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Old saves work perfectly fine as well, so Im beyond overjoyed. Atari 7800. Atari Jaguar. Atari Lynx. Coleco Colecovision. ![]() Sega CD. Sega Genesis. Sega Master System. ![]() I would like to mention that a small bug was left in the PPSSPP HQ patch, causing Mashymres and Charas sprites to be switched with eachother on the Character training screen. Sd Gundam G Generation World English Patch Zip Has BeenThe NPJH50681 zip has been updated with the correction (only the.ini file has changed). While I originally did try to make a program to generate the proper datafiles for reading Higher resolution sprite, but in the end I settled on converting the ones used by the Wii version of World (as it uses the higher res sprites). Sd Gundam G Generation World English Patch Code Has BeenI have uploaded a sample of the original, and imported datafilessprites here: I have, on multiple occasion have confirmed, that increasing the filesize (resolution) of the sprites can cause the game to start having memory write errors, some at random some more consistently (increasing the sprite size of the original Gundam from 96.96 to 128.128 always causes memory write errors on stage A1 when it first appears, even when no code has been changed in the game.) Yeah, not really feasible. Technically this solution works, but it has the same problem as the above one with the memory issues. Click to expand.allrady try reversing it Example from 96.96 to 64.64, if problem still show up probably need some code re-arrangement(and possible hacks for it) i guess it was UV Problem which cause some problem into game directly due different resolutions. Since i dont have a lot of time i cant give any.real. I will look for it later, now im thinking about replacing map sprites that is possible to do. Note: sorry for my bad english and im not a hacker too, just an texture editor and still a learning-programming guy. Click to expand.When a game is translated, a lot of hacking occurs (due to new graphics, text compression, and other things), which tends to move pointers and memory addresses around. CWCheats (and cheat codes in general) target specific memory addresses, so by changing the address where a given value is stored, that code will no longer work as intended. Easy workaround, really; load up an unpatched iso, apply the codes, then save at the intermission screen. Load up the save with the translated iso, and you get your effects. Mind you, this only works for static things like Ace Points, Capital, etc. Continuous things like ignoring level requirements for upgrades wont persist this way. When a game is translated, a lot of hacking occurs (due to new graphics, text compression, and other things), which tends to move pointers and memory addresses around. I just downloaded and applied the translation patch today, tried it out and it works first time.
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