ROM Hack Ace Attorney Investigations 2: Miles Edgeworth Fan Translation

LuigiPT

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I can't thank enough for all the awesome work you've done so far.
It's sad to say that I can't help with anything meaningfull, but I just hope my support for this project will help you keep motivated, to not give up on this.
After japanese classes, you're my only hope.

Keep up the great work guys! It will be worth it!
 

fundave

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am i being wayyy too eager to ask for an ETA? I am by no means being pushy or impatient, it's just i've been lurking in this thread for a hell of a long time and i never saw an ETA on when it might be finished by except one that said hopefully before the world ended on 21/12 :P

I understand that it may be impossible to predict, in which case, go ahead and ignore me :)
 

Lusankya

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Well, we need a good asm hacker in memory managment too because we all failed with this game.
I hope you can solve the problem with the spt limit (or did you already solve it?) But I read through the whole Programmer's corner thread and usually you always managed to find a solution. Good luck with that.
 

mrichston

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Can you give us a little detail as to the problem?

Basically we have too much text in certain sections and there is
some kind of limit how much text there can be. Only workaround we
have found is to move text to next/previous section, but that doesn't
help in situations where there are 2 big sections in a row for example.

Hacko explained it like this:

Max spt size allowed is 8192 bytes (=0x2000).

Spt 4 is loaded at 0x02167290.
All spts are smaller than 8192 bytes. But our translated one is bigger, so it overwrites evidence and logic NCER datas which are loaded in memory from 0x02169290.

That's the reason why the games crashes when you get new EP or logic. And that's the reason why it works if you set a smaller size data in spt header (making the game to crash later obviously because you cut text).

I have found the opcode that set the 0x2000 size limit.
It's in overlay 7. Saddly, changing this opcode doesn't work because this opcode is used for memory managment in many parts of the game.
 

linforcer

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I'm very interested in this as well.

What's a section? One box of text, one conversation, or an arbitrary unit?

What kind of solutions would you/they end up having to look at? If whoever is able to answer these two questions doesn't have the time or doesn't feel like it just ignore this.
 

mrichston

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I'm very interested in this as well.

What's a section? One box of text, one conversation, or an arbitrary unit?

What kind of solutions would you/they end up having to look at? If whoever is able to answer these two questions doesn't have the time or doesn't feel like it just ignore this.

Section could be one box of text or one conversation. It's very loose. Usually it is one conversation, but sometimes conversations are divided to multiple sections.

Hacko tried splitting and adding sections. He wasn't able to make it work, because he didn't have control codes for jumping section to section.
Then I tried moving text from one section to another and actually changing place where it jumps from section to another and that worked.
And then Hacko said I found control codes for jumping. But we probably need some way to control those codes to make them jump to new section,
as our programmers were talking about callstack.

The callstack is a stack used to track which function calls are happening. It stores details like return addresses,
local variables and basically everything that is unique to a single function call.

Other thing I've seen as possible solution is 2bytes to 1byte asm hack. I am not sure, but that probably
means that we could change it the way that characters would take less memory.

But I am not hacker/programmer...
 

mrichston

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What percent of the overall text of the game is having this size issue?

I don't know about whole game, but for case 1 we have
found 2 files so far, but we have still some files to insert for case 1.

And those 2 files was mostly fixed with that workaround.
But I am not sure, if that workaround is enough for french team,
because french language takes more space.
And I haven't yet looked files from other cases,
so english team will probably need better solution too.
 

Auryn

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Well, I am a bit more optimistic about this problem because we have still some options to check and some workaround we can use,
Everything is programmed so tight in this game that i don't believe that there is a easy solution without reprogramming a good part of the game.
Anyway, it's my believe that we can pubblish at least case 1 in this form and we will continue to work on this engine till it's not possible anymore.
I believe Hacko is working on an alternate solution already so we will not stop because if Hacko is successfull with the alternate plan, it's just a matter of conversion of the output of ScriptStudio.
In fact today there is a little success again with correcting my old "Begin Investigation" animation to be same as in AAI1...5 to go :)
HERE.



UPDATE:
In my country we say "work the metal while it's still hot" so another little success:
HERE

4 to go
 

linforcer

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Awesome, I love seeing little tangible bits like that. And I love that you guys aren't messing around, you're really making this look as perfect as possible.
 

Vampire Lied

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Read the last few pages of the thread to get an idea. Little tip: asking questions without at least attempting to search for info yourself will be seen as lazy and gain you nothing but flaming from members here.
 

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