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Romhacking => Personal Projects => Topic started by: nejimakipiyo on July 07, 2020, 05:40:38 pm

Title: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on July 07, 2020, 05:40:38 pm
Dragon Warrior Monsters is a game I've loved since childhood, so naturally it would be the one game I would want to use when I take my baby steps at hacking. Over the last few months I've posted some questions on the forum but now that my hack is almost ready for release - pending a playtest or two - I wanted to make a specific project thread to share it with the community.

My main goal for this hack was essentially to fix the awkward English. It started out as a wish to restore the humour of jokes that were translated too literally, and fix a sign in the early half of the game that made no sense. The little wish then evolved into an ambition to decensor the alcohol and 'Puff puff' references that the official localization covered up, as well as fix the many, many instances of poor wording and improper punctuation, and even a few typos!

My approach to editing the script of Dragon Warrior Monsters wasn't as intensive as my work with Chicken Knife on the Dragon Quest Delocalized series... mainly because I'm doing everything byte by byte in WindHex for this one! But I consistently checked the translation of each and every line in the English translation against the original Japanese to verify accuracy, and Chicken Knife helped a lot with rewriting major boss speeches and tweaking other text as well.

Here are just a few examples of things I've changed.

The weird sign - official translation (top) and my translation (bottom)
(https://i.imgur.com/KwhWWv0.png)
(https://i.imgur.com/syJ5K4L.png)

Restoration of one of many puns - official translation (top) and my translation (bottom)
(https://i.imgur.com/OLy22ah.png)
(https://i.imgur.com/9O7oq56.png)

Decensorship - official translation (top) and my translation (bottom)
(https://i.imgur.com/FxCgbVs.png)
(https://i.imgur.com/iIoLAuR.png)

Minor tweak to monster names - official translation (top) and my translation (bottom)
(https://i.imgur.com/HpfQOPL.png)
(https://i.imgur.com/oFyzAsl.png)


And I'll post one of my favourite boss speeches in the game, that Chicken Knife and I worked hard on getting just right.

Official:
"How do you do? I am the guardian here. My name is Durran.
Hmm. You have good eyes. You're with pretty good monsters!
I see you're a somebody! I wonder if you're good enough to fight me.
Let me see how you fight. Come on out! My servants!
Here, fight to your heart's content!

Ha ha ha! You defeated them easily.
Forgive me for having you fight with weaklings.
The next one is a pretty tough one.
It's a swordman who wandered in search of the best sword in the world and..
at last came to me!
Come out!
Let me introduce him to you. He's the one who dedicated his soul to me...
and he's the strongest in all the world, Terry!
Come on! Terry! Fight to your heart's content!
Show him how strong you are!

Ha ha ha! How easily you defeated such a brutal opponent!!
You're not bad! You're my kind of fighter.
To have such a fighter... so near.
...thrilling!! Want a real thrill? Fight me!
Satisfy my blood lust! Taste my steel! Fight!"


Our translation:
"Pleased to meet you. I am Durran, the lord here.
Ah... What a discerning eye. Your monsters are quite impressive!
You are clearly one of great power.
Will you now fight me and show me your power?
First, let's test your skill. Come, my servants!
No need to hold back!

Muahahaha! You defeated them easily.
You must forgive me for making you fight weaklings.
Next up is a tougher foe.
A swordsman who wandered the world in search of the strongest sword...
and came at last to me.
Come, my servant!
Now, be introduced to he who offered up his soul to me.
Here is the world's strongest swordsman, Terry!
Well, Terry, no need to hold back. Show this boy your power!

Muahahaha! Another one defeated!
You bring me such delight!
Oh, how I quiver! I tremble with such a strong foe before me!
My blood boils... my body throbs...
But your blood will now gush forth. Your body will be torn asunder!"



That's all of the previews! I'm really excited about releasing this soon, and I hope this post catches some more interest as well.

I do have a few more goals for the hack that won't be included in its first publication, but will hopefully be present in future updates as I learn more and expand my skills as a hacker. Those goals are:

1) Rewriting the monster, item, and spell list to reflect Delocalized naming convention. This will be an optional patch, for those who want to play with an improved translation but retain familiar monster and spell names for ease of using guides (or for nostalgia). But maybe I'll make it default and create an optional patch to revert. Entirely depends on how satisfied I am with it, as redoing the list comes with a challenge - the monsters, spells, and item names have a character limit of 9. That may force some compromises.

