Hacking Final Fantasy Type-0 RomHacking

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I haven't understood...there will be no eng patch for PSP?

If the answer is yes, there is an Android PC emulator? My smartphone is not able to run Temple Run -.-...for me, this is a bad news and bringing it to another platform, surely will make SE stop you
 
There will be a patch for the PSP version, since text files are the same, however, we are not sure if we will release it. Mainly because we will most likely go over 2GB once the translation is finished... And that would require to lower videos and/or sound quality... Which I'm not very happy with...
 
There will be a patch for the PSP version, since text files are the same, however, we are not sure if we will release it. Mainly because we will most likely go over 2GB once the translation is finished... And that would require to lower videos and/or sound quality... Which I'm not very happy with...

Yes, this is the primary reason. The translation goes near 2GB, and if it reaches 2GB or over, a port may not be possible or some scenes may have to be removed, which ruins the primary focus of the game. We are trying UMD merging now, and will see what we can do for PSP users.

There are many reasons, which also include video recompressing, which also splits audio to separate parts. Size limitations have always been a probably for PSP games, and Type-0 sadly contains nearly 2GB of content, which will make it hard to continue translating just for PSP if it reaches higher than that.
 
In case you wanna see the graphic engine, here is the full test video I sent Mystic for the demonstration, showing Ace, Cinque and Seven in full quality, and comparing them to the low resolution version.

This is only the graphic engine running, testing illumination modes, textures, drawing methods and matrix transformations. That is why it goes so smooth:

 
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I have a suggestion, in others fan translations they have used plugins for their projects, maybe a similar method can be used in this project too. In this way you would keep the size of the game under 2 GB.
 
I remember Truthkey had the same problem with kingdom hearts BBS, i dunno how he did it but he kept the quality and size of the game
 
@Sky: at this point, I have to ask this. Is a PC version possible? It would be easier for people to play it. I have a PSP and the original game...buying another good device to play it wouldn't be good for my money and wouldn't be different from buying a 3DS or as Vita is SE converts the game for these platforms :(...Instead I think that everyone have a PC...obviously I don't know if you could convert the game for PC...just asking :)

EDIT: If I'm not wrong, Monster Hunter 3rd Portable doesn't use a patch but a plugin for translation...maybe they had the same problem
 
I don't think anybody had the problem before, as single game UMD's can only have 1.8 GB while the PSP can address 2 GB in ISO format, so only merging 2 UMD's could lead to this problem (unless your translation takes more than 200 MB which is kinda impossible xD).

Using a plugin has the same problem, if additional files, loaded using plugins make the whole game go over 2GB, it wont load properly.

Still, I'm doing everything in my hand to bring the translation to the PSP (removing unused debug files, relinking repeated files, etc...) so as long as you have the original game and a PSP, you should be able to enjoy it. We still have 4 MB before reaching the 2GB limit and I hope that's enough.

Also no, a PC version would not be possible since OpenGL support in windows is not very good and everything is orientated to DirectX.

Ohh and btw, the last 2 translators that joined us are speeding the project up a lot, so I guess I can remove the recruiting message from the OP ;)
 
To those who say "you're falling for it". Let me explain.

Type-0 has a lot of files, and translating increases these file sizes since we had to make our own tools. If you watch my YT video, I have answered some questions for the commenters. We are working on getting it to support most iOS and Android devices. We might be able to continue the PSP version of we can compress the video and audio correctly, but sadly it is very hard. It's easier to port it and optimize the game for Android than keep it on a console that only supports up to 2GB. Of course if we could, we'd port it to Vita, but that's not possible for now. If you don't believe it, you should definitely take a look at the UMD Merging script, which shows the edits we've made to make the game fit better. I can't comment on what Truthkey has done, because I was never part of his project.

A PC version is impossible, because OpenGL compatibility is limited on most GPUs/graphic cards, including mine. OpenGL 3.2 is definitely not an option since we'd have to make so many adjustments for each PC graphics card, instead of just using it on Android and iOS, where OpenGL is more native to the software architecture (where it is known as OpenGL ES, which is for Android and iOS's type of specifications for those wanting to know technical details). Of course we could just port it to Mac and Linux, but honestly, PC is more popular when it comes to games, especially for the fans on this site. Would you rather have a game only support a Mac and Linux kernel, or have it support a more commonly used OS that's easier to use for most?

