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Author Topic: Phoenix Wright NDS Script to GBA: Last Updated Sept. 11, 2008  (Read 6 times)
andwhyisit
Guest
« Reply #60 on: March 21, 2008, 04:09:39 am »

Quote from: cocomonk22 on March 20, 2008, 07:40:28 pm
New patch up that translates to case 2-3 (see first post). Graphics still aren't translated, though I think I have all the locations for Location graphics. I just need to match up which ones are which, then replace the text.
List of location offsets: http://pw.scorpei.com/scripts/GS3/gs3_location_index.txt
That is working great! Though the Court Record items are still untranslated.
cocomonk22
Guest
« Reply #61 on: March 23, 2008, 07:08:16 pm »


Does the first talk font look alright? I ran into memory overlap problems using the second option. The one on the top is just a plain Arial font without any antialiasing effects. The same thing would be done with the location titles as well.

Also, you can see that the background has been translated Smiley
BRPXQZME
Guest
« Reply #62 on: March 23, 2008, 11:13:40 pm »

Quote from: cocomonk22 on March 23, 2008, 07:08:16 pm
Arial
GrrrrrRRRRRrrrr Yip! yip! Yip! yip! arF! Wurf! GRRRRRRRrrrrrrrrrrrrrrrrrrrrrr



...



*ahem* don’t mind me.... Undecided\
andwhyisit
Guest
« Reply #63 on: March 24, 2008, 06:42:38 am »

Quote from: cocomonk22 on March 23, 2008, 07:08:16 pm

Does the first talk font look alright? I ran into memory overlap problems using the second option. The one on the top is just a plain Arial font without any antialiasing effects. The same thing would be done with the location titles as well.

Also, you can see that the background has been translated Smiley
I think it should be that size with bold and antialiasing.
cocomonk22
Guest
« Reply #64 on: March 24, 2008, 04:19:35 pm »

How's this?


Alternatively, if someone could provide information or direct me to a tutorial on how to change graphic addresses to areas with more space, I could use a font style closer to the one used in the DS version.
Ryusui
Guest
« Reply #65 on: March 24, 2008, 05:09:09 pm »

It'll take some ASM tracing. >_>

Find out where the game loads the address of the image from and change it.
andwhyisit
Guest
« Reply #66 on: March 24, 2008, 06:25:20 pm »

Quote from: cocomonk22 on March 24, 2008, 04:19:35 pm
How's this?
Nice.
cocomonk22
Guest
« Reply #67 on: March 24, 2008, 09:44:06 pm »

I think I'll go with this one:


It's very close to the DS version, and is quick to make.

I've found the descriptions for evidence/profiles in the DS rom, so I should be able to get those finished quickly. They were 2-dimensional images. Locations and talk options, if in similar format, should be found soon as well.
« Last Edit: March 25, 2008, 02:45:40 am by cocomonk22 »
akadewboy
Guest
« Reply #68 on: March 25, 2008, 02:50:41 am »

Awesome that looks great.
andwhyisit
Guest
« Reply #69 on: March 27, 2008, 07:18:23 pm »

The "lordly tailor" font in this one:
Quote from: cocomonk22 on March 24, 2008, 09:44:06 pm
I think I'll go with this one:


It's very close to the DS version, and is quick to make.
...looks better than the "lordly tailor" font in this one:
Quote from: cocomonk22 on March 24, 2008, 04:19:35 pm
If that earlier "lordly tailor" font was the DS one than I would consider the new one to be an improvement on the DS version's font.
cocomonk22
Guest
« Reply #70 on: March 27, 2008, 10:35:43 pm »

The earlier one was an attempt to copy the DS style, but the DS boxes are wider. The newer one is the DS version scaled to the GBA size.

Still some problems with some of the talk graphics, as you can see here.

There was also a problem with locations that would say
Main Exhibit Hall
Main Exhibit Hall
Main Exhibit Hall
Main Exhibit Hall
due to code <33 x x>, so I took out instances of that code, but that seems to cause the problem of having only one location to move to. For example, at the Main Exhibit Hall the second time, you only have the choice of going to the Basement Warehouse, not back to Wright & Co Law Offices.


The ram overflow problem. This one will take a bit longer to fix since it is an investigation script, so there are many pointers that need to be hex edited, but the process of fixing it is relatively simple, but has to be done manually.
andwhyisit
Guest
« Reply #71 on: March 27, 2008, 11:24:28 pm »

Quote from: cocomonk22 on March 27, 2008, 10:35:43 pm
The earlier one was an attempt to copy the DS style, but the DS boxes are wider. The newer one is the DS version scaled to the GBA size.

Still some problems with some of the talk graphics, as you can see here.

There was also a problem with locations that would say
Main Exhibit Hall
Main Exhibit Hall
Main Exhibit Hall
Main Exhibit Hall
due to code <33 x x>, so I took out instances of that code, but that seems to cause the problem of having only one location to move to. For example, at the Main Exhibit Hall the second time, you only have the choice of going to the Basement Warehouse, not back to Wright & Co Law Offices.
Yeah I encountered that one, except I couldn't get into the Basement Warehouse. "What Happened" needs a question mark though
cocomonk22
Guest
« Reply #72 on: March 28, 2008, 12:59:20 am »

Actually, according to the DS version, that one doesn't need a question mark. I'll release the next patch when I fix the overflow problem with Atmey.
akadewboy
Guest
« Reply #73 on: March 28, 2008, 02:44:51 am »

Quote from: cocomonk22 on March 27, 2008, 10:35:43 pm
Still some problems with some of the talk graphics, as you can see here.

Looks like the same problem the title screen had. The new graphics aren't compressing as well and are overwriting other graphics. It's really going to be a nightmare if you can't repoint them somewhere else.
Ryusui
Guest
« Reply #74 on: March 29, 2008, 03:30:36 am »

Quote from: akadewboy on March 28, 2008, 02:44:51 am
The new graphics aren't compressing as well and are overwriting other graphics.

I suspect it's more the other way around...they're not compressing as well, yes, but they're being overwritten, if the graphics are stored one after another.

Is there any way you can tweak the recompressor to optimize?
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