Board index » Present Evidence » Games

Page 6 of 22[ 880 posts ]
Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9 ... 22  Next
 


Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

Gender: None specified

Rank: Prosecutor

Joined: Fri Sep 05, 2008 9:18 pm

Posts: 821

Any chance of releasing those high quality .mod's you mentioned that one time?
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

Gender: Male

Rank: Prosecutor

Joined: Thu Mar 06, 2008 8:36 pm

Posts: 770

Yeah, that would be neat to have those mods. How did you manage to rip them? Other casemakers could benefit from them by helping to lower the filesize.
Creator of PyWright, the lovable case construction system!
Also visit the PyWright post.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

saluk wrote:
Yeah, that would be neat to have those mods. How did you manage to rip them? Other casemakers could benefit from them by helping to lower the filesize.


The .mod files are files I compiled from a free .mod site. I browsed through and found some decent sounding .mod files I felt would sound nicely during trial, character and interrogation phases.

Nothing to do with actual Capcom .mod files D: sorry.

And I just looked at what I'm going to do. There was a HUGE discrepancy due to emulator problems.

1. iDeaS has FAT support OR EFS support (only one at a time) and has really horrible sound if your computer isn't decent.
2. no$gba has NO FAT support but EFS support and has excellent sound support.

Due to this, I know what to do. Using a .nds file, one will use "DSLazy", a .nds file unpacker and packer. You will be able to navigate through the folder extracted (C:\NDS_UNPACK, for instance) and the file path will look like this:

C:->NDS_UNPACK->Characters (Character animations)
SFX (Sound effects)
Music (.mods, .mp3s)
Cases (Your .ini files and case art images will be placed here)
Maps (All 100 Phoenix Wright maps)
CMaps (All 100 Phoenix Wright collision maps for examination)
GFX (Photos, evidence images, etc.)
Movies (.GIF support can play .GIF files, no matter how long)

Just change the images and repack and you'll be able to play your custom cases (I'll probably have it support at least 100 different cases, so Case000.ini, Case001.ini, etc. and the case menu will scroll through them.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

Gender: None specified

Rank: Prosecutor

Joined: Fri Sep 05, 2008 9:18 pm

Posts: 821

FAT? EFS?
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

Gender: Male

Rank: Prosecutor

Joined: Thu Mar 06, 2008 8:36 pm

Posts: 770

That sounds like a pretty good method to compile cases.

MrCheeze: FAT support means writing directly to the filesystem of an SD card, which is what most carts to play homebrew use. EFS is a kind of virtual filesystem which makes a ds rom browseable from a homebrew application (but not the raw files on the SD card, just browsing the rom). So due to various ways emulators handle things, b12 is going to use EFS which means you have to extract the files on the rom, add your custom files, and then pack it again; but it means it will work everywhere.

FAT would be better for flash card users, because you could put more than one case on the flash cart at once, which would be difficult with EFS. But anyone can get an emu, while flash carts are much more rare.

B12 - is it possible to support either EFS or FAT? One of the roms supports EFS while another one supports FAT? It's not that important, you should start with just one to finish sooner, but it seems like it would be possible to add down the road.

Too bad those mods were just from modarchive, hehe.
Creator of PyWright, the lovable case construction system!
Also visit the PyWright post.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

saluk wrote:
That sounds like a pretty good method to compile cases.

MrCheeze: FAT support means writing directly to the filesystem of an SD card, which is what most carts to play homebrew use. EFS is a kind of virtual filesystem which makes a ds rom browseable from a homebrew application (but not the raw files on the SD card, just browsing the rom). So due to various ways emulators handle things, b12 is going to use EFS which means you have to extract the files on the rom, add your custom files, and then pack it again; but it means it will work everywhere.

FAT would be better for flash card users, because you could put more than one case on the flash cart at once, which would be difficult with EFS. But anyone can get an emu, while flash carts are much more rare.

B12 - is it possible to support either EFS or FAT? One of the roms supports EFS while another one supports FAT? It's not that important, you should start with just one to finish sooner, but it seems like it would be possible to add down the road.