Android and iOS fit because it's used by many users and easier to optimize files as long as some changes are made. TWEWY: Solo Remix is an example, where it could fit a 2.2GB game with high compression, so downloading was fast and the full game played smoothly.

I hope this clears everything up and explains the reason why we have to bring it to Android and iOS instead. And yes, we understand that many people here love the PSP, and if we could bring it to PSP, we would, even alongside the Android and iOS ports we have planned.

EDIT: And of course, I did not want to leave out one other thing. Using past versions of UMD Merging, it would make loading the game only possible using a Cwcheat and a code (If you don't believe me, read the past pages of this thread). Not everyone has cwcheat and wants to use multiple plugins, so of course we experimented with some alternatives. This is also easier for main users who just want the English patch legally. Of course now, we have fixed that, but this does not fix cutscene optimization, it just puts both discs on one ISO. And of course, we will make Type-0 both discs on one APK/IPA like how the PSP game was planned. Thanks for understanding.
 
Can't tell if the port news is serious...

To those who say "you're falling for it". Let me explain.

Type-0 has a lot of files, and translating increases these file sizes since we had to make our own tools. If you watch my YT video, I have answered some questions for the commenters. We are working on getting it to support most iOS and Android devices. We might be able to continue the PSP version of we can compress the video and audio correctly, but sadly it is very hard. It's easier to port it and optimize the game for Android than keep it on a console that only supports up to 2GB. Of course if we could, we'd port it to Vita, but that's not possible for now. If you don't believe it, you should definitely take a look at the UMD Merging script, which shows the edits we've made to make the game fit better. I can't comment on what Truthkey has done, because I was never part of his project.

A PC version is impossible, because OpenGL compatibility is limited on most GPUs/graphic cards, including mine. OpenGL 3.2 is definitely not an option since we'd have to make so many adjustments for each PC graphics card, instead of just using it on Android and iOS, where OpenGL is more native to the software architecture (where it is known as OpenGL ES, which is for Android and iOS's type of specifications for those wanting to know technical details). Of course we could just port it to Mac and Linux, but honestly, PC is more popular when it comes to games, especially for the fans on this site. Would you rather have a game only support a Mac and Linux kernel, or have it support a more commonly used OS that's easier to use for most?

Android and iOS fit because it's used by many users and easier to optimize files as long as some changes are made. TWEWY: Solo Remix is an example, where it could fit a 2.2GB game with high compression, so downloading was fast and the full game played smoothly.

I hope this clears everything up and explains the reason why we have to bring it to Android and iOS instead. And yes, we understand that many people here love the PSP, and if we could bring it to PSP, we would, even alongside the Android and iOS ports we have planned.

EDIT: And of course, I did not want to leave out one other thing. Using past versions of UMD Merging, it would make loading the game only possible using a Cwcheat and a code (If you don't believe me, read the past pages of this thread). Not everyone has cwcheat and wants to use multiple plugins, so of course we experimented with some alternatives. This is also easier for main users who just want the English patch legally. Of course now, we have fixed that, but this does not fix cutscene optimization, it just puts both discs on one ISO. And of course, we will make Type-0 both discs on one APK/IPA like how the PSP game was planned. Thanks for understanding.
I understand your reasoning behind it, and I have no say as I'm not a member of the project, but I'm pretty sure releasing someone else's game on a new platform, ESPECIALLY profiting off of it, is gunna get you C&D'ed quicksmart.
More power to you if this is actually the truth. I'll wait for April 2nd before I believe it.
 
Can't tell if the port news is serious...


I understand your reasoning behind it, and I have no say as I'm not a member of the project, but I'm pretty sure releasing someone else's game on a new platform, ESPECIALLY profiting off of it, is gunna get you C&D'ed quicksmart.
More power to you if this is actually the truth. I'll wait for April 2nd before I believe it.


Thanks. We're not trying to gauge profit off of it. We're still experimenting with our options before even releasing these ports.
 
When the merged ISO is compressed as a CSO, it's actually around 1.5 GBs, and it runs fine with no notable loading problems. Would that work under the 2 GB file limit?
 
i am not sure if your looking for this but if you are planning on making an ios port i can help with the distribution as this will most likely not get accepted into the app store i can help placing this on cydia,i have no programming experience but i know my way around xcode and cydia,infact i am the first one to get PPSSPP on cydia so i might be able to help with the porting
 

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