Apollo Justice: Ace Attorney Trilogy
Apollo Justice: Ace Attorney Trilogy
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| Category | PC / Computer |
| Assets | 209 |
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| Comments | 7 |
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Alternative Names (5):
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Apollo Justice Trilogy, Gyakuten Saiban 456: Odoroki Selection (Japanese), 역전재판 456 오도로키 셀렉션 (Korean), 逆転裁判456 王泥喜セレクション (Japanese), 逆轉裁判456 王泥喜精選集 (Chinese)
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[47]
Characters (Phoenix Wright: Ace Attorney - Dual Destinies)
Apollo Justice (Court)
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Apollo Justice (Eyepatch)
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Apollo Justice (Injured)
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Apollo Justice (Investigation)
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Apollo Justice (Stylin' Street Clothes, Court)
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Apollo Justice (Stylin' Street Clothes, Eyepatch)
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Apollo Justice (Stylin' Street Clothes, Investigation)
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Aristotle Means
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Athena Cykes
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Athena Cykes (Themis Academy Uniform)
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Aura Blackquill
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Bobby Fulbright
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Clonco
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Damian Tenma
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Florent L'Belle
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Gaspen Payne
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Herman Crab
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Hugh O'Conner
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Jinxie Tenma
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The Judge
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Juniper Woods
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Juniper Woods (Themis Academy Uniform)
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Klavier Gavin
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Marlon Rimes
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Marlon Rimes (True Self)
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Miles Edgeworth
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Myriam Scuttlebutt
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Norma DePlume
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Orla & Ora Shipley
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Pearl Fey
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The Phantom
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Phineas Filch
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Phoenix Wright (Court)
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Phoenix Wright (Investigation)
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Phoenix Wright (Nostalgic Sweater, Court)
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Phoenix Wright (Nostalgic Sweater, Investigation)
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Phoenix Wright (Old-School Suit, Court)
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Phoenix Wright (Old-School Suit, Investigation)
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Ponco
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Robin Newman
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Sasha Buckler
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Simon Blackquill
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Solomon Starbuck
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Taka the Hawk
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Ted Tonate
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Trucy Wright
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Yuri Cosmos
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[49]
Characters (Phoenix Wright: Ace Attorney - Spirit of Justice)
Ahlbi Ur'gaid
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Amara Sigatar Khura'in
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The Amazing Mr. Hat
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Apollo Justice (Court)
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Apollo Justice (Investigation)
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Apollo Justice (School Days, Court)
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Apollo Justice (School Days, Investigation)
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Armie Buff
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Athena Cykes
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Athena Cykes (Trés Bien)
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Beh'leeb Inmee
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Betty de Famme
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Bonny de Famme
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Bucky Whet
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Datz Are'bal
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Dhurke Sahdmadhi
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Ellen Wyatt
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Ema Skye
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Ga'ran Sigatar Khura'in
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Ga'ran Sigatar Khura'in (Prosecutor)
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Gaspen Payne
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Geiru Toneido
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Inga Karkhuul Khura'in
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The Judge
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Khura'inese Judge
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Klavier Gavin
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Larry Butz
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Maya Fey
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Miles Edgeworth
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Nahyuta Sahdmadhi
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Nayna
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Paul Atishon
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Pearl Fey
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Pees'lubn Andistan'dhin
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Phoenix Wright (Court)
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Phoenix Wright (Investigation)
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Phoenix Wright (The Tiger, Court)
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Phoenix Wright (The Tiger, Investigation)
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Pierce Nichody
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Rayfa Padma Khura'in
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Roger Retinz
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Sergeant "Sarge" Buff
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Shah'do the Dog
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Simon Blackquill
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Simon Blackquill (Defense Co-counsel)
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Sorin Sprocket
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Tahrust Inmee
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Trucy Wright
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Uendo Toneido
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[44]
Evidence (Apollo Justice: Ace Attorney)
"Little" Plum Kitaki's Bloomers
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Alita Tiala's Sandals
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Attorney's Badge
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Bloody Ace
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Borginian Cocoon Replica
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Bullet
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Burnt Fragments
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Car Mirror
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Coffee Mug
