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This page will guide you on how you to make an undubbed version of your own Persona 4 GOLDEN game. This guide covers both the physical and digital versions of the game.
The links to the tools used for unpacking and repacking are down and are going to be updated soon. In the meantime, you can use the xdelta patch method.
The cutscene undub is complete.
The steps in this guide were written so that you can also learn how to mod other games.
- Make sure your Vita is on firmware version 3.60.
- Go to henkaku.xyz on your Vita.
- A popup will appear, touch the "Ok" button and wait for the browser to close.
If the browser crashes, try deleting cookies, rebooting and rebuilding the database.
If you've done everything correctly, there should now be a molecularShell bubble on your Vita menu. You can use it to access your files, install .vpk homebrew and host a FTP server on your Vita.
-
Open your PS Vita settings, go to "Henkaku Settings", and check "Enable Unsafe Homebrew"
-
Open molecularShell and press Select to start the FTP server. Make sure your Wi-Fi is turned on.
-
Open your favorite FTP client on your computer and connect to your Vita.
Recommended settings for Filezilla:
-
Copy
VitaShell.vpk
toux0:
-
Press
Circle
to close the FTP connection. -
Go to
ux0:
, pressX
onVitaShell.vpk
and pressX
again to install it.
You can now use VitaShell instead of molecularShell.
PCSE00120
is the TITLEID for the American version of Persona 4 GOLDEN.
PCSB00245
is the TITLEID for the European version of Persona 4 GOLDEN.
For this, we need to get the game's files while they are decrypted by the Vita. To do this, we use VitaShell's PFS Decryption features.
- Open VitaShell on your Vita.
- Go to
ux0:app/
and highlight the game's TITLEID folder using the directional keys. (Usegro0
instead ofux0
if you're dumping a physical game.). PressTriangle
, go toMore
and thenOpen Decrypted
.
You can now use FTP to access ux0:app/[TITLEID]
, where your decrypted game files will be present. Use any FTP client you like on your PC to dump the game files to a safe location. (Again, make sure to use gro0
instead of ux0
if you're dumping a physical game.)
For any game, you can also access the following locations with the Open Decrypted
functionality:
-
ux0:patch/[TITLEID]
- (Game Update) -
ux0:addcont:[TITLEID]/
- (DLC Content) -
ux0:user/00/savedata/[TITLEID]
- (Save)
If you want to manually extract, modify and repack the game files, you can skip to the "Manual Methos" section.
This method is way simpler and makes use of an Xdelta patch. You just need to get your data.cpk
, the patch, then open xdeltaUI, go to "Apply patch", select the correct files and it's done. MD5 hash included in README.txt.
You now have the undubbed data.cpk
with just a few clicks.
Your own repacked
data.cpk
will probably have a different md5 checksum than the patched one because the.cpk
holds data about how it was built, and any variation on that would change the hash. If you use the .xdelta patch, check the md5 hashes on this section.
Latest 2.0 Patch (753,6 MiB) (Compressed, battle voices fixed) Magnet link: magnet:?xt=urn:btih:0f5b5b174fe91f59552ccfdc645b5f74c72665cc&dn=Persona%204%20GOLDEN%20Undub%20Patch%202.0
The final American patched data.cpk file should have the following md5 checksum: 59a8b4c32ddfdb238f546120b6c494c3
You can convert the American patch to the European patch easily by using another patch.
Patch the American Version patch previously mentioned (.xdelta file) with this patch.
It will generate a new .xdelta file. This will be the patch for your European data.cpk file.
The final European patched data.cpk file should have the following md5 checksum: d889e16b842e69ec2b7cd5a19f3e3fc0
After patching your data.cpk
file, skip to the "Copying Back" section.
After you've got your decrypted game files, store them in a safe place. Try not to change the original files and make a copy of what you are modding to keep things organized and to avoid copying the game's files again. Keep the folder structure intact because we'll need that later to patch the game.
Make 2 folders for your .cpk extraction, one for the English version and another for the Japanese version. You can find a Japanese dump at the Amicitia forum.
Extract cpk_unpack.zip
, open the Windows CMD on the extracted folder, and type:
cpk_unpack "Location of your data.cpk"
Example:
cpk_unpack C:\Users\User\Documents\PCSE00120\data\data.cpk
The program will extract the .cpk's contents in a folder inside its own directory.
Do the same for the Japanese version.
Store the extracted contents in a separate folder. In our case, we could use something like extracted_us
and extracted_jp
.
If you're working with an European version of the game, use
extracted_eu
to clear up some confusion.
