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Re: PALib-based Phoenix Wright DS game.Topic%20Title
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KSA_Tech wrote:
Yes, I know, there are ways to make it work with a very strict memory management.

But it would be still limited if you think about what the user can do. The user won't have to deal with memory management, so custom interfacing would be impossible, for example. Take a look at PWLib (I think you did). It is easy to use lots of memory when developing custom stuff. In the DS, it would make DS go down quickly.

In AIGE, I focus to speed instead of Memory usage. In the DS, you first need to care about memory.

Like I mentioned on my previous post, the casemaker is doable, but it won't be on the same level as PWLib or PyWright. Not that it won't be a good one, of course.

If this pulls out, I think I'll need to develop a new Integration Language as well an exporter to this format (from Shinku, of course).


Honestly, all the casemaker is:

GUI with a bunch of buttons. It says data for "Storylines" which are investigations and trials, one textbox. It will be allocated on the DS.

All I'm doing is writing the data saved by the player onto a .bin file and reading it when you load. The reading sets the template values, such as this sprite does this animation, and he/she says this text.

In terms of coding trials and investigations, I have no idea at this point. I'm pretty sure if I can't pull it off, I'll quit trying to make the casemaker and work on games. I don't feel that it would take a lot of memory because the only time it uses any memory at all is when it loads files from FAT and saves onto a .bin. However, that's still far away in terms of development, I'm still looking for a storyline.

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Re: PALib-based Phoenix Wright DS game.Topic%20Title

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B12Core wrote:
Honestly, all the casemaker is:

GUI with a bunch of buttons. It says data for "Storylines" which are investigations and trials, one textbox. It will be allocated on the DS.


What happens when one wishes to change the script? Must one edit in <EDIT> the script </EDIT> in a text editor on a computer? On the other hand, it seems like using a touch keyboard with the DS stylus would be time-consuming.

My suggestion would be that the entire casemaker be on a computer and produce data files that your case interpreter can read.

However, I haven't looked at how the other casemakers out there work and therefore am probably missing something.
Re: PALib-based Phoenix Wright DS game.Topic%20Title
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I don't think a PW engine is so simple as that. It looks simple (ans I thought so when I started thinking about PWLib), but it isn't.

I think an editor directly on the DS would be a pretty timeconsuming one. The idea of making it on the PC first is a nice one, imo.

kkd, in the base, the casemakers work on a "run a command then go to the next" mostly. Internaly they differ a lot, but for case developers, it is mostly the sequence of commands way (with each own having its way of doing so).
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: PALib-based Phoenix Wright DS game.Topic%20Title

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KSA_Tech wrote:
kkd, in the base, the casemakers work on a "run a command then go to the next" mostly. Internaly they differ a lot, but for case developers, it is mostly the sequence of commands way (with each own having its way of doing so).


Thanks for the explanation, KSA_Tech. To clarify, when I wrote about editing 'the script,' I only meant the dialogue text and not the rest of the game (showing animations, etc.).
Re: PALib-based Phoenix Wright DS game.Topic%20Title
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AIGE/PWLib Casemaker Developer

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The dialog text is changed on PWLib by a command (message), but you need a lot more to change the bg, the character and the lower screen you're using. All casemakers do.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: PALib-based Phoenix Wright DS game.Topic%20Title
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my flaschcard is ez flasch V and when i want to start the file i have to select an save type but what type do i need 2 m flash 4m flash 64 kbit 512kbit ore 4kbit?
Re: PALib-based Phoenix Wright DS game.Topic%20Title
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Custom interfacing is not that important for this I think. Best to keep that code in the c level so it can be as fast as possible. You know, phoenix wright WAS originally made on gba, so it should be possible to make it on DS. It is not easy, but it is within the realm of possibility. And the demo already shows a lot of promise.

Best would be not to have it interpret a script (that can get too complicated too fast), but have it instead just interpret binary data. I don't know how you have the demo coded so far, but maybe this is already how it works. When I thought of porting PyWright, my idea was to have a compiler that took the script and spit out either c or some kind of byte code.

Good luck with this project!
Creator of PyWright, the lovable case construction system!
Also visit the PyWright post.
Re: PALib-based Phoenix Wright DS game.Topic%20Title
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AIGE/PWLib Casemaker Developer

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The engine is doable, sure. AIGE compiles to a bitcode before executing (I think saluk didn't knew it, hehehe), so making a simple script language to handle easy case development is relatively simple. Since the idea is to run on the DS and provide only PW power, i think a very easy language can be done.
Something like:
playmus, setbg, setchar,text for normal scenes (like the one on the demo). The idea is to make as less commands as possible.
I think the priority now is to forget the casemaker idea and make the engine work in hardcoded mode. So when it's done, you can think on how to allow a custom list of commands to define the flow of the game.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: PALib-based Phoenix Wright DS game.Topic%20Title
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Revision 2's demo is out. Check the 1st post for download link.

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Re: PALib-based Phoenix Wright DS game.Topic%20Title
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LuAA Developer

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Currently working on Presenting Evidence.

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Re: PALib-based Phoenix Wright DS game.Topic%20Title
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Works fine on my NDSTT (running YSMENU).