Too bad those mods were just from modarchive, hehe.


The only reason why I'm not using FAT is because the only emulator that supports FAT loading is iDeaS, which has shit audio.

no$gba is excellent for sound, but cannot support FAT. iDeaS can support FAT and EFS.

With that said, I feel it would be easier for me to organize it as EFS, rather than having both a FAT and EFS version.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

Grammar Nazi

Gender: Male

Location: Texas ya'll!

Rank: Desk Jockey

Joined: Thu Dec 04, 2008 2:54 am

Posts: 115

So Flash cards do or do not run EFS? (I have 1)
Sprites
As you can tell by the sig and avatar (or lack thereof), I am a minimalist.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

rednano12 wrote:
So Flash cards do or do not run EFS? (I have 1)


Flashcards run with both :p (Thank god)

If I have time later on during the release of the full version, I'll include both an EFS and FAT version.

EFS will be for people using the computer and FAT will be for people with actual DSes. FAT runs at least 30% faster than EFS (not that it matters, the loading time is hardly noticeable for sprites) and does not require repacking and unpacking (which should only take a few seconds per compilation anyways).

EDIT: Due to the fact that my .bin files are exposed for anyone in the DS homebrew community to use, I've just placed a quick little watermark on each animation sprite (really small, just says "B12" in the top right corner) to prevent for plagarism.

Update: Saving/Loading files as long as New Game menu and case art compatibility is complete. However, I have one question:

How should I organize the 'New Game' and 'Continue' menus? I'm thinking having a New Game and Continue menu separate with identical menus (the case selection menu from original PW, with Confirm/Back as the buttons and case art/case titles) for both, with the two having Confirm buttons for 'New Game' and 'Continue'.) Another method would be to have top left/top right buttons for New Game and Continue.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Found files for UTF-8 support. AADS will support Japanese (kanji, hiragana and katakana) and all European languages with accents.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Adding:

24 (each) evidence/profile support
Dynamic adding of items/proflies
Courtroom HP bar support

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

Objection... Hold it!

Gender: None specified

Rank: Decisive Witness

Joined: Mon Oct 20, 2008 7:12 am

Posts: 283

Oh, I just realized.
YOU CAN't put custom sprites? So all the sprites you can use are only on the embed file?
Or am I misunderstood?
Because if it's that you cannot insert custom files, it's bad... real bad.
ImageImageImageImage
Image
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

ksunwoo6 wrote:
Oh, I just realized.
YOU CAN't put custom sprites? So all the sprites you can use are only on the embed file?
Or am I misunderstood?
Because if it's that you cannot insert custom files, it's bad... real bad.


You can put:

Custom music
Custom animation sprites (with your own sprite coding)
Custom evidence
Custom profiles
Custom maps
Custom collision maps (for examining maps)
Custom caseart
Custom cases (obviously)
And any other custom thing located in the EFS (lots)

This will all be explained after BETA 1 has been released.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

I hate Klaviema >_>

Gender: Male

Location: UK

Rank: Ace Attorney

Joined: Sat Aug 16, 2008 4:17 pm

Posts: 1938

How simple is the scripting? As in, is it around PyWright level, or more PWlib-ish?

I can probably learn either eventually, but I picked up PyWright very quickly, but PwLib's taking a long time to figure out...
ImageImage
ImageImage
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

PWLib / AIGE developer

Gender: Male

Location: 127.0.0.1

Rank: Prosecutor

Joined: Tue May 01, 2007 9:27 pm

Posts: 649

RandomJibberish wrote:
How simple is the scripting? As in, is it around PyWright level, or more PWlib-ish?

