Hello all, I'm really pondering wether I can launch a project for translating Yakuza PSP . The fact is I start with several disadvantages : I don't know japanese I don't have prior experience on the PSP scene or Romhacking in general. But I'm a CS Engineer, know several programming languages, specialized in HPC which gives me a bit of low-level knowledge and sense, and I really want to play the game in English. Anyway, I was poking around the rom files, trying to evaluate how hard it is to hack some english into the game. It's been less than a day since I started this, but I've made some progress : Cutscenes subtitles are really easy to get and translate. They are in CVS, encoded UTF-8. There are 78 files, which amount for all the cutscenes spanning the 10 chapters of the game. Problem is, not all roman characters are available, espacially in lower case. I guess one way to solve this would be to edit the characters tiles, replace the katakanas for roman letters, and calling the good for displaying the wanted letter. I've extracted a lot of GIM pictures, and to test things, edited the one displaying the first chapter title, then repacked it. It works, but the way GIM are packed in files seems unusual, as I did not find any information. Here's a few seconds of the intro, just to show that it's doable : http://webmup.com/E71wS So, what advices or help am I looking for ? Well, two things : Fonts used for subtitles seems to be in a file called font_subtitles.pspf. Here the header of the file. I've set the encoding in SHIFT-JIS, and google translate 映画字幕書体 into Movie subtitles typeface. But I have no idea how to decode it, nor edit it. If you've already deal with something similar, I'll be really glad if could teach me how to do it. Second thing, a lot of GIM files are packed in files started with the header ELPK. After what I think is a TOC, files are just concatenated, without compression nor encryption. Tools like TextER or GitMO easily extracts the GIM files, but without understanding how the header is formed, I have to repack GIM files that are the exact same size. But gimconv gives me files with a different size; slightly bigger, even with the good dimension, endianness, color_format etc. Hacking the GIM file and truncating the end (and modifying the header) works fine (that's how I did for inserting the modified chapter title), but it's extremely messy, long and boring to do it that way, so I'd like help to figure out how the header in encoded. Here's an example of a file containing 12 GIM files : If you can help me or tell me where to look at for information, I would be very grateful. If I can tackle those issue, maybe I'll try to launch a project for translating this great game.