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Romhacking => Personal Projects => Topic started by: Choppasmith on September 20, 2018, 02:28:01 pm

Title: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: Choppasmith on September 20, 2018, 02:28:01 pm
So I thought it was about time I brought this into the Personal Projects section.

Update: 4-20
A DW2 Beta Appears!
https://www.mediafire.com/file/tfh668w56h02d9p/DW21b.xdelta/file

Dragon Warrior Quest
1.3c (1-19-2019)
-Did a THOROUGH search and fixed a few more dialog breaks. That SHOULD be the end to that.
-Overlooked a couple of lines retaining their DW original dialog. Using the Rainbow Drop and selling items.

1.3b (1-15-2019)
-Thanks to abw who devised some new ASM to properly enable/disable non-indented third person dialog on the fly. This fixes the ending, some of Dragonlord's dialog, and the sage with the Rainbow Drop.
-Fixed a typo for a Kol NPC (thanks laserlambert)
-Tweaked more dialog breaks (Princess' Pledge and various shops should no longer require an extra button press)
-Fixed scrambled, out of order dialog when bringing Gwaelin to the King

1.3 (1-9-2019)
-More battle message tweaks. Fizzle-related messages should be fixed and stat increases on level up are a little smoother
-Stone Golem typo fixed
-Various script tweaks, mostly adding new pause and line breaks. Added some missing dialog for Princess' Pledge item. The merchant in Rimuldar (by the key shop) and the twin guards in Galenholm now have updated dialog. This now leaves the Nester cameo in Cantlin as the only unchanged NPC.
-More logo tweaks by Chicken Knife
-Updated End Credits with a small change to reflect new translation (also changed "Character Designed" to "Character Design").
-Lack of silent third person narration added to "issues" (in readme).
-Checked and tweaked Inn dialog when carrying Gwaelin (thanks High Score Girl anime!)


1.2 (12-19-2018)
-Fixed an inaccurate pointer which scrambled some NPC dialog among Galenholm, Kol, and Rimuldar (thanks AustNerevar).
-Fixed the dialog for discovering items like the faerie flute that was referring to the hidden staircase in Dragonlord's Castle. Also changed the name of said staircase to "hidden stairway" because the game doesn't like displaying item words longer than 8 letters (thanks laserlambert!).
-Fixed "new spell learned" dialog and changed an old line referring to a "treasure box" to "treasure chest".

1-1 (12-11-2018)
-Slight iprovement tweaks to logo (thanks to Chicken Knife who's a far better pixel artist than me)
-Patch is now XDelta which should avoid any sort of copyright issues AND should be better compatible with other patches (thanks Count Buggula)
-Added some pauses to the King's dialog for better readability.

http://www.romhacking.net/hacks/4237/

So, what is this?

I'm a Dragon Quest fan. Yeah I played the original Dragon Warrior for NES, but it wasn't until Square-Enix's recent releases and completely overhauled localization that really made me a hardcore Dragon Quest fan. Square-Enix released some decent remakes of the Erdrick trilogy (I-III) on Mobile devices based on the Super Famicom remakes (DQ I+II getting a bit more visual polish). The upside is that these featured a lush, extravagant translation that mixed the old school Olde English dialog of the NES games with a bit more flair and charm of Modern Dragon Quest releases. These releases are also consistent with other games that reference them directly like Dragon Quest Builders. The downside to these mobile exclusives are... well, they're exclusive to mobile devices, and from a technical standpoint... they're not the best. No controller support, stuck in portrait mode! Yuck! What if I just want to play the games the good ol' fashioned way?

And this is where PROJECT RE-QUEST comes in. Inspired by the likes of 121J and Chaos Rush and recently being able to extract the scripts from the three mobile games, I now have the means to port the scripts to the three Dragon Quest games.

So are you doing Dragon WARRIOR NES or the Dragon Warrior remakes on SFC?

I plan to do BOTH. I'm interested in updating the GBC remakes as well. While the NES versions are certainly dated, and the scripts are based on the remakes, I want to give people options. Sometimes you just want that good old broken NES difficulty and 8 bit graphics. I'm a bit of an amateur ROM Hacker though, so don't go expecting anything miraculous. I'll probably be using this thread to ask for advice and help for those willing to follow this thread.

What about Chicken Knife's Project? Isn't he doing the same thing?

We have similar goals and enjoy helping each other out where we can, but Chicken Knife plans to decensor and delocalize Dragon Warrior, making it closer to the Japanese version. I'm simply updating the script to make it better resemble modern Dragon Quest releases and make it so you can play Builders and go straight to Dragon Warrior and not feel a jarring difference in localization.

Puff Puff?

Oh yeah! You betcha ;)

So where am I at now?

My first release for Dragon Warrior 1 is ready. And I've got comparison screens. Original on the Left and my version on the right

(https://i.imgur.com/dXMQ7pL.png)
(https://i.imgur.com/1skqJsG.png)
(https://i.imgur.com/te3hINj.png)
(https://i.imgur.com/58xWahr.png)
(https://i.imgur.com/TenWT6v.png)
(https://i.imgur.com/yq87Dki.png)
^Just want to say, yeah I see the different values there. Had no idea until I made this comparison. Not sure how it happened, but it's fixed.

(https://i.imgur.com/Ncu9y3L.png)
^This might seem like cheating, but yes, the original script really was that sparse, and I wanted to show just how expanded it is. The script is now DOUBLE in size. Huge thanks to abw and his help on this.
(https://i.imgur.com/yIoNYOL.png)
(https://i.imgur.com/1wPoz05.png)
Title: Re: Project "RE-Quest" - Mobile Script Ports for Dragon Warrior NES and SFC Remakes
Post by: Chicken Knife on September 20, 2018, 10:55:59 pm
Great post, my man. It's lovely to see these projects coming together.

Your description of my version has a hell of a ring to it. I might have to steal it for the actual name... Dragon Quest Delocalized  :beer:

A new era for Dragon Quest draws near. Command?

Title: Re: Project "RE-Quest" - Mobile Script Ports for Dragon Warrior NES and SFC Remakes
Post by: G061 on September 21, 2018, 05:14:32 am
Encouraging yours and Chicken Knife's projects both 100%.
I gotta say I'm kind of conflicted about S-E's official DQ localisations though. On the one hand I think their alteration and puns and the heavy accents are delightful, their intention to punch up some otherwise very "standard" RPGs to get new western fans attention I think has been successful because it worked on me.

However... after finishing DQ1+2 on mobile I realized something sort of worrisome. Their decision to cling to the terms and names of the original NES Dragon Warrior localisations sort of hurt some of the lore of the game for me already. I'll give the biggest example of memory;
After beating DQ1 the whole epilogue as I recall tells about how the Descendant of Erdrick or DQ1 Hero goes on to marry the King Lorik's Daughter Gwaelin and start a new kingdom in a new country, feel-good ending!
Onto Dragon Quest 2 and it's many, many years after the ending of DQ1. You play as the descendant of the DQ1 Hero, the Prince of Midenhall. It turns out Midenhall is the castle that the DQ1 Hero built with Gwaelin in the ending that DQ1 spoke of, cool!. So as I'm adventuring I encountered something a little odd; an unremarkable location that serves as a cave that connects the northern landmass to the central landmass called "Gwaelin's Gate".
Huh. So DQ1 Hero's wife got something named after her, that's cool. But it also seems random? Like, why just a cave.. because you rescued her from a cave originally? But it's Gwaelin's Gate, not Gwaelin's Cave. This is what bothered me enough to look up the original japanese names for the locations and this is where I start getting pretty conflicted.

As it turns out Midenhall in the jp Dragon Quest is called Laurasia and in the jp version Gwaelin is known as Laura. So originally, the DQ1 Hero named his entire kingdom Laurasia after his wife Lady Laura and the localization just chose ignore this in favor of keeping the old NES names and just toss in some consolation alteration to some cave for the few characters of importance in DQ1. This was a big enough change for me to almost be put off by the choices of the localization, as nitpicky as it sounds, it made a difference to me to know the hero I played as loved his wife enough to name his whole kingdom after her and that's just not there in the modern DQ2 localization. If they were okay with doing this I do wonder what else I could be missing out on?
Am I making too big a deal out of this? I dunno but I felt compelled to share.

Ideally, I'd love for your hack to apply the modern localisations while having an option of keeping the japanese DQ names in tact for this reason but I have no idea the repercussions it could have on the entire script.
Title: Re: Project "RE-Quest" - Mobile Script Ports for Dragon Warrior NES and SFC Remakes
Post by: Chicken Knife on September 21, 2018, 06:50:27 am
@G061, it sounds like you lean more to my school of thought on this. The version of DW1 on my decensored thread (http://www.romhacking.net/forum/index.php?topic=26951.0) uses all the Japanese naming conventions and is pretty much done except for the title screen and a couple graphical quibbles I'm still working on. If you want the modern English localization of spell names instead of the Japanese style ones I can easily switch that for you.

I definitely think Choppasmith brings up a valid point about how people should be able to play the recent official releases and then go back and experience versions of the original games that sync up to those releases. As I'm playing through XI right now, I can clearly see that the flowery language, heavy accents and the naming choices that started in PS2's VIII are not going away.

For Dragon Quest 2, I'm dying to get started on the script revisions that I intend with all those beautiful original names like Laurasia. However, both Choppasmith and I are going to be facing a major issue with a unique method of text compression that Psyklax and Alchemic just confirmed in DW2. See thread on that @ http://www.romhacking.net/forum/index.php?topic=27053.0. Discovering this was a little infuriating because there is a ton of free space within the rom that should have rendered text compression unnecessary. Here's to hoping that we can find a practical solution to working with the text.
Title: Re: Project "RE-Quest" - Mobile Script Ports for Dragon Warrior NES and SFC Remakes
Post by: Choppasmith on November 27, 2018, 10:42:47 am
So to bump this thread, I’m happy to announce the first release for the first game is out
http://www.romhacking.net/hacks/4237/

Encouraging yours and Chicken Knife's projects both 100%.
I gotta say I'm kind of conflicted about S-E's official DQ localisations though. On the one hand I think their alteration and puns and the heavy accents are delightful, their intention to punch up some otherwise very "standard" RPGs to get new western fans attention I think has been successful because it worked on me.

However... after finishing DQ1+2 on mobile I realized something sort of worrisome. Their decision to cling to the terms and names of the original NES Dragon Warrior localisations sort of hurt some of the lore of the game for me already. I'll give the biggest example of memory;
After beating DQ1 the whole epilogue as I recall tells about how the Descendant of Erdrick or DQ1 Hero goes on to marry the King Lorik's Daughter Gwaelin and start a new kingdom in a new country, feel-good ending!
Onto Dragon Quest 2 and it's many, many years after the ending of DQ1. You play as the descendant of the DQ1 Hero, the Prince of Midenhall. It turns out Midenhall is the castle that the DQ1 Hero built with Gwaelin in the ending that DQ1 spoke of, cool!. So as I'm adventuring I encountered something a little odd; an unremarkable location that serves as a cave that connects the northern landmass to the central landmass called "Gwaelin's Gate".
Huh. So DQ1 Hero's wife got something named after her, that's cool. But it also seems random? Like, why just a cave.. because you rescued her from a cave originally? But it's Gwaelin's Gate, not Gwaelin's Cave. This is what bothered me enough to look up the original japanese names for the locations and this is where I start getting pretty conflicted.

As it turns out Midenhall in the jp Dragon Quest is called Laurasia and in the jp version Gwaelin is known as Laura. So originally, the DQ1 Hero named his entire kingdom Laurasia after his wife Lady Laura and the localization just chose ignore this in favor of keeping the old NES names and just toss in some consolation alteration to some cave for the few characters of importance in DQ1. This was a big enough change for me to almost be put off by the choices of the localization, as nitpicky as it sounds, it made a difference to me to know the hero I played as loved his wife enough to name his whole kingdom after her and that's just not there in the modern DQ2 localization. If they were okay with doing this I do wonder what else I could be missing out on?
Am I making too big a deal out of this? I dunno but I felt compelled to share.

Ideally, I'd love for your hack to apply the modern localisations while having an option of keeping the japanese DQ names in tact for this reason but I have no idea the repercussions it could have on the entire script.

I’m really late on this, but thanks for the info. It never occurred to me that Lorasia came from Lora. I guess it never did to Enix USA at the time either. They probably just wanted something that sounded more “Tolkien-y”.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: vivify93 on November 27, 2018, 11:49:39 am
Do you plan to do Dragon Quest III as well, or nah? I'd love to have the mobile script ported to the SFC remake :)
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: Choppasmith on November 27, 2018, 11:59:11 am
Do you plan to do Dragon Quest III as well, or nah? I'd love to have the mobile script ported to the SFC remake :)

Yep, that’s the plan. I want to try and at least touch up all three versions of the Loto/Erdrick trilogy (NES, SNES, GBC). I’m just going in order:

I-III NES > I+II and III SNES > I+II and III GBC.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: Chronosplit on November 27, 2018, 12:49:05 pm
Speaking of III, there's one thing that bugged me on the mobile releases.  In the new translations, III uses more common english even though I and II have about the same vibe.

Have you ever thought of shifting III to something matching I and II more, or is this going to be a straight script port (which is also perfectly nice, I'm just curious).
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: Chicken Knife on November 27, 2018, 02:05:25 pm
@ Chronosplit
I think the mobile version of 3 was meant to follow suit with the style of the NES release where 95 percent of the dialogue was contemporary English (and a curious 5% was medieval style)

From what I've heard, they did change the dialogue for the post game Alfegard section to medieval style like 1 and 2 even though that wasn't in line with the NES version. This was a cool idea because it makes the medieval English to be something distinctive to the world of Alfegard / Torland
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: Choppasmith on November 27, 2018, 04:07:33 pm
Speaking of III, there's one thing that bugged me on the mobile releases.  In the new translations, III uses more common english even though I and II have about the same vibe.