2) A complete overhaul of the script, which will require me to learn and become comfortable with extraction and insertion. I haven't put in serious time to learning that yet, and won't be able to for a while as I have some other non-hacking related projects on my plate, as well as continuing to translate and play test our Delocalized games.

3) I think it would be cool to change the title screen to that of the Japanese version so that the game could be called Dragon Quest Monsters. Chicken Knife attempted this, but unfortunately didn't get anywhere with it due to complications.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Chicken Knife on July 07, 2020, 08:46:38 pm
The Title Screen here is a weird scenario. I'm used to dealing with games with dedicated graphic tiles that only contain data related to specific graphics. In the case of Dragon Warrior Monsters, I've located the graphics that form the DRAGON WARRIOR logo we would want to redraw. But the bizarre part is that they seem to have taken the blank, "invisible" space in the 8x8 tiles used for the logo art and filled that space with... something, be it code or data. The presence of that other data in those tiles makes it essentially impossible to swap out the English tiles for the Japanese ones. If anyone has seen that kind of thing before and has experience dealing with it, please let me know!
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: zarkon on July 08, 2020, 03:02:13 pm
So I could breed a DarkDream rather than a Darkdrium?  Sounds good to me!
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on July 08, 2020, 09:48:12 pm
So I could breed a DarkDream rather than a Darkdrium?  Sounds good to me!

Yup! That is one of the monster name tweaks too! :D
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: FlashPV on July 09, 2020, 02:00:40 pm
The Title Screen here is a weird scenario. I'm used to dealing with games with dedicated graphic tiles that only contain data related to specific graphics. In the case of Dragon Warrior Monsters, I've located the graphics that form the DRAGON WARRIOR logo we would want to redraw. But the bizarre part is that they seem to have taken the blank, "invisible" space in the 8x8 tiles used for the logo art and filled that space with... something, be it code or data. The presence of that other data in those tiles makes it essentially impossible to swap out the English tiles for the Japanese ones. If anyone has seen that kind of thing before and has experience dealing with it, please let me know!
Maybe you could extract the title screen from the german rom (named Dragon Quest Monster) ?
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Chicken Knife on July 09, 2020, 02:57:15 pm
Maybe you could extract the title screen from the german rom (named Dragon Quest Monster) ?
Everything I've done with title screens has either been swapping out/redrawing tiles, or making minor tweaks to the nametable arrangement when there are duplicating letter tiles and things like that. I'm not sure what the process of extracting / importing a title screen would look like if I can't just swap tiles. Would you be able to give me any more detail on that?
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Choppasmith on July 09, 2020, 04:09:30 pm
Looks good nejimakipiyo! Best of luck!

Maybe you could extract the title screen from the german rom (named Dragon Quest Monster) ?

This is blowing my mind right now. Had no idea there was a pre-merger DQ game released in Germany of all places that KEPT the Quest name. If anything else maybe you could insert the English script in the German rom too if it ends up being THAT much different.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Chicken Knife on July 14, 2020, 07:30:54 pm
Looks good nejimakipiyo! Best of luck!

This is blowing my mind right now. Had no idea there was a pre-merger DQ game released in Germany of all places that KEPT the Quest name. If anything else maybe you could insert the English script in the German rom too if it ends up being THAT much different.
Wouldn't be a terrible thought if we could manage to sort out the pointer issues we've continued to be plagued by. Let me explain and maybe someone could help:

Let's take a look at nejimakipiyo's favorite monster in the monster list: RainHawk. The list address for RainHawk is 0x00105E36. Because the pointers here are big endian, no header subtracted, we have the two-byte pointer at 0x001043EA storing 5E36. And as a quick FYI, every monster on the list has its own pointer in the pointer table.

If we adjust the little byte of the pointer from 36 to 3F for instance, the monster name gets swapped with the next one on the list, MadPlant. All is normal there. But things get really weird when you try to swap out the big byte, 5E. Let's say you try to swap it for the monster located at 0x00105F0C, Butterfly. If you overwrite 5E36 with 5F0C, what should populate Butterfly ends up populating "zzardy". What happened is that the change in the big byte got completely ignored, and the code reads from 0x00105E0C instead, which is the end segment of the name Blizzardy.

All very mysterious. Why spend all that data listing bytes for the 1000's and 100's place when the code doesn't use them? And without using that pointer data, how exactly is the code choosing which address in the 1000's and 100's space to populate?

