11 March 2016 - Forum Rules
Started by 6Kyojin4, May 28, 2022, 03:51:42 PM
Quote from: [Unknown] on May 28, 2022, 06:09:12 PMI'm not that familiar with this game's font handling (just its RGB ramp handling which has caused performance issues in PPSSPP), but these might be PGFs, which are somewhat common on the PSP. There are some tools for reading these, such as:https://ppsspp-font.netlify.app/They could also be compressed in some way, or something. I'm definitely not sure they're PGFs.I'd usually suggest using a debugger to figure out more about how the game reads them. For example, in PPSSPP turn on IO logging and look at what file is even being read when. Then you could set memory breakpoints to find what code reads from the files, once they're read into memory.-[Unknown]
Quote from: [Unknown] on May 28, 2022, 07:42:34 PMIf you open the log console and turn on the SCEIO logs at the debug level in developer settings, you'll see all the calls to sceIoRead and sceIoOpen.The game must be opening the file off the disc and reading it into memory. That's how you could set a breakpoint based on the file.Conversely, you could set a breakpoint based on the texture, to see when that's written. That would be based on the Texture L0 address in your screenshot.The GE debugger isn't going to help you understand the file format. The Disassembly is what might help you.Make sure you're using a recent version of PPSSPP (ideally the latest git build.) It has more features in the memory view, which may also help investigating.-[Unknown]
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