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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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rednano12 wrote:
*facepalm* Wow. That means I have to do Phoenix...

I'm lazy. Sue me.

EDIT: Did Ceres give you permission to use the Payne reading sprite? Just wanted to make sure.


Ask him if you can use his sprites.

I'm guessing it's better if I don't add custom sprites for now, until I get enough of them.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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The thing is, in the Payne 7z, you included them in. I was wondering if he said yes, if not, I'll ask him.
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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http://www.4shared.com/file/95638886/67 ... S_v11.html

Fix for v1.1

+ Added .mod support
+ Added GFXText support
+ Fixed crashing glitch
+ Fixed court record glitches caused by 1.1
- Removed .mp3 support

Place the mod folder in AADS/sfx so that the directory is AADS/sfx/mod.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Thanks ! I'm downloading.

Still have a few questions though :

- What is GFXText ?
- Do you think you could do a "fixed" version with mp3 instead of mod ? Like, have two releases ?
- What is this "Movie support" you mentionned earlier ? How can we use it ?
- Where do these "Ace Attorney" mods come from ? 0_o

And a few suggestions :

- Be able to change the title screen (the one where it says "Gyakuten Saiban" in Japanese).
- Have the GS UI instead of the GK one
- Possibility of fast-forwarding text
- Fade to black (for Scene change).

I had some other, but I forgot about them. Anyway, I'm off to try that new version :)

Last edited by LeMoonwalker on Sun Mar 29, 2009 6:16 pm, edited 2 times in total.
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
Thanks ! I'm downloading.

Still have a few questions though :

- What is GFXText ?
- Do you think you could do a "fixed" version with mp3 instead of mod ? Like, have two releases ?
- What is this "Movie support" you mentionned earlier ? How can we use it ?
- Where do these "Ace Attorney" mods come from ? 0_o

And a few suggestions :

- Be able to change the title screen (the one where it says "Gyakuten Saiban" in Japanese).
- Have the GS UI instead of the GK one
- Possibility of fast-forwarding text
- Fade to black (for Scene change).

I had some other, but I forgot about them. Anyway, I'm off to try that new version :)


GFXText is an extension of REGText.

It works like so:

1. Go to the AADS/art directory and make a folder called "fx".
2. Place an image named FX(number).png (i.e. FX7.png) in AADS/art/fx and parse it using AADS PAGfx.exe.
3. Use the GFXText function like so:

SCR1REGText=WHAT?! You can't be serious!
SCR1GFXText=W Y

On the W and the Y, the FX image will pop up in front of everything. This is used for white flashes, for instance.

I have no idea how to work with sound and the .mp3 streaming problem does not have a solution to this day.

Movie support is just custom animation with no Loop (Loop=0)

The mods aren't AA songs, and are from http://themoddepot.com/

Other mod archives include:

http://modarchive.org/
http://www.s3m.com/dma/

Fast forwarding text is complete. I forgot to include that in the features. Try holding B and you'll see what I mean.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Allright, so I've tried it ; it's overall more stable, less glitchy, and mod sounds better than mp3 when played by the DS, however, it seemed a little slower to me, and I couldn't get any sound except the mod BGM (no SFXs).
It's still an improvement though.

B12Core wrote:
SCR1REGText=WHAT?! You can't be serious!
SCR1GFXText=W Y

On the W and the Y, the FX image will pop up in front of everything. This is used for white flashes, for instance.

Ok, I think I get it. I won't use it now though, this is one of the things I'll add when (if) I finish my case :)

Quote:
Movie support is just custom animation with no Loop (Loop=0)

I see, but you have to make one .png for each frame of the animation, and then parse them into bin files, I guess ?

Quote:
Fast forwarding text is complete. I forgot to include that in the features. Try holding B and you'll see what I mean.

Yep, I just noticed that :)
However, it seemed to go a bit too fast... Might just be an impression though :)
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
I see, but you have to make one .png for each frame of the animation, and then parse them into bin files, I guess ?


Yeah, that's how Capcom did it for all 4 GS games. The only time Capcom ever used a video codec was with GS4, when they used it for short 3-D cut scenes.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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B12Core wrote:
LeMoonwalker wrote:
I see, but you have to make one .png for each frame of the animation, and then parse them into bin files, I guess ?