If anyone has seen or worked with this kind of oddball scenario, please send us some tips. nejimakipiyo was able to redo the script by mostly remaining on par with data storage, but in order to redo the monster/item/spell names, it would be infinitely helpful to have more control over the pointers. And having that control would probably allow us to do proper extractions/insertions in future updates.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Reld on July 15, 2020, 12:23:13 am
This might be too obvious, but are you sure the pointers are big endian? If they're little endian what you're describing would make perfect sense because you're changing the wrong "big" byte.

EDIT: I just took a quick look in the ROM and the pointers at $104416, if they're big endian, go 5EF9 5E02 5F0C. I think they're little endian. 5EF9 5F02 and 5F0C seems a lot more likely to me. Otherwise 5E02 is way out of order, although that's not impossible or anything.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Chicken Knife on July 15, 2020, 06:37:42 am
@Reld
You absolutely nailed it. The fact they have a pointer for each entry/string makes it so easy to mix this up and just assume they are big endian. Many many thanks for taking the time to check this out!
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on July 15, 2020, 07:46:20 am
This might be too obvious, but are you sure the pointers are big endian? If they're little endian what you're describing would make perfect sense because you're changing the wrong "big" byte.

Thank you, Reld! We had serious tunnel vision because of this!
Probably because when I asked for help in the Newcomer's Board I was a complete newbie and just went with the info I was given, that the pointers were starting with 5B. It worked well enough for what I was doing, despite all my complaining over the last few months that sometimes I just couldn't change the pointer. Now I know why!  :D

With this info, I'll definitely have a little more freedom to change the monster and skill names as I please. There's still an annoying restriction of 9 characters per name, but that just requires creativity.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Reld on July 15, 2020, 12:01:47 pm
Nice. Glad it was that simple and not some weird ASM nightmare.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Pennywise on July 15, 2020, 12:39:05 pm
Have you guys ripped the scripts from the US and Japanese versions yet? It would probably be fairly simple if the scripts are uncompressed.

Unless there's like major changes made to the US ROM, I'd probably use the Japanese ROM as a base. It doesn't look like much effort was put into redesigning/expanding everything by the localization team.

Anyone I briefly looked at the game and the ROM can be expanded up to 8MB (it's current size is 2MB) and the dialog font is setup in a way that makes adding a VWF pretty easy.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Chicken Knife on July 15, 2020, 01:30:49 pm
@Pennywise,

Thanks for taking a look. Nope, no serious effort was made to rip the scripts yet. This was/is nejimakipiyo's first hacking project, and like my earliest experiences hacking the NES Dragon Quest games, most things were done on a very slow and painfully manual basis so far. They did simultaneous playthroughs of the Japanese and English versions to catch any significant errors in the translation process and corrected them as they went. A lot of text was left alone that was deemed reasonably accurate. They made a short attempt at using abw's extraction / insertion software, but didn't get past the initial setup headaches, plus the pointer issue wouldn't have allowed that until now. I think there is something to be said for the benefit of a new hacker starting off with manual hex editing, but I know they are feeling a little more motivated to take a better approach.

As far as Japanese verses German, when we eventually look at taking a much more comprehensive approach to reworking the script, the German would probably initially be more space accommodative, given how compact kana text tends to be. The idea of expanding the Japanese rom and tweaking the code to address new rom banks for big chunks of text is intriguing. I haven't personally done that per say, so it would be a bit of a challenge. But I am open to looking at it.

 
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on July 15, 2020, 01:51:14 pm
Have you guys ripped the scripts from the US and Japanese versions yet? It would probably be fairly simple if the scripts are uncompressed.

Unless there's like major changes made to the US ROM, I'd probably use the Japanese ROM as a base. It doesn't look like much effort was put into redesigning/expanding everything by the localization team.

Anyone I briefly looked at the game and the ROM can be expanded up to 8MB (it's current size is 2MB) and the dialog font is setup in a way that makes adding a VWF pretty easy.

I haven't done any extraction yet. I was having a hard time trying to set up the tools to do so. All of this technical stuff is a nightmare for me. I did try to look at Japanese text in the ROM, and was having trouble getting that to display as well. Was just getting garbled nonsense instead. Hence why I decided to play it in Japanese to get all of the text I needed.  :D

I definitely need to upgrade my skills!
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Pennywise on July 15, 2020, 01:55:02 pm
Once you get past the learning curve, the tools make life much easier.

