Wish I could help some, but motivation never hurt anyone. good luck I wish you all the best in this project
oh yeahhh. I will wait patently for this. Yay been following this for a while but only decided to get an account
today.
I found 3 crashes in part 3-2 of case 5 preventing progress.
1: trying to point at the map to break pearl's psych lock
2: talking to bikini about the dl-6 incident
3: talking to bikini about iris's twin sister
There's also an infinite loop in case 5
In the first trial while you're playing as edgeworth, if you press bikini about not actually seeing the stabbing, you'll get the normal stuff, but it then fades to black. You pause and unpause to restore the visuals, but now there's missing text boxes, and bikini is at the prosecutor's stand. but if you go through the 2 invisible text boxes, it goes right back to von karma saying it's proof enough. Then it fades to black. Repeat.
Also, this goes for the entire game:
If you pause and unpause during a text box, the save game text replaces whatever the hell that person was saying.
I really appreciate what you did here. I'm just reporting bugs.
Hi guys! After a long hiatus, I'll try to make some progress this month on both GS1 and GS3.
I've already started taking notes and fixing things in GS1, and I have translated a lot of graphics. I haven't touched the scripts yet.
As far as GS3 goes, I'll need some detailed feedback that will help me in pinpointing any crashes still left. The scripts are hundreds of pages long, and I don't have the time to play the whole game again.
In the first trial while you're playing as edgeworth, if you press bikini about not actually seeing the stabbing, you'll get the normal stuff, but it then fades to black. You pause and unpause to restore the visuals, but now there's missing text boxes, and bikini is at the prosecutor's stand. but if you go through the 2 invisible text boxes, it goes right back to von karma saying it's proof enough. Then it fades to black. Repeat.
Can you please post a screenshot or a text part near the crashes? It will greatly help me in searching the huge scripts. Also, can you send me a savegame (.sav) file near the crash?
Unfortunately, this cannot be fixed. The english font displaying routine was written by Broco, and this part was left unfinished due to the huge amount of work that is required and the little benefit it provides. Quote by Broco:
Broco said:
NOTE: save games still don't refresh properly (need to copy to sram
and back), and also saving while in a fullscreen question causes
_very_ flaky behavior such as scrapped music and background.
For now, use space character code for redrawing after save screen;
not an elegant solution but tolerable for now. Ideally we'd have
to build another data structure and redraw from that, since this one
isn't big enough anymore.
My knowledge and understanding of this specific part is limited. So far, I have only been able to fix the crash when saving the game while in a multiple choice screen. However, at the moment it is beyond my knowledge and capabilities to restore the correct text after a save/load. I have made numerous attempts to fix it, but to no avail.
Broco, cocomonk22 and kcaze have partially decoded the binary script format of Gyakuten Saiban for GBA and NDS. They also built some homebrew tools based on their findings, specifically for Gyakuten Saiban 3 in GBA.
I've discovered a few more things, and I've also built my own, more advanced tools.
I've checked the PC release of Gyakuten Saiban, and it has a totally different binary format than the GBA and NDS versions. None of our tools are compatible with it.
Damn. Even though it took a while, thanks for getting back to me I wanted to do my own story, and thought it would be better to cut the middleman (Emulator) and do it for the PC version. Ah well.
Damn. Even though it took a while, thanks for getting back to me I wanted to do my own story, and thought it would be better to cut the middleman (Emulator) and do it for the PC version. Ah well.
Well, the GBA version of GS1 is missing a case that was added in the NDS version (Case 5 - Rise from the Ashes). Creating it from scratch is a long shot, but I wouldn't say it's totally impossible.
Right now it is possible to edit the scripts and graphics of the GBA versions of GS1 and GS3 to some extend, and create your own stories. I can't say it's easy, but it's possible. If you possess the necessary skills, knowledge and experience, and you'd like to uptake the task of creating case 5 for GS1 from scratch, I wouldn't say no to a helping hand
Hey! Glad to see you're having some time for yourself again
I've reported some GS3 crashes earlier in this thread I believe, and I can definitely help you find bugs in both GS1 and GS3. I'll just need a few days before I can start working on it, because I have an awful lot of exams and projects coming up soon
On another note, wouldn't it be very difficult to recreate Rise from the Ashes in GS1 because of the fingerprint analysis/3D evidence? I guess we'd need to rewrite some parts of the case to fit the GBA engine limitations. Challenging, but interesting!
Yes, it will be extremely difficult to create a new case from scratch, and some parts will definitely have to be redesigned to fit in the GBA engine. I never said it would be easy. I just said it's possible. Still, considering that we can take the scripts and graphics from the NDS version, it will still be easier than what LanHikariDS wanted to do: make a story of his own completely from scratch.
In the meanwhile, I am researching the script structure further. Broco, Cocomonk22 and kcaze seem to have been totally in the dark about how a lot of things work in the scripts. And while I've made some significant progress on that, I still haven't figured everything out yet.
Here is the current progress in GS1:
I've located, identified and extracted all the Japanese scripts from the GS1 rom.
I've located and extracted more than half of the Japanese evidence, place and talk text graphics, and I've been able to identify about 90% of them so far.
I've extracted all english scripts from the NDS version, and have matched them with the Japanese scripts. For example, the GBA GS1 script for case 4-6 is the NDS script #33.
A few things in the todo list:
Perform extensive experiments and discover more things about several control codes in scripts.
Build some more sophisticated tools that will handle all the controlcodes properly, perform several syntax and sanity checks and try their best to make clean scripts that don't crash.
Rebuild the interface and improve the usability of the GS3 image processing tools. That will make it a lot easier to edit the images from Japanese to English.
For anyone who may be curious, here is an idea of how I'm working with my homebrew tools right now:
I have tested all the crashes mentioned by CowboyJoseph64, and they have all been resolved. Unfortunately, I cannot confirm the loop mentioned in case 5 when cross-examining Sister Bikini.
I am currently working on GS1, while I'm also improving the tools used for editing the scripts. So far, I have translated most of the graphics for the first 3 cases (evidence, profiles, places, topics).
As my signature indicates, GS3 is 100% complete. Every script, graphic and voice has been translated to English, and the game is fully playable from start to end. I'm just releasing some small bugfixes whenever bugs are found.
GS1, on the other hand, is at a very early stage. The version I provide in my signature is at about 10%, which means that the main infrastructure for displaying english scripts has been built, the first case has been translated and it's fairly playable (but still has several bugs), and voices are in English. It was my first attempt to translate a ROM from scratch, and I can say it's going better than I expected.
Meanwhile, I have been making some progress in the background, but haven't released anything yet. Currently, I have translated most of the graphics for the first 3 cases and a few graphics from the 4th case. I am still not touching the scripts, until I finish building a fool-proof way to edit scripts without crashing the original jumps/conditionals/switches.
Just to give you a hint, every single letter inserted in the scripts, offsets the locations of the script where a conditional decision has to jump to. This causes wrong results, game crashes, infinite loops and strange behaviour of the game. To avoid that, several recalculations are needed every time a piece of text is replaced. I am currently building a program to aid me in that, and I hope that it will make the translation process much easier and cleaner. I am also doing some experiments and investigation on how some unknown controlcodes work, to make sure that I treat them properly. Of course, it's a dark and uncharted area which nobody has fully explored yet, and of course there is no manual about it.
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