://)buildbot(.)orphis(.)net(/)ppsspp/

I can't post link in here, but u can copy link form above and remove ( ).
 
Last edited by Saramagrean,

Skyross

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I need some help.

So, I used the custom BGM thing and it was working fine for a while. Then for no apparent reason, the game would crash randomly when I select a unit to command. It worked before and I don't know what is causing this. I have cheats on (but I'm pretty sure that it has nothing to do with this since the game was working fine previously). I'm using the PPSSPP emulator v1.6.3 and using a Samsung S7 Edge. Also, before crashing the game would let out an odd noise for a brief second.
 

Ikaresu

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No, I have finished it, everything for which I had a higher resolution texture has been replaced.

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

The custom characters weren't really fully included in the hash table, as they were not replaced at all, however, I do have a much more complete hash table than the one included in the release (I trimmed a lot of the unreplaced sprites for performance reasons), maybe it can save you some work if you want to replace more textures:
https://drive.google.com/open?id=1L77G_wYO1AAl9MIcSDDFky0rVwypPPWB

I'm Confused, is the HQ pack still necessary or does that 82mb texture replacer do that aleadry? it's not really explained and they are separed from the tutorial, i for example have the patched game and i tried patching with the 1gb hd patch and it gave me a checksum error, so i dont know if its to be patched before the english patch or the two patches cant work together therefore meaning you to use the texture replacer, please explain to me.
 

nesfaust

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well just make an account to confirm some things.

the HQ texture is worked on android. just tested on my phone (S9+) just need time and if ppsspp stopped working just wait. maybe a lot longer for previous year phone release....
 

MagnaSonic3000

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I literally just made this account because I have no idea why this isn't working on PPSSPP. I followed what to do but noticed a few things. One was that the file was just a generic file, not an ISO, and that it also told me it would have the same name as the source ISO file, although no such name appears on output (I have to type something myself), and simply naming it the same thing says it can't be done because it's being used. PPSSPP doesn't acknowledge a patched rom is selectable in the actual game selection. I have patched things such as Pokemon rom hacks and the like, though I have never used XDelta, and usually the patched rom is usable within the emulator once it's finished. I don't understand why it won't read the file.
 
D

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Hello, Is HQ Patch V1.5+1.2 already included in 1.1HQ?

Thanks!
 
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