I can probably learn either eventually, but I picked up PyWright very quickly, but PwLib's taking a long time to figure out...
This isn't quite going to be the case when PWLib 1.2 Mio comes out.
If you put your mind to it, you can accomplish anything!
"(Not)Guilty" for PWLib | Emergency Case Selection Fixes
Case 1-1 for PWLib | Pearl
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

Gender: Male

Rank: Prosecutor

Joined: Thu Mar 06, 2008 8:36 pm

Posts: 770

From what he has said, the scripting on here looks to be much easier than even pywright. Less flexible, every construct is predetermined. "Scripting" AADS is more of just writing a datafile than an actual script. It's much more like AAO I think than pywright or pwlib. But that's just what I've gleaned from the posted snippets, b12 might have something different to say :)
Creator of PyWright, the lovable case construction system!
Also visit the PyWright post.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

saluk wrote:
From what he has said, the scripting on here looks to be much easier than even pywright. Less flexible, every construct is predetermined. "Scripting" AADS is more of just writing a datafile than an actual script. It's much more like AAO I think than pywright or pwlib. But that's just what I've gleaned from the posted snippets, b12 might have something different to say :)


Um...

Saluk hit the spot.

Basically, the script is just you defining variables.

For example:

Scr1Text=Test

This will show "Test" on the screen.

Scr1Anim=13

This will show animation ID 13, which is grinning Mia.

Scr1NPCID=1

There is a definition of NPCs and their names (you input the names like so:

[Profile1]
TextboxName=Mia

That will define Scr1NPCID=1 to show Mia in the top left textbox name corner)

And that is one complete set. Then after that Scr1, there's Scr2.

So:

Scr1Text2=Test again.
Etc.
.
.

There is no real scripting involved. That can be advantageous and disadvantageous. This also means that you cannot go further than what the casemaker allows you to. However, the limits to what you can do or cannot do are not THAT limited IMO. I just need to develop more options, to emulate options people can create through coding using PWLib or PYWright.

Some other advantages include:
- No load time
- Mac (deSmuMe)/PC (no$gba) support/NDS hardware support

I'll list more later, a little busy at the moment.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

AIGE/PWLib Casemaker Developer

Gender: Male

Location: Brazil

Rank: Ace Attorney

Joined: Sun Mar 09, 2008 3:38 am

Posts: 2731

Resuming it, we could say this on the Language Level:

PWLib (based on AHLSL Language) is the "C" language of the casemakers.

It is powerful, but such power adds difficulty to use the language.

PyWright (providing WrightScript script language) is the "Visual Basic" language of the casemakers.

It is not so powerful, and makes things way easier.

AADS (providing the ini format) is the "State Machine"-type language of the casemakers.

It is like a state machine, changing the elements on screen. It isn't even close as powerful as the other two, but does what it is meant to do.


In other words, the easier a language is, the weaker it is.
In a sidenote, "No load time" is relative to AADS, really. In AHLSL, AIGE compiles the script in real time (and it allows loading a script at runtime as well). It is just a different approach on the scripting level. In AADS's case, there's no language to load, so there is no loading time.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

KSA_Tech wrote:
Resuming it, we could say this on the Language Level:

PWLib (based on AHLSL Language) is the "C" language of the casemakers.

It is powerful, but such power adds difficulty to use the language.

PyWright (providing WrightScript script language) is the "Visual Basic" language of the casemakers.

It is not so powerful, and makes things way easier.

AADS (providing the ini format) is the "State Machine"-type language of the casemakers.

It is like a state machine, changing the elements on screen. It isn't even close as powerful as the other two, but does what it is meant to do.


In other words, the easier a language is, the weaker it is.
In a sidenote, "No load time" is relative to AADS, really. In AHLSL, AIGE compiles the script in real time (and it allows loading a script at runtime as well). It is just a different approach on the scripting level. In AADS's case, there's no language to load, so there is no loading time.


AADS, IMO, shouldn't be THAT "weak". Many functions are automatically decided and custom images are all available. At this point, I can't see why someone would need to work outside of the limits of AADS if they want to make a simple case (would probably be finished faster through AADS than any other casemaker due to it's easier language).

Obviously, any new updates or additions can be decided and added into the coding.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

That lovable troll.

Gender: Male

Rank: Decisive Witness

Joined: Wed Apr 25, 2007 10:28 pm

Posts: 231

Sup B12, didn't know you were a member here. I'll look forward to this.
I remember when CR was cool and Croik was the only one in charge.

