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<blockquote data-quote="ShadowOne333" data-source="post: 10367379" data-attributes="member: 321711"><p>A little bit of extra information regarding the message_all.dat file, which might help with an issue found early on in the project.</p><p>I remember Hobbit had issues way back when he initially did some line changes in the file, and if the changes were too big, the game would crash with the modified subtitles file.</p><p></p><p>I might have found the culprit of this issue.</p><p>While doing some model modification tests of my own in several computers, one of them had the Wii language set to Spanish for some reason, and by mistake I found out that my modified message file was having the wrong text for Spanish and other languages as well, while English showed up just fine.</p><p></p><p>This triggered my OCD, so I went on and started to check why this might be happening, and upon several tests and debugging, I found out that each of the languages stored within the message_all.dat file NEED to start at a EXACT Hex address for them to work properly.</p><p></p><p>Modifying the DAT file in a text editor doesn't exactly tell you what hex address the text begins at, it simply works with text lines and such, so after modifying the DAT file in a text editor, you can open up the DAT file in an Hex Editor and move the entire parts of the file where the other languages begin to be the exact same as in the original vanilla DAT file, or else the text starts to get corrupted due to overflows, which is most likely what happened to Hobbit during his early tests.</p><p></p><p>I'm not sure just how much this could help for this project tho, since given the huge amount of text that got modified, I'm thinking that the new text is bigger than the original and might even overwrite part of another language's starting position. One possible way to fix this would be to sacrifice an entire language from the subtitles, possibly the German one since it seems to go unused in the English release, and simply reposition the rest of the subtitles in other languages (French, Spanish) properly in their exact hex addresses to match the vanilla file.</p></blockquote><p></p>
[QUOTE="ShadowOne333, post: 10367379, member: 321711"] A little bit of extra information regarding the message_all.dat file, which might help with an issue found early on in the project. I remember Hobbit had issues way back when he initially did some line changes in the file, and if the changes were too big, the game would crash with the modified subtitles file. I might have found the culprit of this issue. While doing some model modification tests of my own in several computers, one of them had the Wii language set to Spanish for some reason, and by mistake I found out that my modified message file was having the wrong text for Spanish and other languages as well, while English showed up just fine. This triggered my OCD, so I went on and started to check why this might be happening, and upon several tests and debugging, I found out that each of the languages stored within the message_all.dat file NEED to start at a EXACT Hex address for them to work properly. Modifying the DAT file in a text editor doesn't exactly tell you what hex address the text begins at, it simply works with text lines and such, so after modifying the DAT file in a text editor, you can open up the DAT file in an Hex Editor and move the entire parts of the file where the other languages begin to be the exact same as in the original vanilla DAT file, or else the text starts to get corrupted due to overflows, which is most likely what happened to Hobbit during his early tests. I'm not sure just how much this could help for this project tho, since given the huge amount of text that got modified, I'm thinking that the new text is bigger than the original and might even overwrite part of another language's starting position. One possible way to fix this would be to sacrifice an entire language from the subtitles, possibly the German one since it seems to go unused in the English release, and simply reposition the rest of the subtitles in other languages (French, Spanish) properly in their exact hex addresses to match the vanilla file. [/QUOTE]
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speaking of games
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gonna look if i still have that sd card adapter
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if i have time for that
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Ok so i do still have the adapter
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i'm late, but pokerogue
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https://gbatemp.net/threads/ps5-m2sdd-quit-working-in-ps5.622567/page-2
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@BakerMan, what's pokerogue?
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