Have you ever thought of shifting III to something matching I and II more, or is this going to be a straight script port (which is also perfectly nice, I'm just curious).

I believe the differing English between the two worlds was meant to show how different III’s world was than Alefgard. It kinda leaves the impression that former is a little more advanced. Plus the World Map reflects ours and all the towns reflect dialects based on their real world counterparts (except for Jipang which, like Hotto in XI, speak in Haiku form which I find outstandingly clever). So in other words, no, it’s going to be 1:1, no changes. Well as close as possible anyway since there’s some stuff cut in the mobile version like the intro (will probably leave as is) and the Pachiisi (will change to Treasures ‘n’ Trap Doors and base the dialog off DQV)
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: mariosmentor on November 28, 2018, 03:46:49 pm
Woah! I leave for a month, and come back to find this?! Alright!!! You deserve a cookie!  :cookie:
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: abw on November 29, 2018, 08:39:20 pm
^This might seem like cheating, but yes, the original script really was that sparse, and I wanted to show just how expanded it is. The script is now DOUBLE in size. Huge thanks to abw and his help on this.
Heh, I'm just glad I could help :P. Congrats on the release! That updated script is pretty awesome!
Title: Re: Project "RE-Quest" - Mobile Script Ports for Dragon Warrior NES and SFC Remakes
Post by: CountBuggula on December 04, 2018, 01:34:31 pm
So to bump this thread, I’m happy to announce the first release for the first game is out
http://www.romhacking.net/hacks/4237/
I sent you a PM but wanted to make sure you saw that your patch shifts data, and due to releasing it in IPS format, it contains a significant amount of code from the original ROM.  In addition to obvious copyright problems with that approach, it makes combining several patches problematic.  Please re-release in xdelta or similar to avoid problems.
Title: Re: Project "RE-Quest" - Mobile Script Ports for Dragon Warrior NES and SFC Remakes
Post by: Choppasmith on December 05, 2018, 06:48:27 pm
I sent you a PM but wanted to make sure you saw that your patch shifts data, and due to releasing it in IPS format, it contains a significant amount of code from the original ROM.  In addition to obvious copyright problems with that approach, it makes combining several patches problematic.  Please re-release in xdelta or similar to avoid problems.

Sorry, I did get your PM, I’ve just been short on time, wanted to put in a couple of other tiny updates, and wait for other potential bug reports (I figure knowing my luck, the second I upload a revision, I’ll get a report of something I missed). Hope to have it up by the weekend.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: laserlambert on December 15, 2018, 11:31:40 pm
I am very impressed with the patch, and the scope of the project in general.

Nothing game breaking wrong but I noticed a couple things with the first game (using the xdelta patch 1.1)
(https://i.imgur.com/hYt6oLy.png)
The game shows a number in front of the word spell whenever you learn a new one, I don't know if it is supposed to say the spell name or not, but my version doesn't.
(https://i.imgur.com/IUIEecb.png)
Also in Galenholm an NPC speaks with a glitched version of a neighboring NPC's dialogue.
(https://i.imgur.com/PpZ543A.png)
Lastly when you find the Faerie Flute the game claims you have found a hidden staircase.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: Neon Streetlight on December 18, 2018, 02:49:38 am
Really excited about these projects. Just played the first three games for the first time in a while after finishing XI and it really made me wish the terminology synced up.

Ideally, I’d love to see the mobile scripts brought over to the first three (or maybe six?) games, between the NES AND SNES versions but also with the censorship removed where possible.

I also hope that one day, we can have the original title screens brought over since they are so iconic. The work that’s been done on the Mega Man/Rockman series has been very impressive on that front.

Thanks for taking these games on! Can’t wait to see how they develop. Finally seeing some love come to this series!
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: Choppasmith on December 18, 2018, 09:17:31 am
I am very impressed with the patch, and the scope of the project in general.

Nothing game breaking wrong but I noticed a couple things with the first game (using the xdelta patch 1.1)
(https://i.imgur.com/hYt6oLy.png)
The game shows a number in front of the word spell whenever you learn a new one, I don't know if it is supposed to say the spell name or not, but my version doesn't.
(https://i.imgur.com/IUIEecb.png)
Also in Galenholm an NPC speaks with a glitched version of a neighboring NPC's dialogue.
(https://i.imgur.com/PpZ543A.png)
Lastly when you find the Faerie Flute the game claims you have found a hidden staircase.

Ah thanks for this. I was just told about the Galemholm NPC and the new spell message (when casting there’s a special byte to display the spell name “[name} cast [spell]!” I thought I could use the same byte for new spells learned at level up, but apparently not.

Totally know the problem the faerie flute. Thanks again!

Really excited about these projects. Just played the first three games for the first time in a while after finishing XI and it really made me wish the terminology synced up.

Ideally, I’d love to see the mobile scripts brought over to the first three (or maybe six?) games, between the NES AND SNES versions but also with the censorship removed where possible.

I also hope that one day, we can have the original title screens brought over since they are so iconic. The work that’s been done on the Mega Man/Rockman series has been very impressive on that front.

Thanks for taking these games on! Can’t wait to see how they develop. Finally seeing some love come to this series!

I want to actually do the NES, SNES AND GBC versions. After that I plan to look at other games like IV-VII.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: Neon Streetlight on December 18, 2018, 11:03:37 am

I want to actually do the NES, SNES AND GBC versions. After that I plan to look at other games like IV-VII.

Sounds like a lot of hard work! Glad to see someone took inspiration from Chaos Rush. His work on the Final Fantasy series finally gave me some definitive versions to play on the NES. Also, happy to do some testing or help however else I can.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: Choppasmith on December 19, 2018, 04:41:57 pm
Okay, I've submitted a 1.2 patch and will update the title when it's approved. Thanks again. The text error in Galenholm was a dumb pointer mistake. I seem to have a bad habit of remembering hex values wrong. Said pointer was set as A5 47 instead of A5 F7 (all throughout working on this I would remember hex values as something that sounded similar 4 instead of F, 8 instead of A, etc). Hopefully that's the last of it!
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: abw on December 19, 2018, 07:57:41 pm
One thing you can do to check your inserts before releasing a patch is to try using your extract process (modified as necessary to account for any structural changes you've made, such as half the text now being in a new ROM bank) on the patched ROM and compare that text to the text you wanted to insert. I tried that on the 1.1 patch just now and noticed that the pointer at 0x8014 is off by a bit too, which results in the girl who sells you Fairy Water in Cantlin not having any text to display when you agree to buy from her.

... and that's the trouble with manual pointer editing :P.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: laserlambert on December 19, 2018, 09:55:38 pm
Okay, I've submitted a 1.2 patch and will update the title when it's approved. Thanks again. The text error in Galenholm was a dumb pointer mistake. I seem to have a bad habit of remembering hex values wrong. Said pointer was set as A5 47 instead of A5 F7 (all throughout working on this I would remember hex values as something that sounded similar 4 instead of F, 8 instead of A, etc). Hopefully that's the last of it!
OK well obviously i haven't tested the changes made to this update yet, but i have played more of the 1.1 patch and found a couple more things worth noting, maybe you've caught them already.

When you put an enemy to sleep with snooze it says "the [enemy] is is sent to sleep!" repeating 'is'.

When you cast fizzle on an enemy successfully it says "...But it fizzles away harmlessly!" which is also the text used when an enemy who has been fizzled tries to cast a spell, which is sure confusing.

There is an enemy called "stone goeal" but i am pretty sure it is supposed to be "stone golem"

and some text scrolling is a little unwieldy like when you use the princess' pledge item, the text telling you how far you are from the castle scrolls by without stopping so it makes figuring out where the mark of Erdrick is tough (of course I already knew where it was, but still). and when you accept the dragonlord's proposal an entire paragraph just scrolls by without stopping, sure you only see that text before you lose and have to start again, but it is some nicely written text to see.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 released!
Post by: Choppasmith on December 21, 2018, 01:31:14 am
Well looks like I know what I'm doing this Saturday night!

One thing you can do to check your inserts before releasing a patch is to try using your extract process (modified as necessary to account for any structural changes you've made, such as half the text now being in a new ROM bank) on the patched ROM and compare that text to the text you wanted to insert. I tried that on the 1.1 patch just now and noticed that the pointer at 0x8014 is off by a bit too, which results in the girl who sells you Fairy Water in Cantlin not having any text to display when you agree to buy from her.

... and that's the trouble with manual pointer editing :P.

Dangit, really thought I had it all fixed. I'm dumbfounded at your suggestion. It's so obvious why that would work OF COURSE I wouldn't think of it initially XD Thanks.

OK well obviously i haven't tested the changes made to this update yet, but i have played more of the 1.1 patch and found a couple more things worth noting, maybe you've caught them already.

When you put an enemy to sleep with snooze it says "the [enemy] is is sent to sleep!" repeating 'is'.

When you cast fizzle on an enemy successfully it says "...But it fizzles away harmlessly!" which is also the text used when an enemy who has been fizzled tries to cast a spell, which is sure confusing.

There is an enemy called "stone goeal" but i am pretty sure it is supposed to be "stone golem"

and some text scrolling is a little unwieldy like when you use the princess' pledge item, the text telling you how far you are from the castle scrolls by without stopping so it makes figuring out where the mark of Erdrick is tough (of course I already knew where it was, but still). and when you accept the dragonlord's proposal an entire paragraph just scrolls by without stopping, sure you only see that text before you lose and have to start again, but it is some nicely written text to see.

Really appreciate the report! I didn't really have anyone to beta test and boy does it show. I remember the thing with the Fizzle message the two messages I was replacing was confusing and I wasn't sure which one was which and I never tested it further. With the Dragonlord message, I think something happened to my script dump where all the New Line codes (represented with a &) got switched with a New Line + Pause (represented with a @). This caused things like certain events like the ending being glitchy and I thought I fixed it. The pauses and page breaks are taken straight from my mobile version rip, so I'm not 100% sure how well it matches to the NES version, so if you see any other text that needs a break, let me know!
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: laserlambert on December 23, 2018, 05:02:03 am
OK so I started talking to NPCs and making note of which ones had text scrolling problems of any kind, and I think I was pretty thorough, but obviously I'm not perfect. some of them only cut off a single line of text from the top, but some lose whole paragraphs.

this was with the recent 1.2 patch so it should be up to date.

Before all that I found there are three NPCs that all say 'Thou art of the bloodline of mighty Erdrick, thou say'st? Hast thou proof?' all of them in different towns.
Don't know if that's intentional or not. anyway.

it's a lot of text so I put it in a spoiler, because frankly I'm new and don't know a better option.
I don't want this to be something that seems like I'm demanding a fix for, the patch is great as is honestly and this is just because I was bored and in case you'd like to see it.
sorry if this is gibberish or a stupid amount of text you'd like cleaner or clearer or better organized or something I don't know
It's a lot.

Spoiler:
looks like a single line of dialogue text can only contain a max of maybe 21 characters (including spaces and punctuation but not the quotes) any longer and it goes down to the next line
a text box can only contain 7 lines at once, but only 6 lines if there is additional text after because of the presence of the downward arrow.
XXXXXs next to a line means it scrolls off screen without you pressing a button so you might miss it. ______ after a line is my suggestion of where to put a break in the text if I have one.
I named my character 'Hero'. It goes without saying I don't know what will happen to some text boxes if you have a longer or shorter name.

Paragraph skips:
Tantagel (castle):
KING beginning of the game message
   'Hero! Scion of the
   bloodline of Erdrick,
   Hero of Legend! Long
   have I awaited thy coming!'
   
   'In days of yore, thy
   revered ancestor did
   receive of the
   Almighty Goddess the
   Sphere of Light.
   
   By its power was our
   world rid of the
   menace which did
   beset it.'

   'Yet, alas, some few
   years past, there did
   arise a new
   threat-the
   Dragonlord.'

   'With his cunning, he
   did steal away the
   Sphere of Light from
   us, plunging the land
   into darkness once
   more.'

   'Should this state of XXXXXXXX
   affairs be suffered
   to continue, the   
   night must surely
   take unrelenting
   hold, and our realm
   perish.'
   
   'So I say unto thee,  XXXXXXX
   Hero of the bloodline
   of heroes, vanquish
   the accursed
   Dragonlord, and
   reclaim the Sphere of
   Light!'

   'In the chests o'er
   yonder wilt thou find
   items to aid thee on
   thy quest. Take what
   thou wilt, with my
   blessing.'

   'Partake thee also of
   the wisdom of those
   loyal subjects
   gathered here in my
   throne room.'

   'Doubt not but that
   their knowledge will
   serve thee as well as
   any shield.'

   'May the Goddess guide
   thee to victory, and
   return thee unto us
   ere long, brave
   hero!'
   
King Save message:
   'Brave Hero, thou art XXXXXX
   returned to us! Full  XXXXXX
   glad am I to see      XXXXXX
   thee!'                XXXXXX
   
   'Earn another ### points  XXXXXXX
   of experience, and       XXX (scrolls off at yes/no prompt)
   thou shalt attain a
   new level.'
   
   'Wilt thou record thy
   tale thus far in an
   adventure log?'
King return message:
   'Brave Hero! Thou art
   returned to us! By my
   troth, thou growest
   mightier with each
   passing day!
   
   If it be in the power
   of any man to deliver
   us from the
   Dragonlord's tyranny,
   that man is surely
   thee!
   
   Verily, 'tis not
   without reason that
   the people do begin
   to dream of a
   brighter tomorrow!'
   
   'Earn another ####   XXXXXX
   points of experience,   XXXXXX
   and thou shalt attain   XXXXXX
   a new level.'      XXXXXX
   
   When thy level
   groweth greater, come
   before me and record
   thine adventure, that
   thy progress might
   not be lost.'
   
   May destiny bring
   thee before us again
   ere long, brave
   Hero!'
Tantegel (town):
Curse breaking wizard (priest?) when you have a curse
   'hm? Art thou..? XXXXXXX
   Thou art! A foul XXXXXXX
   curse afflicteth XXXXXXX
   thee! Allow me to
   alleviate thy
   suffering!'   _____(after '!'?)

