So is this thing dead or will there be more work? Please, don't give up this is too good to be abandoned, and H3rmit, Spazzery? Do you have any updates on this project?
So is there anymore work going to be done on this patch and is this project dead, and if not H3rmit and Spazerry do you have anymore updates on this project? Thank you to all those who worked hard on this project!
Man, you need to be more patient.
You just wrote a few hours ago and you're already demanding a response.
This forum is definitely not dead, and maybe not even this thread, since @h3rmit, one of the authors of the translation patch, posted on May 1.
You may not believe it but real life obligations exist too.
Don't be offended, I'm speaking between serious and joking...
Ah thank you, you were quite kind and weren't trying to be rude, I can tell that through your message, and of course it is unrealistic to expect someone working on this kind of work 24/7 and then reply immediately and of course he would not have time to release things immediately due to obligations he had. I also thank you for not being rude or toxic about it.
Ah thank you, you were quite kind and weren't trying to be rude, I can tell that through your message, and of course it is unrealistic to expect someone working on this kind of work 24/7 and then reply immediately and of course he would not have time to release things immediately due to obligations he had. I also thank you for not being rude or toxic about it.
Thank you for giving this piece of info, I will wait and see what will be released in months to come. In the meantime I will play with the already existing patches.
Hello, I tried out the translation patch a few months ago, and I was wondering if there is a way that I can help with the voice clips in the game. From what I hear, the voices are a lower pitch than how they should sound. Are there any technical limitations preventing the audio from sounding normal?
Hello, I tried out the translation patch a few months ago, and I was wondering if there is a way that I can help with the voice clips in the game. From what I hear, the voices are a lower pitch than how they should sound. Are there any technical limitations preventing the audio from sounding normal?
It would probably be the GBA limitations that may be responsible for the sound but it could also be sounding off depending on the emulator you are using if applicable.
Hi.
I think he is referring to real hardware (gba/gba sp), not to an emulator.
On the other hand, it wouldn't make sense to play this game on a GBA emulator, when it's available on DS (and therefore DS emulators) with improved graphics and sound and officially translated in different languages.
Hi.
I think he is referring to real hardware (gba/gba sp), not to an emulator.
On the other hand, it wouldn't make sense to play this game on a GBA emulator, when it's available on DS (and therefore DS emulators) with improved graphics and sound and officially translated in different languages.
Yeah it would make sense to actually play it on a DS instead of the GBA version, but I just like the GBA version because of it's appearance and the GBA music style. Also thank you for giving more info about what that guy said about the hardware.
No, I am referring to the fact that the Objection! Hold It! and Take that! sound effects sound odd
The pitch of those sfx specifically is lower than it should be.
Here's an audio comparison of Phoenix's Objection! https://dl.dropboxusercontent.com/s/uv968ir295ud1me/audiocomparison.mp3
The first one that you hear is from the hack, the second is from the official game.
No, I am referring to the fact that the Objection! Hold It! and Take that! sound effects sound odd
The pitch of those sfx specifically is lower than it should be.
Here's an audio comparison of Phoenix's Objection! https://dl.dropboxusercontent.com/s/uv968ir295ud1me/audiocomparison.mp3
The first one that you hear is from the hack, the second is from the official game.
Thanks for providing a comparison sample, it makes things a lot easier to explain.
It's probably the other way round - the first one is the official DS sound, while the second is the edited one on the GBA.
The pitch itself isn't different. It's just that the GBA version has its higher frequencies cut off.
The underlying reason for this is that the GBA version of the game engine uses a sampling rate of 15768Hz (in GS1), while the DS version uses a sampling rate of around 30000Hz. After all, GBA only has a single processor that has to deal with both the graphics and the audio, while the DS version is using one of the two DS processors entirely for the audio.
Here's a frequency spectrum of the sample you provided. The maximum audible frequency is half the sampling rate (see Nyquist frequency for a detailed explanation).
There's little we can do about that. It would require altering the game audio engine itself. And even if we did, the single processor that the GBA possesses may or may not have been able to handle it - possibly resulting in lag, slowdown and delays.
