Homebrew Ace Attorney DS

Skyline969

MENUdo Afficionado
Member
Joined
Nov 18, 2008
Messages
2,209
Trophies
0
Age
32
Location
Saskatchewan
Website
Visit site
XP
518
Country
Canada
A good future implementation would be the ability to compile your cases you've made into a standalone .nds file. That way, you could make whole fanfics (Miles Edgeworth: Ace Prosecutor, anyone?) and others wouldn't need to download AADS to play user-submitted fanfics.
 

Deza007

Member
Newcomer
Joined
Mar 28, 2009
Messages
21
Trophies
0
XP
7
Country
I have YSmenu on my m3 simply, but everytime I open it is says:

r4dldi.dat
Can't open loader

What have I done wrong?
 

B12Core

Well-Known Member
OP
Newcomer
Joined
Feb 1, 2009
Messages
46
Trophies
0
XP
28
Country
Canada
Skyline969 said:
A good future implementation would be the ability to compile your cases you've made into a standalone .nds file. That way, you could make whole fanfics (Miles Edgeworth: Ace Prosecutor, anyone?) and others wouldn't need to download AADS to play user-submitted fanfics.

This has already been implemented in the PC version. The only problem with this is that with several thousand files packed into a ROM, the only consoles that can read the ROM efficiently are NDS emulators on the PC. I'll check and see how fast it could be though and get back to you on that. Either way, on the DS, reading from a folder is a lot more efficient than reading from an embedded file system (especially one with several hundred files). Then again, using ONLY the files you would need (~100 evidence/profiles, a few animations), it would run quicker. I'll look into this.
 

Skyline969

MENUdo Afficionado
Member
Joined
Nov 18, 2008
Messages
2,209
Trophies
0
Age
32
Location
Saskatchewan
Website
Visit site
XP
518
Country
Canada
B12Core said:
Skyline969 said:
A good future implementation would be the ability to compile your cases you've made into a standalone .nds file. That way, you could make whole fanfics (Miles Edgeworth: Ace Prosecutor, anyone?) and others wouldn't need to download AADS to play user-submitted fanfics.

This has already been implemented in the PC version. The only problem with this is that with several thousand files packed into a ROM, the only consoles that can read the ROM efficiently are NDS emulators on the PC. I'll check and see how fast it could be though and get back to you on that. Either way, on the DS, reading from a folder is a lot more efficient than reading from an embedded file system (especially one with several hundred files). Then again, using ONLY the files you would need (~100 evidence/profiles, a few animations), it would run quicker. I'll look into this.
Well, during compilation, the program could determine only the files it would need to run the game and then include only said files. The others wouldn't be included. I know that a few thousand files compiled would make things incredibly slow to run on a DS, but a few hundred would be very manageable. But... what if memory expansion was supported? Would that help matters? If the option for memory expansion to be used was in the standalone ROMs, theoretically it could help speed things up drastically, kinda like what happens with an expansion pack in SNEmulDS.
 

B12Core

Well-Known Member
OP
Newcomer
Joined
Feb 1, 2009
Messages
46
Trophies
0
XP
28
Country
Canada
Skyline969 said:
B12Core said:
Skyline969 said:
A good future implementation would be the ability to compile your cases you've made into a standalone .nds file. That way, you could make whole fanfics (Miles Edgeworth: Ace Prosecutor, anyone?) and others wouldn't need to download AADS to play user-submitted fanfics.

This has already been implemented in the PC version. The only problem with this is that with several thousand files packed into a ROM, the only consoles that can read the ROM efficiently are NDS emulators on the PC. I'll check and see how fast it could be though and get back to you on that. Either way, on the DS, reading from a folder is a lot more efficient than reading from an embedded file system (especially one with several hundred files). Then again, using ONLY the files you would need (~100 evidence/profiles, a few animations), it would run quicker. I'll look into this.
Well, during compilation, the program could determine only the files it would need to run the game and then include only said files.

I don't think this is possible. If I were to include it all in one file, it would run off EFS_lib, which I did not make (credits to Noda). EFS_lib does not handle files determined by what is needed and what is not, and even if it did, case makers would need access to the source to do it.
 

Skyline969

MENUdo Afficionado
Member
Joined
Nov 18, 2008
Messages
2,209
Trophies
0
Age
32
Location
Saskatchewan
Website
Visit site
XP
518
Country
Canada
B12Core said:
Skyline969 said:
B12Core said:
Skyline969 said:
A good future implementation would be the ability to compile your cases you've made into a standalone .nds file. That way, you could make whole fanfics (Miles Edgeworth: Ace Prosecutor, anyone?) and others wouldn't need to download AADS to play user-submitted fanfics.