   'Be not afeared,
   friend. Thou art
   cursed no longer!'


Cantlin: Sage NPC
   'Let us pray for the
   success of this, our
   hero, who striveth
   with all his might to
   deliver us from evil.'
   
   'May the light of the    XXXXXXXX
   heavens shine upon   XXXXXXXX
   thee...         XXXXXXXX __
   'Now, set thee forth,   XXXXXXXX
   and make haste unto   XXXXXXXX
   the foretold place!'  _____________
   'What place? Why, the
   Very spot from which
   fair Tantegel Castle
   standeth a mere 70
   paces north and 40
   paces west!
   
Princess 1
   'at long last!
   
   One has come who will
   deliver me from my
   plight!
   
   'Brave hero, I am
   Gwaelin, Princess of
   Tantegel.
   
   Hadst thou tarried a
   moment longer, the
   Dragonlord would
   surely have made me
   his bride!

   Merely to imagine    XXXXXXX
   such an unspeakable  XXXXXXX
   fate striketh dread  XXXXXXX
   into my dainty       XXX (scrolls off after yes/no prompt)
   heart... (shudder)'  _________
   
   'Mighty Hero, thou
   wilt, of course,
   escort me to my home,
   the palace?'

Princess 2
   'The!? B-!? Grr...   XXXXXXX
   Mayhap thou didst not XXX (scrolls off after yes/no prompt)
   hear me correctly...' ______

   'Mighty Hero, thou
   wilt, of course,
   escort me to my home,
   the palace?'

Princess' Pledge Item (double period typo, and "pacesto" typo are from the game's text.)
   'To attain the next
   level, my beloved,
   thou must needs earn
   another ####
   experience points.'
   
   'The great castle of XXXXXX
   Tantegel, wherein I XXXXXXX
   await thy return, XXXXXXXXX
   standeth a mere XXXXXXXX
   ## paces to the (north or south)XXXXXX
   and naught more than..
   ## pacesto the  east.'
   
   'O Hero, my hero! Thy
   beloved princess
   adoreth thee so!
   Tee hee! (simper)'
   
Temples
North Temple
   'Thou art in   XXXXXXXX
   possession of the XXXXXXXX
   Lyre, thou say'st?' XXXXXXXX ________

   'Long have we awaited XXXXXXX
   the coming of one
   such as thee, brave
   Hero.'      __________
   
   'Thy Prize lieth in
   the chest over
   yonder!'

Tantegel Temple
   'Long have we awaited XXXXXXX
   the coming of one
   such as thee, brave
   Hero.'      __________
   
   'Thy Prize lieth in
   the chest over
   yonder!'

Top line cut-off
Tantagel (castle): blue guy talking about tantegel being a veritable fairground

   'In days of yore, lo, XXXXXXXXXXXX
   the fair city of
   Tantegel was a
   veritable fairground,____ (after ','?)
   wherein the
   merrymakers of the
   world did play!

   and yet now, we are
   beset on all sides by
   foul fiends, and the
   golden days are no
   more...

   (sniff) Ahh, sweet
   memory...
   (sob)'
   Brecconary (first town):
   Galinholm (tomb):

Kol: Blue NPC
   'A Traveller did tell me
   of a cave at the
   sea's edge south of
   this place in which
   languisheth a maiden
   most fair.

   But the cave in XXXXXXXXXXXXXXXX
   question is overrun
   with foul fiends. __________ (after period?)
   Pray, how might a
   delicate damsel
   survive in such a
   hellish hole?

   More Likely doth it
   seem that the
   traveller, driven mad
   with fear, did
   glimpse a phantom of
   his mind's own
   making.'

Rimuldar: Gray NPC
   'Legends tell of how
   mighty Erdrick did
   use the rain's bow as
   a bridge to reach the
   forsaken isle north
   and west of here.
 
   They speak also of
   how he did descend
   into the darkness
   through a hidden
   doorway in the throne
   room of his foe.

   Wanderer-if, on thy XXXXXXXXXXX
   travels, thou
   shouldst chance to
   meet with the
   descendant of the
   saviour Erdrick, _________(after comma?)
   Promise me this...

   Promise me that thou
   wilt tell him all
   that i have told thee
   now. Verily shall it
   stand him in good
   stead.'

   
Cantlin: Green NPC
   'My father's father
   did often tell a
   curious tale.
   
   He spoke of his         XXXXXXXXXXXXX
   friend Magog, and of    _______(after comma?)
   a chest containing a
   great treasure which
   he did bury beneath
   the tree behind his
   shop...
   
   Would that I might go
   in search of the
   treasure myself. But
   alas, beyond these
   walls lieth untold
   danger...'

First Cave
   Hero opens the
   treasure chest...
   
   what luck! He finds
   the stone tablet.
   
   Hero gratefully
   pockets his find.
   The following message
   is etched into its
   surface:

   'I am Erdrick. Hear me
   well, bearer of my
   blood, heir to my
   destiny...'

   'If you would reach XXXXXXX
   the evil island
   visible from
   tantegel's shore, you _____(after comma?)
   will require the
   three sacred
   artefacts.'

   'Gather them, and you
   may yet cross to that
   accursed isle, and
   destroy the source of
   all evil, as I, too,
   did so long ago.'
   
   'Before my passing, I
   entrusted the three
   objects to three
   great sages.'

   'If the fates have
   been kind, their
   descendants guard
   them still.'

   'When evil rules the
   ill-starred isle once
   more...' 'Gather the
   hallowed triad, and
   strike a blow for the
   cause of light.'

   'No doubt, those of
   the line of the sages
   await you somewhere
   in this world. Seek
   them out!'
   
   'Blood of my blood,
   child of my
   children-go forth and
   fulfil your destiny!'


King End game dialogue (any unindented text is unindented in game, and maybe some suggested text not in quotes should be unindented)

   'Mighty Hero, all is XXXXXX
   as the prophecies
   foretold! Lo, the  _____ (after 'foretold!'?)
   words of the ancients
   do ring clear and
   true down through the
   ages!'

   'The promised hero in
   whose veins floweth
   the blood of mighty
   Erdrick is none other
   than thee.'

   'If there be a better
   man to rule this
   land, I know him not.'

   'What say'st thou?
   Wilt thou take the
   throne in my stead?
   Wilt thou watch o'er
   this fair realm till
   thy dying day?'
(should be unindented?VVV)
   But alas, it was not
   to be...

   'My thanks, Majesty,'
(should be unindented?VVV)
   said Hero.

   'but were I ever to
   rule, it must needs
   be o'er a realm of
   mine own founding.'

Gwaelin said:
   'Wait! Wait, I
   prithee!'
   
   'Take me with thee, my
   dearest heart!'

   'Pray, forsake me not!
   Wilt thou take me for
   thy companion?'

(last bit of text at end of game)
   ''Twould seem a new XXXXXXXX
   journey awaiteth
   thee, Hero! May it be
   a happy one!'
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Neon Streetlight on December 23, 2018, 10:53:07 am
Just noticed I received credit for something laserlambert found (hidden staircase) in the 1.2 update. Perhaps I’ll help someday, but this one is all laserlambert!
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Choppasmith on December 23, 2018, 12:15:07 pm
OK so I started talking to NPCs and making note of which ones had text scrolling problems of any kind, and I think I was pretty thorough, but obviously I'm not perfect. some of them only cut off a single line of text from the top, but some lose whole paragraphs.

this was with the recent 1.2 patch so it should be up to date.

Before all that I found there are three NPCs that all say 'Thou art of the bloodline of mighty Erdrick, thou say'st? Hast thou proof?' all of them in different towns.
Don't know if that's intentional or not. anyway.

It is, I'm afraid. While they have separate dialog in the remakes, I think to save space, certain NPCs share dialog and I adjusted the text accordingly.

A couple NPCs in Tantegel Castle share the same dialog asking about the princess.
There's a couple NPCs in Tantagel Town and Kol that originally said "Please save us from the Dragonlord" I swapped it with a line the corresponding Kol NPC says in the remake "Tarry and hear news of the village"

There are a couple others, but one I JUST discovered that I overlooked was one with Dragonlord. He reuses a line said by the sages "We have long awaited your coming, (Hero)" (and that WAS AFTER getting it down to that one line as each sage has a unique line) I had added Dragonlord's "Long have I awaited this moment" too so his dialog came out as "Long have we awaited the coming of one such as thee, brave (Hero). Long have I awaited this moment." Which doesn't seem wrong on first glance, but it is redundant. So thought I'd drop the former and just have them all share the "Long have I awaited this moment." as I feel Dragonlord's original dialog should take priority. He seems to have a line that I think the King was supposed to say "If thou dies I can bring thee back for another attempt without loss of thy deeds to date." but as far as I can tell, isn't actually used, so I took a gamble and redid it as part of Dragonlord's new dialog when you surrender.

"Hadst thou but trusted thine arm, such a weapon might well have brought thee victory."

I figured if there WAS an instance of this line being used, it wouldn't sound too out of place.

In the remakes (and thus the mobile version) his dialog is seriously expanded upon when you surrender, asking you for your weapon and even have separate strings if it's an ordinary weapon or Erdrick's sword (the line above is from the latter, pretty sure he says it in the DQ Builder's flashbacks too)


Quote
it's a lot of text so I put it in a spoiler, because frankly I'm new and don't know a better option.
I don't want this to be something that seems like I'm demanding a fix for, the patch is great as is honestly and this is just because I was bored and in case you'd like to see it.
sorry if this is gibberish or a stupid amount of text you'd like cleaner or clearer or better organized or something I don't know
It's a lot.

Spoiler:
looks like a single line of dialogue text can only contain a max of maybe 21 characters (including spaces and punctuation but not the quotes) any longer and it goes down to the next line
a text box can only contain 7 lines at once, but only 6 lines if there is additional text after because of the presence of the downward arrow.
XXXXXs next to a line means it scrolls off screen without you pressing a button so you might miss it. ______ after a line is my suggestion of where to put a break in the text if I have one.
I named my character 'Hero'. It goes without saying I don't know what will happen to some text boxes if you have a longer or shorter name.

Paragraph skips:
Tantagel (castle):
KING beginning of the game message
   'Hero! Scion of the
   bloodline of Erdrick,
   Hero of Legend! Long
   have I awaited thy coming!'
   
   'In days of yore, thy
   revered ancestor did
   receive of the
   Almighty Goddess the
   Sphere of Light.
   
   By its power was our
   world rid of the
   menace which did
   beset it.'

   'Yet, alas, some few
   years past, there did
   arise a new
   threat-the
   Dragonlord.'

   'With his cunning, he
   did steal away the
   Sphere of Light from
   us, plunging the land
   into darkness once
   more.'

   'Should this state of XXXXXXXX
   affairs be suffered
   to continue, the   
   night must surely
   take unrelenting
   hold, and our realm
   perish.'
   
   'So I say unto thee,  XXXXXXX
   Hero of the bloodline
   of heroes, vanquish
   the accursed
   Dragonlord, and
   reclaim the Sphere of
   Light!'

   'In the chests o'er
   yonder wilt thou find
   items to aid thee on
   thy quest. Take what
   thou wilt, with my
   blessing.'

   'Partake thee also of
   the wisdom of those
   loyal subjects
   gathered here in my
   throne room.'

   'Doubt not but that
   their knowledge will
   serve thee as well as
   any shield.'

   'May the Goddess guide
   thee to victory, and
   return thee unto us
   ere long, brave
   hero!'
   
King Save message:
   'Brave Hero, thou art XXXXXX
   returned to us! Full  XXXXXX
   glad am I to see      XXXXXX
   thee!'                XXXXXX
   
   'Earn another ### points  XXXXXXX
   of experience, and       XXX (scrolls off at yes/no prompt)
   thou shalt attain a
   new level.'
   
   'Wilt thou record thy
   tale thus far in an
   adventure log?'
King return message:
   'Brave Hero! Thou art
   returned to us! By my
   troth, thou growest
   mightier with each
   passing day!
   
   If it be in the power
   of any man to deliver
   us from the
   Dragonlord's tyranny,
   that man is surely
   thee!
   
   Verily, 'tis not
   without reason that
   the people do begin
   to dream of a
   brighter tomorrow!'
   
   'Earn another ####   XXXXXX
   points of experience,   XXXXXX
   and thou shalt attain   XXXXXX
   a new level.'      XXXXXX
   
   When thy level
   groweth greater, come
   before me and record
   thine adventure, that
   thy progress might
   not be lost.'
   
   May destiny bring
   thee before us again
   ere long, brave
   Hero!'
Tantegel (town):
Curse breaking wizard (priest?) when you have a curse
   'hm? Art thou..? XXXXXXX
   Thou art! A foul XXXXXXX
   curse afflicteth XXXXXXX
   thee! Allow me to
   alleviate thy
   suffering!'   _____(after '!'?)

   'Be not afeared,
   friend. Thou art
   cursed no longer!'


Cantlin: Sage NPC
   'Let us pray for the
   success of this, our
   hero, who striveth
   with all his might to
   deliver us from evil.'
   
   'May the light of the    XXXXXXXX
   heavens shine upon   XXXXXXXX
   thee...         XXXXXXXX __
   'Now, set thee forth,   XXXXXXXX
   and make haste unto   XXXXXXXX
   the foretold place!'  _____________
   'What place? Why, the
   Very spot from which
   fair Tantegel Castle
   standeth a mere 70
   paces north and 40
   paces west!
   
Princess 1
   'at long last!
   
   One has come who will
   deliver me from my
   plight!
   
   'Brave hero, I am
   Gwaelin, Princess of
   Tantegel.
   
   Hadst thou tarried a
   moment longer, the
   Dragonlord would
   surely have made me
   his bride!