What's Bad:
No sound (I know it will come)
Offset Graphics
Unmapped buttons (such as R)
Broken Court Record (No evidence and pressing a direction 'breaks' it)
Storyline variable doesn't comply with TALK menu

What's Good:
The rest is just like a normal AA game. If the above is fixed then it will be great.
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Re: PALib-based Phoenix Wright DS game.Topic%20Title
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GolemdX wrote:
Works fine on my NDSTT (running YSMENU).

What's Bad:
No sound (I know it will come)
Offset Graphics
Unmapped buttons (such as R)
Broken Court Record (No evidence and pressing a direction 'breaks' it)
Storyline variable doesn't comply with TALK menu

What's Good:
The rest is just like a normal AA game. If the above is fixed then it will be great.


Thanks, I just started on it this Wednesday so I haven't gotten it "perfect" just yet.

I'll be continuing development next Wednesday, I need to study for my finals.

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Re: PALib-based Phoenix Wright DS game.Topic%20Title
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It finally downloaded...

Hmm... wouldn't it look better if you used the official font and name boxes? Meh, I'm sure there was a link around here...

But still, it seems impressive so far. Hope this doesn't get abandoned... :yuusaku:
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Re: PALib-based Phoenix Wright DS game.Topic%20Title
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DramaticaXIV2 wrote:
It finally downloaded...

Hmm... wouldn't it look better if you used the official font and name boxes? Meh, I'm sure there was a link around here...

But still, it seems impressive so far. Hope this doesn't get abandoned... :yuusaku:


The problem with using the official font is that the only way possible would for me to develop a font cache with a .ttf file in the embedded file system. The problem with that is, you see, that is the least of my worries at this point. I can worry about the appearance of the game after I actually finish the development of the base.

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Re: PALib-based Phoenix Wright DS game.Topic%20Title
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working ok! the only empty thing is the lack of music, and hard to read text . i guess i'm not picky, but other then that it's really impressive for someone so low tech like me. > <
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Re: PALib-based Phoenix Wright DS game.Topic%20Title

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B12Core wrote:
The problem with using the official font is that the only way possible would for me to develop a font cache with a .ttf file in the embedded file system.


Are you sure? PALib appears to have some custom font capabilities that use converted image files.

B12Core wrote:
The problem with that is, you see, that is the least of my worries at this point. I can worry about the appearance of the game after I actually finish the development of the base.


Agreed.
Re: Phoenix Wright and DS compatibility.Topic%20Title
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Just loaded revision 2 on my Acekard II, exciting stuff. Looking forward to seeing how far this goes.
Re: PALib-based Phoenix Wright DS game.Topic%20Title
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kkd wrote:
B12Core wrote:
The problem with using the official font is that the only way possible would for me to develop a font cache with a .ttf file in the embedded file system.


Are you sure? PALib appears to have some custom font capabilities that use converted image files.


The image file must have tiled letters that are 8x8 in size. This means thin letters such as i's and l's will take up as much space as o's and a's.

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Re: PALib-based Phoenix Wright DS game.Topic%20Title

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B12Core wrote:
kkd wrote:
B12Core wrote:
The problem with using the official font is that the only way possible would for me to develop a font cache with a .ttf file in the embedded file system.


Are you sure? PALib appears to have some custom font capabilities that use converted image files.


The image file must have tiled letters that are 8x8 in size. This means thin letters such as i's and l's will take up as much space as o's and a's.


Ah, right, PW's font isn't fixed width. Sorry I couldn't be more helpful.
Re: Phoenix Wright and DS compatibility.Topic%20Title
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You know how in PW 1~3
the sprite's color is like 16 colors?
Do we have to here as well?
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Re: Phoenix Wright and DS compatibility.Topic%20Title
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ksunwoo6 wrote:
You know how in PW 1~3
the sprite's color is like 16 colors?
Do we have to here as well?


DS compatibility has 256 colours maximum. GBA has 16. The only reason why PW 1~3's graphics sucked so much was because it was ported from GBA graphics without any improvements with their 16 colour maximum.

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Re: Phoenix Wright and DS compatibility.Topic%20Title
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I think they did pretty damn well for 16 colours, frankly :godot:
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Re: Phoenix Wright and DS compatibility.Topic%20Title
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Sorry about my absence and the excessive posts. I also apologize for my behaviour about DS-porting and how I acted (a bit immature tbh) about my work.

I'm just going to go over some problems I've had and what I've finished.

I've finished:

-Psychelocks showing up
-Presenting Evidence
-Selecting from various options (Press Harder, Wait and See)
-Selecting from a Talk menu

Some obstacles I have and probably cannot do anything about are:

-Gavel animation (More than 256 colours which the maximum amount of colours for the DS. Capcom MOST likely used two or more layers when making the gavel animation, with one layer on an alpha-blending effect. I will not be able to complete a Gavel animation without an animation without the 2nd layer.
-Sprite fading in and out during transitions (Adds more backgrounds, DS's hardware allows for a maximum of 8-10? backgrounds at a time. I can't figure out how to delete alpha-blended transitions upon their use, hence the DS overloading due to too many loaded backgrounds.)

Also, as I reviewed the source code, I agree with KSA_Tech in saying that it is highly unfeasible for me to create or even attempt to make a casemaker without giving one my C++ source code. This is due to the fact that I was hoping for an internal engine, whereas any external features would have to be loaded from FAT, taking away precious game time (loading takes roughly 1 second per full animation, when loading with FAT, that's 1 second gone per line).

Good night, Court-Records.
I'll be back tomorrow. Good night Court-Records.

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