I also remember when we used to have respectable members. :(
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

AIGE/PWLib Casemaker Developer

Gender: Male

Location: Brazil

Rank: Ace Attorney

Joined: Sun Mar 09, 2008 3:38 am

Posts: 2731

I wasn't commenting on the casekamerks, but their languages.

It's like developing a multithreaded program with C and Java.
In C you need to control the critical zones, use an external library to use threads, while in Java you simply can use a keyword on a function to get all sync you need.

So development been faster is not really "something good". Case 1-1 was developed in a 28 hour work time. You can't provide power without making the language harder. If you do simplify things, you will kill something.

Also if you see in an environment like PWLib's (AHLSL), you can add things on the fly without waiting for a new version to come out. I don't think people will devel many custom things, but it's a power that's there already.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

KSA_Tech wrote:
I wasn't commenting on the casekamerks, but their languages.

It's like developing a multithreaded program with C and Java.
In C you need to control the critical zones, use an external library to use threads, while in Java you simply can use a keyword on a function to get all sync you need.

So development been faster is not really "something good". Case 1-1 was developed in a 28 hour work time. You can't provide power without making the language harder. If you do simplify things, you will kill something.

Also if you see in an environment like PWLib's (AHLSL), you can add things on the fly without waiting for a new version to come out. I don't think people will devel many custom things, but it's a power that's there already.


I have yet to see someone use PWLib/PYWright outside of making a case, with custom GFX, etc.

The point of using this state-machine form is to allow users to easily create what they want, not worry about learning how to code and getting into complex code, wasting their time. I'm creating it in this form for a user-friendly, simple input on the user's part, so that they can make whatever they want easily.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

AIGE/PWLib Casemaker Developer

Gender: Male

Location: Brazil

Rank: Ace Attorney

Joined: Sun Mar 09, 2008 3:38 am

Posts: 2731

Well, I don't learning a bit of AHLSL is wasting time. What I think wasting time is to develop using AADS when you can get power and no limits using PWLib or PyWright.

I really don't expect to see a lot of custom work over PWLib (since most people do want to make their game only). What I expect to see more is AIGE raw coding in the future.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

Hold it!

Gender: Male

Location: The Netherlands

Rank: Desk Jockey

Joined: Wed Jul 09, 2008 4:00 pm

Posts: 95

Could you guys not argue so much, I call it argue cause it can hardly be called a discussion anymore. AADS and PWLib and PyWright are all awesome, it depends on the user which one he would like to use.

KSA_Tech, stop feeling threatened by AADS or PyWright, people are going to use PWLib. Your work is very much appreciated :)
B12Core, don't provoke KSA_Tech. I know it can be tiring when he acts all defensive. Just let it be. I can hardly wait till you release a new demo :)

Sometimes it's better to say nothing than say something. Please, just do what you guys do best - making an awesome casemaker - and have fun. Love you both :)

PS:

Please don't feel offended by this post, I am just tired of seeing these arguments on this forum and think it might look bad to people who visit this forum.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

AIGE/PWLib Casemaker Developer

Gender: Male

Location: Brazil

Rank: Ace Attorney

Joined: Sun Mar 09, 2008 3:38 am

Posts: 2731

I think this time I just didn't comment anything against AADS, just replied to what he said accordingly.

It isn't because AADS's ini format is limited that AADS won't be good. In the same way that AHLSL be harder doesn't make PWLib bad.

I don't like B12Core's behavior at times, but I really don't care about him and AADS.

I was just commenting on the languages, so it isn't a bad thing like you're supposing, Peter. If you don't like me, say it.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

Hold it!

Gender: Male

Location: The Netherlands

Rank: Desk Jockey

Joined: Wed Jul 09, 2008 4:00 pm

Posts: 95

KSA_Tech wrote:
I think this time I just didn't comment anything against AADS, just replied to what he said accordingly.

