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Romhacking => Personal Projects => Topic started by: Kosayn on August 11, 2012, 07:15:20 am

Title: Dragon Quest 4 DS - classic version
Post by: Kosayn on August 11, 2012, 07:15:20 am
This thread is for my classic script hack of Dragon Quest 4 DS.  My goal is to bring the simple, fun writing style of the NES game Dragon Warrior 4 to the newer, more accessible DS version.

18/06/29
Hey, Photobucket image hosting is back!

So, my day job of computer repairs and retro game vending has been eating up all my time.  However, I do have a second DSi now to work on the immigrant town dialogue.  Hoping to make it a priority this summer.  If you're still holding out hope for this project, just play it - most further changes to the text of the main storyline will only be about fixing awkward writing or typos.  I do want to say thanks to everyone who helped and believed I could do this. I will release it officially with RHDN when it's truly complete.  That basically just means immigrant town and transfer features.

- Kosayn

Here it is - v0.92.  Ready for beta testers.  (http://kaveral.000webhostapp.com/)

1. You need XDELTA to apply the patch to the US RELEASE of Dragon Quest 4 for Nintendo DS. I recommend XDELTAUI.
( http://www.romhacking.net/utilities/598/ ) 
2. You need WinRAR or some compatible archiver to extract the file.
( http://www.rarlab.com/download.htm )

If you play my hack, buy any game in this great series! Show the mighty Enix some love.

I know the file hosting site is basic - the first button  that says 'Download' has classic Dragon Warrior style spell names.  This is the intended main version of the patch.  The second button that says 'Old Spells' has the ordinary DS style modern spell names.  Either of these can be applied to original rom. 

Patches have not been tested with any other modifications.

Link below:

(https://lh3.googleusercontent.com/07Qd1CnuE-KUlxgdnqevKsEcOs_PkQvt-fM3F6evy3kgHKiB7oc6CSLTOU9jRRzPX1TD0J5OzM3g8zD5EPKJ7DX_NtKcAqCqXOVjN7w5Rjbpe8iW0xqmnGsrfK4mOYdt356TG99iZlM-D-FPFLbDdjquY1Rg7r88Xk7d93-dMd0t8kbLYRj49eeryrHdlmOYVJcI_JuUBf6JI2UUHumKqBv9tG8rNfHYEa0q-vqw5Z2SAbbKrf5MOny8_MqNOZOE2xC1x4bCcjuunwgApyrdHWikvhCOt7kz9eWk0mjGlbcBj_7OHzs9R5Bqub0Q_an9uM1h08VQrqFJZcYP-XwY4e4cZ654w-l8vRsXEwBQPTNBG6I-R7aE0jj-VsXlWdgyg97_GXpM2X5b97upNK1hp38MEshYW5AmDCurj3ejyd6tWk33nXAaNtdE4skjrghbZCQDknRi9-i-m_B_DTOftQTCzhwmZua1e2WF66dLArdXK0YSmkBPpByNNrKxCScs9H7taup0sfyLTuuPL68_cllCSMquo7g_IoG0UjpsTXt6wcY541gOK1sHDk105-egfME5qjEsmJCYMsS-fqZCDXYqX62V-n5tT6XaNlA2nO7YA7HhwZTzBFEPnBsgmAzoe28rObk0DDA4WFpvMTKBs6P8NQZ-xp7P5yw=w800-h556-no) (http://kaveral.000webhostapp.com/)

THANK YOU

I can't believe I've reached this milestone, the relief of finally having the project out on the internet rather than just on my own system - it's something.  All acknowledgements will be made in patch notes. 

Your feedback can be sent to dq4classic@gmail.com, or posted on this thread, or pm'ed to me.

My goal initially is to find GAME BREAKING BUGS, and text that's missing or garbled.
I know there's still a lot of content for me to get to.  Also, I know the writing will not necessarily be appealing to everyone.

All feedback is appreciated.

Original Post from 2012:

Hi,

Long time fan of RHDN.  As a first hack I thought I'd try changing the spells in Dragon Quest 4 DS back to their original NES names.

I thought I'd ask - is this the sort of thing I should submit to the site?  I am also working on re-inserting the original script/etc into the game, but figured this was a good place to start.  It covers all player spells that were present in the original game, and a couple that only monsters use.   The new spells have been left as is.
Title: Re: Dragon Quest 4 DS - classic spell names
Post by: Ryusui on August 11, 2012, 07:48:32 am
Well. If you're working on the script as well, why not wait until you're done with that to submit? You could release it as a "classic mode" patch or something. :3

As a side note, what exactly are you using to create the patch? xdelta, I assume?
Title: Re: Dragon Quest 4 DS - classic spell names
Post by: Kosayn on August 11, 2012, 11:39:53 pm
Yeah, I created my test patch with Xdelta.  Using crystaltile2 to make the actual changes.

Perhaps I will hold off for now and keep working on other aspects.  Character and monster names are pretty easy since they follow a similar pointer format to the spell names.   A lot of the combat and menu stuff was also simple.

Even in its current unpolished state, I find the game a lot better without the excess lines and strong accents.  Some of that is nostalgia, probably.  Back in the 90s I thought some of the dialogue in DW4 was really high-quality compared to previous jrpg translations.

So far I'm about halfway through Chapter 2, re-inserting the old script.  Right now I'm figuring out the pointer format for ordinary dialogue - a lot of it will need to be shortened.  Most NPCs have about 3x the dialogue compared to the NES version and a lot of it is filler.

Title: Re: Dragon Quest 4 DS - classic spell names
Post by: Neil on August 12, 2012, 03:56:59 pm
If you also fixed the character names so I didn't have to play with Meeny Miney and Toejam in chapter 4, that would be awesome. :)
Title: Re: Dragon Quest 4 DS - classic spell names
Post by: Kosayn on August 14, 2012, 04:27:39 pm
(http://img.photobucket.com/albums/v54/Demna/Dq4-Orin.png) (http://img.photobucket.com/albums/v54/Demna/Dq4-Church.png) (http://img.photobucket.com/albums/v54/Demna/Dq4-Ragnar.png)

Haha, yeah.  Oojam.  It sounds a bit like Oolong, I guess?  Character names are done at this point.  I'll probably work on monsters next.

The dialogue text, though, is proving to be another story.  If I shorten it by more than a certain amount, even with the correct text length pointer changed, the next line of dialogue bleeds over into it without fail.

Right now, I'm probably going to be using the NES script as much as possible - I have it extracted from the game thanks to a tool from this site.  But in many cases I'm writing extra dialogue where the NES script doesn't fill the space adequately.  There's going to be some original writing no matter what, since most towns have 3 or 4 new characters wandering around.

As for stuff I wish I could do - I'd love to tweak monster or player stats to restore some difficulty.  I suspect that's beyond me, though.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Neil on August 14, 2012, 07:41:25 pm
God yeah. They totally screwed up chapter 4. In the original you had two choices at the start of chapter 4. Grind with poor equipment facing a decent chance of death or run a lot and upgrade equipment by what you stole in towns or found in chests. Made the chapter have some meaning. To some extent you still needed to grind in chapter 2, but the changes to sale prices and increase to gold from battles in chapter 4 made it completely unnecessary and took away the feeling that these were two girls who were ill prepared for what they would face. It cheapened the battle with Keelon; robbing it of its impact.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on August 21, 2012, 02:33:38 am
Yep. In my testing on the DS, it took maybe half an hour to rush through most of chapter 4 without really buying equipment.  The extra Bag slots to carry herbs in and the encounter rate differences really impact the difficulty as much as anything else.

As far as the status of this project, all of Chapter 1 and 2's script, character names, and spells are done.  Working through the monster list currently, luckily the game has a monster manual item so I don't have to hunt all of them down to test changes.  After that there's a few item fixes, the rest of the script, and anything else I can come up with!
Title: Re: Dragon Quest 4 DS - classic version
Post by: Azkadellia on August 21, 2012, 02:47:16 am
This is awesome. That is all.

Seriously, the NES translation of DQ4 is the best as far as I care.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Celice on August 22, 2012, 02:30:20 am
Thanks for putting your effort into making this project :) I'm a fan of the DQ series, but the text in the DS remake of IV was a little too over the top for me D:
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on August 23, 2012, 03:45:45 am
(http://img.photobucket.com/albums/v54/Demna/Dq4-Soldier2.png) (http://img.photobucket.com/albums/v54/Demna/Dq4-Pocos.png) (http://img.photobucket.com/albums/v54/Demna/DQ4-Lost.png) (http://img.photobucket.com/albums/v54/Demna/Dq4-Bridges.png) (http://img.photobucket.com/albums/v54/Demna/DQ4-Cham.png) (http://img.photobucket.com/albums/v54/Demna/Dq4-Monsters2.png)

Here's a few pictures.  The first one is what I consider a key scene, where I've been able to just use the NES dialogue verbatim.  The second picture is an example of what I'm doing with new dialogue that wasn't in the NES version.  I'm hoping to make what I add faithful to the original tone - a bit of humor, foreshadowing, and tying together the original script.

The two pictures from the bar in Endor are examples of where the NES text was too short, so I used it, but also wrote a little extra.  This is pretty common.



Update, August 28 - Finished the monster list tonight, finally.  Moving on to Chapter 3, everyone's favorite!  I actually like a lot of Taloon / Torneko's dialogue in the remake, I think it's one of the few dialects that wasn't completely overdone.  But I remember the original game's appraisal messages being amusing, too.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 08, 2012, 12:45:56 am
(http://img.photobucket.com/albums/v54/Demna/DQ4-Getout2.png) (http://img.photobucket.com/albums/v54/Demna/DQ4-Dungeon.png) (http://img.photobucket.com/albums/v54/Demna/DQ4-DontTease.png) (http://img.photobucket.com/albums/v54/Demna/DQ4-Order.png)

Finished Chapter 3.

So, I've added some screenshots. In this case they're all of original NES dialogue.  I've figured out that I can move line breaks and in-dialogue pointers around, which gives me a bit more leeway than when I was working on chapter 1.  I'll be revisiting a lot of the dialogue to polish it up later on.

I've heard that some people hate the old spell names as much as I do the new ones, which is fair enough.  So I thought I'd mention, undoing any of that is pretty much just cut and paste.  I could make different versions of a patch pretty easily in the event that this crazy thing actually gets finished.
Anyway, I won't decide about that until I look into the feasibility of changing fonts, since I'm pretty convinced the DS font is what's making combat messages look weird.

Any advice about fonts, or general graphical editing on DS, is appreciated. I'm a novice about most of this stuff.

I'll probably be working on the item tables next - I definitely need a break from dialogue!
Title: Re: Dragon Quest 4 DS - classic version
Post by: Aeana on September 08, 2012, 01:20:37 am
The font in DQ4 DS is a standard NFTR font, which can be edited with NFTR Edit (http://www.mediafire.com/?ygvo08cg7mldk3s) by DarthNemesis. 
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 08, 2012, 01:41:36 am
(http://img.photobucket.com/albums/v54/Demna/DW4-font2.png) (http://img.photobucket.com/albums/v54/Demna/DW4-font3.png) (http://img.photobucket.com/albums/v54/Demna/DW4-font1.png) (http://img.photobucket.com/albums/v54/Demna/DW4-font6.png)
 
Hah, it works!

Thanks for the info, that helps a lot. The tools that are available now are pretty impressive.