It would require altering the game audio engine itself. And even if we did, the single processor that the GBA possesses may or may not have been able to handle it - possibly resulting in lag, slowdown and delays.[/QUOTE]
We wouldn't want to have too many slow downs as much as we can right? Especially for the sounds. By the way, what other changes have you made to the game in the romhack recently? And how is the 5th case on GBA like?
The next release will include the translation of case 3. Since it's still work-in-progress, we'll provide a full list of the changes done along with the release.
The general goal of this project is to backport the english translation from the DS back to the GBA version. So what you can expect to see are changed scripts, graphics and sounds. Alterations to the GBA game engine are kept to a minimum, and only to the extent that is required for the translation.
Case 5 never existed in the GBA version. It was first introduced in the DS version and featured new capabilities, unique not only to the DS version engine, but the DS hardware as well. Backporting case 5 is not currently feasible, since it would require building complex game engine extensions from scratch (e.g. 3d object inspection), and somehow make them work with the limited capabilities of GBA.
The next release will include the translation of case 3. Since it's still work-in-progress, we'll provide a full list of the changes done along with the release.
The general goal of this project is to backport the english translation from the DS back to the GBA version. So what you can expect to see are changed scripts, graphics and sounds. Alterations to the GBA game engine are kept to a minimum, and only to the extent that is required for the translation.
Case 5 never existed in the GBA version. It was first introduced in the DS version and featured new capabilities, unique not only to the DS version engine, but the DS hardware as well. Backporting case 5 is not currently feasible, since it would require building complex game engine extensions from scratch (e.g. 3d object inspection), and somehow make them work with the limited capabilities of GBA.
One last thing, will future updates be posted here as usual? And finally thank you so much for these english patches, it's because of yours and other peoples work and do you suppose that there may be a patch coming this month?
That's good to hear, in the meantime I will enjoy the awesome patches for the first and third game, I also look forward to the second game being english patched.
Today we're happy to announce that we are releasing case 3! It has been a WHILE since the last update, but at least it’s now rather than never. You can download the patch here:
A lot of improvements have been made behind the scenes, some of them being:
The text save/load function works properly now!
Yes, it finally works like it should. Meaning, if you save and load the game later, the screen you're on should have the text you saved on (before it was just blank until you pressed A to advance the text). This improvement was made possible thanks to MCboy and The Salvation Phoenix, so thanks guys!
Other big news: every case up to case 3 has been „DS-ized“!
This means that we have added all the improvements the English DS scripts add: screen shakes, flashes, sounds etc., into the GBA scripts. The Japanese GBA scripts were lacking many of these, so in a way, it’s superior playing our English patch over the original Japanese version.
Other improvements we have made:
1. Text centering. Thanks to clever engineering by h3rmit and MCboy, we have a way to center text, such as testimony screens, locations, people saying something etc.
2. The typewriter sounds sound better (the green location text).
3. The music plays at more appropriate times, just like in the DS version.
4. The green typewriter text is now in two lines instead of three.
5. It's something related to the sound blips. Can you notice it? Let us know.
The bugs you've noticed and we've fixed (thanks for the reports!):
* Report by: @soratheultima, Jan 5, 2020 here
Fixed the lack of text-centering.
* Report by: @Ihavegbasp, Feb 23, 2020 here
Fixed cut-off "Select" button when forced to present evidence.
* Report by: @beegLumbo, Apr 3, 2020 here
Fixed a missing <music> control code in case 1.
* Report by: @CowboyJoseph64, Apr 16, 2020 here
Fixed: a missing <fademusic> control code in case 2; a small extra scene that was added in the DS at the end of case 2 (judge talking normally and not over the gavel), and comments about the legibility of case tiles "rn = m".
* Report by: @soratheultima, Jan 6, 2020 (private message)
Fixed case 2 lip syncing bug.
If you encounter any bugs, let us (h3rmit or me) know. The more precise you can be, the better.
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