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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Just an update,

The BETA version of Ace Attorney DS was ranked 14th in the R4DS international competition. ^^

I've been working on perfecting a previous game of mine, Operation Libra, lately. I will continue development on this soon.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Nyaaaaan~ Moé Powers Go!

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Congrats, B12Core!

Question: Did you still want to have PW: ROTP on AADS? When I finish a case, I can unofficially release it to you so you can play it a recreate it on AADS.

That is, if you still want to.
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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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papermario13689 wrote:
Congrats, B12Core!

Question: Did you still want to have PW: ROTP on AADS? When I finish a case, I can unofficially release it to you so you can play it a recreate it on AADS.

That is, if you still want to.


That would be awesome, I'm always looking for cases to emulate on AADS. Every case equals another example that can be used to teach people how to use AADS.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Nyaaaaan~ Moé Powers Go!

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Great, that's good to hear. I might have to find someone else to script the AADS version, the PWLib version alone is taking up a lot of my free time.

I'll send you the first case when it's finished. Thanks again for accepting, it's gonna be awesome to see this on DS!
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The dancing Sakura petals; only in such grace do we see the beauty of the world.
Lovely wife PandaPrinzessin, charismatic sons Meenyman and Romeo, and talented daughters Reiji and sparkleranger78.
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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papermario13689 wrote:
Great, that's good to hear. I might have to find someone else to script the AADS version, the PWLib version alone is taking up a lot of my free time.

I'll send you the first case when it's finished. Thanks again for accepting, it's gonna be awesome to see this on DS!


I got a ton of other projects going on (working on 3 games at once at the moment).

But I'll make sure this will be on the top of my priority list, I still got a lot of time left to do fun projects like this, not into my senior year at high school yet XD

I feel sorry for saluk/KSA with their post-secondary education, they don't exactly have all the time in the world anymore.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Nyaaaaan~ Moé Powers Go!

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Yeah, I can relate. I'm currently in my post-secondary years, after all.


Thanks for your help. There may be some new features from PWLib that are currently missing from AADS, like the Mason System. If AADS isn't strong enough to add certain features, we can look at some alternatives.

But seriously, thanks.
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The dancing Sakura petals; only in such grace do we see the beauty of the world.
Lovely wife PandaPrinzessin, charismatic sons Meenyman and Romeo, and talented daughters Reiji and sparkleranger78.
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

AIGE and Remnant of the Past Supporter

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The Mason System system consist of buttons and animation. Basically, If AADS support custom buttons during an animation, you will have a Mason System
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Nyaaaaan~ Moé Powers Go!

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That's good to hear. I certainly hope we get a great DS port for ROTP.
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The dancing Sakura petals; only in such grace do we see the beauty of the world.
Lovely wife PandaPrinzessin, charismatic sons Meenyman and Romeo, and talented daughters Reiji and sparkleranger78.
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Due to there being no current cases to emulate (if you have a case on PWlib/PyWright/AAO that you would like to port to AADS, please PM me), I am going to emulate this using GS1 case 2. This is just so I can demonstrate AADS's functionality in a sort of tutorial fashion.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

AIGE and Remnant of the Past Supporter

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B12Core wrote:
Due to there being no current cases to emulate (if you have a case on PWlib/PyWright/AAO that you would like to port to AADS, please PM me), I am going to emulate this using GS1 case 2. This is just so I can demonstrate AADS's functionality in a sort of tutorial fashion.


I would rather see a fan game or a "tutorial" game instead. How about sending pm to Casemaker creators requesting for their game to be made on AADS?
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Applebutter wrote:
B12Core wrote:
Due to there being no current cases to emulate (if you have a case on PWlib/PyWright/AAO that you would like to port to AADS, please PM me), I am going to emulate this using GS1 case 2. This is just so I can demonstrate AADS's functionality in a sort of tutorial fashion.


I would rather see a fan game or a "tutorial" game instead. How about sending pm to Casemaker creators requesting for their game to be made on AADS?


Yeah, I decided a few minutes ago that I was going to make a set of tutorials on its functionality.

Here are the sections so far...