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Deadly Bottle
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Detective Skye's Orders
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Drew Studio Paintings
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Eldoon's Noodle Stand
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Eldoon's Noodles Bowl
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Fingerprint Powder
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Gramarye Envelope
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Headset
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Igniter
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Lamiroir's Brooch
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Lamp
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Letter from Misham
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Letter of Request
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Magic Show Ticket
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Magnifi Gramarye's Diary
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Nail Polish
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Phoenix Wright's Cell Phone
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Phoenix Wright's Hand
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Pistol
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Prosecutor Gavin's Guitar
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Prosecutor Gavin's Key Ring
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Red Envelope
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Remote Trigger
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Revolver
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Shadi Smith's / Victim's Hand
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Shiv
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Slippers
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Small Syringe
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Spark Brushel's Business Card
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Stage Pistol
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Tiny Frame
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Trucy's Locket
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Trucy's Magic Panties
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Vera Misham's Business Card
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Wesley Stickler's Cell Phone
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[4]
Evidence (Phoenix Wright: Ace Attorney - Dual Destinies)
Bomb Transport Case
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Folding Screen
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Lighter
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Walkie-Talkie
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[8]
Evidence (Phoenix Wright: Ace Attorney - Spirit of Justice)
Archie Buff's Boot
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Clipboard
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Coffin
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Datz Are'bal's Suitcase
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Founder's Orb
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Sorin Sprocket's Notebook
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Time Keeper
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Treasure Box
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[25]
Locations (Phoenix Wright: Ace Attorney - Dual Destinies)
Cosmos Space Center Boarding Lounge 1
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Cosmos Space Center Entrance
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Cosmos Space Center Launch Pad 1 Corridor
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Cosmos Space Center Museum
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Cosmos Space Center Robotics Lab
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Courtroom No. 4
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Courtroom No. 4 (Destroyed)
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Defendant Lobby
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Detention Center
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Kyubi Manor
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Kyubi Manor Forbidden Chamber
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Kyubi Manor Fox Chamber
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Kyubi Manor Foyer
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Nine-Tails Vale
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Shipshape Aquarium Aqua Tunnel
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Shipshape Aquarium Orca Pool
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Shipshape Aquarium Orca Pool (2)
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Shipshape Aquarium Pub O' Danger & Vet Lab
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Shipshape Aquarium Stage Show
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Themis Academy 1F Hallway
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Themis Academy 3F Lecture Hall
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Themis Academy Art Room
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Themis Academy Maintenance Area
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Themis Academy Outdoor Area
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Wright Anything Agency
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[28]
Locations (Phoenix Wright: Ace Attorney - Spirit of Justice)
Amara Sigatar Khura'in's Tomb
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Doctor's Study
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Flying Chapel Hold
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Flying Chapel Mooring Dock
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Flying Chapel Reception Hall
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Flying Chapel Vista Deck
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Ga'ran Palace Audience Chamber
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High Court of Khura'in/Court of Resignation
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High Priest's House
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Inga Karkhuul Khura'in's Private Quarters
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Inner Sanctum
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Khura'in Accused Lobby
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Khura'in Bazaar
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Khura'in Detention Center
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Kurain Village
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Mt. Mitama Caves
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Penrose Theater Dressing Room
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Penrose Theater Entrance
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Penrose Theater Stage and Backstage
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Penrose Theater Understage
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Plaza of Devotion
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Rebel Hideout
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Royal Residence
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Sahdmadhi Law Offices
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Sprocket Manor Foyer
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Take-2 TV
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Tehm'pul Temple
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Wright Anything Agency (Repossessed)
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[2]
Miscellaneous
Perceive Animation (Dual Destinies and Spirit of Justice)
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Witness Stand Television
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[2]
Unused Content
Comments (7)
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because a vr port for dual destinies was announced recently (which i still can't believe is a real thing now), i'm slowly redoing my renders here for it and spirit of justice's location models like i did for the character models. i mean... i might as well, right?