I had a few technical issues, but they're sorted out now. I can start working on fine-tuning the spacing to exactly match the NES, and design something for the smaller fonts.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Reiska on September 13, 2012, 06:44:59 am
Interesting.

"Making combat messages look weird" how?  I'm not really that much a fan of the old font, but I do think it's neat a project like this is being done.  Would be nice to see a "de-accenting" project or something of that nature for DQ5 and/or DQ6 too (I wouldn't go so far as to suggest taking the script from one of the existing fan translations though necessarily, though DQ5 PS2's was very good from what I recall), possibly also with reverting names to more direct translations instead of some of the forced puns.
Title: Re: Dragon Quest 4 DS - classic version
Post by: badinsults on September 13, 2012, 09:21:54 am
This is very interesting. Makes me want to get a DS flash card. The NES script was a hell of a lot better than the faux-accented script they had in DQ4. I have a friend who switched to French, she hated it that much.

I have to say, though, the "classic" font looks rather awkward the way it is implemented.
Title: Re: Dragon Quest 4 DS - classic version
Post by: justin3009 on September 13, 2012, 04:00:15 pm
Anyway you can fix the l, i's and such?  They're obnoxiously wide and.. just kind of ruin the look of it :|
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 14, 2012, 03:03:21 am
Thanks for your interest in my project.

Regarding the font, I agree it's got some issues. 

The letters are pixel-perfect to what was used on the NES, even the l's and so on. The spacing between words and some letters is still off by a pixel here and there.

Yes, I will probably end up editing the font to reduce some of its width, and normalizing some of the weirder letters.  I hope to still end up using something that looks very similar to the NES, overall.  There are also 3 other fonts in the game that need sorting out, once I'm happy with the main dialogue one.

---

I'll see if I can explain the problem I had with capitalized monster names visually.  The reason I like caps on the monsters is that I think the new names lost some personality by removing them.  In my opinion the original game's combat messages makes them sound like half-given name, half species name.

(http://img.photobucket.com/albums/v54/Demna/DragonWarriorIVNES-2.png)

The original DW4 uses sentence fragments, but as a result the capitalized names don't seem out of place.
(also, I just noticed it's using periods here)

(http://img.photobucket.com/albums/v54/Demna/DQ4-Appears2.png)

DQ4 DS uses full sentences, but doesn't capitalize names.

(http://img.photobucket.com/albums/v54/Demna/DQ4-Appears1.png)

...because it looks a bit out of place when full sentences are mostly capitalized.

(http://img.photobucket.com/albums/v54/Demna/DQ4-Appears.png)

But it doesn't look as weird in a more vertically condensed font, in my opinion.


I can remove "A" and "Some" in these lines if I need to, but I'm happy with how it looks right now.  Other than this specific part of combat, it's not really an issue.

Anyway, I hope to plow through this technical stuff and get back to working on Chapter 4 by the end of the weekend.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Reiska on September 15, 2012, 03:48:50 am
Oh, I see what you mean.  Yeah, that does look a bit awkward.
Title: Re: Dragon Quest 4 DS - classic version
Post by: badinsults on September 15, 2012, 04:07:21 am
I think the reason it looks more awkward in the DS screen is that the spacing between the lines is greater.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 15, 2012, 09:25:47 pm
Yeah, the vertical spacing - seems that it goes beyond what the tile editor programs can do.  Even if I crush the tiles down to 9 pixels tall or so, the spacing between lines remains consistent.

I'm going to look around some and mess with stuff in the code to see if the vertical spacing is alterable, but I suspect it's something that calls for programming skills.  I've moved things around in an image editor, and the text box is just way too big if I cut the vertical space between lines below 6 pixels.  If I do find a way to change the vertical space, it won't be by very much.

---

Speaking of filling the text boxes better, I've expanded the game's secondary font:

(http://img.photobucket.com/albums/v54/Demna/DQ4b-han10testingh.png) (http://img.photobucket.com/albums/v54/Demna/dw4a-bigfont7.png) (http://img.photobucket.com/albums/v54/Demna/dw4a-bigfont6.png)

I've also adjusted the spacing and made some edits to the primary font:

(http://img.photobucket.com/albums/v54/Demna/DQ4b-han10testingc.png) (http://img.photobucket.com/albums/v54/Demna/DQ4b-han10testingf.png) (http://img.photobucket.com/albums/v54/Demna/DQ4b-han10testinga.png)

And finally, I'm testing a larger version of the primary font, which might work better. It looks great on a DS Lite's small screens.

(http://img.photobucket.com/albums/v54/Demna/dw4a-bigfont3.png) (http://img.photobucket.com/albums/v54/Demna/dw4a-bigfont5.png)  (http://img.photobucket.com/albums/v54/Demna/dw4a-bigfont4.png)

One remaining issue is space between words. I'd like to figure that out.  I assumed there would just be a 'blank space' tile, and there are several, but I've tested them and none seems to govern space between words.

Anyway, I have to finalize the fonts before anything else, because every time I change them, there are new problems with spacing in the script.  So if you have feedback on my font choices, now's the time.
Title: Re: Dragon Quest 4 DS - classic version
Post by: badinsults on September 16, 2012, 03:43:44 am
I like the larger font. I don't know why they decided to have such a small font on the DS in the first place.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 18, 2012, 06:09:27 am
Yeah.  I've standardized the fonts a bit more, and I'm going to go ahead with them.  They work really well for my goal of fitting the box while using shorter dialogue.

Working on the fonts actually led to me figuring out a trick. I took a character that isn't used in the script (~) and changed it to a blank 1-pixel tile.  5 of them together look exactly the same to the player as an ordinary space between words.   It works invisibly and turns 5 unwanted spaces in the script into 1.   There are still some limitations on how much it can remove without it being evident in slower scroll speed or sound, but it's pretty useful nonetheless.  And it's much faster than moving the dialogue pointers would be.

Wish I'd have figured out this trick earlier.  I think it'll make the job a lot easier when I eventually go back to polish and fix typos...

----------

On a different note, I've been thinking about how I'm going to actually reach all the content in Dragon Quest 4 in order to test my changes.  I have late-game saves already.  I know there are a few dialogues that I will only be able to test by walking through walls with a cheat code. There's the immigrant town, which I think I have the necessary save backup methods to sort out.  But I wonder what else the game may have in the way of hidden, unusual, or difficult-to-reach content.   I mean, until I started on this project, I never even knew that a customer sometimes sells Taloon a Sword of Malice.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Aeana on September 18, 2012, 01:43:56 pm
I mean, until I started on this project, I never even knew that a customer sometimes sells Taloon a Sword of Malice.

That's interesting. It's the basis of the most well-publicized money making scheme in the game. :o  Once the sword is sold to you, it remains in the shop, and then you fill your inventory/bag with them to sell off in chapter 5.
Title: Re: Dragon Quest 4 DS - classic version
Post by: dn on September 19, 2012, 02:07:15 am
Do you have information on the pointer system the game uses? I'm actually wanting to do some work with DQ5 (and probably 6), and something isn't clicking with me. I don't normally work with DS pointers at all, so I might just be missing the obvious.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 19, 2012, 09:14:35 am
Sure.  The pointer system looks the same in DQ5.  I hear that the actual dialogue in DQ6 uses some sort of encryption - Huffman, I think people say?  So I have no idea how to deal with that.  Its spell section is clear text though from looking at it, so I'll probably convert those spells somewhere down the road for my own enjoyment of the game, if not necessarily for a public project.  Heh.

I'm self taught and have no programming background, so a lot of this might use sketchy terms.  Anyway, the text is split up into sections.  One might be a certain town at night's dialogue, or the list of items, etc.  I looked at the monster and spell sections first because they're pretty short text, and easier to understand.

Above the list of spells section in DQ5 (starting with Frizz) there is a big list of pointers.  The pointers are pretty noticeable because in your editor, you'll see large vertical lines of 00's in the hex.  If you read through it, you'll start to notice patterns.

If I read from address 047D3E20,
the hex is - 00 00 08 00 00 00
then it's -    01 00 0A 00 02 00
then it's -    02 00 0C 00 05 00

Those 00's on every other number are where overflow goes if the numbers in the pointer are larger than FF. So if I remove those, since they don't matter currently,

those same pointers are:
00 08 00
01 0A 02
02 0C 05


the first number is an index number  (it rises by 1 each entry)
the second number is the length of the text.
the third number is a relative position from the beginning.  each number represents 4 bytes, so an entry of 02 means something is 8 bytes from the beginning.

So these apply to the first three spells in the list below, after all the pointers.

Frizz, Frizzle, and Kafrizzle.

if you look at it in the ASCII text, it's @4Frizz@ = 08 characters long, matching that first pointer.  The positional pointer is 00 because it's at the beginning.

The next is @4Frizzle@ = 10 long, or 0A in hex.
Before the next spell, there's a couple of "þ" looking characters (FE in hex) They are just filler.

The next is @4Kafrizzle@ = 12 long, or OC in hex.


So if I wanted to change Frizzle to Blazemore (and I certainly did), then I just added 2 to the length (middle section) of the pointer, making the whole thing

01 00 0C 00 02 00

Of course that bumps Kafrizzle's text ahead as well.  By two bytes.

I could eliminate the FE ('þ') characters between the two spells, and the Kafrizzle pointer would still be valid. But it's handy to have a bit of buffer between the entries to work with, though, so instead I would add 2 more  þ's (or anything, actually) and then it would be the correct 4 bytes ahead of where it was, and I could increase the relative position pointer for Kafrizzle by 1.

The other thing, overflow.  If say, the relative position section of the pointer gets to be larger than FF, it starts over again at 00.  And there is now an 01 where there was an 00 to the right of it.  I guess it's Little Endian, as they say? You can see this happening in the monster table's pointers.

Finally, if you miscalculate your changes to the pointer and go to test it, Dragon Quest V will spit out a message like "Error:MID 104" which means your pointer is totally off.  If the starting point is right but the length is wrong, you'll get something close to the right text with some fluctuating random characters in the middle.  I found it handy to know that.

----------

As far as the pointers for dialogue text...  each section is obviously way longer than a spell name, so there is much more overflow, and they are harder to understand, but they do seem to somewhat fit the same pointer format.  For some reason the index numbers aren't always sequential in the dialogue pointers.

I had some success in changing dialogue pointers for DQ4, but it was painstaking.  I found there were issues with the next line bleeding into the last if you shortened it by a lot.  Probably a bunch more effort and I could figure out more.  I decided that the length of the script was basically prohibitive to do that much work for each line of dialogue, so I'm using different solutions.   

Each pointered dialogue section starts with something roughly like (in ASCII) @c0@@a@b, where if it's a named character talking, their name can be between the @a and the @b.  So "@c0@@aBianca@bLine of dialogue."  If it has line breaks, there is a hex character 0A between them.  If you're editing dialogue, the 0A is moveable, and what comes after it is all still part of the same pointer.

Hope that mess is of some help to you.  I'm a bit curious what you're working on!  Basically, the main thing to know is the pointer being index#, text length, relative position.
Title: Re: Dragon Quest 4 DS - classic version
Post by: dn on September 19, 2012, 10:23:25 am
Ah, just as I thought. They weren't typical pointers, then. Normal pointers would just point at a certain place in the file and that's it.

Think the only thing I'm failing to understand is the relative offset, which does not seem to be from the beginning of the file or even the beginning of the text block. Kafrizzle is most certainly not 5 bytes from the beginning of, well, anything.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 19, 2012, 07:35:18 pm
Yeah, the last section of the pointer is pretty weird, actually.  It's been a while since I was working on them, and I actually forgot part of how it works.