Yeah, that's how Capcom did it for all 4 GS games. The only time Capcom ever used a video codec was with GS4, when they used it for short 3-D cut scenes.

Well, that's pretty complicated :meekins:

Just remembered, I have two big issues with this "fix" :
- Apollo's name won't show up. I didn't touch the "init" or "storyline" inis at all between the two AADS versions, and yet now somehow every character gets his name in the box, except Apollo, which is set as Name1 in the ini.
- Green text is now some kind of dark yellow, yet again the color codes in init.ini are still the same !
- Looks like the DS can't play all mod files. I put one in my case, which worked, then changed it to another one ("Fable.mod", if you want to know), and it doesn't play... That's too bad, it was the perfect BGM for the beginning of my case :(

That's weird...

EDIT : Well, turns out it's not just the MOD file that won't play, it's every single sound alltogether ! There's no sound, even when I go to the next SCR, or when I go into the court Record. RAM overload, maybe ?
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
B12Core wrote:
LeMoonwalker wrote:
I see, but you have to make one .png for each frame of the animation, and then parse them into bin files, I guess ?


Yeah, that's how Capcom did it for all 4 GS games. The only time Capcom ever used a video codec was with GS4, when they used it for short 3-D cut scenes.

Well, that's pretty complicated :meekins:

Just remembered, I have two big issues with this "fix" :
- Apollo's name won't show up. I didn't touch the "init" or "storyline" inis at all between the two AADS versions, and yet now somehow every character gets his name in the box, except Apollo, which is set as Name1 in the ini.
- Green text is now some kind of dark yellow, yet again the color codes in init.ini are still the same !
- Looks like the DS can't play all mod files. I put one in my case, which worked, then changed it to another one ("Fable.mod", if you want to know), and it doesn't play... That's too bad, it was the perfect BGM for the beginning of my case :(

That's weird...

EDIT : Well, turns out it's not just the MOD file that won't play, it's every single sound alltogether ! There's no sound, even when I go to the next SCR, or when I go into the court Record. RAM overload, maybe ?


Apollo's name won't fit because it's too large for the textbox given. I'll increase the parameters of the textbox if it helps.

It does turn out some .mod files are unplayable. I'm sorry about that, it's nothing I can do (again, I have no experience/knowledge with sound).

I'm also going to investigate the colour problem. Try setting green to color 5 and use color 5.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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B12Core wrote:
Apollo's name won't fit because it's too large for the textbox given. I'll increase the parameters of the textbox if it helps.

Huh, that's odd, cause it did fit before the fix, and "Phoenix", which is even longer, does appear :eh?:
And it fits in the box...

EDIT : In another case, neither "Phoenix" nor "Pearl" appears in the textbox... This is so weird...

Quote:
It does turn out some .mod files are unplayable. I'm sorry about that, it's nothing I can do (again, I have no experience/knowledge with sound).

Well, as you said, it's not your fault, so I'll just use the working mods, that's okay.

Quote:
I'm also going to investigate the colour problem. Try setting green to color 5 and use color 5.

I'll try that, but I think the problem comes from the color number being misinterpreted by the rom, cause when I see what color it gives on my computer, it's perfectly green :eh?:

Another thing : How do you get a sprite to "disappear" ? (like, when, changing location) ; I created a blank sprite, but since it IS a sprite, it takes off pixels from the top of the background, so that's pretty stupid... It'd be easier to just tell the rom to stop displaying the previous one, but I don't know how to do that...
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
B12Core wrote:
Apollo's name won't fit because it's too large for the textbox given. I'll increase the parameters of the textbox if it helps.

Huh, that's odd, cause it did fit before the fix, and "Phoenix", which is even longer, does appear :eh?:
And it fits in the box...

EDIT : In another case, neither "Phoenix" nor "Pearl" appears in the textbox... This is so weird...

Quote:
It does turn out some .mod files are unplayable. I'm sorry about that, it's nothing I can do (again, I have no experience/knowledge with sound).

Well, as you said, it's not your fault, so I'll just use the working mods, that's okay.

Quote:
I'm also going to investigate the colour problem. Try setting green to color 5 and use color 5.