   Merely to imagine    XXXXXXX
   such an unspeakable  XXXXXXX
   fate striketh dread  XXXXXXX
   into my dainty       XXX (scrolls off after yes/no prompt)
   heart... (shudder)'  _________
   
   'Mighty Hero, thou
   wilt, of course,
   escort me to my home,
   the palace?'

Princess 2
   'The!? B-!? Grr...   XXXXXXX
   Mayhap thou didst not XXX (scrolls off after yes/no prompt)
   hear me correctly...' ______

   'Mighty Hero, thou
   wilt, of course,
   escort me to my home,
   the palace?'

Princess' Pledge Item (double period typo, and "pacesto" typo are from the game's text.)
   'To attain the next
   level, my beloved,
   thou must needs earn
   another ####
   experience points.'
   
   'The great castle of
   Tantegel, wherein I
   await thy return,
   standeth a mere
   ## paces to the (north or south)
   and naught more than..
   ## pacesto the  east.'
   
   'O Hero, my hero! Thy
   beloved princess
   adoreth thee so!
   Tee hee! (simper)'
   
Temples
North Temple
   'Thou art in   XXXXXXXX
   possession of the XXXXXXXX
   Lyre, thou say'st?' XXXXXXXX ________

   'Long have we awaited XXXXXXX
   the coming of one
   such as thee, brave
   Hero.'      __________
   
   'Thy Prize lieth in
   the chest over
   yonder!'

Tantegel Temple
   'Long have we awaited XXXXXXX
   the coming of one
   such as thee, brave
   Hero.'      __________
   
   'Thy Prize lieth in
   the chest over
   yonder!'

Top line cut-off
Tantagel (castle): blue guy talking about tantegel being a veritable fairground

   'In days of yore, lo, XXXXXXXXXXXX
   the fair city of
   Tantegel was a
   veritable fairground,____ (after ','?)
   wherein the
   merrymakers of the
   world did play!

   and yet now, we are
   beset on all sides by
   foul fiends, and the
   golden days are no
   more...

   (sniff) Ahh, sweet
   memory...
   (sob)'
   Brecconary (first town):
   Galinholm (tomb):

Kol: Blue NPC
   'A Traveller did tell me
   of a cave at the
   sea's edge south of
   this place in which
   languisheth a maiden
   most fair.

   But the cave in XXXXXXXXXXXXXXXX
   question is overrun
   with foul fiends. __________ (after period?)
   Pray, how might a
   delicate damsel
   survive in such a
   hellish hole?

   More Likely doth it
   seem that the
   traveller, driven mad
   with fear, did
   glimpse a phantom of
   his mind's own
   making.'

Rimuldar: Gray NPC
   'Legends tell of how
   mighty Erdrick did
   use the rain's bow as
   a bridge to reach the
   forsaken isle north
   and west of here.
 
   They speak also of
   how he did descend
   into the darkness
   through a hidden
   doorway in the throne
   room of his foe.

   Wanderer-if, on thy XXXXXXXXXXX
   travels, thou
   shouldst chance to
   meet with the
   descendant of the
   saviour Erdrick, _________(after comma?)
   Promise me this...

   Promise me that thou
   wilt tell him all
   that i have told thee
   now. Verily shall it
   stand him in good
   stead.'

   
Cantlin: Green NPC
   'My father's father
   did often tell a
   curious tale.
   
   He spoke of his         XXXXXXXXXXXXX
   friend Magog, and of    _______(after comma?)
   a chest containing a
   great treasure which
   he did bury beneath
   the tree behind his
   shop...
   
   Would that I might go
   in search of the
   treasure myself. But
   alas, beyond these
   walls lieth untold
   danger...'

First Cave
   Hero opens the
   treasure chest...
   
   what luck! He finds
   the stone tablet.
   
   Hero gratefully
   pockets his find.
   The following message
   is etched into its
   surface:

   'I am Erdrick. Hear me
   well, bearer of my
   blood, heir to my
   destiny...'

   'If you would reach XXXXXXX
   the evil island
   visible from
   tantegel's shore, you _____(after comma?)
   will require the
   three sacred
   artefacts.'

   'Gather them, and you
   may yet cross to that
   accursed isle, and
   destroy the source of
   all evil, as I, too,
   did so long ago.'
   
   'Before my passing, I
   entrusted the three
   objects to three
   great sages.'

   'If the fates have
   been kind, their
   descendants guard
   them still.'

   'When evil rules the
   ill-starred isle once
   more...' 'Gather the
   hallowed triad, and
   strike a blow for the
   cause of light.'

   'No doubt, those of
   the line of the sages
   await you somewhere
   in this world. Seek
   them out!'
   
   'Blood of my blood,
   child of my
   children-go forth and
   fulfil your destiny!'


King End game dialogue (any unindented text is unindented in game, and maybe some suggested text not in quotes should be unindented)

   'Mighty Hero, all is XXXXXX
   as the prophecies
   foretold! Lo, the  _____ (after 'foretold!'?)
   words of the ancients
   do ring clear and
   true down through the
   ages!'

   'The promised hero in
   whose veins floweth
   the blood of mighty
   Erdrick is none other
   than thee.'

   'If there be a better
   man to rule this
   land, I know him not.'

   'What say'st thou?
   Wilt thou take the
   throne in my stead?
   Wilt thou watch o'er
   this fair realm till
   thy dying day?'
(should be unindented?VVV)
   But alas, it was not
   to be...

   'My thanks, Majesty,'
(should be unindented?VVV)
   said Hero.

   'but were I ever to
   rule, it must needs
   be o'er a realm of
   mine own founding.'

Gwaelin said:
   'Wait! Wait, I
   prithee!'
   
   'Take me with thee, my
   dearest heart!'

   'Pray, forsake me not!
   Wilt thou take me for
   thy companion?'

(last bit of text at end of game)
   ''Twould seem a new XXXXXXXX
   journey awaiteth
   thee, Hero! May it be
   a happy one!'

Thanks for all this. I really appreciate it. I've looked and corrected the typos you pointed out. Even added a bit of dialog for the Princess' Pledge item I originally omitted. Not a big deal, just a "of thy current position..." was supposed to be at the end of the line. And while not in the mobile script, I thought I'd add some pause breaks to the Princess' stuttering for a bit of an effect.

And yeah there's some more pause/new line code mixups that I've fixed that should make certain dialog flow better. Early on, I had originally mulled over the idea of adding a disclaimer that players who might be overwhelmed by all the extra text might want to keep the text speed on Slow. Aside from adding some of your suggested breaks (which I'll totally do, thanks) I don't think it'll be possible to do it in a way that keeps all the text perfectly on screen at all times without really ruining the flow. I mean having the dialog scroll on screen with NO break is bad and ruins the flow, but I thinking putting too many breaks can really disrupt the flow in the opposite way. Some of us RPG players are fast readers ;)

Anyway, let me say again, I REALLY appreciate the feedback. I don't have as much free time as I'd like for the hack itself, letalone bug testing. I hope you stick around when I get the future entries done. :)

Just noticed I received credit for something laserlambert found (hidden staircase) in the 1.2 update. Perhaps I’ll help someday, but this one is all laserlambert!

Doh, you're right, sorry >_<. I appreciate you here all the same :)
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: mariosmentor on December 24, 2018, 01:30:48 pm
He seems to have a line that I think the King was supposed to say "If thou dies I can bring thee back for another attempt without loss of thy deeds to date." but as far as I can tell, isn't actually used, so I took a gamble and redid it as part of Dragonlord's new dialog when you surrender.
IIRC, he says that when you surrender to him (in the JP version, he even gives you a password [the kind you use to save your progress] before killing you). Perhaps he's saying that to sweeten his "deal" with you?
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: laserlambert on December 24, 2018, 03:20:39 pm
It is, I'm afraid. While they have separate dialog in the remakes, I think to save space, certain NPCs share dialog and I adjusted the text accordingly.

A couple NPCs in Tantegel Castle share the same dialog asking about the princess.
There's a couple NPCs in Tantagel Town and Kol that originally said "Please save us from the Dragonlord" I swapped it with a line the corresponding Kol NPC says in the remake "Tarry and hear news of the village"

There are a couple others, but one I JUST discovered that I overlooked was one with Dragonlord. He reuses a line said by the sages "We have long awaited your coming, (Hero)" (and that WAS AFTER getting it down to that one line as each sage has a unique line) I had added Dragonlord's "Long have I awaited this moment" too so his dialog came out as "Long have we awaited the coming of one such as thee, brave (Hero). Long have I awaited this moment." Which doesn't seem wrong on first glance, but it is redundant. So thought I'd drop the former and just have them all share the "Long have I awaited this moment." as I feel Dragonlord's original dialog should take priority. He seems to have a line that I think the King was supposed to say "If thou dies I can bring thee back for another attempt without loss of thy deeds to date." but as far as I can tell, isn't actually used, so I took a gamble and redid it as part of Dragonlord's new dialog when you surrender.

"Hadst thou but trusted thine arm, such a weapon might well have brought thee victory."

I figured if there WAS an instance of this line being used, it wouldn't sound too out of place.

In the remakes (and thus the mobile version) his dialog is seriously expanded upon when you surrender, asking you for your weapon and even have separate strings if it's an ordinary weapon or Erdrick's sword (the line above is from the latter, pretty sure he says it in the DQ Builder's flashbacks too)
Ah, I did find it odd that the Dragonlord would refer to himself as 'we'. Interesting to learn why that happened.

Thanks for all this. I really appreciate it. I've looked and corrected the typos you pointed out. Even added a bit of dialog for the Princess' Pledge item I originally omitted. Not a big deal, just a "of thy current position..." was supposed to be at the end of the line. And while not in the mobile script, I thought I'd add some pause breaks to the Princess' stuttering for a bit of an effect.

And yeah there's some more pause/new line code mixups that I've fixed that should make certain dialog flow better. Early on, I had originally mulled over the idea of adding a disclaimer that players who might be overwhelmed by all the extra text might want to keep the text speed on Slow. Aside from adding some of your suggested breaks (which I'll totally do, thanks) I don't think it'll be possible to do it in a way that keeps all the text perfectly on screen at all times without really ruining the flow. I mean having the dialog scroll on screen with NO break is bad and ruins the flow, but I thinking putting too many breaks can really disrupt the flow in the opposite way. Some of us RPG players are fast readers ;)

Anyway, let me say again, I REALLY appreciate the feedback. I don't have as much free time as I'd like for the hack itself, letalone bug testing. I hope you stick around when I get the future entries done. :)
By all means use your judgment to decide what to do, I'm just glad to help the Dragon Quest series get the kind of fan support it deserves in any way I can. Of course I'll help with the sequels/remakes.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Neon Streetlight on December 25, 2018, 12:04:40 am
I'm just glad to help the Dragon Quest series get the kind of fan support it deserves in any way I can. Of course I'll help with the sequels/remakes.

I’m with you. There hasn’t been a great way to play these games all these years. There is such a heavy focus on handhelds for the series in the west. You’re either playing the games on a Gameboy, a DS or your phone. Playing them in their original forms with extra care going into the translation is much needed.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Choppasmith on December 25, 2018, 02:37:45 pm
IIRC, he says that when you surrender to him (in the JP version, he even gives you a password [the kind you use to save your progress] before killing you). Perhaps he's saying that to sweeten his "deal" with you?

Well the string is actually sandwiched between a bunch of the King's dialog which makes me suspect it was meant for him originally. Who knows.

Okay, speaking of which, I fixed a bunch of the issues mentioned above. More breaks. Fixed pointers (thanks again abw for the tip on quickly checking pointers). Stone Golem is fixed.

I do have a bit of bad news. I had a good look at the ending dialog. I just can't seem to figure out how to disable the trademark "speech beep". With Dragonlord's dialog, I changed the aforementioned "If thou dies..." string to "Hero hands over his weapon". Because it's an isolated string, I found that as long as you start it with a New Line (&) and end the previous string with a break (@) you'll get the unindented text with no sound. However the ending dialog is one LOOOONG string. Try as I might, with all sorts of combinations, I can't disable the speech beep for the third person narration. I'll just have to file this under "minor issue".

Anyway, I thought since you guys are eager, I'll upload my new patch here for you guys to try whenever you can so I don't have to go through the submission song and dance only to find more problems before it's approved.

https://www.mediafire.com/file/4xenvn73gv7kn65/DW1_RE-Quest_v1.3.xdelta/file

Merry Christmas! :)
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Neon Streetlight on December 25, 2018, 06:14:55 pm
Well the string is actually sandwiched between a bunch of the King's dialog which makes me suspect it was meant for him originally. Who knows.

Okay, speaking of which, I fixed a bunch of the issues mentioned above. More breaks. Fixed pointers (thanks again abw for the tip on quickly checking pointers). Stone Golem is fixed.

I do have a bit of bad news. I had a good look at the ending dialog. I just can't seem to figure out how to disable the trademark "speech beep". With Dragonlord's dialog, I changed the aforementioned "If thou dies..." string to "Hero hands over his weapon". Because it's an isolated string, I found that as long as you start it with a New Line (&) and end the previous string with a break (@) you'll get the unindented text with no sound. However the ending dialog is one LOOOONG string. Try as I might, with all sorts of combinations, I can't disable the speech beep for the third person narration. I'll just have to file this under "minor issue".

Anyway, I thought since you guys are eager, I'll upload my new patch here for you guys to try whenever you can so I don't have to go through the submission song and dance only to find more problems before it's approved.

https://www.mediafire.com/file/4xenvn73gv7kn65/DW1_RE-Quest_v1.3.xdelta/file

Merry Christmas! :)

I’ll bet you’ll figure out that issue someday. Thanks for posting the new version here! Any suggestions for a quick way to test without grinding? I don’t want to use game genie codes and potentially tamper with the code. Merry Christmas!
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Choppasmith on December 25, 2018, 11:33:55 pm
I’ll bet you’ll figure out that issue someday. Thanks for posting the new version here! Any suggestions for a quick way to test without grinding? I don’t want to use game genie codes and potentially tamper with the code. Merry Christmas!