Getting started
Basic Text
Animation
Items
Sound
CheckFunction
Interrogation
Maps
ExamineMaps
Trial
DynamicOptions
Psychelocks
Basic Events
Multi-language support

This is a little early for a release date, but I've been working on this intensively lately (just finished my last project).

I'm estimating Ace Attorney will be ready for a public release by the end of this week.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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L'cie

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Aw man, I can't wait :D

I'm giving all the case makers a try to see what shines to me the best, And having a release date this soon will be great :edgy:
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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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"...Naturally."

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Nice! Can't wait for it to come out! I'm developing an AAO fangame at the minute, so that + AADS = WIN!

Just one question, though. Will this be able to function with Custom Sprites?
Engaged to Reiji!
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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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ShadowEdgeworth wrote:
Nice! Can't wait for it to come out! I'm developing an AAO fangame at the minute, so that + AADS = WIN!

Just one question, though. Will this be able to function with Custom Sprites?


Custom sprites are covered in the animation section.

Sprites in AADS work very differently from other casemakers, though.

There are 4 layers on the Nintendo DS reserved for use.

Layer 1 - Sprite Layer
This layer can display 64 x 64 sprites. Used for EFFICIENT animation.
In other words, use this for character talking animations/eye animations, etc.
You can have up to 256 frames per animation.

Layer 2 - Text Layer
This layer displays text.

Layer 3 - Foreground Layer
This would generally include the textbox. This can be animated. Animation using this can cause tiles to disappear due to the amount of tiles each background uses. You may only have up to 32 separate animated backgrounds (including the ones used in the foreground layer).

Layer 4 - Background Layer
This includes the background (for example, Court Lobby) and the character sprite (for example, Mia). This can be animated. Animation using this can cause tiles to disappear due to the amount of tiles each background uses. You may only have up to 32 separate animated backgrounds (including the ones used in the foreground layer).

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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B12Core wrote:
ShadowEdgeworth wrote:
Nice! Can't wait for it to come out! I'm developing an AAO fangame at the minute, so that + AADS = WIN!

Just one question, though. Will this be able to function with Custom Sprites?


Custom sprites are covered in the animation section.

Sprites in AADS work very differently from other casemakers, though.

There are 4 layers on the Nintendo DS reserved for use.

Layer 1 - Sprite Layer
This layer can display 64 x 64 sprites. Used for EFFICIENT animation.
In other words, use this for character talking animations/eye animations, etc.
You can have up to 256 frames per animation.

Layer 2 - Text Layer
This layer displays text.

Layer 3 - Foreground Layer
This would generally include the textbox. This can be animated. Animation using this can cause tiles to disappear due to the amount of tiles each background uses. You may only have up to 32 separate animated backgrounds (including the ones used in the foreground layer).

Layer 4 - Background Layer
This includes the background (for example, Court Lobby) and the character sprite (for example, Mia). This can be animated. Animation using this can cause tiles to disappear due to the amount of tiles each background uses. You may only have up to 32 separate animated backgrounds (including the ones used in the foreground layer).


I'm making some adjustments to the sprite system, moving it back to my old system.

I'm going to move textboxes into the sprite layer. Textbox name labels will load from the file system.

This way, people don't need to merge their character sprites with the backgrounds.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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B12Core wrote:
I'm estimating Ace Attorney will be ready for a public release by the end of this week.

Wow, this is great. Even if it takes a little longer than that (which probably will be the case), it's still fast enough.

Thank you so much :)
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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LeMoonwalker wrote:
B12Core wrote:
I'm estimating Ace Attorney will be ready for a public release by the end of this week.

Wow, this is great. Even if it takes a little longer than that (which probably will be the case), it's still fast enough.

Thank you so much :)


^^ no problem,

it may be a little late, I will be making sure I get as much work on this done as possible. I've been a little busy lately, recently got an interview with the creators of the R4DS competition, something I was excited about.

Also going to see David Suzuki live tomorrow, so I'll try to get as much progress done tonight/tomorrow night.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Ace Attorney DS is officially ready for a public release!

None of the tutorials/etc. are ready, however.

