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Author Topic: ToD2's PSP Compression  (Read 1863 times)
DuskShark
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« on: April 26, 2009, 07:34:54 PM »

OK, sorry for constant bring up the PSP thing AGAIN but I have one little question: About the whole new compression thing, is this why you guys need a PSP emulator(same case with Phantasia PSP?)? So you can crack it?
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Penance
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« Reply #1 on: April 27, 2009, 11:40:42 AM »

I don't think emulator's are always needed, most of them are just made so we can play games on PC's, it's only the odd few that have all the debugging options and such.
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pedrocasilva
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« Reply #2 on: April 27, 2009, 12:58:18 PM »

About the whole new compression thing, is this why you guys need a PSP emulator(same case with Phantasia PSP?)? So you can crack it?
That's not the issue, from what I gathered it's really how the game is packaged and how it's structure is.

if, it was the same and no further reverse engineer was needed it would be easy enough to do (like people do undubs for psp these days) but as is... it would require a bunch of work. That's all there is to it really, no problem in compiling the iso and making it run on psp, not with the degree of explotability the console has.
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Carnivol
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« Reply #3 on: April 27, 2009, 03:54:07 PM »

An emulator is more or less your best friend if you're working on this kind of stuff (except from during those times when the emulator behaves just fine while the hardware does not... that's a bit of an ooopsie right there)

Not only is it usually faster to test most stuff via an emulator, but given the right circumstances it is almost absolutely mandatory to have access to one so you can do live monitoring of system memory (or easy dumping of it), trace material, and do other forms of live experiments with the game. Stuff that could take you ages to do if you had to go the console route for it.
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DuskShark
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« Reply #4 on: April 27, 2009, 06:27:22 PM »

Well, an emu for PSP popped up w/ debug options. Problem is, IDK how to start it. And I think it can run UMD games through the PSP.
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