1 Download Phantasy Star Portable 2 Infinity English Patch

1 Download Phantasy Star Portable 2 Infinity English Patch Average ratng: 3,5/5 5971reviews

For Phantasy Star Portable 2 Infinity on the PSP, a GameFAQs message board topic titled 'How to put english translation in phantasy strar portable 2 infinity'. Some may be familiar with Phantasy Star Portable and Portable 2 which received English releases, however 2 Infinity never did. Personally I really like. How To Install Cyrillic Font On Windows 7.

Alright, I had mentioned earlier in another thread that because of me trying to help a non-Japanese-speaking friend of mine make the transition from PSP2 English to PSP2i Japanese, added with the decreased likelihood of SEGA of America bringing Phantasy Star Portable 2 Infinity to English-speaking territories, that I was going to create a Full Translation Guide covering the majority of Phantasy Star Portable 2 Infinity. Amadeus Pro 1.5 Serial. I'm going to be using Microsoft Word to write this guide, including screenshots and Japanese text, while posting and upating this thread to track progress on the guide. The things I plan to include: Translations of the majority of all the buttons and menues. Translations of basic terms. 'Photon Arts', 'Save Game', 'Network Play', etc.

1 Download Phantasy Star Portable 2 Infinity English Patch1 Download Phantasy Star Portable 2 Infinity English Patch

Translations of the names of all Photon Arts. Which choices to make during storymode. The main objectives for Storymode on a chapter-by-chapter basis, and Parameters for getting S-Rank. Plot Script, so you'll understand 100% of the story.

(That way, all you people whining about 'I wanna play the story in English' won't be able to complain.) A complete overview and guide (with screenshots) on how Infinity Missions work and how to successfully synthesize missions. (I got really adept at Synthing missions over the past couple of months) Translations of Monster Spawn Tables for Infinity Missions (only).

Glossary Indexes with names of the following translated: ===Inventory Items & Consumable Items ===Names of Weapons (You'll have to look up stats on your own, or the Japanese Wiki) ===Names of Bosses (I don't plan on doing names of basic Monsters. You can figure those out on your own.) ===Basic names and terms of Modules and Lineshields / weaves. A 2-page sheet of Hiragana & Katakana Alphabets translated to English so you can read / decipher Japanese on a basic level. URLs of places you can go to dig up more information. With that having been said. Here's where you guys come in.

List off things you'd like to potentially see included in this guide. In case I miss anything you feel is important, and I'll see about getting them into the guide as I write it.

I figure I'd do this since I guess I need a 'follow-up' to the guide I wrote for Japanese Vanilla PSP2 on GameFAQs. That, and I have some time-off from college due having relatively easy classes. And don't worry, I've done my best to make this guide printer-friendly and saved it into the form of a.PDF file. ======================================= LIST OF WHAT HAS BEEN COMPLETED THUS FAR: Anything highlighted is what has been completed in the guide thus far: Table of Contents •[Pg. 003] 1: Forward & Version List •[Pg. 003] 2: The Japanese Alphabet & Romanization [Pg.

003] • Overview & Explanation: How to Read Elementary Level Japanese [Pg. 004] • Notes on Pronunciation and how to Read [Pg. 006] • Hiragana Chart [Pg. 007] • Katakana Chart [Pg. 009] • Lower-Case Letters, Extended Voicing and the Letters “Tsu” [ つ / ツ ] and “Wo” [ を / ヲ ] •[Pg. 010] 3: Changes from Phantasy Star Portable 2 to Phantasy Star Portable 2 Infinity •[Pg. 011] 4: Controls & Basic Gameplay Functions •[Pg.

015] 5: Menu Translations In-Game: Options and Shopping Menus •[Pg. 027] 6: Network & Lobby Functions •[Pg. 029] 7: How to get Fullyen Curtz and Vasque’s Partner Cards •[Pg. 034] 8: Story Mode Walkthrough • [Pg.

035] Prologue • [Pg. 040] Chapter 1: Act 1 • [Pg. 051] Chapter 2: Act 1 • [Pg. 060] Chapter 2: Act 2 • [Pg. 069] Chapter 3: Act 1 • [Pg.

076] Chapter 3: Act 2 • [Pg. 084] Chapter 4: Act 1 • [Pg. 098] Chapter 4: Act 2 • [Pg. 104] Chapter 5: Act 1 • [Pg. 112] Chapter 5: Act 2 • [Pg. 117] Chapter 5: Act 3 • [Pg. 118] Epilogue • [Pg.

128] Side-Story 1 • [Pg. 135] Side-Story 2 •[Pg. 149] 9: Infinity Missions [Pg.

149] • What are Infinity Missions? 150] • Synthesizing Missions [Pg. 151] • Need-to-Know Facts [Pg. 152] • Special Effects, Areas, and Bosses [Pg. 156] • Planetary Treasure [Pg.