I'll try that, but I think the problem comes from the color number being misinterpreted by the rom, cause when I see what color it gives on my computer, it's perfectly green :eh?:

Another thing : How do you get a sprite to "disappear" ? (like, when, changing location) ; I created a blank sprite, but since it IS a sprite, it takes off pixels from the top of the background, so that's pretty stupid... It'd be easier to just tell the rom to stop displaying the previous one, but I don't know how to do that...


About the color thing, it's impossible for one color to be misinterpreted, yet another not. I'm thinking that the color saved in the 3rd slot (there's 16 color palette slots available) is being overlapped by the 4th color. Again, try using the 5th color and tell me what happens, it's really peculiar since I'm looking at my functions and I see nothing wrong.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Thanks for the GFXText. Is it possible to use it without making the textbox pop out? Thanks. I'm also going to ask for the removal of animation, if possible. Also, are we limited to mod files or will xm, S3M, it, etc work?
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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rednano12 wrote:
Thanks for the GFXText. Is it possible to use it without making the textbox pop out? Thanks. I'm also going to ask for the removal of animation, if possible. Also, are we limited to mod files or will xm, S3M, it, etc work?


SCR1NameID=999 should do the trick for removing the textbox.

And yeah, we're limited to .mod files only at this time.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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What happened to the mp3's? Too buggy?
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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rednano12 wrote:
I'm also going to ask for the removal of animation, if possible.

Yes, as I said, this seems indispensable to me.

I found some sites that offer mods, notably from video games :

http://www.mirsoft.info/gamemods.php
http://www.dmoz.org/Games/Video_Games/Music/MOD/
http://freenet-homepage.de/ankman/mods.html
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
rednano12 wrote:
I'm also going to ask for the removal of animation, if possible.

Yes, as I said, this seems indispensable to me.

I found some sites that offer mods, notably from video games :

http://www.mirsoft.info/gamemods.php
http://www.dmoz.org/Games/Video_Games/Music/MOD/
http://freenet-homepage.de/ankman/mods.html


Thanks for the mod links. The removal of animation/.mods/maps will be in the next revision and will be prompted by 999.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Sweet. Can't wait for that! In the meantime, I'll be coding in... stuff...
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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http://www.4shared.com/file/96050095/44 ... _Fix2.html

v1.1 Fix number 2:

+ Removal of animations (SCRXAnim=999)
+ Removal of maps (SCRXMap=999)
+ Removal of .mods (SCRXSong=999)
+ Removal of textbox (SCRXNameID=999)
+ Fixed color problem
+ Fixed names not showing up in textboxes

Instructions:
+ Place the misc folder in AADS/sfx, so it looks like AADS/sfx/misc.
+ Replace the Ace Attorney DS v1.1.nds with the one included.

Enjoy!

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Allright, thanks !! ^^
I have a question : how can I set the speed of the JumptoText (EXM) ? It's going way too fast ! :(
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
Allright, thanks !! ^^
I have a question : how can I set the speed of the JumptoText (EXM) ? It's going way too fast ! :(


Hmm... I'll delay it for a few cycles in the next revision.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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OK, thanks.
Instead I guess I'll just use SCRText, at least for now.

My case is definitely starting to look like something :)
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Next update will include Psychelocks, delayed JumpToEvents and dynamic collision maps.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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They don't :c

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So, will my R4DS/no$GBA support this now?
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I have an R4DS (it's what I test with). You may want to update with the fixes I posted up, however. The updates are very simple, but I'll make a 1.2 repository soon.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I'll be continuing development this week, lots of work last week (sorry).

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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No bugs have been reported so far (and I can't find many of them right now to be honest), so I'm going to create a suggestion poll again:

Here is my to-do list so far:

+ Psychelocks
+ Interrogation without Talk/Present
+ Visited factor
+ Talked factor
+ 3D support
+ More languages to support
+ Perceive

Please feel free to contribute.