Maybe in the future, I can help you guys out on some the technical stuff.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Chicken Knife on July 15, 2020, 02:38:31 pm
Once you get past the learning curve, the tools make life much easier.

Maybe in the future, I can help you guys out on some the technical stuff.
Thank you for the offer! We try not to be too dependent, but sometimes a little help over certain hurdles can be necessary. We will take you up on that offer sometime, I'm sure.  :beer:
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Choppasmith on July 15, 2020, 08:42:41 pm
Have you guys ripped the scripts from the US and Japanese versions yet? It would probably be fairly simple if the scripts are uncompressed.

Unless there's like major changes made to the US ROM, I'd probably use the Japanese ROM as a base. It doesn't look like much effort was put into redesigning/expanding everything by the localization team.

Anyone I briefly looked at the game and the ROM can be expanded up to 8MB (it's current size is 2MB) and the dialog font is setup in a way that makes adding a VWF pretty easy.

Yeah it’s quite disheartening going from the NES games to the pre merger DW games, they’re so low effort in comparison, technically speaking. I did some poking around the Torneko The Last Hope SLUS in the interest of at least updating the names and I’m honestly surprised it has a VWF. But it looks like the pointers are unchanged and kept as is from the Japanese version.

Anyway, glad things were figured out. I’ll be getting to those GBC games myself eventually.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: KingMike on July 18, 2020, 02:24:48 am
Looks good nejimakipiyo! Best of luck!

This is blowing my mind right now. Had no idea there was a pre-merger DQ game released in Germany of all places that KEPT the Quest name. If anything else maybe you could insert the English script in the German rom too if it ends up being THAT much different.
Not that surprising when you think about it.
The US version was still subject to the trademark issues that forced the game to be renamed Dragon Warrior Monsters.
An EU English release would've surely used the US ROM because it was the simplest thing.
I'm guessing Germany wasn't restrained by trademark rights and they'd have to edit the game anyways.

However, that opening post.
I'm assuming that it is a puzzle where you have to take the longest way around the screen.
I'm guessing it was rewritten to not have one message span multiple text boxes, but in the process you have made the hint much less clear IMO. You may want to reconsider that.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on July 20, 2020, 12:32:57 pm
However, that opening post.
I'm assuming that it is a puzzle where you have to take the longest way around the screen.
I'm guessing it was rewritten to not have one message span multiple text boxes, but in the process you have made the hint much less clear IMO. You may want to reconsider that.

If your assumption was true, then I would have to agree.

However, that's not the case. The screenshots show this area after I came back to it in post-game just for screenshots, but when you first arrive here there's kind of a maze/puzzle with monsters that move around when you approach them. If you take the "longest way" - what is visibly the long route to the boss on the screen - you'll be blocked off by monsters and won't reach the boss unless you loop back to the beginning, whereas if you "take a detour" - what looks to be a dead end - a monster will move away and you can get to the boss without triggering any additional encounters.

In Japanese, the sign in question is very straight forward:

(https://i.imgur.com/bK0bLHY.png)

It uses the word とおまわり, meaning "detour". My translation definitely offers a clearer idea of how to proceed straight to the boss. (That said, if you're like me you'll want to fight all those monsters anyway 'cause they give great EXP!  >:D )



Once you get past the learning curve, the tools make life much easier.

Maybe in the future, I can help you guys out on some the technical stuff.

Thank you! Would love to take you up on that in the future. It's almost ready to release now, and I do plan to do a complete re-translation in the future once I'm comfortable with Extraction/Insertion. At that time, I'll most likely want to insert the English text into the German or Japanese ROM to get the title screen as well.

For now, though, I'm pretty satisfied with my accomplishments so far and I see value in touching up the translation in the ways that I already did for my first release. I'm also about to start working on a separate patch to give all of the monsters, spells, and items their more accurate Delocalized names, to (mostly) match the work that Chicken Knife and I are doing with the earlier main-line Dragon Quest games. I intend to publish both patches at the same time, so that people can choose which way they'd like to play. Only the Delocalized version will get the complete writing overhaul in the future, though.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Stories8106 on July 20, 2020, 12:55:28 pm
Good stuff!  Looking forward to the title screen swap once you get that done.