I will be releasing Ace Attorney DS with the following tools:

mmutil.exe (for parsing sound files into a DS-compatible format)
pagfx.exe (for parsing image files into a DS-compatible format)
DSlazy.exe (for repacking/unpacking your ROM to distribute your game in a single, stand-alone ROM)
no$gba.exe (for testing/playing your ROMs for PC users)
DeSmuME-linux.exe (for testing/playing your ROMs for Linux users)
DeSmuME-mac.exe (for testing/playing your ROMs for Mac users)

This basically means that, unlike the incompatibility of PWLib (from what I've heard) on some computers/operating systems, you will be able to work with AADS as long as ANY DS emulator compatible to your operating system works.

The image files Ace Attorney DS currently supports are:

.jpg/.bmp/.png/.gif (non-animated)

The sound files Ace Attorney DS currently supports are:

.mod/.it/.s3m/.xm/.wav

I will start working on tutorials tonight and making the final product as professional as I can.

The features I am missing:

Mason System
Gyakuten Kenji movement engine
Perceive

Yes, the first revision will include psychelocks.

I will work on the tutorials, I will get back with you once I am finally finished.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Quote:
Example of functionality:

Function : SCR(1).EVENT(1) = ADD_EVIDENCE
Value : SCR(1).EVENT_VALUE(1) = 1
Files : None.
Notes : This is add item number 1 to the court record during SCR(1).

Event Functions
{
Function : ADD_EVIDENCE
Value : Loads ITEM(value) from art/items into court record.
Files : { art/items/ITEM(value)_Sprite.bin, art/items/ITEM(value)_Pal.bin }
Notes : None.

Function : ADD_PROFILE
Value : Loads ITEM(value) from art/items into court record.
Files : { art/items/ITEM(value)_Sprite.bin, art/items/ITEM(value)_Pal.bin }
Notes : None.

Function : ADD_HP
Value : Adds value to HP during a trial phase, then reloads HP.
Files : None.
Notes : None.

Function : SUB_HP
Value : Subtracts value from HP during a trial phase, then reloads HP.
Files : None.
Notes : None.

Function : JUMPTO_INTERROGATION
Value : Jumps to the interrogation phase, sets Global Mode to the value.
Files : None.
Notes : None.

Function : JUMPTO_EXAMINE_MAP
Value : Jumps to the examine phase, sets Global Mode to the value.
Files : { SCR(x).EXAMINE_MAP/FRAME(x)_Info.bin, SCR(x).EXAMINE_MAP/FRAME(x)_Map.bin, SCR(x).EXAMINE_MAP/FRAME(x)_Pal.bin,
SCR(x).EXAMINE_MAP/FRAME(x)_Tiles.bin, SCR(x).EXAMINE_MAP/Collision_Map.bin }
Notes : *SCR(x).EXAMINE_MAP defines file path in which the collision map and background is loaded. Is non-dynamic; user can exit to interrogation.

Function : JUMPTO_DYNAMIC_EXAMINE_MAP
Value : Jumps to the examine phase, sets Global Mode to the value.
Files : { SCR(x).EXAMINE_MAP/FRAME(x)_Info.bin, SCR(x).EXAMINE_MAP/FRAME(x)_Map.bin, SCR(x).EXAMINE_MAP/FRAME(x)_Pal.bin,
SCR(x).EXAMINE_MAP/FRAME(x)_Tiles.bin, SCR(x).EXAMINE_MAP/Collision_Map.bin }
Notes : *SCR(x).EXAMINE_MAP defines file path in which the collision map and background is loaded. Is dynamic; user cannot exit to interrogation.

Function : JUMPTO_MOVE_MENU
Value : Jumps to the move menu, sets Global Mode to the value.
Files : { art/button/OPTION(MOVE_OPTION(x))_Sprite.bin, art/button/OPTION(MOVE_OPTION(x))_Pal.bin }
Notes : *MOVE_OPTION within a global mode scope defines file path in which the option texture is loaded. Look at the interrogation example for more details.

Function : JUMPTO_TALK_MENU
Value : Jumps to the talk menu, sets Global Mode to the value.
Files : { art/button/OPTION(TALK_OPTION(x))_Sprite.bin, art/button/OPTION(TALK_OPTION(x))_Pal.bin }
Notes : *TALK_OPTION within a global mode scope defines file path in which the option texture is loaded. Look at the interrogation example for more details.