Each number in that part of the pointer represents 4 bytes.  So each spell's text entry can only start properly at an interval of 4 bytes, otherwise no pointer value can find it.  That's why there are the FE / þ characters in there sometimes between entries... to space the next entry to a multiple of 4.  That's part of how I figured out what was going on.  There were never more than 3 of the þ's in the original entries, apart from some of the messy sections later on in the list.

So Frizzle, which has a pointer of 01... 0A... 02...   multiply the 02 by 4 and you get 8, which is how far it is ahead of the first @ in @4Frizz@.  The same holds true of Kafrizzle, which is 20 bytes ahead.  And so on.

So when you've moved the relative position of a bunch of text forward by say, 40 you divide that by 4, get 10 / 0Ahx, and add that to the initial value of the relative position pointer, to get the new relative position pointer.

I moved some stuff as much as 128 bytes while I was changing the monster names, so if there's any arbitrary limitation on these pointer values, it's more than that.

...I definitely got my money's worth out of Windows calculator's programmer mode while working on that stuff.
Title: Re: Dragon Quest 4 DS - classic version
Post by: dn on September 19, 2012, 09:09:39 pm
Ahh, I see now. Not sure why I didn't think to see if it's a multiplier. I don't think I've seen a pointer/header system like this at all in anything. Thanks.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 25, 2012, 09:36:46 am
(http://img.photobucket.com/albums/v54/Demna/dw4a-bigfont3.png) (http://img.photobucket.com/albums/v54/Demna/Dw4-ch4-orin1b.png) (http://img.photobucket.com/albums/v54/Demna/Dw4-ch4-grandpa1.png)

(http://img.photobucket.com/albums/v54/Demna/Dw4-ch4-paradiseb.png) (http://img.photobucket.com/albums/v54/Demna/Dw4-ch4-keeleon5.png)  (http://img.photobucket.com/albums/v54/Demna/DW4-ch4-orin5.png)
 
Finished Chapter 4!  Working on item lists next.

And I had a question to ask, for anyone who knows a bunch about the DS version... is there any substantial difference in the game's content based on the gender of your hero?
Title: Re: Dragon Quest 4 DS - classic version
Post by: Celice on September 25, 2012, 03:38:03 pm
I don't know any differences personally, but usually they expand or insert differences with the added bonus content stuff. Was there a lot of bonus end-game stuff added? I don't remember D:

But these screens are making me want to replay the game again... the font is making me want to go on a nostalgic romp :D
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 27, 2012, 06:37:04 pm
(http://img.photobucket.com/albums/v54/Demna/dw4knife.png)

Now that I'm working through renaming the items, I started looking at graphic editing tutorials for DS.

I wanted to rename the Magical Knife back to the Thorn Whip, and so on with a few other items.  For that to make sense, though, I'd have to change their icons.  I figure I can probably borrow icons from DW5 DS, or even just draw them up myself since they're small.   

This particular game didn't follow any of the file name conventions of the examples I read about, but after poking around I was able to eventually get it to show me at least recognizable, editable tiles. 

For some reason Crystaltile2 is stubbornly refusing to load palette data from the item32.mptp file, which definitely seems to be a palette paired with the item32.mpt tile,  when I look at other such files in Tinke.  Some of them I can get to load perfectly in that program.  I'm going to keep looking at this - it looks possible to do it in a crude way, if not an easy one.  I suppose reconstructing the palette by hand from comparison images is potentially an option.


Anyway, I figured I'd share / solicit advice, as usual. 

Title: Re: Dragon Quest 4 DS - classic version
Post by: jjjewel on September 27, 2012, 07:16:16 pm

For some reason Crystaltile2 is stubbornly refusing to load palette data from the item32.mptp file, which definitely seems to be a palette paired with the item32.mpt tile,  when I look at other such files in Tinke.  Some of them I can get to load perfectly in that program.  I'm going to keep looking at this - it looks possible to do it in a crude way, if not an easy one.  I suppose reconstructing the palette by hand from comparison images is potentially an option.


Palette for item32.mpt is in the file itself. In Hex Edit view, go to offset 0x2A418, point your mouse (or your cursor) at that address (where it shows 00 00 FF 7F...) and right-click and then DATA>palette conversion. You'll get the palette.

(http://imageshack.us/a/img3/3584/dq4.png)
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 27, 2012, 07:41:25 pm
Excellent, thanks for the help!

Unfortunately, it turns out that editing the item32.mpt file changes nothing in-game, which is weird and unexpected.  I tried out some others, and changing the face48.mpt, for example, definitely affects the game directly.  But in most cases where there are two files like this, editing the larger .mpt file does nothing.

I would assume that the item32.mptp is like a compressed version of the .mpt file, which the game actually relies on.  P for packed?  I tested by filling item32.mptp with 0s and importing it, and running the game... and all the item images were blank.  So at least I know that's the file to be looking at.  Also, it has a completely identical palette section at the end, just like the other file, so they are related somehow.  But the rest seems very random and un-editable, like compressed data would be.

I've tried out compressing it using DSDecmp, but none of the compression formats that I tried seem to match it in code, or work correctly - LZ10, LZ11, Le, Lzovl, huff4.  Most of them do generate a file around 55-65 kb, though, which is approximately the size of the original item32.mptp.

I think I might let this thing sit for a while, as it's getting way over my head...  I can always leave some free space in the items section, and then just come back to modify them later if getting the edited item graphics into the game becomes possible.  I'd only planned to change the icon on 3 weapons out of the whole item list, so it's pretty minor.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on October 13, 2012, 05:59:17 am
(http://img.photobucket.com/albums/v54/Demna/dw4-ch5-Title_zps12773290.png) (http://img.photobucket.com/albums/v54/Demna/Dw4-logo2_zpsd6c35ec0.png)

Finished the item and place names, and plenty of random text.  I can change dialogue pointers reliably now, thanks to some new methods... and I can edit the uncompressed graphic files, thanks to jjjewel's help!

The only item name that's not the same as the NES version is - Sandglass of Regression (Sands of Time in the DS version), which I renamed Sandglass of Reversion.  It's just slightly too long to fit the menus, otherwise.

Getting started on Chapter 5 -  I took some video of the opening.

http://www.youtube.com/watch?v=-XHL20dhGO8
           
This shows about how close I want to keep the dialogue in this hack to the NES script.   It's become a bit of a writing exercise for me, as much as a hacking project.  I hope to produce something others can enjoy as well when I'm finished.  All dialogue is still WIP.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Shin` on October 25, 2012, 04:05:33 pm
Amazing amazing work! Gonna give this a go now, any chance on making a classic skill name patch for DQ8?
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on October 27, 2012, 03:40:07 am
Yeah, maybe in the future!

I would be interested in seeing how the PS2 file system and pointer format are different, there's so much stuff on PS2 that would be fun to tinker with. But it took me quite a while to figure it out for DS, and It does seem that there's not a huge amount of completed PS2 hacks going on, so I wonder about how much info is available.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on August 15, 2013, 05:33:02 am
I'm back to working on this hack after about a year, having now set all my tools up on my Windows 8 system.  I'm enjoying working on it again, and the hard part is done. It's all just dialogue from here on out.  Still kind of blows my mind to look at the original DS game and see how much I managed to change it.

Currently, I'm cleaning up the first two chapters for better spacing with the new font. I think this weekend, I'll see if I can start tackling a new town or two in Chapter V.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Celice on August 15, 2013, 04:29:57 pm
Glad to see you pick up the project again--and that you're enjoying the work! That's all that really matters in a fun hobby like this. But please continue to share with us any cool stuff you come up with!
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on August 19, 2013, 06:22:43 am
I've been polishing the hell out of the text in the first two chapters, and I'm pretty satisfied with the results.  As expected, the font change has definitely helped with keeping the dialogue short and simple.

Now that I'm back to working on untouched material, I'm reminded of the many reasons I decided to start this project.  It does have excellent battle animations, music, and sound design; all well suited to how much faster it plays than the NES version.  It does feel like a more portable friendly game once the giant script is pared down a bit.

But also, The DS script is just so strange!  Almost to the point of looping back around and being interesting.  The crazy amount of different accents they used is well documented.  But besides that,  I'm constantly running into characters using weird terms like 'heroine,' which is archaic sort of the same way 'actress' is, except much more so.  Mighty heroine this, Chosen heroine that.  Lots of other 10 dollar words as well.

Another thing; every one of the kings and royals have goofy names.  Norman, Humphrey, Shamus, and I won't even get started on the Palais de Leon gang.  Not sure yet which way I'll go with these names and the other newly named NPCs.  They add some flavor just by being there, and a lot of the royals' dialogue badly needs any flavor added, in either original script.  Of course for the characters who were named in the NES script, I'm using the old ones.
 
Anyway, while I get stuck into Chapter 5 in all its strangeness, here's the tower and boss at the end of Chapter 1.

http://www.youtube.com/watch?v=dQJS696t6nM (http://www.youtube.com/watch?v=dQJS696t6nM)
Title: Re: Dragon Quest 4 DS - classic version
Post by: cospefogo on August 30, 2013, 05:09:40 pm
This is awesome!
Completely awesome!

I just bought my DSi XL and for sure I will play DQ4
using this patch when it gets finished.

I will wait until there.
Thank you SO much for your effort on this project!

Regards,
C.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 01, 2013, 06:31:07 am
(http://img.photobucket.com/albums/v54/Demna/DQ4-Tarot4_zps3a8c03e1.png) (http://smg.photobucket.com/user/Demna/media/DQ4-Tarot4_zps3a8c03e1.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-Girl2_zps122a37e9.png) (http://smg.photobucket.com/user/Demna/media/DQ4-Girl2_zps122a37e9.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-Necrosaro_zpsefb98db2.png) (http://smg.photobucket.com/user/Demna/media/DQ4-Necrosaro_zpsefb98db2.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-Clouds2_zps63ca9c2c.png) (http://smg.photobucket.com/user/Demna/media/DQ4-Clouds2_zps63ca9c2c.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-Bar_zps0b8254d6.png) (http://smg.photobucket.com/user/Demna/media/DQ4-Bar_zps0b8254d6.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-Arena_zps419ad261.png) (http://smg.photobucket.com/user/Demna/media/DQ4-Arena_zps419ad261.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-WatchOut_zps1c9c8725.png) (http://smg.photobucket.com/user/Demna/media/DQ4-WatchOut_zps1c9c8725.png.html)

Thanks, glad to hear you're into it.

I thought I'd show off some of the newer techniques I've been using with a few Endor screenshots.  Here we have some of Nara's join dialogue, which was much longer than on the NES, and forced me to get a bit creative.  So I used her Tarot Card message from combat, fleshed out a little bit, to sort of illustrate the actual fortunetelling.  I think it comes off really well in context.  Anyway, I'm able to do this because I know how to remove the name from the dialogue box, so I can change 'dialogue' into 'narration.'  I can also make a character named or unnamed, using a * for their dialogue, if I want.

Also, I now understand how the game makes text sections different based on whether you choose a male or female hero, as in the second screenshot.  This actually also led to a really good way to eat up unwanted space and scroll sounds when I want to write shorter dialogue - I simply divide the empty extra space in half with the M/F dialogue option, and it has half the impact.