And anxiously awaiting the patch!
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on August 08, 2020, 08:02:17 am
Hello everyone! I've been making some headway with this lately. The conservative version of the patch is completed, ready to go. I finally figured out how to set up extraction and insertion, thanks to generous help from Chicken Knife and abw, so now I'm working very hard on a complete rewrite of the script for the Delocalized version of the patch. I intend to publish both patches at the same time, likely later this month.

Unfortunately I'm still a long way off from being able to include the Japanese/German "Dragon Quest" title screen. My intention was to extract English text and insert it, after revision, into the German ROM. However, the text isn't all in the same place in that ROM, so that idea quickly went out the window!  :banghead:

It seems likely that the first version of the Delocalized patch will still be using the "Dragon Warrior" screen and the English version ROM -- at least until I level up my hacking skills beyond simple extraction and insertion!
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Stories8106 on August 09, 2020, 12:14:36 am
Any chance you can post a small tutorial video on that when you do figure it out?  It something I've been interested in doing myself.  I'd love to know what tools you used.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on September 08, 2020, 07:52:58 pm
Here's another update! The script insertion was completed, and I'm now doing a playtest to check for bugs and errors. I found this... and may need some help or advice...

(https://i.imgur.com/JhKHFB7.png)

'VILLAGER' and 'TALISMAN' are the names of two Travelers' Gates in the original localization that I changed in my translation to 'Waiting' and 'Defending' due to mistranslations. In all other areas of the game, those names have been changed. For some reason, this particular list doesn't want to take the new names. There is an area in the ROM that I thought was the right thing to change, because the names of all of the gates appear in a list.

(https://i.imgur.com/qOYqoF1.png)

However, you can see here that after 'BEGINNING' I already have the names 'WAITING' and 'DEFENDING'.

I couldn't find any other place where 'VILLAGER' and 'TALISMAN' appear in capital letters like that, and I couldn't find them in the tile editor either.

Any suggestions?


Any chance you can post a small tutorial video on that when you do figure it out?  It something I've been interested in doing myself.  I'd love to know what tools you used.

I don't really do videos, sorry! But I used abw's abcde software, which you can find on this website. I also used a lot of blood, sweat, and tears, help from my pal Chicken Knife, and help from abw when silly mistakes went over our heads.   :crazy:
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Reld on September 08, 2020, 08:51:35 pm
I don't know jack about this game or how it works, but from your screenshot it looks like that text doesn't align to the tile grid. Based on all of the other screenshots (and the text on the right side of this most recent one) I'm guessing it's not using a variable width font. I'm guessing the text on the left is stored as a tile map, or possibly several strips of mini tile maps. I'm not sure what you meant by "I couldn't find them in the tile editor either", so maybe you already thought of that and I'm way off base.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Chicken Knife on September 08, 2020, 10:17:51 pm
(https://i.imgur.com/D3EpL8v.png)

Here's the only spot I see in the ROM where letters don't seem to align to their horizontal 8x8 tile boxes. But we have this weird situation here with how they are encoded. When I look over the DWM graphics, most of them fit in the traditional way in their own 8x8 boxes, but some of the graphics do not, and it's not something that can be solved by the hitting plus and minus keys. It seems like garbage data is mixed in with the legitimate graphics data, but I suspect it has to do with some kind of alternate encoding system. The title screen graphics suffer from the same scenario, and it's the only reason we can't swap out the title logo.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Reld on September 08, 2020, 10:29:27 pm
Looks like compression to me, with the "junk" data probably being instructions to copy or repeat certain bytes.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Chicken Knife on September 09, 2020, 01:22:30 pm
I was thinking the same thing. It would be nice to get underneath that scheme and be able to redraw what is needed, but I don't know if that's realistic for us right now. I'm dealing with my own quagmire of DQ3 background drawing issues at this moment, so this compression routine is something I'd need to return to down the road with a higher skill level. At least it's a pre-existing issue and not something introduced by the patch. If anyone has experience handling this kind of thing and could suggest a workable approach or felt like pitching in, it would not be unwelcome.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: blipform on September 11, 2020, 07:10:55 pm
How do I access that portal screen? I'd like to try debugging it.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on September 12, 2020, 10:24:16 am
How do I access that portal screen? I'd like to try debugging it.

This screen is a list provided to you by talking to this NPC in the Chamber of Travelers' Gates.