Function : JUMPTO_PRESENT_MENU
Value : Jumps to the present menu, sets Global Mode to the value.
Files : None.
Notes : *Is non-dynamic; user can exit to interrogation.

Function : JUMPTO_DYNAMIC_PRESENT
Value : Jumps to the present menu, sets Global Mode to the value.
Files : None.
Notes : *Is dynamic; user cannot exit to interrogation.

Function : JUMPTO_TESTIMONY
Value : Jumps to testimony, sets TSM to the value.
Files : None.
Notes : None.

Function : SET_GLOBAL_MODE
Value : Sets GLOBAL_MODE to value.
Files : None.
Notes : None.

Function : SET_TRIAL_DAY
Value : Sets TRIAL_DAY to value.
Files : None.
Notes : None.

Function : SET_TEXT_MODE
Value : Sets TEXT_MODE to value.
Files : None.
Notes : SCR = 1, EXM = 2, TLK = 3, MOV = 4, OPT = 5, PST = 6, TRL = 7, TSM = 8, PRS = 9

Function : SET_SCR
Value : Sets SCR to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_EXM
Value : Sets EXM to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_MOV
Value : Sets MOV to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_TLK
Value : Sets TLK to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_PST
Value : Sets PST to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_TSM
Value : Sets TSM to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_PRS
Value : Sets PRS to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_OPT
Value : Sets OPT to value.
Files : None.
Notes : Text mode stays the same.

Function : JUMPTO_SCR
Value : Sets SCR to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_EXM
Value : Sets EXM to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_MOV
Value : Sets MOV to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_TLK
Value : Sets TLK to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_PST
Value : Sets PST to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_TSM
Value : Sets TSM to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_PRS
Value : Sets PRS to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_OPT
Value : Sets OPT to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_SCR
Value : Adds one to SCR.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_EXM
Value : Adds one to EXM.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_MOV
Value : Adds one to MOV.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_TLK
Value : Adds one to TLK.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_PST
Value : Adds one to PST.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_TSM
Value : Adds one to TSM.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_PRS
Value : Adds one to PRS.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_OPT
Value : Adds one to OPT.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : FADE_IN
Value : Fades top screen in from darkness, 1 cycle (1/60th of a second) * value in between intervals of brightness increases.
Files : None.
Notes : None.

Function : FADE_OUT
Value : Fades top screen into darkness, 1 cycle (1/60th of a second) * value in between intervals of brightness increases.
Files : None.
Notes : None.

Function : DELAY
Value : Freezes the animation by 1 cycle (1/60th of a second) * value.
Files : None.
Notes : None.

Function : GAME_OVER
Value : None.
Files : None.
Notes : Sets SCR to 8888.

Function : CREDITS
Value : None.
Files : None.
Notes : Sets SCR to 9999.
}


Event Function documentation.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Nyaaaaan~ Moé Powers Go!

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Location: O' Canada

Rank: Ace Attorney

Joined: Fri Jan 25, 2008 6:04 am

Posts: 1502

Man, that's sounding great.

You'll have tons of time for this, but ROTP will have .mp3 files, animated .gif files, as well as possible .avi videos. Will these be available at some time? There may also be other functions, like the Mason System.
Image
The dancing Sakura petals; only in such grace do we see the beauty of the world.
Lovely wife PandaPrinzessin, charismatic sons Meenyman and Romeo, and talented daughters Reiji and sparkleranger78.
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

papermario13689 wrote:
Man, that's sounding great.

You'll have tons of time for this, but ROTP will have .mp3 files, animated .gif files, as well as possible .avi videos. Will these be available at some time? There may also be other functions, like the Mason System.


1. You'll have to find a lower-level audio format, such as .midi/.mod/.s3m/.it. I'm sorry, but the DS cannot handle .mp3 playing whilst loading files from FAT and loading graphics at a high speed.

2. You can easily convert animated .gif's into the format used by AADS. I'll demonstrate how in a tutorial.

3. .avi videos may be supported, I will look into that. (playing an .avi file as a stand-alone process is quite possible, playing a .mp3 file while the game is also running at full speed with graphics/text is impossible)

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Nyaaaaan~ Moé Powers Go!