I like to use this SRAM editor
http://games.technoplaza.net/dwsrame/

Keep in mind the items retain their old names but otherwise, it works fine.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: laserlambert on December 26, 2018, 12:13:57 am
Well the string is actually sandwiched between a bunch of the King's dialog which makes me suspect it was meant for him originally. Who knows.

Okay, speaking of which, I fixed a bunch of the issues mentioned above. More breaks. Fixed pointers (thanks again abw for the tip on quickly checking pointers). Stone Golem is fixed.

I do have a bit of bad news. I had a good look at the ending dialog. I just can't seem to figure out how to disable the trademark "speech beep". With Dragonlord's dialog, I changed the aforementioned "If thou dies..." string to "Hero hands over his weapon". Because it's an isolated string, I found that as long as you start it with a New Line (&) and end the previous string with a break (@) you'll get the unindented text with no sound. However the ending dialog is one LOOOONG string. Try as I might, with all sorts of combinations, I can't disable the speech beep for the third person narration. I'll just have to file this under "minor issue".

Anyway, I thought since you guys are eager, I'll upload my new patch here for you guys to try whenever you can so I don't have to go through the submission song and dance only to find more problems before it's approved.

https://www.mediafire.com/file/4xenvn73gv7kn65/DW1_RE-Quest_v1.3.xdelta/file

Merry Christmas! :)

Strange about that text indentation, there's even a part of the line where the princess chimes in that goes unindented, odd that that doesn't go for the other bits.
I was able to dig around and see that a lot has been fixed and is looking fantastic all the battle stuff seems good, enemy names etc. still just a couple points left for your consideration.
first off I just found a bit of ridiculously obscure text with a scrolling issue I missed:
Spoiler:
when you talk to the old man standing in the swamp part of kol AFTER you get Erdrick's sword
   'So, thou hast
   recovered the Sword
   of Erdrick at long
   last.

   The very soul of the XXXXXX
   hero of legend
    resideth yet within
   its blade. Wield it  ______ (after 'blade.')
   with a reverence
   befitting its
   greatness, brave
   [Hero]!'
Anyway.
(https://i.imgur.com/3qj5x5w.png)
It looks like an end quote got cut off and carried over to this next sentence here
(https://i.imgur.com/IG8LN44.png)
something odd up with the cantlin sage here, you have to press the A button twice to clear his last text box, I guess there might be a redundant break there or something.

And yeah other than the text indent issue, there's the final line "'Twould seem a new journey awaiteth thee, [Hero]! May it be a happy one!" which despite not filling a full text box still awkwardly cuts off the top line right before the credits, not sure if you tried and were unable to correct that.

off the topic of bugs but there are a couple of NPCs who don't have mobile port versions, namely a guy outside the magic key shop who just says 'Welcome!' and two guards in a locked room who both just say 'I'm too busy. Ask the other guard.' and the Nester cameo, and they kinda stick out like sore thumbs in this version, what with how sparse and flavourless their text is, maybe they could be spiced up somehow IDK, maybe some 'thee's and 'thou's thrown in (though maybe not for Nester). Just something to consider!
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Neon Streetlight on December 26, 2018, 02:10:10 am
I like to use this  seam editor
http://games.technoplaza.net/dwsrame/

Keep in mind the items retain their old names but otherwise, it works fine.

Thanks! I’ll give it a shot.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: laserlambert on December 27, 2018, 02:58:51 pm
Found a second instance of what I found in my last post.
(https://i.imgur.com/Ck77i3H.png)
This guy says this when you have the mark of Erdrick, but not the other artifacts, and like the sage in cantlin I mentioned before, you have to press A twice to clear his last line of text.

EDIT: I replayed the game with the longest name I could to see if that messed with anything text-wise, I found one more line that could use a break should you deem it worthy
when you rescue the princess.
Spoiler:
   'I shall, Father-but
   first I must give
   brave [Hero] a
   toke of my undying...
   appreciation!
   (simper)'

   'Brave [Hero]!   XXXXXXX
   Verily and truly...XXXXXXX
   from the very bottom
   of my heart... I do
   love thee!    ____________
   
   'Though we be far
   apart, ever shall I
   be at thy side!'

   'Now, Brave [Hero],
   go forth upon thy
   quest!
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: vivify93 on December 27, 2018, 07:19:37 pm
I'm a little ahead of myself, but I know RE-Quest is going to eventually doing the SFC versions. I assumed they'd be based off of the existing translations by, respectively, RPGONE and DQ Translations. I dug this up awhile ago and thought I'd post it here--it's a fix for the Leaf the World Tree crash in Dragon Quest I & II SNES. http://www.romhacking.net/forum/index.php?topic=19449.0 I know this had been forgotten by some people, and I wanted to bring it up again.

Thanks for your hard work.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Choppasmith on December 28, 2018, 01:43:34 am
Strange about that text indentation, there's even a part of the line where the princess chimes in that goes unindented, odd that that doesn't go for the other bits.
I was able to dig around and see that a lot has been fixed and is looking fantastic all the battle stuff seems good, enemy names etc. still just a couple points left for your consideration.
first off I just found a bit of ridiculously obscure text with a scrolling issue I missed:
Spoiler:
when you talk to the old man standing in the swamp part of kol AFTER you get Erdrick's sword
   'So, thou hast
   recovered the Sword
   of Erdrick at long
   last.

   The very soul of the XXXXXX
   hero of legend
    resideth yet within
   its blade. Wield it  ______ (after 'blade.')
   with a reverence
   befitting its
   greatness, brave
   [Hero]!'
Anyway.
(https://i.imgur.com/3qj5x5w.png)
It looks like an end quote got cut off and carried over to this next sentence here
(https://i.imgur.com/IG8LN44.png)
something odd up with the cantlin sage here, you have to press the A button twice to clear his last text box, I guess there might be a redundant break there or something.

And yeah other than the text indent issue, there's the final line "'Twould seem a new journey awaiteth thee, [Hero]! May it be a happy one!" which despite not filling a full text box still awkwardly cuts off the top line right before the credits, not sure if you tried and were unable to correct that.

off the topic of bugs but there are a couple of NPCs who don't have mobile port versions, namely a guy outside the magic key shop who just says 'Welcome!' and two guards in a locked room who both just say 'I'm too busy. Ask the other guard.' and the Nester cameo, and they kinda stick out like sore thumbs in this version, what with how sparse and flavourless their text is, maybe they could be spiced up somehow IDK, maybe some 'thee's and 'thou's thrown in (though maybe not for Nester). Just something to consider!

EDIT: found another bit of text
Spoiler:
Guard in Kings room, when you say no about princess
   Princess Gwaelin is
   the sole heir of His
   Majesty the King.
   
   Since the untimely
   death of Her Majesty
   the Queen, Gwaelin
   hath been our beloved
   ruler's sole source
   of comfort.

   Alas, a half-year
   prior to this day,
   foul monsters saw fit
   to tear the Princess
   from the bosom of we,
   her people!

   His Majesty speaketh XXXXXX
   not of the tragedy, XXXXXX
   but 'tis plain the XXXXXX
   loss doth pain him
   deeply...       ______
   
   'Brave [Hero], I beg
   of thee! Deliver the
   Princess from her
   plight!'

Yep seems like an extra break at the end.

As for those two instances of unchanged dialog. Yeah I couldn't decide what to do with the Merchant and left it alone. In the remake he's moved to the center of town and becomes an actual shopkeeper. His line in the remake before he sells you stuff is "Greetings! I am a travelling merchant. Thinkest thou the townsfolk will suffer me to sell my wares here? Let us hope so!" At the time I thought, "I dunno, would that WORK if he's right there and doesn't sell anything?" Despite the extra space, I still didn't want to add any unnecessary dialog either. Looking at it now, that should still work I imagine.

As for the soldiers sharing dialog. Yeah. I should change it. Something like "Alas! I am preoccupied. Asketh the guard over yonder." What do you think?

Found a second instance of what I found in my last post.
(https://i.imgur.com/Ck77i3H.png)
This guy says this when you have the mark of Erdrick, but not the other artifacts, and like the sage in cantlin I mentioned before, you have to press A twice to clear his last line of text.

EDIT: I replayed the game with the longest name I could to see if that messed with anything text-wise, I found one more line that could use a break should you deem it worthy
when you rescue the princess.
Spoiler:
   'I shall, Father-but
   first I must give
   brave [Hero] a
   toke of my undying...
   appreciation!
   (simper)'

   'Brave [Hero]!   XXXXXXX
   Verily and truly...XXXXXXX
   from the very bottom
   of my heart... I do
   love thee!    ____________
   
   'Though we be far
   apart, ever shall I
   be at thy side!'

   'Now, Brave [Hero],
   go forth upon thy
   quest!

You know I remember changing that line thinking how odd it was that you only needed the Mark to change his tune. I'd blame that on the programming not me. I'll double check that reused line and look into adding those breaks. Thanks.


I'm a little ahead of myself, but I know RE-Quest is going to eventually doing the SFC versions. I assumed they'd be based off of the existing translations by, respectively, RPGONE and DQ Translations. I dug this up awhile ago and thought I'd post it here--it's a fix for the Leaf the World Tree crash in Dragon Quest I & II SNES. http://www.romhacking.net/forum/index.php?topic=19449.0 I know this had been forgotten by some people, and I wanted to bring it up again.

Thanks for your hard work.


Thanks for this. The Yggdrasil bug was something I was worried about. Believe me I'm eager to get to the remakes too considering that what my scripts are intended for. I'd imagine the structure of the lines are much closer to each other so there'd be far less trial and error investigation needed to see what lines go where. Only thing is S-E was VERY thorough in making sure grammar programming relating to items, character gender, and plural were as accurate as possible, something I don't think the fan translators ever considered, so stuff like that might take a hit. Otherwise, yeah I'm building on top of the fan translations.

Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Chicken Knife on December 28, 2018, 06:46:47 am
I'm a little ahead of myself, but I know RE-Quest is going to eventually doing the SFC versions. I assumed they'd be based off of the existing translations by, respectively, RPGONE and DQ Translations. I dug this up awhile ago and thought I'd post it here--it's a fix for the Leaf the World Tree crash in Dragon Quest I & II SNES. http://www.romhacking.net/forum/index.php?topic=19449.0 I know this had been forgotten by some people, and I wanted to bring it up again.

Thanks for your hard work.

Thanks for posting a link for this vivify93. I was scouring the net for something like this in 2016 and definitely could not find it.

One thing to note: from my last experiences there were far more bugs present in the RPGone translation than just this one, primarily in II but to some extent in I as well. There were times when my companions would no longer be following me but be walking through the walls. I also remember an issue during the end game sequence immediately after being Hargon where I could no longer access any locations from the map. I essentially swore off playing this until various fixes were provided, but this one is a start.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: laserlambert on December 28, 2018, 11:18:21 am
Yep seems like an extra break at the end.

As for those two instances of unchanged dialog. Yeah I couldn't decide what to do with the Merchant and left it alone. In the remake he's moved to the center of town and becomes an actual shopkeeper. His line in the remake before he sells you stuff is "Greetings! I am a travelling merchant. Thinkest thou the townsfolk will suffer me to sell my wares here? Let us hope so!" At the time I thought, "I dunno, would that WORK if he's right there and doesn't sell anything?" Despite the extra space, I still didn't want to add any unnecessary dialog either. Looking at it now, that should still work I imagine.

As for the soldiers sharing dialog. Yeah. I should change it. Something like "Alas! I am preoccupied. Asketh the guard over yonder." What do you think?
Sure that sounds fine, it certainly won't stand out as oddly as the original, I thought something had broken the first time I talked to them.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: abw on December 30, 2018, 04:14:30 pm
Fixed pointers (thanks again abw for the tip on quickly checking pointers).
Glad it's coming in handy!

I do have a bit of bad news. I had a good look at the ending dialog. I just can't seem to figure out how to disable the trademark "speech beep". With Dragonlord's dialog, I changed the aforementioned "If thou dies..." string to "Hero hands over his weapon". Because it's an isolated string, I found that as long as you start it with a New Line (&) and end the previous string with a break (@) you'll get the unindented text with no sound. However the ending dialog is one LOOOONG string. Try as I might, with all sorts of combinations, I can't disable the speech beep for the third person narration. I'll just have to file this under "minor issue".
You can also try playing around with some of the codes not listed in Psyklax's table file. For instance, if you use 0x51 instead of 0x50, you should still get a left single quote, but you won't get the speech sound effect or automatic indenting.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Choppasmith on January 09, 2019, 04:32:37 pm
Okay, one last upload before an official release if you guys want to try it really quick. If there are no issues I'll formally submit it on the weekend.

https://www.mediafire.com/file/4xenvn73gv7kn65/DW1_RE-Quest_v1.3.xdelta/file

Glad it's coming in handy!
You can also try playing around with some of the codes not listed in Psyklax's table file. For instance, if you use 0x51 instead of 0x50, you should still get a left single quote, but you won't get the speech sound effect or automatic indenting.

Tried it, doesn't seem to work in the middle of the string, only at the beginning of a string.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: laserlambert on January 09, 2019, 07:31:55 pm
Okay, one last upload before an official release if you guys want to try it really quick. If there are no issues I'll formally submit it on the weekend.

https://www.mediafire.com/file/od33axfsgnre3sf/DW1_RE-Quest_v1.3.xdelta/file

Tried it, doesn't seem to work in the middle of the string, only at the beginning of a string.
Is there a problem with the link? It says "Upload still in progress..." and has for a while, and for presumably a small file...
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: abw on January 09, 2019, 09:09:40 pm
Tried it, doesn't seem to work in the middle of the string, only at the beginning of a string.
Hmm, it looks like the speech beep and auto-indentation are both triggered by setting $650A, and $650A gets set by 0x50 (left single quote) and 0x57 (an alternate space tile, not the 0x5F normally used as a space). It looks like the only code for resetting $650A happens when the game is getting ready to start reading script data, so once $650A gets set, there's no way to reset it to turn the speech beep and auto-indentation back off.