This has already been implemented in the PC version. The only problem with this is that with several thousand files packed into a ROM, the only consoles that can read the ROM efficiently are NDS emulators on the PC. I'll check and see how fast it could be though and get back to you on that. Either way, on the DS, reading from a folder is a lot more efficient than reading from an embedded file system (especially one with several hundred files). Then again, using ONLY the files you would need (~100 evidence/profiles, a few animations), it would run quicker. I'll look into this.
Well, during compilation, the program could determine only the files it would need to run the game and then include only said files.

I don't think this is possible. If I were to include it all in one file, it would run off EFS_lib, which I did not make (credits to Noda). EFS_lib does not handle files determined by what is needed and what is not, and even if it did, case makers would need access to the source to do it.
What about a loop before compilation? For each file, check if it's used in any of the cases at least once. If it isn't, don't include it in the compile. If it's used once or more, include it in the compile. Once all the files have been checked, begin the compile with the files marked for use and the .ini files and the engine's core. But, like you said, a person would need the source. If you could get ahold of the source, perhaps you could try taking a stab at this method.

Another question though, what is EFS_lib? Could you explain the library?
 

loony747

Well-Known Member
Member
Joined
Oct 22, 2008
Messages
156
Trophies
0
Age
35
Location
Texas
Website
Visit site
XP
135
Country
United States
Mine freezes right after the Sound Settings option that comes up when you boot it. If I try to load it again, nothing happens. ;-;

I'll skip on this for now, but I'll keep an eye out for your updates.
 

B12Core

Well-Known Member
OP
Newcomer
Joined
Feb 1, 2009
Messages
46
Trophies
0
XP
28
Country
Canada
loony747 said:
Mine freezes right after the Sound Settings option that comes up when you boot it. If I try to load it again, nothing happens. ;-;

I'll skip on this for now, but I'll keep an eye out for your updates.

I have no idea why you would be getting this problem besides .mp3 support. I am, however, going to update this with a v1.1 fix soon enough.
 

AidanB

New Member
Newbie
Joined
Mar 14, 2009
Messages
3
Trophies
0
XP
24
Country
Australia
Every time I don't want to continue a tutorial, it freezes... and i'm using 1.1!
lecture.gif
 

anoNL

Active Member
Newcomer
Joined
Sep 27, 2008
Messages
32
Trophies
0
XP
55
Country
Netherlands
Skyline969 said:
Another question though, what is EFS_lib?
EFS_lib uses libfat to read files from the internal file structure of .nds files. Performance should be nearly identical to regular file access, but save-support is limited.
 

B12Core

Well-Known Member
OP
Newcomer
Joined
Feb 1, 2009
Messages
46
Trophies
0
XP
28
Country
Canada
AidanB said:
Every time I don't want to continue a tutorial, it freezes... and i'm using 1.1!
lecture.gif

This only applies with some cards with v1.1. I'll be releasing a complete fix for this soon so none of this will occur again.
 

fgghjjkll

GBATemp MegaMan
Member
Joined
Jul 7, 2008
Messages
2,043
Trophies
0
Age
28
XP
1,038
B12Core said:
fgghjjkll said:
what advantages does this have over PWLib??
this is kinda buggy so im sticking to good ole PWLib.....

Well obviously it's buggy. PWLib has been running for over a year now (over 2 years including the engine it's based on). This has only been out for 8 days. Just give it a try... I'll be fixing up any glitches that come around. You can't compare work done in 2 months with work done in 2 years.

Some obvious advantages include:

+ Portability on the DS
+ Easier to learn/use .ini coding
+ Takes less resources/requires less files to run
o i c....yes its quite nice....i spent 2 hours on dsorganize tapping up my new .ini....
biggrin.gif

hope it goes well
 

B12Core

Well-Known Member
OP
Newcomer
Joined
Feb 1, 2009
Messages
46
Trophies
0
XP
28
Country
Canada
http://www.4shared.com/file/96050095/442d6...S_v11_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!
 

Random_user

Active Member
Newcomer
Joined
Jul 7, 2008
Messages
25
Trophies
0
XP
20
Country
I have DSTT and after loading the homebrew I come with an ''options'' screen...the one where you adjust test speed, SFX volume and BGM volume...

But I can't do anything else? I try touching it, pressing all the buttons. Nothing works! Can somebody help me?
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
    Sonic Angel Knight @ Sonic Angel Knight: :ninja: