I seem to remember something being said a long time ago that the PSX version simply executes the ROM on the disc -- it's the same size as the SNES ROM from what I can tell. Maybe it's possible to use Temporal Flux on an SNES ROM and then burn that as data over the ROM file in the PSX version?
Anyone know what the hell I'm talking about?
In any case, I've taken a quick look-see at the various files on the PSX disc and couldn't find any uncompressed text save the names of the developers. I think I saw that Tetsuya Takahashi of all people worked on Trigger in the graphics department. My, my. Did Masato Kato work on the
Ninja Gaiden series waaay back in the NES days, as a graphic designer? Intriguing how these people get their start.
EDIT: Whoops, I'm totally wrong. Alb_a_tort, this article will be of some interest to you probably:
http://www.chronocompendium.com/Term/PSX_ROM_Notes.htmlThe SNES ROM sitting on the game disc isn't executed at all. Bummer.
Hmmm...from halkun in that article:
"
Due to the changes in the dialogue script, the English is external to the ROM now. (Actually is just a chunk of the US SNES ROM.) The kernel calls that as opposed to the original data inside the whole Japanese ROM. "
If I'm reading this right, the PSX version uses the same script data as the SNES version. There weren't any differences in the script or anything, right guys? So we might be able to run a comparison between the script as stored in Geiger's NA Offsets guide and the data stored in the various files on the PSX CD. Alb_a_tort, do you have a hex editor capable of running comparisons between files? My hex editor has search features powerful enough to handle this sort of thing, so drop a line here if you'd like some help snooping around in the PSX files. We should be able to find them in a jiffy, though I won't get around to looking for the data for a few days.