157] • Monster Spawn / Drop Tables [Pg. 165] • How to Synthesize Missions Effectively and Efficiently •[Pg. 168] 10: Glossary of Translated Names [Pg. 168] • Important Items: Inventory / Consumables [Pg. 170] • Photon Arts – Skills / Bullets / TECHNIC Disks [Pg.

173] • Type Abilities, Old & New [Pg. 184] • Weapons / Shields / Modules [Pg. 226] • Bestiary [Pg. 229] • Translated Names of Missions: Old & New [Pg. 229] • Free Missions [Pg.

230] • Extra Missions [Pg. 231] • Exchange Missions [Pg. 232] • Client Orders •[Pg.

234] 11: Further reading on using Japanese [Pg. 234] • How to type in Japanese using the Soft Keyboard / How to use Lobby Actions & Animations [Pg. 235] • “If I want to learn Japanese, where are some good places to get started?” --- ======================================= NOTICE: DOWNLOAD HERE ==>>>Control Panel >>Regional and Language Settings to add support for Japanese there. Mac users shouldn't have to worry about this, though. ======= Quoted for those who're still concerned about the English Patch that ColdBird is working in and keep asking me about it. Originally Stated On April 23rd, 2012 - Allow me to clarify things once again: I started my Infinity Translation Guide around June 15th, 2011. Infinity had been out in Japan since February 24th, 2011 and by the time I started working on the guide, it was more than evident that there would be no official English release due to Sega's track record.

During that time, people--mainly those on GameFAQs.com were still clamoring for an English Patch in spite of the fact that I was working on my guide. Somewhere down the line around October, word of my guide had spread far enough to the point where Coldbird (Creator of the PRO CFW series of firmware, and fan of Phantasy Star) had found out about it and ultimately gave him inspiration for his next project. After joining up on PSO-World, Coldbird began to spearhead the project for a Translation Patch (existing separately from my guide).

Myself and others volunteered to aid in translating text dumps and scripts that Coldbird had directly lifted from the game's coding. Everything for the most part was going fine.

Coldbird had (and presumably still has) big aspirations for the patch--one of the biggest being inserting Anti-Cheating Measures installed within the patch in an effort to keep Infinity from turning into USA / EUR Vanilla PSPo2. But he then hit a snag. He was designing the patch around the idea of it being used in conjunction with his PRO CFW. After I basically backed off from translating the script dumps so I could finally finish the guide (for you guys, mind you), after little over a month Coldbird eventually backed off from working on the patch in favor of other things having to take priority.

Mainly working on his latest PRO CFW for PSP (and ultimately maximizing the effectiveness of the planned patch and all its new features). Quite some time ago, to ease everyone's minds a bit, I went in Skype and spoke with Coldbird for a bit to confirm the fact that he was busy with other things at the moment. I also asked him if he'd make a brief appearance here on the forums to give everyone an update on the situation--which he did. The translation patch has been on hiatus since roughly the end of October / Beginning of November of 2011. I finished my translation GUIDE (Not the same as the patch.) somewhere around the end of March 2012, with the last update having been on April 1st 2012 on the basis that I don't like leaving my own projects unfinished, and I felt that Phantasy Star fans should have the game in English in at least SOME kind of form. To this day, people still confuse my guide and Coldbird's patch to be the same thing, when they're not.

And has pretty much derailed from its original topic, and is continually bumped by people who haven't been reading the past few pages, or people fresh off of GameFAQs or some-such looking for the patch that was never released--thus causing people to think that the patch is still currently being worked on. At best, the patch only exists in the form of a Beta dump plugin that only a select few [myself included] have actually tested with only a minimal amount of things translated (like the character creation menu, that's about it). Plus, it's somewhat buggy in that it causes the game to freeze up every now and again.

Will ColdBird come back to finish the patch? There's a chance he will. He's a pretty nice guy. From a realistic standpoint though, given the nature of patches for RPGs, a decent patch for Infinity that includes the story text and everything is still a long ways off. Months to a year. That's from my personal experience, though.

WHat makes you think they won't translate it to the US? Sega is just slow with their shit. And unlike SE is not burning in hell for being stupid.

(A shame really, they need to be caressed by fire)Never said they flat-out wouldn't. I did say there's a decreased likelihood though. Sega's pretty focused on PSO2 and working with PS Vita at the moment.

I don't think there's too much interest in them bringing Infinity to the West. Or if they do bring it, it probably won't be all the way until the end of this year. There's a whole 'nother thread unrelated to this one debating whether or not they'll bring it to the West. I just started this thread to be independent of that one. This thread is about a guide for the Japanese version that anyone can play right now. Not about a guide for a 'possible' release in the West.