No way, that is, except for... ROM hacking :P.

Try this out for size, assuming you have $18 free bytes available at 0x7F20 (if not, find a home for it elsewhere and update the JMP target):
Code: [Select]
0x7695: 4C 10 BF EA
a.k.a.
JMP $BF10
NOP

0x7F20: C9 EE F0 06 C9 EF F0 0D D0 08 A2 00 8E 0A 65 4C 79 B6 4C 89 B6 4C FE B6
a.k.a.
CMP #$EE
BEQ +#$06
CMP #$EF
BEQ +#0D
BNE +#$08
LDX #$00
STX $650A
JMP $B679
JMP $B689
JMP $B6FE
That should left you use 0xEE in your script to turn off the speech beep and auto-indentation until the next time it gets turned back on by a 0x50 or 0x57.

Is there a problem with the link? It says "Upload still in progress..." and has for a while, and for presumably a small file...
Yeah, I get the same page too.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Choppasmith on January 09, 2019, 09:16:00 pm
Is there a problem with the link? It says "Upload still in progress..." and has for a while, and for presumably a small file...

I think something happened during the upload because I replaced what was there before. Link is fixed and should work now.

Hmm, it looks like the speech beep and auto-indentation are both triggered by setting $650A, and $650A gets set by 0x50 (left single quote) and 0x57 (an alternate space tile, not the 0x5F normally used as a space). It looks like the only code for resetting $650A happens when the game is getting ready to start reading script data, so once $650A gets set, there's no way to reset it to turn the speech beep and auto-indentation back off.

No way, that is, except for... ROM hacking :P.

Try this out for size, assuming you have $18 free bytes available at 0x7F20 (if not, find a home for it elsewhere and update the JMP target):
Code: [Select]
0x7695: 4C 10 BF EA
a.k.a.
JMP $BF10
NOP

0x7F20: C9 EE F0 06 C9 EF F0 0D D0 08 A2 00 8E 0A 65 4C 79 B6 4C 89 B6 4C FE B6
a.k.a.
CMP #$EE
BEQ +#$06
CMP #$EF
BEQ +#0D
BNE +#$08
LDX #$00
STX $650A
JMP $B679
JMP $B689
JMP $B6FE
That should left you use 0xEE in your script to turn off the speech beep and auto-indentation until the next time it gets turned back on by a 0x50 or 0x57.
Yeah, I get the same page too.

Oh wow, I’ll try this out. Thanks!
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: laserlambert on January 12, 2019, 01:03:37 am
Found a typo, checked it in the android version to confirm
one guard in kol says: 'Yonder housewife goeth by the name of Clare. Her husband depart in search of magic keys, and hath yet to return.'

It should say "Yonder housewife goeth by the name of Clare. Her husband did depart in search of magic keys, and hath yet to return."

also I noticed this time that when you use the princess' pledge item that the "press (A) twice to clear the last text off the screen" problem from twice earlier now is affecting the last line of that text box. not a big deal, but thought you ought to know.

one more text break to consider adding.
Spoiler:
Guard in Kings room, when you say no about princess
   Princess Gwaelin is
   the sole heir of His
   Majesty the King.
   
   Since the untimely
   death of Her Majesty
   the Queen, Gwaelin
   hath been our beloved
   ruler's sole source
   of comfort.

   Alas, a half-year
   prior to this day,
   foul monsters saw fit
   to tear the Princess
   from the bosom of we,
   her people!

   His Majesty speaketh XXXXXX
   not of the tragedy, XXXXXX
   but 'tis plain the XXXXXX
   loss doth pain him
   deeply...       ______
   
   'Brave [Hero], I beg
   of thee! Deliver the
   Princess from her
   plight!'

also if that trick works for unindenting text for the end sequence there is also a bit when you give the artefacts to the sage, the line: "[Hero Name] presents the priest with the Staff of Rain and the Sunstone." should get the same treatment.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Choppasmith on January 15, 2019, 09:32:02 am
Hey thanks abw. The new code works like a charm, I just have to sandwich it between the pause (@) and new line (&) and it works great!  :thumbsup:

@laserlambert: Thanks for the typo correction! Considering I still found myself with plenty of room in that part of the ROM, I ended up adding a line I omitted. It's a weird case of adapting a line from the remake into the original, it's said by a woman in the remake and a solider in the original. I wanted to be somewhat cautious with space. That, and with the way my script rip displays strings, it's sometimes easy to miss another line of dialog.

I ended up fixing a lot of Gwaelin's dialog, both with the Pledge item and adding the break you suggested. When checking, I actually found I had scrambled up the whole conversation when you take her to the king!

Before: {Brave [ME]-sensing mine anguish, thou didst deliver my beloved daughter from her plight, and return her safely unto me.@&I shall not forget this great gift, nor shall I forget the man who gave it.}

This is the line the King says AFTER you give Gwaelin back and just before you save.

Should be (and is now): {Brave [ME]_.&Thou hast delivered mine only child from evil! Words cannot express my gratitude!}

I also didn't take into account the string for when you're inventory is full, so again, it's a little scrambled

Before: {Though we be far apart, ever shall I be at thy side!}

Gwaelin is supposed to say this AFTER she gives you the item. I had stuck this line: "Pray accept this modest symbol of mine affection, humble though it may be!" in the spot where you only see it if you're inventory is full.

Haven't tested it yet but if you're inventory is full, she should NOW say:

{But what is this?@Thou art encumbered, and can carry no more! Nay, not even a gift so humble as this!}@&{Please give me thy [INV].}

In the remake Gwaelin allows you to empty your inventory yourself but in the original she just replaces a random item in your inventory, so the dialog is adapted as such (the last bit is pretty much the original line)


Much like Dragonlord's dialog, I shifted the text around a bit at the end so  "@{Now, brave [ME], go forth upon thy quest!}&" is now attached to the "{Though we be far apart, ever shall I be at thy side!}" line above. And now the line is the King talking again:

{Brave [ME]-sensing mine anguish, thou didst deliver my beloved daughter from her plight, and return her safely unto me.@&I shall not forget this great gift, nor shall I forget the man who gave it.}@&{But to business_.}@&

Yep that last little bit is new. It then goes into the default save dialog.

I also found and fixed some incorrect breaking during some shop dialogs (Holy Water and Magic Keys mainly that required an extra button push) Oh and funny story, speaking of little fixes. I've been watching High Score Girl on Netflix. At the end of episode 11, the main character Haruo just mentions Dragon Quest, saying, "You know when you rescue the princess and take her to an inn the innkeeper says 'So I assume you slept well, right?'" Something like that. This prompted me to check because I don't think I ever anticipated different dialog. I SAW two different Inn related strings (both the original and the rip), but never knew what they were for. I actually had it right. The mobile version just seems to add an extra break between the two sentences which I added.

New patch up for testing:
http://www.mediafire.com/file/pxfl14adx926yoh/DW1_RE-Quest_v1.3b.xdelta/file
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: laserlambert on January 15, 2019, 10:01:09 pm
I think I have gone back over everything that you've fixed, I checked at other key areas as well to double check, then checked all the NPC dialogue I could.
I noticed one NPC who has an out of place apostrophe at the beginning of his dialogue. He speaks in a bunch of contractions that need apostrophes which is probably why it didn't stand out before. a guard in cantlin who says

" ' the claws of the
Dragonlord rendeth
steel as if 'twere
parchment, while his
breath melteth stone
as if 'twere ice.

and so on and so forth. but that first apostrophe in front of 'the' doesn't need to be there, checked the android version to be sure.

also "But alas, it was not to be..." is now unindented but the next line
"my thanks, Majesty," said [HERO]
the "said [HERO]" part remains indented and still beeps. don't know if that one can be changed since it doesn't come right after a pause, or even if it needs to be fixed.

and those are the only nits I can find left to pick.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Choppasmith on January 16, 2019, 01:05:10 am
I think I have gone back over everything that you've fixed, I checked at other key areas as well to double check, then checked all the NPC dialogue I could.
I noticed one NPC who has an out of place apostrophe at the beginning of his dialogue. He speaks in a bunch of contractions that need apostrophes which is probably why it didn't stand out before. a guard in cantlin who says

" ' the claws of the
Dragonlord rendeth
steel as if 'twere
parchment, while his
breath melteth stone
as if 'twere ice.

and so on and so forth. but that first apostrophe in front of 'the' doesn't need to be there, checked the android version to be sure.

also "But alas, it was not to be..." is now unindented but the next line
"my thanks, Majesty," said [HERO]
the "said [HERO]" part remains indented and still beeps. don't know if that one can be changed since it doesn't come right after a pause, or even if it needs to be fixed.

and those are the only nits I can find left to pick.

I must've made the same assumption about that extra apostrophe because I just checked and yep, that was a typo.

With the line in the ending, I initially thought the same as you. I don't think it NEEDED fixing. I formatted it the same as the original, which I don't think was silent in the "Said (Hero)" part.

I also thought it would look messy to implement like this

(https://i.imgur.com/7cpGKyr.png)

But, in my eagerness to please, I had another go at it, and I got it

(https://i.imgur.com/UBUkcVm.png)

Thanks again.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: laserlambert on January 19, 2019, 02:47:32 pm
Played some more. Died. found the king's response to your death could use a break before he tells you your experience needed:
Spoiler:
   'I pray most fervently XXXXX
   that thou wilt not    XXXXX
   require such aid of   XXXXX
   me again in future!'  XXXXX
                      ________
   'Earn another [number]
   points of experience,
   and thou shalt attain
   a new level.'

   'Now, go, [Hero]!'
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Choppasmith on January 20, 2019, 01:32:10 am
Played some more. Died. found the king's response to your death could use a break before he tells you your experience needed:
Spoiler:
   'I pray most fervently XXXXX
   that thou wilt not    XXXXX
   require such aid of   XXXXX
   me again in future!'  XXXXX
                      ________
   'Earn another [number]
   points of experience,
   and thou shalt attain
   a new level.'

   'Now, go, [Hero]!'

Ha! Just my luck. I just submitted the next update to RHDN. I submitted it with the comment "Should be the last update for a while" Sorry Admins, guess I lied XD

It's another Pause/new line mixup. This time I did a THOROUGH search for strings ending with New Line (&) and compared it to the original script dump. Actually found a couple of lines that needed changing anyway. The shop's line for selling items, originally "What art thou selling?" now has the remake line "And what, pray, wilt thou sell me?"  Also changed the original Rainbow Drop usage line "(Hero) held the Rainbow Drop toward the sky." to "(Hero) holds the Rainbow Drop aloft..." I'm keeping the original line for using the Rainbow Drop in the wrong spot ("But no rainbow appeared here.") as the mobile script just has a shared "But that can't be used here" line.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: laserlambert on January 27, 2019, 01:20:52 am
Hey sorry to come back with another thing from the first game, I'm sure you'd rather be done with it.
But there is a new issue, that I think is new to this update. The mage behind the counter in the castle speaks with a " to begin, but his quote now ends with a " facing the wrong direction, and then his next line begins with a " when it should not have one.
(https://i.imgur.com/eOK4ZnD.png)
Also I went and checked if anyone else has any problem with their quotes, and I found a minor problem with two characters who use the same line 'May the light of the heavens shine upon thee... and it ends at the ellipses without a closing quote, I don't know for sure if there is another character who uses this line where a close quote wouldn't be proper, but for these two it should be there.
(https://i.imgur.com/Pejwemg.png)(https://i.imgur.com/NUkEYVa.png)
I guess the way the game uses quote marks is generally pretty confusing.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: DW1 v1.2!
Post by: Choppasmith on April 20, 2019, 02:44:57 pm
Hey sorry to come back with another thing from the first game, I'm sure you'd rather be done with it.
But there is a new issue, that I think is new to this update. The mage behind the counter in the castle speaks with a " to begin, but his quote now ends with a " facing the wrong direction, and then his next line begins with a " when it should not have one.
(https://i.imgur.com/eOK4ZnD.png)
Also I went and checked if anyone else has any problem with their quotes, and I found a minor problem with two characters who use the same line 'May the light of the heavens shine upon thee... and it ends at the ellipses without a closing quote, I don't know for sure if there is another character who uses this line where a close quote wouldn't be proper, but for these two it should be there.
(https://i.imgur.com/Pejwemg.png)(https://i.imgur.com/NUkEYVa.png)
I guess the way the game uses quote marks is generally pretty confusing.

I was going to wait until I made sure nothing else came up, but I'll throw a quick fix for that when when I can.

In the meantime, yes, I've been working on DW2. If you've been reading my posts in the Romhacking Discussion forum you'll know it took a lot of tweaking to make sure the new script would work. I had to redo the dictionary DW2 uses for compression over and over and OVER again to get things to fit, and FINALLY got it! I also have a bunch of time freed up for me recently. Also thanks to abw on the more technical side of things.

