Separate names with a comma.
That's a good observation, and here's why: The numbers are (usually) represented using a system called two's complement (you can google it)
If somebody wants to take a look, the text's in .dat files (e.g. start.dat), encoded as shift-jis and "encrypted" with bit inversion.
Or maybe you should find it yourself if you really want it?
Interesting, thanks for the writeup. What's the reason you used ROP for created threads thread0, thread2 instead of making functions for these?
ok so are you going to use my patch that's like just 2 bytes?
My goal was to make the text readable, not pretty. I'm not interested in implementing VWF for this game as I'm sure the fixed width 8px font is...
If you were talking to me, then I'm not sure that would matter as the only change is reducing character width from 15 pixels to 9. If it didn't...
I fixed the font, it's not variable width, but it looks better.
lui $v1, 0x4110
Yes, it's possible that memory addresses will be different. You could use psplink to debug it on a PSP. But the idea of hardcoding memory...
Looks like textures are stored in OBJSY.CPK inside 03.bin or 08.bin for the manual, I'm not sure. sub_B4164 does the decompression, $a0 is output...
Can't you just attach the .exe? I mean, if you're looking for help it'd make more sense to provide all information you have so that other people...
what did you use to extract cpk?
do you know japanese?
Yes, see readelf.
That's what I use: https://github.com/Kingcom/armips/blob/master/Readme.txt
Also if you're interested here's how I did VWF in Persona 2: EPP, maybe this will help you http://bbq.xyz.is/Persona_2:_Batsu#Make_font_variable-width