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Location: O' Canada

Rank: Ace Attorney

Joined: Fri Jan 25, 2008 6:04 am

Posts: 1502

You know, it'd probably be really easy to change .mp3 files to .midi using a program. So it's no big deal.

What kind of media files can AADS support? I can use Magic Video Converter to compress .avi files and also change them to .wmv files, if AADS supports it.
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The dancing Sakura petals; only in such grace do we see the beauty of the world.
Lovely wife PandaPrinzessin, charismatic sons Meenyman and Romeo, and talented daughters Reiji and sparkleranger78.
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

papermario13689 wrote:
You know, it'd probably be really easy to change .mp3 files to .midi using a program. So it's no big deal.


You'd think that...

but you see, .mp3 files are very raw. They're like .avi files in the audio sector, they're not very tangible in terms of conversion.

.midi files are very organized, in terms of having defined instruments and defined patterns in which to play them.

You can try though, although if you have a .midi/.mp3 artist that is willing to port a .mp3 file into a .midi/.mod/.it/.s3m/.xm, you're safe.

And the DS doesn't support DIRECTLY playing formats such as .avi, etc. You will need to convert it into a format that is more appropriate for reading on a 99 mHz core...

I'll keep you posted though.

EDIT:

Classes

Quote:
Script Classes
{
Class : Script (SCR(x)/EXM(x)/MOV(x)...)
Example : SCR(1).REG_TEXT = Hello World!

Possessive variables
{
Var : REG_TEXT
Notes : REG_TEXT defines the text shown during the animation phase.

Var : FONT_COLOR
Notes : FONT_COLOR defines the color of the text shown during the animation phase.

Var : ALIGNMENT
Notes : ALIGNMENT defines alignment of the text shown during the animation phase. Possible inputs are LEFT/CENTER/RIGHT.

Var : TEXTBOX_LAYER
Notes : TEXTBOX_LAYER defines the file path for loading name boxes for the textbox.

Var : SPRITE_LAYER
Notes : SPRITE_LAYER defines the file path for loading sprites for animation.

Var : FOREGROUND_LAYER
Notes : FOREGROUND_LAYER defines the file path for loading backgrounds for animation.

Var : BACKGROUND_LAYER
Notes : BACKGROUND_LAYER defines the file path for loading backgrounds for animation.

Var : BACKGROUND_LAYER
Notes : BACKGROUND_LAYER defines the file path for loading backgrounds for animation.

Var : EVENT(x)
Notes : EVENT(x) defines the event variable for executing event functions.

Var : EVENT_VALUE(x)
Notes : EVENT_VALUE(x) defines the event value variable for executing event functions.

Var : SFX
Notes : SFX defines the sound loaded from the sound bank and played by SFX_TEXT.

Var : GFX
Notes : GFX defines the effect created by GFX_TEXT.

Var : SFX_TEXT
Notes : SFX_TEXT plays a user-defined sound if the string at a given location is considered as an alphanumeric character.

Var : GFX_TEXT
Notes : GFX_TEXT creates a program-defined graphical effect if the string at a given location is considered as an alphanumeric character.
}

Non-possessive variables
{
Var : EXAMINE_MAP
Notes : EXAMINE_MAP defines the file path for loading examine map backgrounds/collision maps for the examination function.

Var : MOVE_OPTION(x)
Notes : MOVE_OPTION(x) defines the file path for loading an option button in the move menu.

Var : TALK_OPTION(x)
Notes : TALK_OPTION(x) defines the file path for loading an option button in the talk menu.

Var : DYNAMIC_OPTION(x)
Notes : DYNAMIC_OPTION(x) defines the file path for loading an option button in the dynamic option menu.
}

Class : TRIAL_DAYS

Var : TRIAL_DAY_REQ_EVIDENCE(x)
Notes : TRIAL_DAY_REQ_EVIDENCE(x) affects the required amount of evidence to prompt trial initiation.

Var : TRIAL_DAY_REQ_PROFILES(x)
Notes : TRIAL_DAY_REQ_PROFILES(x) affects the required amount of profiles to prompt trial initiation.

}

Init Classes
{
Class : backgroundLayer / foregroundLayer (Any dimmed background animation)

Var : FRAMES
Notes : FRAMES affects the amount of frames played in the animation. If FRAMES is equal to 4, 4 frames will be played.