It isn't because AADS's ini format is limited that AADS won't be good. In the same way that AHLSL be harder doesn't make PWLib bad.

I don't like B12Core's behavior at times, but I really don't care about him and AADS.

I was just commenting on the languages, so it isn't a bad thing like you're supposing, Peter. If you don't like me, say it.


Okay than I misunderstood you. It's just when you guys are talking with each other it usually sounds negative :P As I said, love you guys both, didn't want to offend you.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

AIGE/PWLib Casemaker Developer

Gender: Male

Location: Brazil

Rank: Ace Attorney

Joined: Sun Mar 09, 2008 3:38 am

Posts: 2731

I'm used to the fact that people use this formula:
KSA_Tech + post + topic_different_then_pwlib's = KSA_Tech is wrong.

So I really didn't take any offense.

So it's fine.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

KSA_Tech wrote:
I think this time I just didn't comment anything against AADS, just replied to what he said accordingly.

It isn't because AADS's ini format is limited that AADS won't be good. In the same way that AHLSL be harder doesn't make PWLib bad.

I don't like B12Core's behavior at times, but I really don't care about him and AADS.

I was just commenting on the languages, so it isn't a bad thing like you're supposing, Peter. If you don't like me, say it.


What behavior? What behavior don't you like? I'm just developing this, and honestly I NEVER anticipated you would crawl back here again after the end of our dispute. I was hoping you would just learn and bug off. Stop caring about the status of other casemakers. It's their decision, not yours. Just because you don't own a monopoly (anymore?) doesn't mean you should feel it is unfair that we can own a piece. This is freeware, so I'll say it again, it's the consumers you're making this for, not you.

And you shouldn't have to worry about people not liking you, considering your attitude. Walking in here and causing a dispute doesn't make you the good guy.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

That lovable troll.

Gender: Male

Rank: Decisive Witness

Joined: Wed Apr 25, 2007 10:28 pm

Posts: 231

Now the real question is HERE: Why the HELL do you care, KSA? I don't know you even though I've been around here longer due to my long absence, but by the way you're acting, you seem to be a gigantic faggot. Let him develop his damned Casemaker if he wants. Who the hell are you to stop him?

Edit:

KSA_Tech wrote:
I'm used to the fact that people use this formula:
KSA_Tech + post + topic_different_then_pwlib's = KSA_Tech is wrong.


So let me get this straight if I'm understanding correctly. Any topic that involves making a casemaker MUST be part of that so-called formula of yours? If so, I must laugh at you. A lot.
I remember when CR was cool and Croik was the only one in charge.

I also remember when we used to have respectable members. :(
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

AIGE/PWLib Casemaker Developer

Gender: Male

Location: Brazil

Rank: Ace Attorney

Joined: Sun Mar 09, 2008 3:38 am

Posts: 2731

@B12Core

I just don't care. I haven't touched anything on AADS this time, so there is no reason for you do go on offensive like I did hurt your feelings. Saying that your ini format is limited then compared to WrightScript or AHLSL do really hurt you?

And I changed a lot since the last time: AADS is there, ok. But I surely bet my money on PWLib, so I don't really have to care about how AADS gets its stuff done. It's your own world, do it as you like.

@Eco

STFU, please. This time I did nothing, so no reason to say anything like that.

You just asked about something you just did.

And as I posted:
"It isn't because AADS's ini format is limited that AADS won't be good."
So I think this is a big the opposite from "trying to take it out".

---------------------------------------------------------------------------------------------
I don't have time to keep saying AADS is good, or bad. I have more important things to work on.
----------------------------
Edit:
This is why I decided to not post anything on this topic. No matter what I ever do say, B12core will always feel offended.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788


Last edited by KSA_Tech on Sun Feb 15, 2009 5:14 am, edited 1 time in total.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

The kind of judge you can trust

Gender: Male

Rank: Decisive Witness

Joined: Tue Jun 12, 2007 4:51 am

Posts: 279

Hey, sorry I haven't been around, I've been very busy lately with trying to buy a house and some other stuff. Sorry, but I don't think I can help with the gif-stripping anymore :( Looks like you've got it under control, though. It's very nice to see so much progress.