How difficult would it to be be to play this game if one only knows katakana?95% of the names of Items / Shieldweaves / Modules (with the exception of Mirage Blasts, which are almost exclusively in Kanji) / Weapons in this game are displayed in Katakana. The other 5% are Hiragana, Kanji, and English. 80% of the Menues, and Options are in Hiragana & Kanji. 20% in Katakana. 70% of the Storyline Dialogue is in Hiragana & Kanji, with 30% in Katakana for names of people, places, and things. 95% of the names of Missions are in Kanji and Hiragana. But mostly Kanji.

5% in Katakana. With that rundown, you'll be most proficient at knowing the names of Weapons / Items / People / Bosses / Monsters, if you just know Katakana.

Although studying is considered a legitimate scientific nowadays, it is still a very young one. In the early 1970s, a psychologist named J. Guilford was one of the first academic researchers who dared to conduct a study of creativity. One of Guilford’s most famous studies was the nine-dot puzzle. He challenged research subjects to connect all nine dots using just four straight lines without lifting their pencils from the page. Today many people are familiar with this puzzle and its solution. In the 1970s, however, very few were even aware of its existence, even though it had been around for almost a century.

If you have tried solving this puzzle, you can confirm that your first attempts usually involve sketching lines inside the imaginary square. The correct solution, however, requires you to draw lines that extend beyond the area defined by the dots. At the first stages, all the participants in Guilford’s original study censored their own thinking by limiting the possible solutions to those within the imaginary square (even those who eventually solved the puzzle).

Even though they weren’t instructed to restrain themselves from considering such a solution, they were unable to “see” the white space beyond the square’s boundaries. Only 20 percent managed to break out of the illusory confinement and continue their lines in the white space surrounding the dots. The symmetry, the beautiful simplicity of the solution, and the fact that 80 percent of the participants were effectively blinded by the boundaries of the square led Guilford and the readers of his books to leap to the sweeping conclusion that creativity requires you to go outside the box.

The idea went viral (via 1970s-era media and word of mouth, of course). Overnight, it seemed that creativity gurus everywhere were teaching managers how to think outside the box. Consultants in the 1970s and 1980s even used this puzzle when making sales pitches to prospective clients. Because the solution is, in hindsight, deceptively simple, clients tended to admit they should have thought of it themselves. Because they hadn’t, they were obviously not as creative or smart as they had previously thought, and needed to call in creative experts.

Or so their consultants would have them believe. The nine-dot puzzle and the phrase “thinking outside the box” became metaphors for creativity and spread like wildfire in, management, psychology, the creative arts, engineering, and personal improvement circles. There seemed to be no end to the insights that could be offered under the banner of thinking outside the box. Speakers, trainers, training program developers, organizational consultants, and university professors all had much to say about the vast benefits of outside-the-box thinking. It was an appealing and apparently convincing message.

Indeed, the concept enjoyed such strong popularity and intuitive appeal that no one bothered to check the facts. No one, that is, before two different research —Clarke Burnham with Kenneth Davis, and Joseph Alba with Robert Weisberg—ran another experiment using the same puzzle but a different research procedure. Both teams followed the same protocol of dividing participants into two groups. The first group was given the same instructions as the participants in Guilford’s experiment. The second group was told that the solution required the lines to be drawn outside the imaginary box bordering the dot array. In other words, the “trick” was revealed in advance. Would you like to guess the percentage of the participants in the second group who solved the puzzle correctly?

Most people assume that 60 percent to 90 percent of the group given the clue would solve the puzzle easily. In fact, only a meager 25 percent did. What’s more, in statistical terms, this 5 percent improvement over the subjects of Guilford’s original study is insignificant. In other words, the difference could easily be due to what statisticians call sampling error. Let’s look a little more closely at these surprising results.

Solving this problem requires people to literally think outside the box. Yet participants’ performance was not improved even when they were given specific instructions to do so. That is, direct and explicit instructions to think outside the box did not help. That this advice is useless when actually trying to solve a problem involving a real box should effectively have killed off the much widely disseminated—and therefore, much more dangerous—metaphor that out-of-the-box thinking spurs creativity. After all, with one simple yet brilliant experiment, researchers had proven that the conceptual link between thinking outside the box and creativity was a myth.

Of course, in real life you won’t find boxes. But you will find numerous situations where a creative breakthrough is staring you in the face. They are much more common than you probably think. *From Copyright 2014 Drew Boyd.

There are many theories of creativity. What the latest experiment proves is not that creativity lacks any association to thinking outside-the-box, but that such is not conditioned by acquired knowledge, i.e., environmental concerns. For example, there have been some theories such as those of Schopenhauer (see his remarks about Genius) and Freud (see his remarks about Sublimation) that propose creativity is something more like a capacity provided by nature rather than one acquired or learned from the environment. Rather than disproving the myth, in other words, the experiment might instead offer evidence that creativity is an ability that one is born with, or born lacking, hence why information from the environment didn't impact the results at all.