Var : LOOP
Notes : LOOP affects whether or not the frames player will loop. If LOOP is greater than 0, the animation will loop.

Var : ALPHA
Notes : ALPHA affects the transparency level of the animation. The number can be anything from 0 - 15.

Class : spriteLayer (Any dimmed sprite animation)

Var : FRAMES
Notes : FRAMES affects the amount of frames played in the animation. If FRAMES is equal to 4, 4 frames will be played.

Var : LOOP
Notes : LOOP affects whether or not the frames player will loop. If LOOP is greater than 0, the animation will loop.

Var : X(z)
Notes : X(z) affects the X position of the sprite. If X is not equal to the sprite's current X, the sprite's X will change to X during the z frame.

Var : Y(z)
Notes : Y(z) affects the Y position of the sprite. If Y is not equal to the sprite's current Y, the sprite's Y will change to Y during the z frame.

Class : courtRecord (COURT_RECORD)

Var : ITEM_NAME(x)
Notes : ITEM_NAME(x) affects the name displayed in the court record of ITEM(x).

Var : ITEM_CHECKABLE(x)
Notes : ITEM_CHECKABLE(x) affects whether or not ITEM(x) is checkable or not. If ITEM_CHECKABLE(12) is greater than 0, ITEM(12) is checkable.
}


I'm going to have to get up early tomorrow (1 AM over here), night guys.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Joined: Sat Mar 21, 2009 9:48 am

Posts: 33

So great, B12Core !
Thanks for your hard work :)

However, did you know there was a new version of DSLazy, called DSBuff ? I use that one. ;)
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Posts: 607

LeMoonwalker wrote:
So great, B12Core !
Thanks for your hard work :)

However, did you know there was a new version of DSLazy, called DSBuff ? I use that one. ;)


Yeah, I've been checking out DSBuff ever since it was created.

only issue I have with it is the fact that it's so bloated. There's a lot of functions in there that don't need to be there for Ace Attorney DS to work.

Plus, you can operate DSLazy using a simple batch file, no need for the application itself.

EDIT:

I'm not actually going to be using DSLazy, I meant to say ndstool.exe.

Tutorials haven't been started yet, also need to modify the sound engine. Will be ready soon.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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papermario,

in regards to your .mp3 compatibility issue, AADS will support .wav files that are up to 4 MB in size. That should be sufficient?

Just convert .mp3 files to .wav files and test them out, I will test this out later.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

AIGE and Remnant of the Past Supporter

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Format for music isn't really an issue in my point of view. Converting a simple music (.mp3) to (.wav) only takes about a minute, but it also depends on the length and quality of the music. If someone have problems or doesn't know how to convert the music, please feel free to contact me. I can help/convert the music for you.

B12Core: How the tutorial going?
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Updated functions:
Quote:
Example of functionality:

Function : SCR(1).EVENT(1) = ADD_EVIDENCE
Value : SCR(1).EVENT_VALUE(1) = 1
Files : None.
Notes : This is add item number 1 to the court record during SCR(1).

Event Functions
{
Function : ADD_EVIDENCE
Value : Loads ITEM(value) from art/items into court record.
Files : { art/items/ITEM(value)_Sprite.bin, art/items/ITEM(value)_Pal.bin }
Notes : None.

Function : ADD_PROFILE
Value : Loads ITEM(value) from art/items into court record.
Files : { art/items/ITEM(value)_Sprite.bin, art/items/ITEM(value)_Pal.bin }
Notes : None.

Function : ADD_HP
Value : Adds value to HP during a trial phase, then reloads HP.
Files : None.
Notes : None.

Function : SUB_HP
Value : Subtracts value from HP during a trial phase, then reloads HP.
Files : None.
Notes : None.

Function : JUMPTO_INTERROGATION
Value : Jumps to the interrogation phase, sets Global Mode to the value.
Files : None.
Notes : None.