Now, create a new folder. This folder will be the one where we will replace the sound files from the American/European version with the ones from the Japanese version of the game. We will be calling it extracted_undub
- Copy all the contents from the
extracted_us
(orextracted_eu
) folder toextracted_undub
. That will be our "base" game. - Copy the
sound
folder fromextracted_jp
toextracted_undub
and merge/replace all the files. - Copy the
model\pack
folder fromextracted_jp
toextracted_undub\model
and merge/replace all the files. This will fix some battle voices still being in English.
This method repackages the files uncompressed, taking almost 3gb of space. I decided to keep it because it uses a GUI and is more user friendly.
For the compressed method, go to the next section.
-
Extract the CriPackedFileMaker.zip file included in the "tools" download provided before.
-
Run CriPackedFileMaker.exe
-
Change the base directory by clicking on the folder icon on the top, and sekect the
extracted_undub
folder. -
If all the files are there, you can click the "Build CPK file..." button.
-
Leave everything just like the following picture:
-
Click "Start to Build"
-
After it has finished packing the files, open CriPackedFileMaker.exe again.
-
Click on the top right button that says "Open a CPK file" and select your newly packed data.cpk.
-
Verify if it shows info similar to the following ones:
- If everything seems correct, we can now put the file back on the Vita.
This method repackages the files compressed, taking almost half the space the file from the uncompressed method takes.
-
Extract the CriPackedFileMaker.zip file included in the "tools" download provided before.
-
Copy
cpkmakec.exe
andCpkMaker.DLL
to theextracted_undub
folder. -
Download this .csv file.. Rename it to
data.csv
put it inside theextracted_undub
folder. -
Hold CTRL+SHIFT and right click on an empty space inside the folder. Click "Open Command Window Here". Or just
cd
into theextracted_undub
folder using CMD. -
Type the following into CMD. The program will now repack all your files into a
data.cpk
file inside theextracted_undub
folder:
cpkmakec data.csv data.cpk -align=2048 -mode=FILENAME -code=UTF-8
-
After it has finished packing the files, open
CriPackedFileMaker.exe
. -
Click on the top right button that says "Open a CPK file" and select your newly packed
data.cpk
. -
Verify if it shows info similar to the following ones:
- If everything seems correct, we can now put the file back on the Vita.
To mod Vita games we can't just replace the files in ux0:app/[TITLEID]
, we need to put the modified files in ux0:/patch
.
Persona 4 GOLDEN uses a single .cpk file for all its contents besides the manual and videos, so we need to copy the entire data.cpk we just created to our Vita. This makes the game take up twice the original space, but we have a workaround. We can just use an empty file named data.cpk
to replace the one located in ux0:app/[TITLEID]
. It will only look for the one in the patch
folder.
Make sure you have a param.sfo
file inside the sce_sys
folder at ux0:patch/[TITLEID]/sce_sys
or else the game won't boot. You can use the one from molecularShell located at ux0:app/MLCL00001
if you're modding the digital version.
If you're modding the physical version of the game, we can't use molecularShell's param.sfo
, you have to get the param.sfo
file from your decrypted game dump we did before.
Open the param.sfo
file using this program and change the APP_VER
parameter of your game file and put something higher, like 1.01.
After doing this, put the edited param.sfo
file in ux0:patch/[TITLEID]/sce_sys
.
ux0:/patch/PCSE00120/sce_sys
for the American version of Persona 4 GOLDEN.
ux0:/patch/PCSB00245/sce_sys
for the European version of Persona 4 GOLDEN.
We put the modified files in
ux0:patch/[TITLEID]
regardless if we're using a physical or digital game.
And last but not least, put the new data.cpk
created from the files of extracted_undub
inside ux0:/patch/[TITLEID]/data
The Persona 4 GOLDEN cutscenes aren't stored inside the data.cpk
file, so it's easier for us to modify them. You just have to put your properly encoded video files inside ux0:patch\[TITLEID]\data\movie
and rename them accordingly.
If you also want the cutscenes to be in Japanese, you can download the subbed videos using the following link:
Magnet link: magnet:?xt=urn:btih:a8fed57850eec56940566454f63ca524180cdfb3&dn=Persona%204%20GOLDEN%20Cutscene%20Undub
I have also included some files used in the subbing process inside the Misc
folder.
The game should now boot and you can now play Persona 4 GOLDEN with Japanese voices.
You can try experimenting with the .mp4 files from the dumped game. It's possible to sub them and convert them back. You just have to use the same encoding options and put the file in the same structure as the game folder inside app
, but inside the patch
folder.
If you have any questions, feel free to create a new issue on GitHub.
Thanks to:
- The Henkaku devs (@Yifanlu and others) for creating Henkaku and giving birth to the Vita homebrew scene.
- theflow0 for creating VitaShell and many other useful tools.
- @RyanShrinefox (for the tools used for data.cpk extraction, tips on compression and battle voices).
- @regularpanties (for providing the Japanese rip).
- Mr. Gas and Major Tom for the old PFS decryption process.