Finally, I want to mention that all the Casino stuff, minigames, titles, and battle text are modifiable, and mostly that stuff's done. I want it all to fit stylistically.  Books, mirrors, and appraisals too, though I've yet to seriously focus on those.  Basically there is no text in the game that I can't mess with at this point.

Endor of course is huge script-wise - it goes through more dialogue refreshes than any of the other towns, and many of the NPCs have ongoing stories that need to match up.  As far as the rest of my work since I restarted the project, the Mountain Village Chapter 5 Intro is now written much better than in the video I showed of it.  As my techniques improve, I've gotten more picky.  Branca is done but still very dull, though I have a few ideas of what to do with it.  Anyway, before too long I should be able to move on to the awesome Cave of Betrayal, the desert, and Aneaux.  Looking forward to that.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 08, 2013, 06:37:07 am
(http://img.photobucket.com/albums/v54/Demna/DQ4-BrancaMerch_zps2b41044b.png) (http://smg.photobucket.com/user/Demna/media/DQ4-BrancaMerch_zps2b41044b.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-BrancaSoldier2_zps3827f5eb.png) (http://smg.photobucket.com/user/Demna/media/DQ4-BrancaSoldier2_zps3827f5eb.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-CaveofBetrayal2_zpsaab3bf50.png) (http://smg.photobucket.com/user/Demna/media/DQ4-CaveofBetrayal2_zpsaab3bf50.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-DesertHectorSr_zps2af5e3d4.png) (http://smg.photobucket.com/user/Demna/media/DQ4-DesertHectorSr_zps2af5e3d4.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-AneauxTour2_zps551538bb.png) (http://smg.photobucket.com/user/Demna/media/DQ4-AneauxTour2_zps551538bb.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-AneauxRuvasStory_zps55b4e085.png) (http://smg.photobucket.com/user/Demna/media/DQ4-AneauxRuvasStory_zps55b4e085.png.html)

Branca, Cave of Betrayal, Aneaux.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 21, 2013, 04:32:09 am
 (http://img.photobucket.com/albums/v54/Demna/DQ4-KonenberProverb_zps8fa15b55.png) (http://smg.photobucket.com/user/Demna/media/DQ4-KonenberProverb_zps8fa15b55.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-KonenberHarbor_zps73acd7c6.png) (http://smg.photobucket.com/user/Demna/media/DQ4-KonenberHarbor_zps73acd7c6.png.html)  (http://img.photobucket.com/albums/v54/Demna/DQ4-KonenberBar1_zps137116f2.png) (http://smg.photobucket.com/user/Demna/media/DQ4-KonenberBar1_zps137116f2.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-KonenberBar2_zpsd57f24da.png) (http://smg.photobucket.com/user/Demna/media/DQ4-KonenberBar2_zpsd57f24da.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-KonenberHauntedInn1_zpsa2f019ab.png) (http://smg.photobucket.com/user/Demna/media/DQ4-KonenberHauntedInn1_zpsa2f019ab.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-LighthouseBattles3_zps149c9e2d.png) (http://smg.photobucket.com/user/Demna/media/DQ4-LighthouseBattles3_zps149c9e2d.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-LighthouseAmbush1_zps21980727.png) (http://smg.photobucket.com/user/Demna/media/DQ4-LighthouseAmbush1_zps21980727.png.html) (http://img.photobucket.com/albums/v54/Demna/DQ4-KonenberSellingKeyItem_zps768ae2e9.png) (http://smg.photobucket.com/user/Demna/media/DQ4-KonenberSellingKeyItem_zps768ae2e9.png.html)

Konenber, Lighthouse.

It opens up quite a bit after getting the ship! I'll have to start doing that RPG thing where you go everywhere but the next objective, to avoid missing anything.
Title: Re: Dragon Quest 4 DS - classic version
Post by: sadjesture on September 23, 2013, 02:52:13 am
Hi Kosayn. First time poster here after following the progress of this thread for about a month. Your incremental results actually inspired me to use the same crystaltile to start looking into the game as a way to get me started to learn some gaming scripts.

I have found where the texts are stored, but can you help me understand how the game references these text?

First thing, I'm not sure where the game scripts are, and as such, how would the scripts point to a specific line of text as well as the "language" its under? I have seen that each language are segregated from each other.

My guess is that, since there's 5 languages, when a NPC talks, there's probably a variable pointer that changes (its value) depending on the main language that's being selected.

I'm still very new to this game and hope that this thread can be an ideal place to exchange understanding of the texts work.

Thanks in advance.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 23, 2013, 02:36:21 pm
Yes, it is multi-language.   I tested with my original cart, and it selects based on which language the DS itself is set to.  I have to assume that it just determines the starting point (the file, I suppose, outside Crystaltile) for all the text it calls up after that, based on that original setting.

It's cool that you're interested in learning how to hack this game.  Especially since V and VI on the DS seem to mostly follow the same layout, so what you learn could be applied to those, and probably other DS games besides.

However, for my part, I'm a beginner too.  I've just been dealing with altering the English text, and not figuring out how the game engine actually calls it up.  The text is broken up into sections like 'all the day dialogue for Branca, prior to the refresh after you get Nara/Mara.' Or, a simpler one, 'All the Item Shop text.'  Such sections have a block of pointers first, then the text.  I'll describe that if you like. The format is index number, 00, text length, 00, relative position from the beginning of the section's text (divided by 4), 00.  All in hex, with overflow above FF / 255 going into those extra 00s.  I posted a few pages back about it for another request, and I'm glad I did, because I had to jog my memory about the technical stuff after taking a year off from this project.

So you can tell the pointer sections from their large vertical lines of 00.  The spells were easier due to short length, but I have moved around a few dialogue pointers as well now.  That screenshot above from the weapon shop with "This is my honest advice...  I think you'd better keep that."  That's an example of where I didn't have enough space for the message I wanted to use, and decided to shift the next text section forward to expand it.  Making sense of the text pointers when they overflow into the next byte can get confusing, but at least they're easy enough to locate.  Even if you don't want to do the math on the character count and position from the start so that you can ctrl-f search for it, you can just flood the whole section where you think it might be with FFFFFFFFFFFFF - and then play the game to see if the correct bit of dialogue is screwed up. 

Lately I've been experimenting more with the codes the game uses to call variable text.  For instance, it often references the name you assigned to the Hero with the exact text %a00090.   And the M/F gender text division uses %A090%Xsome male text%Ysome female text%Z.   Obviously there's a similarity between those two codes; not sure if that's a coincidence. Not long ago I changed my process for filling unwanted blank space yet again to just repeatedly copy-pasting %A090%X%Y%Z, and it works great, though I cringe at the torture it must be putting the text parser through.  There are a few other codes like this that I recognize.  Generally the combat message section uses them a lot to call up monster names, items, spells etc.  I have thought about how these are probably understandable memory addresses... they're not absolute locations in the text, anyway, since any of the item or monster names can be referenced.  Anyway, these codes might provide some insight into how the game manages stuff.

Anyway, let me know if you find anything interesting!  For me the holy grail would be altering monster stats or player stat gain, to alter the challenge and restore some of the need to grind and purchase equipment in the early chapters.  I'd also love to destroy the bag to prevent people stocking up on totally safe amounts of herbs - that's one of the factors in why modern RPG dungeons ended up being so neutered and boring; it's the same reason why Resident Evil needed to restrict your inventory to create tension. But I suspect that getting rid of the bag would be problematic, since the game is often sending stuff to the bag automatically. 
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on October 26, 2013, 07:13:13 pm
October 2014 - back to working on this after a long time.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on December 04, 2014, 04:58:59 am
I've been back on this project for a couple of months now.  My hope is to finish before a new round of DQ re-releases hits.

Gradually, I'm finishing town dialogues prior to moving forward with the story stuff.  The prologue chapter is also done to my satisfaction.  I'm cleaning up the text formatting for the last time without too much effort.  It's fun again - so I thought I'd share some progress.  When I look back, a few of my corny DQ style jokes make me laugh after a year on hiatus, so that's probably a good sign.

(http://img.photobucket.com/albums/v54/Demna/DragonQuest4-ACorpse_zpsee9a2f74.png) (http://smg.photobucket.com/user/Demna/media/DragonQuest4-ACorpse_zpsee9a2f74.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4-AGrimFate_zpsa7ebc5d4.png) (http://smg.photobucket.com/user/Demna/media/DQ4-AGrimFate_zpsa7ebc5d4.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4-Saro_zps208b02a9.png) (http://smg.photobucket.com/user/Demna/media/DQ4-Saro_zps208b02a9.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4-OnYourAccount_zpsd17bf545.png) (http://smg.photobucket.com/user/Demna/media/DQ4-OnYourAccount_zpsd17bf545.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4-Zenithia_zps0c14c99d.png) (http://smg.photobucket.com/user/Demna/media/DQ4-Zenithia_zps0c14c99d.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4-Haville_zpsed5eae55.png) (http://smg.photobucket.com/user/Demna/media/DQ4-Haville_zpsed5eae55.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4-SillyTalk_zps8d41b4f8.png) (http://smg.photobucket.com/user/Demna/media/DQ4-SillyTalk_zps8d41b4f8.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4-AWomanKing_zps6fe80df6.png) (http://smg.photobucket.com/user/Demna/media/DQ4-AWomanKing_zps6fe80df6.png.html)
Title: Re: Dragon Quest 4 DS - classic version
Post by: Celice on December 04, 2014, 08:20:45 pm
Glad to see this is still getting work on it :)
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on June 21, 2015, 03:54:24 am
(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Panon%201_zpsze64lagd.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Panon%201_zpsze64lagd.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20The%20Ship%202_zps2sqxg6hj.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20The%20Ship%202_zps2sqxg6hj.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Panon%20Trip%201_zpsj7qb3vzm.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Panon%20Trip%201_zpsj7qb3vzm.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Panon%20Trip%202_zpsukvqn1rn.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Panon%20Trip%202_zpsukvqn1rn.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4-Island%20Rimmed%202_zpsfd9fzy0y.png) (http://smg.photobucket.com/user/Demna/media/DW4-Island%20Rimmed%202_zpsfd9fzy0y.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20No%20People%202_zpsongks0ie.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20No%20People%202_zpsongks0ie.png.html)

Some pictures - I spent a few nights on this lately, mostly on Monbaraba.  I'm now finished everything before story progression, which is actually pretty big.  It means there are only a couple whole towns left to start from scratch.

This project has taken way too long - but even with long breaks, it keeps bringing me back.  Hope to update more often during the summer!
Title: Re: Dragon Quest 4 DS - classic version
Post by: Animebryan on October 20, 2015, 09:22:07 pm
Are you still working on this?
Title: Re: Dragon Quest 4 DS - classic version
Post by: magictrufflez on October 20, 2015, 11:33:46 pm
I don't really like the remake for a variety of reasons (some you already mentioned, but I really also just hate the DW7 graphics), but DW4 is easily 2nd on my favorite DQ list, with 8 being the only better one IMO.

I strongly support any move to redo the slightly awkward spell name revisions, and definitely support inserting the original NES script (which I definitely concur is really, really good) into the DS version.