I now have a rough beta out for those interested in testing! Just the script, monster names, and item names are changed right now. I'll put up some screens in the OP when I can.

https://www.mediafire.com/file/tfh668w56h02d9p/DW21b.xdelta/file
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: laserlambert on April 20, 2019, 06:59:23 pm
Awesome! excited to play through 2 and give feedback.
I just played a little through the first area, and wanted to note what I found. I'll do a more thorough play-through soon to be sure.
(https://i.imgur.com/2t3aIcX.png)
You probably know this, but the & symbol replaces what should probably be the * symbol
(https://i.imgur.com/TGQO1Rt.png)(https://i.imgur.com/vGyS2mX.png)
There are a couple instances of text being odd like this.
(https://i.imgur.com/9KFoeaD.png)
Obviously spell names aren't on the list of changes made yet, but there is an odd feature with the spell learned text saying odd words instead of the real spell name learned.
(https://i.imgur.com/hvlOVzD.png)
A couple of text breaks needed. first for the woman behind the door in the castle It looks like the close quote after "terrible.'" should be the end of a paragraph and I'm not sure if the ' in front of Nor is because it's a contraction or if it's the start of a new quote.
(https://i.imgur.com/QpHQfcp.png)
And the guy at the holy water cave should probably have a break after "protection!'"
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: Choppasmith on April 20, 2019, 08:10:39 pm
Awesome! excited to play through 2 and give feedback.
I just played a little through the first area, and wanted to note what I found. I'll do a more thorough play-through soon to be sure.
(https://i.imgur.com/2t3aIcX.png)
You probably know this, but the & symbol replaces what should probably be the * symbol
(https://i.imgur.com/TGQO1Rt.png)(https://i.imgur.com/vGyS2mX.png)
There are a couple instances of text being odd like this.
(https://i.imgur.com/9KFoeaD.png)
Obviously spell names aren't on the list of changes made yet, but there is an odd feature with the spell learned text saying odd words instead of the real spell name learned.
(https://i.imgur.com/hvlOVzD.png)
A couple of text breaks needed. first for the woman behind the door in the castle It looks like the close quote after "terrible.'" should be the end of a paragraph and I'm not sure if the ' in front of Nor is because it's a contraction or if it's the start of a new quote.
(https://i.imgur.com/QpHQfcp.png)
And the guy at the holy water cave should probably have a break after "protection!'"

You're fast, dude, wow! <3

Yeah the ampersand is temporary. For some reason there's no asterisk in the DW2 font. The plan is to copy the asterisk from the DW1 font over and replace the ampersand when I'm ready to release.

And I'll check those problems should be easy to fix. The messed up text I can see right away is a dictionary problem around where I have "igh". I figure unlike DW1, I'm almost certain the main window is bigger so there shouldn't be as much of a need to add any breaks, I've already found and corrected some lines where I simply forgot to add [wait][line] at the end.

The spell bit is interesting. Like DW1, I figured I'd try to see if I could bring up the Spell learned when leveling up the same way when casting. In DW1, it just brings up the last stat value, seeing that it brings up a monster name is interesting.

Also, speaking of which, I still need to edit the plural rules for monsters, so expect some of the monster names in battle to not be quite right when used in groups.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: laserlambert on April 22, 2019, 12:37:53 am
Ok so as far as text goes you are right, it all looks great except for the lines with missing breaks, there was one character in Slewse who had three missing breaks.

There are a few characters with problems in the town of Dirkandor the two women next to the king have glitched text (even talking to the one on the right will just lock the game) not only them but the old man behind the counter and the guard near the entrance have glitched text too. And the King himself will repeat the text 'Now, go forth to such great things as thou art undoubtedly destined!' twice in a row.

there was another igh bug in Tantegel with the curse curer, the game saver in the church says "Well met scion of Erdrick" twice in his text once at the beginning and once after he listed experience to the next level, and the guard in the throne room of Tantegel has glitched text.

The game saver in moonaham addressed not prince 1 but prince 2 in his text saying "Fare thee well, brave ____!" (even though he was dead when I spoke to him) and when I got the Star Sigil, It said Gremlin obtains the Star Sigil! I guess because I just fought some gremlins to get it.

When you miss an attack in battle, it says "Miss! (Enemy) was wounded." Also in battle when you hit an enemy but deal no damage it says nothing at all (not sure if that was the way it was by default)

When you use a key on the right door there is a blank text box, I'm not sure if it is supposed to say something.

The healers say "Can the Goddess aid thee in some other wise this day" seems like wise should be way.

The game saver in Beran had slightly glitched text when I first spoke to him, and I have a screenshot of it, but I haven't been able to reproduce it. and there is an old man in Beran who says a statement that ends in an exclamation point, but then a yes/no prompt appears and when you pick one, nothing happens.

Some names seem to get cut off, Windbreaker is titled Windbraker in the game, maybe that was intentional but I can only find it as Windbreaker. Terrordactyl gets the l cut off of the end (which consequently makes it's plural name Terrordacties) which is weird since for example Orc Chieftain is a longer name but I guess because it's two words it gets different treatment, Magic Marionette gets the e cut off from the end, oddly Liquid Metal Slime becomes Liquid Meta Slime, losing the l in metal, there could be more monster names like these that I didn't notice.

When I found the Soul Sigil in the treasure chest, it was still called the Life Crest.

(https://i.imgur.com/4sU6wy6.png)(https://i.imgur.com/M25LMK6.png)(https://i.imgur.com/P6TQJnE.png)(https://i.imgur.com/QMlMGMm.png)(https://i.imgur.com/aBPbujN.png)(https://i.imgur.com/9U58EB5.png)(https://i.imgur.com/7eiuPUn.png)(https://i.imgur.com/Qx7xq5W.png)(https://i.imgur.com/AEh7TAL.png)(https://i.imgur.com/z1YHy2q.png)(https://i.imgur.com/DmB0oYw.png)(https://i.imgur.com/xcLWRhw.png)
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: laserlambert on June 26, 2019, 12:24:41 am
So I finally finished the game once through (the wait for Dragon Quest Builders 2 got me anxious for more DQ2) and I kept an eye out for what I could find.
(https://i.imgur.com/IPTTAbM.png)(https://i.imgur.com/oPuebwe.png)
found some indenting problems with the ending text from the king, as well as another "sighe" text garble that you probably already fixed.
(https://i.imgur.com/VIu5lUh.png)
Found that Bosses like Hargon, Malroth, Atlas and so forth still have "one" in front of their name despite being proper nouns
(https://i.imgur.com/r1mCsqx.png)
This one is a little silly sure, but in the chance that "Hocus Pocus" here known still as Chance casts a confusion spell (which is the only way the player can cast a confusion spell in DQ2) it says "The enemies was confused!"
(https://i.imgur.com/1Vwti8D.png)
The Dragon Potion, is called the rebirth stone in here, which was a little confusing, I had forgotten that the Dragon Potion even existed and when I got it by chance I don't know what happened but the name confused my, not sure if it was an intentional rename or if this was even just a bug, I don't know.
(https://i.imgur.com/HeUHS2Q.png)
for some reason when I attacked a killing machine and inflicted no damage it did a different response than other monsters where it would just say "(character) attacks!" and then say nothing, it instead says "Killing Machine takes" with no number afterward. (the sprite is normal it was just flashing from the attack)
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: Choppasmith on June 26, 2019, 04:15:25 am
Hey, man thanks for your work, and yeah I want to get this done before DQB2 comes out. Things are looking up. I took a little break to play DQXI (finally have a PC that can handle the game ). Fun fact, the Puff Puff girl in Gondolia says the same thing as the girl in DW2 word for word with the mobile translation, I think I only noticed it because of my work in this. Also I’m just about to clear that big hurdle that is the monster plural code. A lot of stuff was fixed since the beta you’ve been trying, but I’ll go over it again.


(https://i.imgur.com/IPTTAbM.png)(https://i.imgur.com/oPuebwe.png)
found some indenting problems with the ending text from the king, as well as another "sighe" text garble that you probably already fixed.

Yeah should be fixed already.

Quote
(https://i.imgur.com/VIu5lUh.png)
Found that Bosses like Hargon, Malroth, Atlas and so forth still have "one" in front of their name despite being proper nouns

Was this a problem in the original as well? I can’t imagine how the new script would change this. I wonder if it’s possible to add an exception for those three bosses (but then that wouldn’t be the worst thing in the world)

Quote
(https://i.imgur.com/r1mCsqx.png)
This one is a little silly sure, but in the chance that "Hocus Pocus" here known still as Chance casts a confusion spell (which is the only way the player can cast a confusion spell in DQ2) it says "The enemies was confused!"

Yeah, the game is weird and has “enemies” in the monster list and is used for plural so that they can share the same lines. The original was something like ‘Thou has defeated the (monster).” so you could do “Thou has defeated the slime” and then reuse it when you win the battle “Thou has defeated the enemies”

I fixed this by changing enemies to enemy since the latter works as a plural.

Quote
(https://i.imgur.com/1Vwti8D.png)
The Dragon Potion, is called the rebirth stone in here, which was a little confusing, I had forgotten that the Dragon Potion even existed and when I got it by chance I don't know what happened but the name confused my, not sure if it was an intentional rename or if this was even just a bug, I don't know.
This was an interesting discovery. But yes, it’s seemingly dummied out in the mobile version. Has a description and everything. At least, I don’t know of anyone who’s been able to get it in-game.

Quote
(https://i.imgur.com/HeUHS2Q.png)
for some reason when I attacked a killing machine and inflicted no damage it did a different response than other monsters where it would just say "(character) attacks!" and then say nothing, it instead says "Killing Machine takes" with no number afterward. (the sprite is normal it was just flashing from the attack)

Yeah, this is a really odd glitch but it’ll hopefully be squashed. In DW1 there was a special byte I took advantage that would add or omit an “s” based on the number value so you could have 1 point or 10 points of damage and 1 coin or 100 coins of gold. DW2 has this special s as well, but it’s seemingly broken. Doing what it does when the value is 1. Thanks to abw we’ve got a solution to fix it.

Quote
The healers say "Can the Goddess aid thee in some other wise this day" seems like wise should be way.

You know I checked this out, and yeah, that’s the line all right. I’m... stumped. Not sure if typo or part of that fancy Olde English script. Also, yeah, it’s Windbraker. I think the idea is a play on “brake” considering its usage.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: abw on June 26, 2019, 09:26:48 am
(https://i.imgur.com/VIu5lUh.png)
Found that Bosses like Hargon, Malroth, Atlas and so forth still have "one" in front of their name despite being proper nouns
Was this a problem in the original as well? I can’t imagine how the new script would change this. I wonder if it’s possible to add an exception for those three bosses (but then that wouldn’t be the worst thing in the world)
Yes, this is present in the original. The original behaviour is not exactly wrong, but if you wanted to remove the monster count text for unique bosses, probably the easiest way would be to go to the code for printing "One"/"Two"/"Three"/etc. and add some code to not print the cardinal number if the group's monster ID is >= #$4E. Maybe something like this:
Code: [Select]
$02:$BEF0:
LDA $0161 ; monster ID for the current group
CMP #$4E ; bosses have IDs >= #$4E (so does the "Enemies" monster, but that's not a monster ID you can encounter)
BCS no_cardinal
... original code goes here; you'll need to move the text down into the adjacent empty space and update its pointer
no_cardinal:
LDA #$FA ; [end-FA]; the game will handle trimming the empty space from the
STA $60F1
SEC ; not strictly necessary since we got here by BCS and nothing has changed C
RTS

(https://i.imgur.com/r1mCsqx.png)
This one is a little silly sure, but in the chance that "Hocus Pocus" here known still as Chance casts a confusion spell (which is the only way the player can cast a confusion spell in DQ2) it says "The enemies was confused!"
Yeah, the game is weird and has “enemies” in the monster list and is used for plural so that they can share the same lines. The original was something like ‘Thou has defeated the (monster).” so you could do “Thou has defeated the slime” and then reuse it when you win the battle “Thou has defeated the enemies”
That one's actually a hardcoded error in the original (string #$0016: "The enemies was confused.[end-FC]"), and it appears to only be used in this case, so you can use whatever new text you want here.

(https://i.imgur.com/HeUHS2Q.png)
for some reason when I attacked a killing machine and inflicted no damage it did a different response than other monsters where it would just say "(character) attacks!" and then say nothing, it instead says "Killing Machine takes" with no number afterward. (the sprite is normal it was just flashing from the attack)
Yeah, this is a really odd glitch but it’ll hopefully be squashed. In DW1 there was a special byte I took advantage that would add or omit an “s” based on the number value so you could have 1 point or 10 points of damage and 1 coin or 100 coins of gold. DW2 has this special s as well, but it’s seemingly broken. Doing what it does when the value is 1. Thanks to abw we’ve got a solution to fix it.
Yup, that control code has a bug in the original game; the bug was undetectable there since the original game only used that control code for quantities of gold and it's impossible to do anything involving only 1 piece of gold.

The healers say "Can the Goddess aid thee in some other wise this day" seems like wise should be way.
You know I checked this out, and yeah, that’s the line all right. I’m... stumped. Not sure if typo or part of that fancy Olde English script.
You'll need a good dictionary if you want to look up archaic uses like this (or a lot of exposure to middle or early modern English to pick it up by osmosis), but here's one online reference: https://www.lexico.com/en/definition/wise#h70331686796780

Some names seem to get cut off, Windbreaker is titled Windbraker in the game, maybe that was intentional but I can only find it as Windbreaker. Terrordactyl gets the l cut off of the end (which consequently makes it's plural name Terrordacties) which is weird since for example Orc Chieftain is a longer name but I guess because it's two words it gets different treatment, Magic Marionette gets the e cut off from the end, oddly Liquid Metal Slime becomes Liquid Meta Slime, losing the l in metal, there could be more monster names like these that I didn't notice.

(https://i.imgur.com/z1YHy2q.png)
I know Choppasmith has been working on monster name lengths in the other thread, but if it hasn't been done already, one option here is edit the monster list menus (#$05 and #$0A) to change the second line's indent to 1 space instead of 2, which would let e.g. "Marionette" fit. "Terrordactyl" would either have to be split into two lines (not great since that will result in e.g. "One Terror dactyl appeared.") or those menus can be widened by 2 tiles (which will also let "Marionette" fit).
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: laserlambert on June 26, 2019, 12:30:19 pm
The "Windbraker" part I eventually found out, It was Windbreaker in whatever fan wiki I was using for reference and I googled around for another source and could only find it misspelled that way, I should have just played the mobile version myself and found it as I eventually did. obviously it makes sense as putting on brakes in the wind.