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Re: [BETA 1.1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I just looked over the casemaker recently and I believe that I need to make this more professional (with more functions). Thus, I will be adding a whole new system for reading files, as well as a different .ini approach.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I'm changing everything around to omit IDs for everything (I hate them). For example, for events, it'll look like this:

Code:
ADD_EVIDENCE
ADD_PROFILE
ADD_HP
SUB_HP
SUB_PSYCHELOCKS
JUMPTO_MENU
JUMPTO_EXAMINE
JUMPTO_MOVE
JUMPTO_TALK
JUMPTO_PRESENT
JUMPTO_TESTIMONY
JUMPTO_DYNAMICPRESENT
JUMPTO_OPTIONS
RELOAD_TESTIMONY
SET_SCR
SET_EXM
SET_MOV
SET_TLK
SET_PST
SET_TSM
SET_PRS
SET_OPT
SET_GLOBALMODE
SET_TRIALDAY
JUMPTO_SCR
JUMPTO_EXM
JUMPTO_MOV
JUMPTO_TLK
JUMPTO_PST
JUMPTO_TSM
JUMPTO_PRS
JUMPTO_OPT
HOPTO_SCR
HOPTO_EXM
HOPTO_MOV
HOPTO_TLK
HOPTO_PST
HOPTO_TSM
HOPTO_PRS
HOPTO_OPT
FADE_OUT
FADE_IN
RESET_GAME
GUILTY
NOT_GUILTY
CREDITS


i.e., SCR1Event1=ADD_HP

A lot easier to remember IMO.

I'm going to be fixing this for a long time this week so you can use 1.1 if you want but 1.2 will be completely different and will require a second download.

I'm also omitting the Map/Anim system and instead just going directly with raw custom animations on layers.

SCRXAnim is replaced with SCRXBG2, SCRXMap is replaced with SCRXBG3 and SCRXBG1, SCRXBG0 and SCRXOAM have been added.

BG3/BG2/BG1/BG0 are background layers of the DS available for you to use. These are the 4 layers the DS has that backgrounds can be loaded from. If you remember the custom animation function, it'll be used in all 4 layers. I'm also omitting the sprite ID function so:

[courtroomlobby]
Filepath=maps/courtroomlobby
Location=TRUE
Loop=FALSE
Frames=1
Speed=6

[godot_normal]
Filepath=animation/characters/Godot/NGodot
Loop=TRUE
Frames=3
Speed=6

SCR1BG3=courtroomlobby
SCR1BG2=godot_normal

This allows you to have full use of the 4 layers available to you. The OAM layer is the sprite layer and will cover any 64x64, 32x32, 16x16, 8x8, 4x4, 2x2, or 1x1 sprites you have. This sprites can be moved around as well... so I guess if there's ever a "motion tween" function that people want, I can do it I guess.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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That works, but is a lot to redo. Are you sure you are up for this?
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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BG0? Isn't it normally BG4?
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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MrCheeze wrote:
BG0? Isn't it normally BG4?


OAM (object attributed VRAM) is a sprite layer
BG0 is the top layer
BG1 is the second-to-the-top layer
BG2 is the second-to-the-bottom layer
BG3 is the bottom layer

The sprite layer is weird because you can change it's priority to be anywhere in between the BG's.

Each BG is capable of 768 individual tiles (8x8 squares), 256 colors and can be infinitely large.

but yeah, I guess making it BG1/2/3/4 makes more sense. I'll use that instead.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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The next revision will be out in 2-3 weeks, I'm changing A LOT of stuff and re-doing all the tutorials. I'm also going to be renaming the casemaker to mark the engine with more of a professional feel. It will be more of an engine, rather than a casemaker after I'm done. All the functions, however, will stay intact.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Ok, good to hear ! ^^
Will there be a possibility to use the classic GS UI ?
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I've already made plans to make the revision load the skin from FAT rather than RAM, so you'll be able to change the skin at any time.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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A PC version is now working and available. However, for some strange reason, it cannot play sound files loaded into the RAM. I'll be looking over this for the next few days and looking for a fix.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Still working on this...

I'm thinking about making this project open-source, so you guys can do whatever the hell you want with the casemaker :p

I'll have to see though.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

ummm.....nothing?

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YAY! OPEN-SOURCE! I CAN FINNALY DELETE THE SPLASH SCREENS! im so sick and tired of that
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I'll admit, I haven't been committing much work into AADS (been working on other non-freeware programming) . I'll be continuing development this week.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Won 1st place in the NDS APP division in the Neoflash competition. :godot:

http://www.neoflash.com/forum/index.php ... 608.0.html

No updates just yet.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

Hold it!

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B12Core wrote:
Won 1st place in the NDS APP division in the Neoflash competition. :godot:

http://www.neoflash.com/forum/index.php ... 608.0.html

No updates just yet.


Awesome! Congratulations, you totally deserve it :)
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