For what it's worth, when I did my playthrough to figure out how keeping Nei works, I documented much of what I found about how the game tracks player/story progression:
https://github.com/1Dragoon/psgen2_hax/ ... _memory.mdMight be useful if anybody wants to quickly skip to certain parts of the game while testing on a real PS2 without having to alter the game code in potentially breaking ways that might have resulted in the project being stalled earlier. Although I don't have a real PS2 to test against, many of the scalar values I listed appear to be stored verbatim in the virtual memory card files.
As for bugs I've found in the current beta release, so far all of them seem to involve text bugs. One of which is where the game seems to list Shelly as "Sherry" occasionally. The other are apparent bugs in the enemy names. When I was trying to figure out how enemy stats worked, I wrote a parser that seems to have caught all of them, the output of that is here:
https://github.com/1Dragoon/psgen2_hax/ ... enemies.mdThe actual code to generate that can be found in the same repository. Anyways, notice some enemy names are completely blank, and some have broken text. The ones with broken text mostly render as the \x12. I had to guess how the character encoding worked as it didn't appear to be compatible with any shiftjis documentation I could find, and my converter could be wrong, but it is so far consistent with the in-game behavior I've observed.