(https://i.imgur.com/1az2C7q.png)

This guy can probably be accessed within the first 20-30 mins of gameplay time, depending on your luck and speed getting through the Gate of Beginning. Otherwise, you can use the save file I'm going to PM you.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: blipform on September 12, 2020, 11:11:26 am
Thanks for the save assist! Started some work and it's doing some type of vram copy routine @ ROM0:1590. Source comes from R056:6CAB [$15acab]. Some type of hand-painted vwf tiles.

15acab = 8 raw - [code 01] [02 05]

Some decompression routine kicks in here. I'll update as I understand more.

September 12, 2020, 11:46:56 am - (Auto Merged - Double Posts are not allowed before 7 days.)
It's a LZ* copier routine, 12-bit window + 4-bit length (with extension to 8-bit). The buffer wrap code I don't get but I'll see if I can cook some tool to help along.

September 12, 2020, 03:02:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the unpacked bitmaps.
https://github.com/blipform/Dragon_Warrior_Monsters_1/raw/decrunch/portal_list.7z

With the source code here.
https://github.com/blipform/Dragon_Warrior_Monsters_1/tree/decrunch


Still have to figure out the packer.

September 12, 2020, 10:49:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So the good news is my packer works, and produces slightly tinier sizes (often 2-3 byte savings).
https://github.com/blipform/Dragon_Warrior_Monsters_1/tree/crunch


There's a 16-bit ptr table @ 15801f-15803e for the bitmaps. I'm not sure if your edits will fit in-place but you could either: recompress all graphics for some savings or just shove the large ones at end of bank $56.


I expect some problems using the tools but I'll hang around for this part.


As a side-note, this LZ was decent. Instead of using bitflags, it reserves an unused byte code as the escape. Which saves some shift math time and space. And you can use the pre-buffer space for zero'es compression.

September 12, 2020, 10:59:31 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I am now somewhat interested in trying to port the German title logo over to USA also. As much as I think it should be simple, I've been surprised many times over before though. Let's find out!

September 12, 2020, 11:11:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Uploaded new cruncher exe tools; forgot to static link the gcc dependency libs so no one has to hunt them down.

September 13, 2020, 12:03:11 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And title logo patch for USA rom.
https://github.com/blipform/Dragon_Warrior_Monsters_1/raw/title_logo/german_title_logo.ips


Short answer is:
1. Found German logo (16f455, 16faf7)
2. Recrunched it to save some bytes
3. Replaced original English logo (16f455, 16fa8d)
4. Remapped ptrs (16c041, 16c043)

5. Found German nametable (17e56a)
6. Replaced USA nametable (17e583)

https://github.com/blipform/Dragon_Warrior_Monsters_1/tree/title_logo
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on September 14, 2020, 01:10:14 pm
And title logo patch for USA rom.
https://github.com/blipform/Dragon_Warrior_Monsters_1/tree/title_logo

Holy crap! Thank you SO MUCH for doing this!  :beer:
That's one major goal for my hack down. And if I can accomplish the fix for the list of Travelers' Gates, it's pretty much done (pending a complete play test).

I'm going to be up front and say that I understand very little of what you wrote in that post, but I'm going to take my time and read through everything slowly to try to learn from it. I'm glad to know it seems do-able, at least!

Thanks again! :cookie: :cookie:

Edit:
This happens during the title screen sequence, after company logos and before the "Dragon Quest Monsters" screen.  :'(
(https://i.imgur.com/OjIifnp.png)

Edit 2:
the dwm_decrunch.exe file doesn't seem to want to work for me. I ran the batch file, which appears to have extracted the same 16 .bin files that are in the portal list zip. I believe I will only need to edit the 2nd and 3rd files (not sure how to edit .bin files?), since those are the only names I intend to change. However, I'm not sure why the .exe is not working for me. Do you have any ideas?

Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: blipform on September 14, 2020, 03:11:21 pm
Oh no! Didn't think of checking the intro sequence. I'll locate and update the logo patch.


You can open the bin files using a tile editor like YY-CHR.
http://www.romhacking.net/utilities/958/

Just drag-drop file into editor. Switch format to 2BPP GB. Then draw away! Although you could draw mixed-case for the whole list to get fancy.


Exe file is command-line driven.
dwm1_crunch.exe   
dwm1_crunch.exe 

But otherwise I have no idea why it would fail.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on September 14, 2020, 04:07:41 pm
Oh no! Didn't think of checking the intro sequence. I'll locate and update the logo patch.