I may not ever play this version, but I know I just like seeing DW4 get some attention, whereever it happens to come from!
Title: Re: Dragon Quest 4 DS - classic version
Post by: DaMarsMan on October 21, 2015, 01:00:54 am
Wow this is great man. I'm impressed. That small font just didn't feel DW-ish. Way too thin. Will be excited to follow this.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on November 03, 2015, 02:24:48 am
(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_29_20238_zpsgjqnlw25.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_29_20238_zpsgjqnlw25.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_09_20565_zpstcbcunze.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_09_20565_zpstcbcunze.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_47_20688_zpsijyttkws.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_47_20688_zpsijyttkws.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_51_20505_zpsqhl4waiq.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_51_20505_zpsqhl4waiq.png.html)

Yes, I'm still working on it.  I got kind of bored with Mintos - these pictures are some of the verbatim dialogue from Dragon Warrior 4.  For the extra npcs I kind of didn't have anything to go on.  However, I realized the theme of Mintos is sort of about learning from this old wise guy's life experience, so after looking around the internet for DQ4 tips and tricks, I made that extra dialogue also about learning and advice, some of which is actually useful in the game.

Anyway, Mintos is done.  Stancia and Riverton are also looking good, I never posted pictures of that stuff while I was working on it.  Also Burland/Izmit/Rosaville in Ch.5.  They can use a bit of attention later on, but are essentially done.

I used to have more time for this project back in 2012 - crazy it's taking so long - when I was single and not so busy with my day job.  However, I still like doing this and the longer I spend on a project, the higher my standards of quality get. I expect to deliver something quite polished, eventually.

Title: Re: Dragon Quest 4 DS - classic version
Post by: Animebryan on November 03, 2015, 05:02:18 pm
That's good to hear! I was worried you'd give up on it. It would be nice to see proper dialogue & spell names with this remake, even though I'm also working on a RPG Maker remake of this game myself.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on November 24, 2015, 12:01:23 am
(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_46_637_zpsq04kmxxj.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_46_637_zpsq04kmxxj.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_21_4670_zps5acvzcpt.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_21_4670_zps5acvzcpt.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_06_115_zpsvqk914vm.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_06_115_zpsvqk914vm.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Brey%20Padequia_zpswuzh36lj.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Brey%20Padequia_zpswuzh36lj.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_30_1957_zpspsk0ag0a.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_30_1957_zpspsk0ag0a.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_06_29748_zps4ax9m6b9.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_06_29748_zps4ax9m6b9.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_37_30241_zps3lo2fccg.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_37_30241_zps3lo2fccg.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Eavesdrop_zpsymfuaxvb.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Eavesdrop_zpsymfuaxvb.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_18_28416_zpszys7dfpk.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_18_28416_zpszys7dfpk.png.html)

Some pictures from Soretta, and Mintos again.  Lots of emphatic Alena dialogue!  Also, I never knew it, but you can get special dialogue in both versions of the game by doing this part solo with Brey.

I've also polished Taloon's combat dialogue up to being almost identical to the NES, as well as taking a look at his appraisals dialogue.  Still considering about that.  For now, I'm moving on to Ragnar and Keeleon - one of my favorite areas so far in this project.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Synnae on November 24, 2015, 11:57:30 am
Whoa. I only noticed this topic now. :o

Like the majority here, I also didn't like the NDS localization at all. Thanks to those accents, I could barely understand what was going on. English isn't even my native language so it made things extra hard and confusing for me. Eventually I got so over saturated with trying to understand the dialogue that I gave up and just skipped through all of the text. I ended up beating the game without understanding most of the plot.

I wish you good luck with the project. I will be looking forward to see it finished. :)
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on December 03, 2015, 01:21:46 pm
Finished Seaside Village, which was very straightforward.  Also poking around and getting to all the dialogues opened up by the Thief's Key and Magic Key.

Keeleon Castle seems like it shouldn't take too long.  Most of the dialogue is already filled in from Chapter 4.  I'm going to look at the NES stuff, which I remember being very sparse, and connect with what I wrote in Ch.4 first.  Then I'll  go ahead and write up Ragnar's thrilling aristeia, in which you bust into the throne room and take on the monster.

The whole 'ordinary castle taken over by monsters' thing in Dragon Quest has always fascinated me, and it's been there from the beginning, with Charlock Fortress being sort of a mirror image of Tantagel.  Then Dragon Warrior 2, you get the dramatic fall of Moonbrooke - for the time, quite a cutscene, and a jarring before and after when you eventually get there on the adventure.  Anyway, Dragon Quest 4 has at least 3 examples of this series trope - Santeem, Keeleon, and Dire Palace - and I love it.
Title: Re: Dragon Quest 4 DS - classic version
Post by: DQ Chao284 on December 31, 2015, 02:02:09 am
I know it takes time to get this completed in such a way, but there a Chance this could be completed next month?

But also I need to know if DQ5 on DS will also get the same refurbished Script?

Although I am still wondering if DQ5 and DQ6 have been removed of their Anti-Piracy Code or Worked around it, but in any case I wanted to throw that out there.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on January 04, 2016, 01:19:22 pm
No, my work on DQ4 won't be done in January at the current pace.  However, I am committed to finishing it in 2016.

I'd like to move on to other personal projects after that.  I don't have the same history with DQ5 - in fact, I've never played the official DS one beyond the first hour or so.  I've heard the translation is fine, and alternatives exist, so at some point I might do a little work and change just the spells, monsters, items etc. Not in a big hurry for that.

I have had an exploratory look at DQ5 in the editor - enough to see that Crystaltile can show me the text and to see that pointers do look like they follow the same structure.  But I haven't playtested changes.

As far as what the special encoding I've heard about in those games really means to someone trying to alter it, I don't know.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on February 22, 2016, 03:30:41 am
(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Ragnar%20cant%20stop_zpsmhwvxxsn.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Ragnar%20cant%20stop_zpsmhwvxxsn.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Ragnars%20back_zpstmctuv7i.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Ragnars%20back_zpstmctuv7i.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Keeleon%20Experiment%20Over_zpswlgekyj8.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Keeleon%20Experiment%20Over_zpswlgekyj8.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Mystery_zpsec8hknxp.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Mystery_zpsec8hknxp.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Counsel2_zps1esf2wky.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Counsel2_zps1esf2wky.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Guards_zpsrkvxwwu8.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Guards_zpsrkvxwwu8.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Keeleon%20Hahaha_zpsr2voolme.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Keeleon%20Hahaha_zpsr2voolme.png.html)

Here's a few screens from Keeleon in Chapter 5.

In general the quality of the original DW4 translation is slipping as I work through Chapter 5.  I remember this being the case back when I played the game in the 90s.  Lots of sentence structure problems, and no humor.  Little emotion.  It's as though plenty of work went into the closed narratives for Ch 1-4, but not as much into the open world of Ch. 5.  Who knows what their production schedule was like back then, but I'm guessing it was tight. Luckily my schedule isn't bad - generally my job isn't too busy this time of year. I'm still thinking around July 2016 to get this whole thing done.  And I think Chapter 5 will be just fine, it pays off a lot of ongoing stories that were great from the previous chapters.

Now that I have all the characters, I'll be wandering around the world to look for unique dialogue based on having a specific character in your party.  Have to do it or I'll miss things.  After that, I'll go through the Panon / Stancia stuff, which is pretty minor, then Santeem, which is light on dialogue, and then on to Gardenbur.

I remember Gardenbur being pretty good, despite not having much dialogue either.  It's got a surprise that tends to get me every time.  I think there's a bit of dated attitude on display about women in the DW4 version, but having youtubed through it, it seems very mild.  Anyway, I'm interested to see how the DS script adjusted it.



https://www.youtube.com/watch?v=boFZ_qg2HAo (https://www.youtube.com/watch?v=boFZ_qg2HAo)

Here's the end of Chapter 4.  I gave it a little polish today, and I'm happy with it.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on March 07, 2016, 12:32:03 pm
(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Surene%20Bikill_zpsxlw6jwnn.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Surene%20Bikill_zpsxlw6jwnn.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Santeem%20False%20King%203_zps3a41myzi.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Santeem%20False%20King%203_zps3a41myzi.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Stancia%20Best%20Joke_zps7bnfz76c.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Stancia%20Best%20Joke_zps7bnfz76c.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Stancia%20PTI_zpsyoix5f1l.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Stancia%20PTI_zpsyoix5f1l.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Stancia%20Curer%20b_zpsgbqqnwbq.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Stancia%20Curer%20b_zpsgbqqnwbq.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Stancia%20Curer_zpsfqurt5gm.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Stancia%20Curer_zpsfqurt5gm.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Magma%20Staff_zpsepmsjfgq.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Magma%20Staff_zpsepmsjfgq.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_00_19012_zpslsdtqyel.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen_00_19012_zpslsdtqyel.png.html)

Okay, this weekend... it took a little more work than I thought finishing Panon and Stancia, but it was a good time.  Balancing the despair outside the castle with the joke-telling inside was interesting.  I tried to leave some of my favorite terrible jokes in, while including some that should actually be funny.  I really love the merchant's non-joke above.

Then I did a little polish on the early part of Chapter 2, as well as Chapter 5 in occupied Santeem Castle.  Burland was pretty much done already, so just a few line break fixes, and now I can focus on Gardenbur.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on April 21, 2016, 04:19:24 am
(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Gardenbur%20Dirty%20Hands_zpsc0nq0rnr.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Gardenbur%20Dirty%20Hands_zpsc0nq0rnr.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Gardenbur%20Phhh%20Phhh_zpsxtymmmgv.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Gardenbur%20Phhh%20Phhh_zpsxtymmmgv.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Gardenbur%20hostage_zpsh6sdiosk.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Gardenbur%20hostage_zpsh6sdiosk.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Gardenbur%20Thief%203_zpsowzkwa5c.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Gardenbur%20Thief%203_zpsowzkwa5c.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Rosaville%20Go%20Away_zpstogvhc41.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Rosaville%20Go%20Away_zpstogvhc41.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Rosaville%20Money_zpso3mqhqbo.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Rosaville%20Money_zpso3mqhqbo.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Humans%20Cruel%201_zpsirxgngsf.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Humans%20Cruel%201_zpsirxgngsf.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20treat%20Rosa_zpszuhbxq7i.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20treat%20Rosa_zpszuhbxq7i.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Rosaville%20get%20in_zpsvggexcev.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Rosaville%20get%20in_zpsvggexcev.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Rosaville%20Dreams_zps6wlyjkod.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Rosaville%20Dreams_zps6wlyjkod.png.html)

Here's a few from Gardenbur & Rosaville.  I've also finished some polishing on Chapter 2, since my process has changed a lot since I last worked on it.

Now things are starting to move along faster, since it's more dungeons and less towns.  Royal Crypt, Colossus, Dire Palace, and the Aktemto revisit have been very brisk to get through on basic text insertion, and should take very little effort to get right.

Still looking good for a patch sometime this summer!
Title: Re: Dragon Quest 4 DS - classic version
Post by: John Enigma on April 22, 2016, 08:35:43 am
A question:

Does this project aims to delocalize and retranslate the game to its original Japanese version, or just item names?

Btw, cool font. The font resembles the classic ( :P, obviously) versions of Dragon Quest, which were known as Dragon Warrior in the past.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on April 22, 2016, 01:40:30 pm
Yup, it is not a retranslation - I'm not interacting with the original Japanese script.

And it's everything, items, dialogue, monsters, etc.  It is about 80% a straight re-insertion of the English NES translation, and 20% rewrites where I think it can be improved.  Also, I'm writing new dialogue for the extra NPCs which were not in the NES game.  The goal is to keep it faithful to that script's basic, accessible style of writing, but also to have fun.

The project has changed along the way - originally I had to write a lot more extra dialogue, but with new text formatting techniques, I've been able to get a lot closer to the original script.