Even if I'm not really around posting, I'm still really excited for this :) Can't wait to see the first beta! Thanks for your work on this, it's looking awesome!

*pointedly ignores the "other" conversation going on here*
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

AIGE/PWLib Casemaker Developer

Gender: Male

Location: Brazil

Rank: Ace Attorney

Joined: Sun Mar 09, 2008 3:38 am

Posts: 2731

@B12Core

Let's try to be honest for once and talk about it like civilized people we are supposed to be:

What did I say this time that got you so upset? Let me know it. I really want to know. If we can't get along, at least let me know what you want me to do to not cross your patience line. So I do not get mad at random posting, and you don't lose time making them.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

Hold it!

Gender: Male

Location: The Netherlands

Rank: Desk Jockey

Joined: Wed Jul 09, 2008 4:00 pm

Posts: 95

See KSA_Tech, this is what I mean -_-' Could you just not respond at this topic anymore or at B12Core at all, and the other way around as well please. I don't care if you think you're acting normal, just stop responding to each other. That way there will never be a discussion/argument or whatever you want to call it.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

KSA_Tech wrote:
@B12Core

I just don't care. I haven't touched anything on AADS this time, so there is no reason for you do go on offensive like I did hurt your feelings. Saying that your ini format is limited then compared to WrightScript or AHLSL do really hurt you?

And I changed a lot since the last time: AADS is there, ok. But I surely bet my money on PWLib, so I don't really have to care about how AADS gets its stuff done. It's your own world, do it as you like.

@Eco

STFU, please. This time I did nothing, so no reason to say anything like that.

You just asked about something you just did.

And as I posted:
"It isn't because AADS's ini format is limited that AADS won't be good."

@Shinkinrui:

Hey man,

Thanks for your previous help in spriting the animations. I understand you're busy and all so don't worry about spriting anymore. I've got all the characters in GS1/GS2 finished. I hope that you can try out my casemaker upon it's release (soon enough). Again, thanks and good luck with your life. :)
So I think this is a big the opposite from "trying to take it out".

---------------------------------------------------------------------------------------------
I don't have time to keep saying AADS is good, or bad. I have more important things to work on.
----------------------------
Edit:
This is why I decided to not post anything on this topic. No matter what I ever do say, B12core will always feel offended.


I don't have time to keep saying AADS is good, or bad. I have more important things to work on.

Yet you continue to come in here insulting the casemaker only because I'm progressing towards finishing it.

In other words, the easier a language is, the weaker it is.

Stop trying to act innocent. You know what you meant by that. PWLib is the complete opposite of AADS. AADS is fast, no loading time and 'weak', whereas your casemaker has a loading time but is extremely 'powerful'. Get over yourself.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

AIGE/PWLib Casemaker Developer

Gender: Male

Location: Brazil

Rank: Ace Attorney

Joined: Sun Mar 09, 2008 3:38 am

Posts: 2731

*sigh* If I was dealing with something like this, I should have stayed silent...


B12Core, it feels like you want me to recognize AADS as a good casemaker, like you're wanting me to approve it.
I really decided to not care about it, it's not my work, so the results of its quality is not really my concern.

And about the language, really, how old are you? I mentioned many times that "even if AADS's language is more limited (aka weaker) then AHLSL, it doesn't mean that it will make AADS bad". It is not even close to an insult, man. It feels like you have no confidence in the language you created, like it be what it is bad.

I'm going to be frank with you, B12Core.
I really decided to don't care about AADS, because I know it won't really be an issue to what I accomplished with PWLib. Many people here do respect me, and some will keep using PWLib, while others will use AADS too, or switch to it entirely. Do I care if some users do go to AADS? Not anymore, really.
I'm pleased with my engine, and I know that most people really won't care if it's powerful or not. Even so, I will still be pleased since all in it was my work, things I took days to develop from the ground.
So, it is certain that AADS won't be a problem to me. It now isn't, and won't ever be in the future.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

KSA_Tech wrote:
*sigh* If I was dealing with something like this, I should have stayed silent...