It's an interesting experiment, but the author's conclusion cannot possibly follow from the results of it. I conduct soft skills training and outbound training for Corporates and individuals.

To enhance creativity we motivate the participants to approach the problems from variety of vantage points. Even repeatedly checking the boundary conditions we are able to come up with variety of ways of solving the problem. This is akin to checking the walls of the box. Looking inside the box for additional information, additional resources also helps. Looking at the box from bird's eye view triggers some different creative solutions. Let us not get tied down to the mechanics but free ourselves to find the solution. I will give an example.

You are playing football with family and friends at a distant ground and someone gets bruised badly. No first aid kit is available. Your priority is to get the person to a hospital ( at a distance of 2 hours ). The wound is bleeding and needs to be kept clean and bacteria free till the person reaches the hospital. What will you do? Think of a solution. It is quite close to you.

With all due respect, Professor Boyd, your argument is not at all compelling. It seems that you are taking the 'thinking outside the box' (TOTB) metaphor much more literally than it is intended (or, at least, as I and may others infer). Let me point out a few false and/or negligent statements that you make: 1. To refer to TOTB as 'dangerous' is naive, at best. I, personally, have seen the positive, tranformative effects of not only the 9-dots exercise, but also the occasional use of the term to remind individuals after-the-fact about the value of thinking differently.

The experiment you refer to doesn't even come close to proving what you suggest that it does. To use the term 'proving' in an argument like this is laughable. In real life, you absolutely WILL find boxes.that is, if you understand what the term 'box' refers to. Here, the term is not literal; rather, it refers to a mindset, a perspective, a belief, or an assumption.

It is precisely how the human mind works. We all think in boxes all the time. The 'sin,' if you will, is not in thinking inside of a box.but the neglect to readily switch from one box to another, nimbly (see Alan Iny's new book, 'Thinking in New Boxes'). A different -- and very healthy, positive, and productive -- way to think about TOTB is to understand that it merely represents an insight that can remind an individual to consciously become aware of limiting assumptions. And, upon such awareness, to open ones mind and imagination to actively explore new possibilities beyond the obvious or initial answer. If you don't regard this as valid contribution to creativity, then I suggest you consider spending a bit more time outside of that 'box' that you've presented here. I couldn't have said it any better.

TOTB is a beautiful skill to have. We are born into multiple boxes that are created upon social agreements (e.g.

Illustrated by the hermeneutic circle) but the ones who dare to think outside of what is considered as social or scientific correct (all the boxes together) are the minds whom are absolute free and open towards new moralities, paradigms, innovations and creativity in general. Saying that TOTB is a negative thing is a very conservative statement and someone who has such a belief is scared of change, scared of diversity and scared of anything that is abstract and out of order.

I'm all about TOTB and the best way to TOTB is to fully understand the box in the first place and why some people are scared of TOTB hence also lacking the ability to do so. Fold the paper so all the dots ovelap.

Use four lines to connect four dots. Hold the folded paper up to the light.all dots connected; Thinking outside The Box. For that matter, you could fold the paper until all the dots overlapped and you would not need to waste any pencil lead; Thinking outside The Box.

Use a very wide pencil lead or charcoal block for that matter, connect all the dots in one fell swoop; Thinking outside The Box. Forego a pencil altogether and use a bucket of paint to create a huge blot over all the dots; Thinking outside The Box. Question the dots and why they need to be connected in the first place; Thinking outside The Box.

Erase the dots; they are a distraction to Thinking outside The Box. Create your own dots and lines in any fashion you desire; Thinking outside The Box. People that say, it's a misguided idea,, do not know how to think outside the box, I can look /listen/ at anything an tell you how to fix it. I play chess with my pc, an beat it all the time, and the reasoning is I do not think logically, like the pc does. It has a set of rules that it was programed with an you were in college, I do not play by the rules, I can play without the queen.Also when you go the a school that teaches how to think about something, that is all you know how to do.I have had engineers come to my deck, hand me a set of blueprints, because that was the way they were taught. They are never taught to look at it, in there mind to see it working.

What I do is show them how wrong they are, an ask them what tool in the world can cut a square hole inside the middle of two long tubes. They can not think outside the box, that they were taught to do. If was going to tell you about an airplane the TR-3B, it travels a little bit under light speed, an it uses nuclear fusion, which turns into plasma an powers the craft, that was built outside the box.

An if you do not believe me type it into your search engine, you can also look it up at the library of congress under new patients. You my brother, do not have the inkling of understanding to think outside the box. That's why you are a psychologist an nothing more.