I'm thankful to Aeana for cluing me in about changing the font, and many in this community for their support and encouragement.
Title: Re: Dragon Quest 4 DS - classic version
Post by: John Enigma on April 22, 2016, 02:11:09 pm
^ Nice.

Do you also show any interest in doing the same thing you're doing with this one, but for:

Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on April 22, 2016, 02:30:44 pm
Not in the short term.  They are good games, but DQ4 has been a big project already.  I may eventually do the spell/item names just for fun.

DQ5 is also a Plus Alpha Translations joint, but I think they showed a lot more restraint with it.  The little I have played of that version was enjoyable.  There's also a more conventional translation of the Playstation 1 version of DQ5.
Title: Re: Dragon Quest 4 DS - classic version
Post by: John Enigma on April 26, 2016, 06:29:28 am
...also, not to be a bother but, don't you think this project of yours belongs in the Personal Projects forum?
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on April 26, 2016, 03:20:23 pm
Yeah, I'm fine with it being in either board.  It's probably here because initially it wasn't meant to be a longer project.
Title: Re: Dragon Quest 4 DS - classic version
Post by: John Enigma on May 06, 2016, 10:40:01 pm
You know, I'm looking at the new NES-like font that you implemented, and I think that it looks a bit bigger. It doesn't have that correct size like in Dragon Warrior IV for NES.

I don't know. Maybe is just me.

What do you think?
Title: Re: Dragon Quest 4 DS - classic version
Post by: Azkadellia on May 07, 2016, 03:46:17 am
Moved to Personal Projects as that was where it belonged.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on May 16, 2016, 04:55:59 pm
(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Palace%20Welcome_zps4b8gqqkx.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Palace%20Welcome_zps4b8gqqkx.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Palace%20Castle%20Alive_zpscrcjwvlv.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Palace%20Castle%20Alive_zpscrcjwvlv.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Palace%20Trap%202_zpspntxrrx1.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Palace%20Trap%202_zpspntxrrx1.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Palace%20and%20Die_zpslcwkk6or.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Palace%20and%20Die_zpslcwkk6or.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Palace%20Human%20Stew_zpsca7edrv4.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Palace%20Human%20Stew_zpsca7edrv4.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Palace%20Meeting_zpsp9bqpjns.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Palace%20Meeting_zpsp9bqpjns.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Palace%20Necrosaro_zpsp3dsnh9s.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Palace%20Necrosaro_zpsp3dsnh9s.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Palace%20Saro_zpstekrzlru.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Palace%20Saro_zpstekrzlru.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Palace%20Evil_zpsrp75gtag.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Palace%20Evil_zpsrp75gtag.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Aktemto%20end%20has%20come_zpsyrjhrrgy.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Aktemto%20end%20has%20come_zpsyrjhrrgy.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Aktemto%20cough%20cough_zps4s6a0tpt.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Aktemto%20cough%20cough_zps4s6a0tpt.png.html)(http://img.photobucket.com/albums/v54/Demna/DQ4%20-%20Dire%20Aktemto%20pain_zpsbytlyse0.png) (http://smg.photobucket.com/user/Demna/media/DQ4%20-%20Dire%20Aktemto%20pain_zpsbytlyse0.png.html)

Here's a boatload of screenshots from Dire Palace and Aktemto.

There's a few themes going on in the NES text from Dire Palace.  There's banality of evil; most of the monsters want to talk about punctuality and teamwork, like they were office workers.  There's some dark humor about the human captives.  There's also clues about what happened to the King of Santeem, and the DS version's plot brewing against Saro.   I've written some of the DS version's script improvisations out before, but obviously the Saro plot is too big to tamper with.

Thanks for moving the thread!  Regarding the font style, you can see the evolution of my choices about it on page 1 & 2 of the thread.  People really didn't like the pixel perfect NES version, and I think it fit the dialogue box poorly.


Title: Re: Dragon Quest 4 DS - classic version
Post by: Bobolicious81 on May 17, 2016, 11:24:08 am
Thank you for your efforts, good sir!
I remember buying this years ago and being turned off by the translation. I got as far as chapter 2 I think, but just couldn't stand those Bob-awful "regional dialects" so I decided to sell it and just wait for DQ9, since I had my trusty Dingoo A320 and could play the NES original in the meantime.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on May 17, 2016, 08:19:30 pm
To pass the time while I grind away on the next few dungeons...

What's everyone's favorite party members in this game?

Also, what do you like to do with all the Strength Seeds, etc?
Title: Re: Dragon Quest 4 DS - classic version
Post by: Mirby on May 17, 2016, 09:54:01 pm
Torneko best party member.

Also with those types of items I tend to give them to whoever has the lowest of that stat to boost them up in an attempt to balance the team out a bit.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Bobolicious81 on May 18, 2016, 12:39:59 pm
Taloon is my homeboy! I love his random battle actions in chapter 5. I've got kind of a soft spot for Alena too.

As for seeds and such, I generally save them all for the hero. I like to play Zapp Brannigan style, where the leader gets all the good stuff, and I humiliate and demean my other characters as much as the game allows.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on May 20, 2016, 03:24:07 pm
Yeah, Taloon/Torneko is great.  I've been putting him in a lot to make sure all his special combat messages are formatted correctly.  Also, I read some interesting stuff a while ago about deliberately keeping your Taloon low level in order to boost his chances to steal chests.

I've been tossing all my seeds to Nara to beef her up, since it's fun sometimes to put her in the first slot and have CH.4 battle and world map music.
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on June 25, 2016, 04:43:04 am
oh my god i just found this. this is seriously amazing!!!! i can't stand the accent system. its god awful. seriously amazing. by the way how close are you to distributing this?

June 25, 2016, 04:43:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)
oh my god i just found this. this is seriously amazing!!!! i can't stand the accent system. its god awful. seriously amazing. by the way how close are you to distributing this?
Title: Re: Dragon Quest 4 DS - classic version
Post by: butane bob on June 27, 2016, 03:37:46 am
Also keen to play this. They butchered these games on DS with those retarded accents.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on June 27, 2016, 05:50:43 pm
We'll see.  I really was hoping to release it sometime in July - at least to beta testers - but I've still got a bit of main plotline work left to go, as well as the immigrant town, and a fair amount of mundane item description / bookshelf / mirror / etc to get through after that.  I do have some spare time coming up soon in early July, which I intend to devote to this.

I've been working on Gottside and Elfville/Yggdrasil.  Gottside, you're supposed to recognize that their speech is archaic and over-dramatic - that's kind of the one joke it has going, and of course the remake oversells it.  But the town is responsible for a lot - it transitions you out of the CH.5 open world into the endgame, and lets you know what Saro's been doing offscreen, especially if you don't go back to Izmit.  It's important, so I'm giving it a bit of extra effort.

Thanks for your appreciation.  I'm excited to get the project done, too.  When it's close enough for a beta to really help me, I'll do it through the forum here.
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on July 02, 2016, 05:33:45 am
Yay. You are doing Numen's work here. i can't stand the accents. it's practically unreadable
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on July 19, 2016, 03:50:42 am
Just in case anyone's wondering, I'm working on item appraisals now, and in tandem, a brief final cleanup on Chapter 3, which puts me in the right mindset for Taloon.  About halfway done on both. It's not nearly as boring as I thought it would be.

Back to working on endgame stuff this weekend, I hope!
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on July 20, 2016, 09:15:37 pm
i realize you've done ton of work the way it is now. but i am wondering something specific (by the way you won't offend me if you say no):
the japanese ds dragon quest 4 has a cheat code that allows for the game to play in english. it only doesn't have the prologue. i've heard it is completely done. and even weirder is it has party chat. my question is is it possible to either use the japanese english version for party chat to be included, or is it possible to re add party chat into your version? there is a website with all the party chat translated into normal english (no accents)
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on July 21, 2016, 06:25:35 pm
Ah!  That's an interesting idea.  I've been well aware of the multi-language nature of the US release.  I've looked at the Japanese rom now, and it seems that while the overall positions are different, the spacing for dialogue is the same.  So it should be cut and paste friendly for my text.

I also love party chat; I first experienced it in Dragon Warrior 7 and man, there is so much dialogue in that game as a result.  It's like Lunar for Playstation in its extreme verbosity.  And yes, I know about the collaborative Party Chat project for DQ4 DS, and I wish them the best.

For me it would have to be the first way around, to port my dialogue into the Japanese rom - things may have changed since then, but back when I began the project there were very few technical people doing complex hacks on DS games, and I certainly can't do that.  I could work on the party chat itself, which I'm sure is gigantic.

As far as working with the Japanese rom, I'm not afraid of this technically or creatively, but I know it would be a long-term thing to write and test.  I think this would be something to do after I fully finish the US release.  I don't know about collaborating with the party chat people since we probably write differently, and If I recall right, they actually have translators and some handle on the Japanese script.  My goal is to bring all the extra material in line with the simple style of the US-released NES game.

As I get closer to finishing the project, I want to be honest with you guys, I have thought about doing a Patreon or something similar.  I don't know if that's taboo around these parts, and I would never make any of my work on this project anything but totally free and available. It would be strictly for anyone who wants to say thank you.  I figure if that isn't too offensive, I would set it up once I've actually released the beta version and the project nears completion.

Anyway, if working on the Japanese rom turns out to be feasible, that might be something to help justify a tip jar.  In any case, it's interesting, and thanks for sharing the idea.
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on July 22, 2016, 07:46:09 pm
i understand that kind of thing is a lot of work. i honestly don't have any money to give at all. but i legitimately hope that people do support you for this. you are making dragon quest 4 playable again. i appreciate all the hard work you're doing and i always try out people's rom hacks that are improvements. but this one is nearly as good as a complete retranslation from scratch. its as much work as one
Title: Re: Dragon Quest 4 DS - classic version
Post by: VicVergil on July 22, 2016, 09:48:53 pm
i realize you've done ton of work the way it is now. but i am wondering something specific (by the way you won't offend me if you say no):
the japanese ds dragon quest 4 has a cheat code that allows for the game to play in english. it only doesn't have the prologue. i've heard it is completely done. and even weirder is it has party chat. my question is is it possible to either use the japanese english version for party chat to be included, or is it possible to re add party chat into your version? there is a website with all the party chat translated into normal english (no accents)

Wrong. Only the Japanese version using the JP language value has the Party Chat feature working at all (in fact, if one tried forcing an overseas version to load the JP language option, otherwise fully working, Party Chat is disabled even there). Game has a folder with text files for each language, and only the JP folder has those files existing.

iOS/Android version has those files translated to English and in the same format. They can be imported back in the JP DS version's JP version and display without problems (it even loads the appropriate font), aside from control codes displaying as weird symbols, and misplaced line breaks. Problems that can be easily fixed considering the ease of modifying the text files to begin with.

However, things didn't go that well for the last one who tried such a thing (DQ7, was it?) so you probably wouldn't see it other than on a warez site, like the ASH/FF Type-0 translation and various Ys/Xanadu patches. So any experiments of similar nature with this or DQM1/2 3DS would be unsafe for sharing.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on July 23, 2016, 01:31:35 am
Thanks for the info. I bet working my script into the JP section would be challenging. I can look at that, but I'm eager to focus on the work rather than technical experiments right now!

I wouldn't rule out the possibility of party chat at some point. But of course, not by using other writers' recent work without their permission.

Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on August 03, 2016, 10:11:27 am
Wrong. Only the Japanese version using the JP language value has the Party Chat feature working at al
sorry for that. i just assumed it worked properly. oops.

Kosayn
is it possible that you could have both the modern spell names and old spell names when you release this for download? that'd be great. i know a lot of people can't stand stuff like cock-a-doodle-doo, but i prefer some of the newer spell names and i'm so used to them now that playing with the old names is a bit tough[/color]
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on August 04, 2016, 12:24:18 pm
(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20New%20spells%20in%20hack_zpsebih44le.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20New%20spells%20in%20hack_zpsebih44le.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20New%20spells%20in%20hack%202_zpsvogkjwhf.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20New%20spells%20in%20hack%202_zpsvogkjwhf.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20New%20spells%20in%20hack%204_zpsh06pmf3s.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20New%20spells%20in%20hack%204_zpsh06pmf3s.png.html)

Yeah, I can do that.  Undoing stuff is just cut and paste.  The spells seem significant enough that I can cater to those who prefer it.  I'll have to remember to hit up the few in-dialogue occurrences of spell names too.

I'm actually working on the post-game dungeon now, somewhat out of sequence since I have lots else to do before I get there.  It's bonkers.  I see no way to treat it seriously, so I've been writing utter nonsense and having fun with it.  Hopefully the end results will be as cathartic for the player as they are for me.
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on August 04, 2016, 02:16:24 pm
awesome. i really can't wait to play this
Title: Re: Dragon Quest 4 DS - classic version
Post by: Ziko on August 04, 2016, 06:22:13 pm
awesome. i really can't wait to play this

I'm gonna replay this using this translation when it's done since I beat it a while back using my female lead. This will be what I think the game should've been instead of stupid accents and the modern spell list having silly names instead of the localized names we got during the NES era.
Title: Re: Dragon Quest 4 DS - classic version
Post by: SpRoUt on August 06, 2016, 12:28:44 am
Can't wait to see and play this
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on August 08, 2016, 08:36:07 pm
I'm gonna replay this using this translation when it's done since I beat it a while back using my female lead. This will be what I think the game should've been instead of stupid accents and the modern spell list having silly names instead of the localized names we got during the NES era.
i'll certainly give it a run through as well after it's done. it's aboot time we get a dragon quest 4 that isn't tae hardest game tae uunderstand ever, aye.
Title: Re: Dragon Quest 4 DS - classic version
Post by: VicVergil on August 08, 2016, 09:48:49 pm
You could also play the official version using any of the other languages too, French, German, Spanish or even Japanese if you wanted and you understood the language. They're legible enjoyable scripts not suffering from the English version's accent syndrome, and translated directly from the original. Too bad the iOS version dropped them and the English translation is as a result the only way to experience it and the Party Chat.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Chronosplit on August 08, 2016, 11:53:21 pm
i realize you've done ton of work the way it is now. but i am wondering something specific (by the way you won't offend me if you say no):
the japanese ds dragon quest 4 has a cheat code that allows for the game to play in english. it only doesn't have the prologue. i've heard it is completely done. and even weirder is it has party chat. my question is is it possible to either use the japanese english version for party chat to be included, or is it possible to re add party chat into your version? there is a website with all the party chat translated into normal english (no accents)
Interesting note: party chat is in the mobile versions of IV if you need a reference of the original localization.  Very odd that it was translated in the Japanese release and still never made it out here though...
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on August 09, 2016, 08:53:41 am
You could also play the official version using any of the other languages too, French, German, Spanish or even Japanese if you wanted and you understood the language. They're legible enjoyable scripts not suffering from the English version's accent syndrome, and translated directly from the original. Too bad the iOS version dropped them and the English translation is as a result the only way to experience it and the Party Chat.
i don't speak any of those languages so i'm stuck with the lousy english version. and i'm already playing the mobile one for party chat. but it of course has the accents on the party chat too
Interesting note: party chat is in the mobile versions of IV if you need a reference of the original localization.  Very odd that it was translated in the Japanese release and still never made it out here though...
apparently i was wrong about them being in the ds japanese version. oops
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on August 23, 2016, 02:11:07 am
(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Ch3%20Santeem%20Sovereign_zpsyy7talec.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Ch3%20Santeem%20Sovereign_zpsyy7talec.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Bought%20a%20cave_zpswlemdlpd.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Bought%20a%20cave_zpswlemdlpd.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__5254_zpsdyduh4r0.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__5254_zpsdyduh4r0.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Proven_zpshpv09lxz.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Proven_zpshpv09lxz.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__13151_zpsucmkg3kq.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__13151_zpsucmkg3kq.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Life%20and%20Death_zpsqvifvfej.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Life%20and%20Death_zpsqvifvfej.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20angry%20talk_zpssjm6zegr.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20angry%20talk_zpssjm6zegr.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Lucia%20Heaven%20is%20Real_zpsqqdtjg0n.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Lucia%20Heaven%20is%20Real_zpsqqdtjg0n.png.html)

I've finished my unscheduled revamp of Chapter 3 - thankfully it's the last of the revisits.

Also, went back and put a little oomph on my first post in this thread!

There's some pictures from the World Tree.  I'm continuing with elves and animals being super hostile, as they are elsewhere.   I've also got a really good chunk of item appraisals done, but I don't think there's much need to preview those here.   They're 30% fun facts about weapons and armor, 70% Taloon jokes.

With that stuff out of the way, and Gottside about half done, I'm going to move on to Zenithia and later events and tackle that material all together - since it all relates directly to the main plot of the game.  I had to do this before with Rosaville / Dire Castle, and I feel like I got consistent results with that approach.

Now aiming for beta testing in late September.

Update: Zenithia is going faster than expected, very few extra npcs, no Day/Night cycle, etc.  I should soon be doing the endgame, mop-up, immigrant town, etc.

(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Saro%20apologist%20a_zpsou1xoalq.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Saro%20apologist%20a_zpsou1xoalq.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Saro%20apologist_zps2dewjveu.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Saro%20apologist_zps2dewjveu.png.html)

While there are new books, this guy is actually the only new NPC in all of the DS version's Zenithia.  I've dubbed him the Saro apologist, since the game seriously needs to go into damage control and PR for Saro at this point.  The other undercurrent that I'm pushing in this area (which is subtly there in the NES script) is that despite meaning well, Zenithia has made many mistakes.  Especially regarding the Hero's parents.

So about the final area, I'm calling it The Evil World / Hell / Nadiria interchangeably.  The Hell analogy is obvious and evocative.  I'm not 100% sure if the name Nadiria is a Plus Alpha translations creation, but if that is the case, it's a great name and they should be commended for it.  The area does feature in DQ5 as well under that name.  I was also reluctant to let go of the name Orifiela in favor of Lucia, but I did.  Plenty of their other stuff that I thought was good material, I have carefully tried to avoid using or imitating due to the nature of the project.

Speaking of PR, as I get nearer to releasing this project, I want to put it out there that I didn't work on this out of hate for the new translation, but love for the old NES version.  As such, I don't want people to harass Plus Alpha over the accents on my account.  DQ4 has lots of new fans due to their work. Some of the online info that helped me make this, comes directly from those new fans.

Bottom line is,  absolutely all localization companies deserve our respect, considering the giant amount of text they have to contend with to bring over games like this.  And not all of them would care enough to try something so bold and different.
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on August 31, 2016, 08:58:04 am
you wont disappoint me at all to say no. but is it possible to apply this to the psx version of the game. i have NO idea how this stuff works. because i'd much rather play the psx version of dq4
Title: Re: Dragon Quest 4 DS - classic version
Post by: Ziko on August 31, 2016, 02:39:40 pm
Will you do beta testing for this re-translation and if so, can any of us participate in that process?
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on August 31, 2016, 08:50:39 pm
The PS version is probably a whole different ball of wax, although the design of the games is very similar.  It also has some downsides (limited monster animation).  That said, I will probably look into it again at some point.  It depends on how different the text data storage is.

And, yes, when I release a version for open beta, it will be using this thread.  At the end of September.

I've been working on the books and major dialogue in Zenithia for the last week or so.  All Zenithia dialogue is in now, and just needs a bit more attention.
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on September 14, 2016, 01:52:48 pm
it's been a while. what's your progress looking like?
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on September 15, 2016, 01:07:09 pm
Okay, I can show off a good chunk more of Zenithia.  Right now I'm focused on grinding through Nadiria both on the NES and DS games, so I can start work on the last boss, ending, etc. 

(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Zenithia%20Gosh_zpsxjdn6euh.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Zenithia%20Gosh_zpsxjdn6euh.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Zenithia%20to%20Life_zpsfpdvdsmr.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Zenithia%20to%20Life_zpsfpdvdsmr.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__448_zpsj3sywfhr.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__448_zpsj3sywfhr.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20Zenithia%20not%20God_zps6eb1fqaf.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20Zenithia%20not%20God_zps6eb1fqaf.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__2747_zps2jqd1vde.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__2747_zps2jqd1vde.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__2829_zps55hmiby9.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__2829_zps55hmiby9.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__24408_zpsi7hypgtv.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__24408_zpsi7hypgtv.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__784_zpssxbzj10d.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__784_zpssxbzj10d.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__1650_zps9cw2xl8p.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__1650_zps9cw2xl8p.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__1000_zpsfhvcq7yb.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__1000_zpsfhvcq7yb.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__5340_zpstk7eqnws.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__5340_zpstk7eqnws.png.html)(http://img.photobucket.com/albums/v54/Demna/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__5137_zps3j4a5dor.png) (http://smg.photobucket.com/user/Demna/media/Dragon%20Quest%204%20-%20Chapters%20of%20the%20Chosen__5137_zps3j4a5dor.png.html)

Halfway through September, and I think I'm still on track for a beta at the end.  I plan to have the full story ready to go so people can enjoy it, though I'm sure I'll still be tinkering and fixing well into the fall.
Title: Re: Dragon Quest 4 DS - classic version
Post by: selius on September 17, 2016, 08:10:54 pm
looking forward to this i can't stand the shitty accents they put into the ds version
Title: Re: Dragon Quest 4 DS - classic version
Post by: Bonesy on September 19, 2016, 04:37:48 pm
better not play VII 3DS then : ^ )
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on October 03, 2016, 12:24:12 pm
I'm through the Chapter 5 ending now.  Very close to a first release.  Just a bit more peripheral stuff to finish up during the week, then...

SoonTM
Title: Re: Dragon Quest 4 DS - classic version
Post by: Thirteen 1355 on October 05, 2016, 05:47:43 am
Amazing!
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on October 10, 2016, 12:25:40 am
so kosayn are you also playing dq7 on 3ds now or are you waiting to play that till your done with this? when i'm done with 7 i am going to jump right into this :D
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on October 12, 2016, 08:40:55 am
I'm more likely to relax with DQ builders once I have the beta released. All told it's a great time to be a fan of the series right now...

I'm finishing remaining item appraisals as fast as possible. I want to have that done; ch6 dialogue won't be done in this release, or immigrant town.

Also I'm going to warn people that play this version, sometimes savestates do not function well between different patch versions, in my experience.  Saverams do, though, so remember to use the game's own save system occasionally.
Title: Re: Dragon Quest 4 DS - classic version
Post by: VicVergil on October 12, 2016, 01:31:07 pm
Also I'm going to warn people that play this version, sometimes savestates do not function well between different patch versions, in my experience.  saverams do, though, so remember to use the game's own save system.

If you're using Tinke, or NDSTool or something similar rebuilding the whole ROM (a given, considering your hack has text files with different length than the original), then you will break save state compatibility. None of the ROM data will be at the place pointed to by the save state  from the old patch, and hence it will almost unfailingly crash moments later whenever the games tries loading something new from the cartridge (even the music).

The savestates which don't break between patch revisions would be the ones done with a hex editor (just replacing data without shifting it around, thus keeping the file tree pointers intact). Like Crystaltile2 if you don't recompress the main ARM9 executable or replace files with external ones.
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on October 23, 2016, 11:02:30 am
im going to be busy with this, dq7, and dq8. also i heard the people making dragon quest monsters 1&2 psx are nearly done too
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on November 08, 2016, 05:35:52 pm
Here it is - v0.92.  Ready for beta testers.  (http://kaveral.000webhostapp.com/)

1. You need XDELTA to apply the patch to the US RELEASE of Dragon Quest 4 for Nintendo DS. I recommend XDELTAUI.
( http://www.romhacking.net/utilities/598/ ) 
2. You need WinRAR or some compatible archiver to extract the file.  Freely available online.  Worth supporting.
( http://www.rarlab.com/download.htm )

Buy any game in this great series this fall! Show the mighty Enix some love.

I know the file hosting site is basic - the first button  that says 'Download' has classic Dragon Warrior style spell names.  This is the intended main version of the patch.  The second button that says 'Old Spells' has the ordinary PS2 / DS style modern spell names.  Either of these can be applied to original rom.

Link below:

(http://img.photobucket.com/albums/v54/Demna/DQ4C%20-%20Combinedsmall_zpspyq6cwpg.jpg) (http://kaveral.000webhostapp.com/)

THANK YOU

I can't believe I've reached this milestone, the relief of finally having the project out on the internet rather than just on my own system - it's something.  All acknowledgements will be made in patch notes. 

Your feedback can be sent to dq4classic@gmail.com, or posted on this thread, or pm'ed to me.

My goal initially is to find GAME BREAKING BUGS, and text that's missing or garbled.
I know there's still a lot of content for me to get to.  Also, I know the writing will not necessarily be appealing to everyone.

All feedback is appreciated.

GoFundMe (https://www.gofundme.com/support-top-quality-storytelling)

This project, and the final version of the patch, is in no way contingent on funding - it is merely an optional way to say thank you by helping keep the roof over my head. 

I will be finishing through Chapter 6 and the optional content in future months.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Ziko on November 08, 2016, 07:57:46 pm
I am using your patch now and I'm impressed and what you've done. I just reloaded my completed save as the female heroine and played it for a sec and see the old font as well as the original spell names. The old names are kinda funny really since the only games from that era I played was the I & II games on the GBC and the spells had the exact same names. I might do a second playthrough as the male main character if time permits.
Title: Re: Dragon Quest 4 DS - classic version
Post by: gotenksten on November 08, 2016, 10:05:23 pm
i've only just started it is good. i'm barely at burland right now though lol
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on November 17, 2016, 03:39:53 pm
Link back up, site slightly less terrible, and lining up some alternate free hosting options in case it goes down again.
Title: Re: Dragon Quest 4 DS - classic version
Post by: magictrufflez on November 17, 2016, 10:54:08 pm
This whole thread makes me wish my ratty old laptop could run a DS emulator so very much...
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on November 25, 2016, 03:50:13 pm
Yeah, DesMuMe can require a bit more power than the earlier system emulators.  I know DesMuMe 32 bit version gave me some slowdown / map display issues, but it's been smooth sailing on the 64 bit version of the emulator.  A little slowdown in Riverton, but I think even the proper hardware does that.

I do think it's best on a real DS, but 90% of my testing so far was done in emulator.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Noikat on January 16, 2017, 12:37:10 am
I'm holding out playing through the game until everything's completely done to avoid having to restart if the save files aren't compatible. Is there any update on Chapter 6?
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on January 16, 2017, 07:47:06 pm
OK - I've been mostly touching up appraisals and item description text since releasing the patch. 

I don't think there is a ton of dialogue or non-grinding gameplay in Chapter 6, so I will probably do that first, then immigrant town, which I will have to do in all its various ways.

Once I get started, I'll have a better idea of how long it'll take.  Thanks for your interest.  I may put out a new interim patch mid-way through this final stuff if I think it's important.

Title: Re: Dragon Quest 4 DS - classic version
Post by: CarlWinslow on January 17, 2017, 03:13:15 pm
Thanks for all your hard work on this. I grabbed v0.92 to check it out and it's looking great so far.

I've only run across one text issue. In chapter one I used a Wing of Wyvern, and in the text box that popped up it output "<ERR PLACE.1>" instead of "Burland".

Anyway, thanks again for this. I've been following the project for a while, and it's been very cool seeing it progress.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on January 18, 2017, 12:59:39 pm
Ok, Sorted it out. 

It looks like Return / WoW for Burland in Ch.1 was using a different section that wasn't formatted exactly right.

This sort of thing is exactly what the beta's there to help me find, so thanks!

-----------

I've started working on the Chapter 6 content.  Chapter 6 is very loosely connected without relying on a FAQ, but I'm doing what I can to get the Endor -> Rosaville -> World Tree -> Gottside -> Saro -> Dire Palace progression into proper expository dialogue.  It'll take some finesse to make it sound natural.  I'm also doing the usual sweep for changed dialogue in every town in Ch.6.  There's certainly some, based on who's in the party.

For the Immigrant Town Emissary stuff where you trade between DS's, I do have some of the extra equipment for this - I imagine it needs DSi's or higher though since it's early pre-streetpass stuff.  I have just 2 DS Lites and a 3DS, so it looks like I might just eyeball that text in the editor and call it good.  It's probably not much more text than "You sent this person and got that person."  We'll see - it might work on a standard IR connect, which the Lites can do.

No timeframe yet, but I'm eager to put the project to bed, and doing a little work on it every day.



Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on February 03, 2017, 02:06:30 pm
(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20CH6%20Go%20Away_zpsspvjgntq.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20CH6%20Go%20Away_zpsspvjgntq.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20CH6%20-%20Elves%20and%20Monsters_zpsnbyzzrau.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20CH6%20-%20Elves%20and%20Monsters_zpsnbyzzrau.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20CH6%20Rosa%20pt2_zpsvemjx83j.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20CH6%20Rosa%20pt2_zpsvemjx83j.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20CH6%20Roots_zpsmg25hp4r.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20CH6%20Roots_zpsmg25hp4r.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20CH6%20Roots%20pt2_zpsogohxsqz.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20CH6%20Roots%20pt2_zpsogohxsqz.png.html)(http://img.photobucket.com/albums/v54/Demna/DW4%20-%20CH6%20Gottside%20Jail_zpsgy3zefmu.png) (http://smg.photobucket.com/user/Demna/media/DW4%20-%20CH6%20Gottside%20Jail_zpsgy3zefmu.png.html)

Some early screens from Chapter 6. I'm mostly satisfied with Rosaville and Elfville/World Tree now, and moving on to Gottside.  Rosa gets a lot more agency in the story by the end of chapter 6, so I've tried to start that early in some of the town dialogue.

I don't have much more story to tell in Gottside, so I think it's mostly going to be the basic dialogue about the hole mysteriously appearing, and a bit of an entropy theme.  That should help explain the extreme weirdness of the dungeon, and link it to the roots of the World Tree idea.  Hopefully I can come up with a little humor too! Chapter 6 has so little meat on its bones initially, but it's coming along.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Noikat on March 27, 2017, 08:10:50 pm
Hey Kosayn, how's your project going? Were you able to come up with a little humor for chapter 6 after all?
Title: Re: Dragon Quest 4 DS - classic version
Post by: CarlWinslow on April 02, 2017, 04:53:29 pm
Kind of quiet in this thread, guess I'm probably not the only one busy with real like stuff lately. I ended up taking a break from playing, but I have been chipping away at chapter 3 lately (didn't notice any problems with chapter 2, btw), and I found a few things to look into:

(https://s27.postimg.org/r3dpis1vz/image.png) (https://postimg.org/image/r3dpis1vz/) (https://s27.postimg.org/7zke2fp1r/image.png) (https://postimg.org/image/7zke2fp1r/) (https://s27.postimg.org/5w9yurp8v/image.png) (https://postimg.org/image/5w9yurp8v/)

1) I didn't actually catch this one at first because it used to be seven in the original game, but for DS he's supposed to say six for both.
2) Self-explanatory I guess? Got this downstairs in Endor while I was checking to see if the guard's text showed six or seven for the turn-in. He does say six, but he also threw in an extra Y.
3) This was when I was buying six half-plates to turn in. It only seems to happen with this seller, and only when I buy more things in a bulk purchase than I have room for in my main inventory.

Almost ready for chapter 4.  :beer:
Title: Re: Dragon Quest 4 DS - classic version
Post by: Kosayn on April 29, 2017, 01:10:00 pm
Appreciate it!  I've squashed those.  Hope you're enjoying the game.

Capital Ys and Zs come from my dialogue space-saving mechanism on the odd occasion that I mistype  %A090%X%Y%Z rather than just copy-pasting it.

The number of items in the King's order is definitely something I might have never picked up on without help, with that text coming over from the NES game.

I don't have a ton of progress in recent months -  but I'm sure I'll dive into it again before July.  Gottside is mostly finished, but I'd rather wait on showing off that and the Chicken or Egg dungeon till I'm happier with it.

Title: Re: Dragon Quest 4 DS - classic version
Post by: CarlWinslow on May 20, 2017, 03:22:34 pm
Always good to hear about progress, even if things have slowed down. I'll be sure to continue keeping an eye out for bugs.  :beer:

Incidentally, I've slowed down in my playing. I ended up getting a new job not long after my last post, and my free time during the week shrank a lot more than I expected. I'm starting to get used to using my time more efficiently though, so I'll figure out where to fit this in. I really want to see the post-chapter 4 content, so I can experience getting to control my entire party instead of just the hero.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Soundofpink on May 10, 2020, 04:15:35 am
The link seems to be dead, is there anyway to still play this. I would really appreciate it as the accents in IV ruin the game for me.
Title: Re: Dragon Quest 4 DS - classic version
Post by: Gumballz on June 16, 2020, 08:33:02 pm
Like Soundofpink, I was excited to play this and then disappointed I couldn't find the patch. However, I was able to track it down via wayback machine:

Archived site:
https://web.archive.org/web/20190719040502/http://kaveral.000webhostapp.com/

The patch itself:
https://web.archive.org/web/20190719040502/http://kaveral.000webhostapp.com/gallery/dq4-v0.92.rar

Looks like there was also an alternate version of the patch (dq4-v0.92oldspells.rar) which was unfortunately not captured by the wayback machine.

I should note that I haven't tested the patch download except to open the rar and read the txt file within.
Title: Re: Dragon Quest 4 DS - classic version
Post by: DarthVapor on December 29, 2020, 01:55:11 am
All links to this patch are dead....

Where can it be found?
Title: Re: Dragon Quest 4 DS - classic version
Post by: Gumballz on January 02, 2021, 06:51:12 pm
DarthVapor, the patch link in my previous comment (just above yours) still works for me.

And since I'm already typing a comment, I can verify that the patch at that link did work for me. I gave up on the playthrough shortly before the last boss because I needed a break from JRPGs, but despite the typo here and there the patch worked as advertised and I definitely enjoyed the experience.