B12Core, it feels like you want me to recognize AADS as a good casemaker, like you're wanting me to approve it.
I really decided to not care about it, it's not my work, so the results of its quality is not really my concern.

And about the language, really, how old are you? I mentioned many times that "even if AADS's language is more limited (aka weaker) then AHLSL, it doesn't mean that it will make AADS bad". It is not even close to an insult, man. It feels like you have no confidence in the language you created, like it be what it is bad.

I'm going to be frank with you, B12Core.
I really decided to don't care about AADS, because I know it won't really be an issue to what I accomplished with PWLib. Many people here do respect me, and some will keep using PWLib, while others will use AADS too, or switch to it entirely. Do I care if some users do go to AADS? Not anymore, really.
I'm pleased with my engine, and I know that most people really won't care if it's powerful or not. Even so, I will still be pleased since all in it was my work, things I took days to develop from the ground.
So, it is certain that AADS won't be a problem to me. It now isn't, and won't ever be in the future.


You can criticize. You don't need to support your own casemaker at the same time. I don't feel you need to be supportive or to recognize it as a good casemaker, but don't come here and criticize for 3 pages and expect me to do nothing.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Holy crap.

Didn't expect it but apparently DeSmuME on the Mac has EFS lib support.

It doesn't support:

Setting brightness of screen
Alpha blending

That means a few small inconveniences will be had. Sorry :(

However, that means this casemaker will officially be held on:

The PC via no$gba emulator.
The MAC via DeSmuME
The Nintendo DS via flashcard-hardware

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Small update:

Mac emulator DeSmuME supports brightness transitions. I just downloaded an older version when I wrote that.

Also, the casemaker in BETA 1 will have all sprites/sprite coding for all characters from GS1/GS2. However, I will also add custom sprite support and a detailed explanation on how to use custom sprites. There is no coding on your part required for the coding of custom sprites. This is how coding for sprites will work:

[CustomSprites]
Sprite1XLoop=true
Sprite1XLoopFrame=3
Sprite1XFrames=7
Sprite1XSpeed=4

This means that it will play at one sprite per 4 frames (this means speed=1 will have the sprite at it's fastest, at 1 image per frame):

Sprite10.png
Sprite11.png
Sprite12.png
Sprite13.png
Sprite14.png
Sprite15.png
Sprite16.png
Sprite17.png

This will then loop back to Sprite13.png and come back until Sprite17.png until it is brought back to Sprite13.png.

The final product will look like:

Sprite10.png
Sprite11.png
Sprite12.png
Sprite13.png
Sprite14.png
Sprite15.png
Sprite16.png
Sprite17.png
Sprite13.png
Sprite14.png
Sprite15.png
Sprite16.png
Sprite17.png
Sprite13.png
Sprite14.png
Sprite15.png
Sprite16.png
Sprite17.png
.
.
.

Until the character's text runs out.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Added Error screens. This means whenever there is an error found in your .ini file, this screen will show up and tell you what you did wrong.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Added custom case names:

Before, the casemaker would load 'Case001.ini', for example.

Now, there is a Cases.ini in the main folder. This Cases.ini folder looks like this:

[GameInit]
.
.
.

[CaseSelection]
Case1=TT
Case2=GH
Case3=HY

Now, instead of loading Case001.ini, it will load TT.ini. This will allow for easier organization of files.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

Gender: None specified

Rank: Prosecutor

Joined: Fri Sep 05, 2008 9:18 pm

Posts: 821

Sounds more complicated...
Page 6 of 22 [ 880 posts ] 
Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9 ... 22  Next
 
Display posts from previous:  Sort by  

 Board index » Present Evidence » Games

Who is online
Users browsing this forum: No registered users and 11 guests

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum
Jump to:  
cron
News News Site map Site map SitemapIndex SitemapIndex RSS Feed RSS Feed Channel list Channel list
Powered by phpBB

phpBB SEO