As for the line "some other wise": you learn something new every day! https://en.wiktionary.org/wiki/wise#Etymology_2 (https://en.wiktionary.org/wiki/wise#Etymology_2)

And yep looks like One Hargon was in the original, reminding me I mostly played the GBC versions back in the day. It'd be neat if Malroth, Hargon, Atlas, Pazuzu, and Belial had exceptions as they are the only bosses in the game, but obviously you don't need to bend over backwards for this.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: 91-MPH on June 26, 2019, 07:29:34 pm
do u think u can make patches that can change the names Dragon Quest back to Dragon Warrior for I, II and possibly later releases (just as options for the player).
My reason for bringing this up is for historical accuracy, because someone else hold the name Dragon Quest back then, and his license to the name didn't run out until the mid 2000, this prompting Dragon Quest VIII to keep it's original title.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: Choppasmith on June 28, 2019, 11:57:02 pm
Was this a problem in the original as well? I can’t imagine how the new script would change this. I wonder if it’s possible to add an exception for those three bosses (but then that wouldn’t be the worst thing in the world)

Yes, this is present in the original. The original behaviour is not exactly wrong, but if you wanted to remove the monster count text for unique bosses, probably the easiest way would be to go to the code for printing "One"/"Two"/"Three"/etc. and add some code to not print the cardinal number if the group's monster ID is >= #$4E. Maybe something like this:
Code: [Select]
$02:$BEF0:
LDA $0161 ; monster ID for the current group
CMP #$4E ; bosses have IDs >= #$4E (so does the "Enemies" monster, but that's not a monster ID you can encounter)
BCS no_cardinal
... original code goes here; you'll need to move the text down into the adjacent empty space and update its pointer
no_cardinal:
LDA #$FA ; [end-FA]; the game will handle trimming the empty space from the
STA $60F1
SEC ; not strictly necessary since we got here by BCS and nothing has changed C
RTS
Yeah, the game is weird and has “enemies” in the monster list and is used for plural so that they can share the same lines. The original was something like ‘Thou has defeated the (monster).” so you could do “Thou has defeated the slime” and then reuse it when you win the battle “Thou has defeated the enemies”

That one's actually a hardcoded error in the original (string #$0016: "The enemies was confused.[end-FC]"), and it appears to only be used in this case, so you can use whatever new text you want here.
Yeah, this is a really odd glitch but it’ll hopefully be squashed. In DW1 there was a special byte I took advantage that would add or omit an “s” based on the number value so you could have 1 point or 10 points of damage and 1 coin or 100 coins of gold. DW2 has this special s as well, but it’s seemingly broken. Doing what it does when the value is 1. Thanks to abw we’ve got a solution to fix it.

Yup, that control code has a bug in the original game; the bug was undetectable there since the original game only used that control code for quantities of gold and it's impossible to do anything involving only 1 piece of gold.
You know I checked this out, and yeah, that’s the line all right. I’m... stumped. Not sure if typo or part of that fancy Olde English script.

You'll need a good dictionary if you want to look up archaic uses like this (or a lot of exposure to middle or early modern English to pick it up by osmosis), but here's one online reference: https://www.lexico.com/en/definition/wise#h70331686796780
I know Choppasmith has been working on monster name lengths in the other thread, but if it hasn't been done already, one option here is edit the monster list menus (#$05 and #$0A) to change the second line's indent to 1 space instead of 2, which would let e.g. "Marionette" fit. "Terrordactyl" would either have to be split into two lines (not great since that will result in e.g. "One Terror dactyl appeared.") or those menus can be widened by 2 tiles (which will also let "Marionette" fit).
Yeah I’ve already done menu work to increase the space for Battle menus so I have room for ATTACK and DEFEND. Should be just a matter of fixing the length.

The "Windbraker" part I eventually found out, It was Windbreaker in whatever fan wiki I was using for reference and I googled around for another source and could only find it misspelled that way, I should have just played the mobile version myself and found it as I eventually did. obviously it makes sense as putting on brakes in the wind.

As for the line "some other wise": you learn something new every day! https://en.wiktionary.org/wiki/wise#Etymology_2 (https://en.wiktionary.org/wiki/wise#Etymology_2)

And yep looks like One Hargon was in the original, reminding me I mostly played the GBC versions back in the day. It'd be neat if Malroth, Hargon, Atlas, Pazuzu, and Belial had exceptions as they are the only bosses in the game, but obviously you don't need to bend over backwards for this.

Man, I’m going 0-2 on missing the simple stuff XD. My initial thought was “I’ll have to see if I can find something on old usage. Maybe a medieval etymology site or something...” Sometimes the simple solution is best.

do u think u can make patches that can change the names Dragon Quest back to Dragon Warrior for I, II and possibly later releases (just as options for the player).
My reason for bringing this up is for historical accuracy, because someone else hold the name Dragon Quest back then, and his license to the name didn't run out until the mid 2000, this prompting Dragon Quest VIII to keep it's original title.

I believe I stated in the news post for the DW1 release that I see these hacks as a sort of alternate universe where it was localized as DQ, like it is now, right from the start. I even want to take Chicken Knife’s decensored efforts and put my own spin on it by making the crosses tridents just for extra authenticity.

I know people are nostalgic for the old terms, but I”m all in on getting these done for all 3 versions of the trilogy first and I have little free time as it is. If I get more people who want a hack like that, sure.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: laserlambert on June 29, 2019, 12:30:59 am
I even want to take Chicken Knife’s decensored efforts and put my own spin on it by making the crosses tridents just for extra authenticity.
I had hoped that would be something you would end up doing for this!
Title: Re: Project \"RE-Quest\": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: 91-MPH on June 29, 2019, 01:07:48 am
Yeah I’ve already done menu work to increase the space for Battle menus so I have room for ATTACK and DEFEND. Should be just a matter of fixing the length.

Man, I’m going 0-2 on missing the simple stuff XD. My initial thought was “I’ll have to see if I can find something on old usage. Maybe a medieval etymology site or something...” Sometimes the simple solution is best.

I believe I stated in the news post for the DW1 release that I see these hacks as a sort of alternate universe where it was localized as DQ, like it is now, right from the start. I even want to take Chicken Knife’s decensored efforts and put my own spin on it by making the crosses tridents just for extra authenticity.

I know people are nostalgic for the old terms, but I”m all in on getting these done for all 3 versions of the trilogy first and I have little free time as it is. If I get more people who want a hack like that, sure.

I'll be quiet... o_o

It's just that i can't seem to find any authentic custom box art that reflects this alternate universe.

June 30, 2019, 08:40:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
just out of curiosity.

When u mentioned Chicken Knife tweaking the logo for DQ1 in the v1.3 release. Does it have anything to do with removing your credentials in the title screen, just to fit in with this alternate reality u mentioned b4?

I'm curious cause the title screen I mentioned is in the first post of another version of this forum from woodus.com, and I'm not sure if the picture came before or after the post was updated on 04/20 of the same year.

(https://www.woodus.com/forums/applications/core/interface/imageproxy/imageproxy.php?img=https://i.imgur.com/GvPRw5e.png&key=0a38ced05641dec9d43ff328b00ce756476efd3edea68b9a7f7e78943d83099e)

Plus I would like to see the hack pretend to act like the real thing, since the product comes from an alternate reality and all.
Title: Re: Project \"RE-Quest\": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: Choppasmith on July 01, 2019, 12:05:24 pm
I'll be quiet... o_o

It's just that i can't seem to find any authentic custom box art that reflects this alternate universe.

June 30, 2019, 08:40:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
just out of curiosity.

When u mentioned Chicken Knife tweaking the logo for DQ1 in the v1.3 release. Does it have anything to do with removing your credentials in the title screen, just to fit in with this alternate reality u mentioned b4?

I'm curious cause the title screen I mentioned is in the first post of another version of this forum from woodus.com, and I'm not sure if the picture came before or after the post was updated on 04/20 of the same year.

(https://www.woodus.com/forums/applications/core/interface/imageproxy/imageproxy.php?img=https://i.imgur.com/GvPRw5e.png&key=0a38ced05641dec9d43ff328b00ce756476efd3edea68b9a7f7e78943d83099e)

Plus I would like to see the hack pretend to act like the real thing, since the product comes from an alternate reality and all.

Nah, Chicken Knife conveyed to me that he's always tweaking his pixel work to look JUST right. In fact I think he tweaked it again after that update. Adding my credit to the title screen was one of the last things I did before release (I think IIRC) and despite my looking at this project as an "alternate universe", it's still a romhack at the end of the day and adding my screen name was just for credit which most people do around here and to curb potential unauthorized distribution (for profit or passing it off as some kind of leaked Virtual Console release or something).

Edit: Yeah, I just remembered. The screen above was an early draft of the logo. The final version moved the QUEST letters over a tile.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: laserlambert on July 17, 2019, 03:33:43 pm
As I am playing through the newly released Dragon Quest Builders 2, during the game (I will try not to spoil the circumstances) you fight an enemy called a Wrecktor, and it made me realise that the enemy you have as Whackolyte should be called Wrecktor, according to Dragon-Quest.org it seems that the remakes replaced the Wrecktor with a slightly different enemy called a Whackolyte, but for the classic NES version he should be Wrecktor, especially to honor the connection to DQB2.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: Choppasmith on July 17, 2019, 05:02:14 pm
As I am playing through the newly released Dragon Quest Builders 2, during the game (I will try not to spoil the circumstances) you fight an enemy called a Wrecktor, and it made me realise that the enemy you have as Whackolyte should be called Wrecktor, according to Dragon-Quest.org it seems that the remakes replaced the Wrecktor with a slightly different enemy called a Whackolyte, but for the classic NES version he should be Wrecktor, especially to honor the connection to DQB2.

I'm away from my pc right now, but I'm pretty sure BOTH are in game. I'll double check though. Yeah, I actually have DQB2 loaded on my Switch ready to go, I'm just trying to get through some of my backlog first. I was hoping to have this done before the release but now I'm thinking it would be good to see if they updated anything anyway. I'm really curious how they'll do the past DQ worlds bit for XI S, I'm thinking if I can maybe finally update that Nester cameo line in DQ1 with something more DQ relevant.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: laserlambert on July 18, 2019, 06:07:00 pm
I'm away from my pc right now, but I'm pretty sure BOTH are in game. I'll double check though. Yeah, I actually have DQB2 loaded on my Switch ready to go, I'm just trying to get through some of my backlog first. I was hoping to have this done before the release but now I'm thinking it would be good to see if they updated anything anyway. I'm really curious how they'll do the past DQ worlds bit for XI S, I'm thinking if I can maybe finally update that Nester cameo line in DQ1 with something more DQ relevant.
Sorry to keep correcting you on things that aren't incorrect but you're right, the monster named Wrecktor is named あくましんかん in japanese and the Monster named Whackolyte is named じごくのつかい in japanese, this matches up with DQB2, however in my defense their palattes have swapped! in DQB2 Wrecktor now has green skin and a red cape and Whackolyte now has purple skin and a green cape, sorry once again.
Title: Re: Project \"RE-Quest\": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: 91-MPH on July 19, 2019, 07:33:53 pm
Nah, Chicken Knife conveyed to me that he's always tweaking his pixel work to look JUST right. In fact I think he tweaked it again after that update. Adding my credit to the title screen was one of the last things I did before release (I think IIRC) and despite my looking at this project as an "alternate universe", it's still a romhack at the end of the day and adding my screen name was just for credit which most people do around here and to curb potential unauthorized distribution (for profit or passing it off as some kind of leaked Virtual Console release or something).

Edit: Yeah, I just remembered. The screen above was an early draft of the logo. The final version moved the QUEST letters over a tile.

I know how important it is for a hacker to credit him/herself to differentiate his/her product from the official one.

But a thought just occurred to me.

As a neutral option, for those who want to play a hack that feels like the real thing, and for the hacker who want to credit him/herself in his/her work, why not place his/her username in the end credits, and be credited for the work of Translation or Localization?

July 20, 2019, 01:06:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
also, I know u're focused on translating the NES Trilogy at the moment. But are you sure you want to leave behind the fourth installment all alone and frightened? X333

You could complete the NES Quadrilogy.
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: Choppasmith on July 22, 2019, 12:28:00 pm
Sorry to keep correcting you on things that aren't incorrect but you're right, the monster named Wrecktor is named あくましんかん in japanese and the Monster named Whackolyte is named じごくのつかい in japanese, this matches up with DQB2, however in my defense their palattes have swapped! in DQB2 Wrecktor now has green skin and a red cape and Whackolyte now has purple skin and a green cape, sorry once again.

I just started playing Builders 2 myself and noticed there's a Prestidigitator (black robe) and they call him a Legerdeman (red robe) ¯\_(ツ)_/¯

So far, I'm not seeing anything worth updating. For a "sequel" to DQ2, it's kinda funny how they mostly drop the Olde English speak. You even have Brittany who talks with modern jargon (fam, GOAT, lit, etc). Only thing worth considering is that the gremlins talk with a lisp.

I know how important it is for a hacker to credit him/herself to differentiate his/her product from the official one.

But a thought just occurred to me.

As a neutral option, for those who want to play a hack that feels like the real thing, and for the hacker who want to credit him/herself in his/her work, why not place his/her username in the end credits, and be credited for the work of Translation or Localization?.

Actually already did both :)


also, I know u're focused on translating the NES Trilogy at the moment. But are you sure you want to leave behind the fourth installment all alone and frightened? X333

You could complete the NES Quadrilogy.


I'd definitely love to go back and do IV as well as do other games that need it like V SNES, but I really want to do all three versions of the trilogy first (mostly because I still need to RIP those scripts first and they work differently compared to I-III mobile).
Title: Re: Project "RE-Quest": Script Ports Updating “Dragon Warrior” UP: First DW2 Beta!
Post by: laserlambert on September 04, 2019, 09:16:55 pm
Oh boy, a little off topic but, the Nintendo Direct today announced the Dragon Quest Trilogy coming to switch! .... well the Japanese direct did... which I don't want to be negative, but that sure seems like a NO for English speaking territories... Again...

Anyway, no pressure! GOOD LUCK!

EDIT - never mind, it is coming out. lol.