Function : JUMPTO_EXAMINE_MAP
Value : Jumps to the examine phase, sets Global Mode to the value.
Files : { SCR(x).EXAMINE_MAP/FRAME(x)_Info.bin, SCR(x).EXAMINE_MAP/FRAME(x)_Map.bin, SCR(x).EXAMINE_MAP/FRAME(x)_Pal.bin,
SCR(x).EXAMINE_MAP/FRAME(x)_Tiles.bin, SCR(x).EXAMINE_MAP/Collision_Map.bin }
Notes : *SCR(x).EXAMINE_MAP defines file path in which the collision map and background is loaded. Is non-dynamic; user can exit to interrogation.

Function : JUMPTO_DYNAMIC_EXAMINE_MAP
Value : Jumps to the examine phase, sets Global Mode to the value.
Files : { SCR(x).EXAMINE_MAP/FRAME(x)_Info.bin, SCR(x).EXAMINE_MAP/FRAME(x)_Map.bin, SCR(x).EXAMINE_MAP/FRAME(x)_Pal.bin,
SCR(x).EXAMINE_MAP/FRAME(x)_Tiles.bin, SCR(x).EXAMINE_MAP/Collision_Map.bin }
Notes : *SCR(x).EXAMINE_MAP defines file path in which the collision map and background is loaded. Is dynamic; user cannot exit to interrogation.

Function : JUMPTO_MOVE_MENU
Value : Jumps to the move menu, sets Global Mode to the value.
Files : { art/button/OPTION(MOVE_OPTION(x))_Sprite.bin, art/button/OPTION(MOVE_OPTION(x))_Pal.bin }
Notes : *MOVE_OPTION within a global mode scope defines file path in which the option texture is loaded. Look at the interrogation example for more details.

Function : JUMPTO_TALK_MENU
Value : Jumps to the talk menu, sets Global Mode to the value.
Files : { art/button/OPTION(TALK_OPTION(x))_Sprite.bin, art/button/OPTION(TALK_OPTION(x))_Pal.bin }
Notes : *TALK_OPTION within a global mode scope defines file path in which the option texture is loaded. Look at the interrogation example for more details.

Function : JUMPTO_PRESENT_MENU
Value : Jumps to the present menu, sets Global Mode to the value.
Files : None.
Notes : *Is non-dynamic; user can exit to interrogation.

Function : JUMPTO_DYNAMIC_PRESENT
Value : Jumps to the present menu, sets Global Mode to the value.
Files : None.
Notes : *Is dynamic; user cannot exit to interrogation.

Function : JUMPTO_TESTIMONY
Value : Jumps to testimony, sets TSM to the value.
Files : None.
Notes : None.

Function : SET_GLOBAL_MODE
Value : Sets GLOBAL_MODE to value.
Files : None.
Notes : None.

Function : SET_TRIAL_DAY
Value : Sets TRIAL_DAY to value.
Files : None.
Notes : None.

Function : SET_TEXT_MODE
Value : Sets TEXT_MODE to value.
Files : None.
Notes : SCR = 1, EXM = 2, TLK = 3, MOV = 4, OPT = 5, PST = 6, TRL = 7, TSM = 8, PRS = 9

Function : SET_SCR
Value : Sets SCR to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_EXM
Value : Sets EXM to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_MOV
Value : Sets MOV to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_TLK
Value : Sets TLK to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_PST
Value : Sets PST to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_TSM
Value : Sets TSM to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_PRS
Value : Sets PRS to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_OPT
Value : Sets OPT to value.
Files : None.
Notes : Text mode stays the same.

Function : SET_OVR
Value : Sets OVR to value.
Files : None.
Notes : Text mode stays the same.

Function : JUMPTO_SCR
Value : Sets SCR to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_EXM
Value : Sets EXM to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_MOV
Value : Sets MOV to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_TLK
Value : Sets TLK to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_PST
Value : Sets PST to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_TSM
Value : Sets TSM to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_PRS
Value : Sets PRS to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_OPT
Value : Sets OPT to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : JUMPTO_OVR
Value : Sets OVR to value.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_SCR
Value : Adds one to SCR.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_EXM
Value : Adds one to EXM.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_MOV
Value : Adds one to MOV.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_TLK
Value : Adds one to TLK.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_PST
Value : Adds one to PST.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_TSM
Value : Adds one to TSM.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_PRS
Value : Adds one to PRS.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_OPT
Value : Adds one to OPT.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : HOPTO_OVR
Value : Adds one to OPT.
Files : None.
Notes : Changes text mode to function variable. FunctionVariable(value) is then run.