Now this is truly the one game that knows how perception works for most of the locations specifically Kyubi Manor exterior
another note to add to this one- i think it's a "using a different equation to get the right answer"-type thing, for sure. for character models, either setup works. for backgrounds/locations, it's kinda weird.
if a part doesn't require transparency, either setup seems to still work. however, if transparency is needed, for the simpler setup, the color export of the image texture node needs to be connected to the top shader slot of the mix shader node, and the transparent bsdf node to the bottom shader slot. or put more simply, switch it around from the first example i mentioned earlier.
lowkey, this is why i re-rendered the character models at all, despite there being more in quantity. having to check the little things for locations, especially the more involved ones like the courtrooms, gets really annoying if you want it to be accurate to the games. so, what i've learned up to this point is that the simpler setup is quicker for accuracy, and my initial, more involved setup allows more tweaking and customization. pick your poison lol
if a part doesn't require transparency, either setup seems to still work. however, if transparency is needed, for the simpler setup, the color export of the image texture node needs to be connected to the top shader slot of the mix shader node, and the transparent bsdf node to the bottom shader slot. or put more simply, switch it around from the first example i mentioned earlier.
lowkey, this is why i re-rendered the character models at all, despite there being more in quantity. having to check the little things for locations, especially the more involved ones like the courtrooms, gets really annoying if you want it to be accurate to the games. so, what i've learned up to this point is that the simpler setup is quicker for accuracy, and my initial, more involved setup allows more tweaking and customization. pick your poison lol
hello again! after i spent some time looking at models from the other 3D ace attorney games, i've learned something new:
for rendering, if you don't care to use the more complicated setup, just connecting the image texture node to the material output node should be enough, as i noted here for tgaac: https://models.spriters-resource.com/pc_computer/thegreataceattorneychronicles/#comment_list
when i have the free time (and motivation lol), i'd like to redo the renders and model previews of at least the character models with this info. i still have the original .blend files, so it won't be the worst thing in the world, but it'll still be time-extensive nonetheless as i look at the games again for reference. if i see major differences while redoing the renders, i'll just make a note here :)
for rendering, if you don't care to use the more complicated setup, just connecting the image texture node to the material output node should be enough, as i noted here for tgaac: https://models.spriters-resource.com/pc_computer/thegreataceattorneychronicles/#comment_list
when i have the free time (and motivation lol), i'd like to redo the renders and model previews of at least the character models with this info. i still have the original .blend files, so it won't be the worst thing in the world, but it'll still be time-extensive nonetheless as i look at the games again for reference. if i see major differences while redoing the renders, i'll just make a note here :)
you're welcome ^_^
Legend for including the shader setup too, thank you.
oh, most of my character model submissions have been approved. yippee!!!
while i'm here, i wanted to talking about the shader settings that some of the zip files have. when i was deep in the uploading trenches, i tried it on other model parts besides anything with transparency and anything that visually just look off like some lights and shadows, and it worked pretty well! unsure about the background models, but there's a chance it can work with those, too.
here's the setup for those casually browsing:

and here are 2 visual examples of how these shaders are applied in blender:


if i have anything else noteworthy to share, i'll either edit this comment or add a new one. whichever feels more suitable, really :)
while i'm here, i wanted to talking about the shader settings that some of the zip files have. when i was deep in the uploading trenches, i tried it on other model parts besides anything with transparency and anything that visually just look off like some lights and shadows, and it worked pretty well! unsure about the background models, but there's a chance it can work with those, too.
here's the setup for those casually browsing:

and here are 2 visual examples of how these shaders are applied in blender:


if i have anything else noteworthy to share, i'll either edit this comment or add a new one. whichever feels more suitable, really :)