Function : FADE_IN
Value : Fades top screen in from darkness, 1 cycle (1/60th of a second) * value in between intervals of brightness increases.
Files : None.
Notes : None.

Function : FADE_OUT
Value : Fades top screen into darkness, 1 cycle (1/60th of a second) * value in between intervals of brightness increases.
Files : None.
Notes : None.

Function : DELAY
Value : Freezes the animation by 1 cycle (1/60th of a second) * value.
Files : None.
Notes : None.

Function : GAME_OVER
Value : None.
Files : None.
Notes : Sets OVR to 1.
}


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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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eh, I'm going to delay AADS's release and attempt to make the engine as user-friendly as possible.

For instance:

I'm going to remove the entire EVENT_VALUE system and have the system interpret like so:

Instead of

SCR(1).EVENT=JUMPTO_OPTIONS
SCR(1).EVENT_VALUE=2

it will be

SCR(1).EVENT=JUMPTO_OPTIONS(2)

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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B12Core wrote:
eh, I'm going to delay AADS's release and attempt to make the engine as user-friendly as possible.

For instance:

I'm going to remove the entire EVENT_VALUE system and have the system interpret like so:

Instead of

SCR(1).EVENT=JUMPTO_OPTIONS
SCR(1).EVENT_VALUE=2

it will be

SCR(1).EVENT=JUMPTO_OPTIONS(2)


Events now work like this.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I just reviewed the best emulator used to emulate AADS on.

I have to say DeSmuME is definitely one of the better ones, there's a version for Mac OSX/Windows/Linux, works with all the functions required and includes save states for players that play cases on their computers.

It is definitely a better choice, I'm going to distribute DeSmuME for the emulation portion of AADS from now on. It is also open source, meaning that if I ever wished to make a custom engine to emulate AADS with, I would be able to. Another convenient option about DeSmuME.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Nyaaaaan~ Moé Powers Go!

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I find that NO$GBA emulates DS games the best, it does all commercial games, which DeSmuMe doesn't...

But AADS might need different standards, so I'm not suggesting anything:P
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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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papermario13689 wrote:
I find that NO$GBA emulates DS games the best, it does all commercial games, which DeSmuMe doesn't...

But AADS might need different standards, so I'm not suggesting anything:P


NO$GBA doesn't support saving states.

It does support reading/writing to and from .sav files created by .nds games. However, homebrew ROMs do not work the same way as commercial games. This is why save states will be needed.

And DeSmuME covers all the functions required by AADS.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Nyaaaaan~ Moé Powers Go!

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Ah, I see. That's good to know; I never actually use save states in my games:P
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The dancing Sakura petals; only in such grace do we see the beauty of the world.
Lovely wife PandaPrinzessin, charismatic sons Meenyman and Romeo, and talented daughters Reiji and sparkleranger78.
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I hate Klaviema >_>

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That's odd, I'm sure No$GBA had save states... Well, I'm not the most experienced with emulators XD
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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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RandomJibberish wrote:
That's odd, I'm sure No$GBA had save states... Well, I'm not the most experienced with emulators XD


DeSmuMe has all the functions required and more.

It has functionality for recording .avi's/.wav's, increasing the size of the window (you can play cases full screen), it's open-source, and is pretty much functional on any platform you may have, with very minuscule hardware requirements. The memory efficiency is pretty decent compared to other emulators as well.

I feel a little guilty considering the convenience that I have this given to me as a multi-platform client unlike other casemakers such as PWLib that require a developer to work and maintain their clients to even a single platform, like Windows x86 (and even then, efficiency, their casemakers not working on some user's computers and hardware requirements are all factors I won't need to bother with).

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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That lovable troll.

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So hows it going guys?
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: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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For all Mac OSX users,

what file format would you prefer more for DeSmuMe (the emulator used for this),

.dmg or .app?

For now, I'm going to stick with .dmg (the latest version for DeSmuME, 0.9.4, is in a .dmg format. version 0.9.2 is in a .app format).

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Updated with guide.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Oh my god, this looks so great. I can't wait.
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