You can open the bin files using a tile editor like YY-CHR.
http://www.romhacking.net/utilities/958/

Just drag-drop file into editor. Switch format to 2BPP GB. Then draw away! Although you could draw mixed-case for the whole list to get fancy.


Exe file is command-line driven.
dwm1_crunch.exe   
dwm1_crunch.exe 

But otherwise I have no idea why it would fail.

Thank you again! YYCHR opened in 2BPP MX but I switched to GB and can edit now. This will take some time, but thankfully nothing too difficult compared to the garbled nonsense I was looking at before!  :laugh:

I had been trying to open the .exe from Explorer, not command prompt, so I can do that too. I don't foresee future problems (we hope). :-X
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: blipform on September 14, 2020, 06:21:16 pm
Tilemap locations:
german rom 17e4f3  [$77 bytes]
usa rom 17e4f1  [$92 bytes]

Which gives us this patch
https://github.com/blipform/Dragon_Warrior_Monsters_1/raw/title_logo/german_title_logo.ips


I'll add some user prompt support to the exe and note an update here when it happens.

__________________________________________________


Summary of previous posts:

1. LZ just means dictionary compression, based on previous data. So
abcdeabcdabc ==>
abcde[abcd][abc] ==>
abcde[lz1][lz2]

We can copy from the previous "abcde" string to recreate the next strings. Save space.


2. The teleporter names have a ptr table @ $15801f, 2 bytes each entry or 16-bits. If the new packed data doesn't fit, you'll know to look here when shuffling everything around.


3. German logo uses same packing math as the gate names. I chose to make it smaller since it doesn't fit in the USA rom so easily.

Tilemaps are basically stored "raw" and copied over. So using the bgb vram viewer -- bg map window, I was able to find the rom locations. Turns out German uses smaller maps than USA so I didn't need to move anything around.

A tilemap is a bunch of painting codes that draws the screen: [tile 00][tile 01]..[tile 50].


Hope that simplifies everything.



EDIT1
Exe tools are updated and now ask for input if run directly
https://github.com/blipform/Dragon_Warrior_Monsters_1/tree/crunch
https://github.com/blipform/Dragon_Warrior_Monsters_1/tree/decrunch
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on September 15, 2020, 01:53:58 pm
Thanks again, blipform -- this title patch works perfectly!  ;D
And great update with the tools!


Now I've got some questions about using the crunch/decrunch tools. Yesterday I drew the letters for how I want to rename the 2 gates.
(https://i.imgur.com/ikGw3GL.png)

(https://i.imgur.com/dsFQX5a.png)

But when I tried to save them, I get this notification.

(https://i.imgur.com/ea2uJoY.png)

I saved it both ways just in case, but either way when I crunch the files again it doesn't seem to work with the ROM. I suspect I'm missing a very important step and suspect it may have to do with redirecting the pointers, because I haven't messed with that yet. My main source of hesitation here is that when I crunch the files again, it outputs new filenames and I'm not really sure what's happening or which files I should be using. Is it correct to assume that the new filenames (for example portal_name2.p.bin) are in new locations in the ROM and I should be finding those addresses, or do I have to move them elsewhere in the ROM myself?
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: blipform on September 15, 2020, 03:41:38 pm
Oh, right. That step. I choose 'no' to keep file size the same; otherwise it adds lots more junk bytes which usually you do not want.


portal_name2.p.bin is the new product you want to manually re-insert back into the ROM. But! You'll have to check the old compressed size to make sure it fits first. I use storall's asar mod to do the insertion for me and checking / ptr remapping; it's like xkas but extended for other systems, but more than a bit buggy.
https://github.com/storall/asar/tree/_storall_
https://github.com/storall/asar/raw/_storall_/bin/asar.exe


If you are absolutely sure it fits, you can do a command-line insert
dwm1_crunch portal_name2.bin rom.gbc 0x15ad0f
dwm1_crunch portal_name3.bin rom.gbc 0x15ad7d

Code: [Select]
portal_name1.bin  -- in: $67 bytes, out: $90 bytes, $15aca8 - $15ad0e
portal_name2.bin  -- in: $6e bytes, out: $90 bytes, $15ad0f - $15ad7c
portal_name3.bin  -- in: $61 bytes, out: $90 bytes, $15ad7d - $15addd
portal_name4.bin  -- in: $52 bytes, out: $90 bytes, $15adde - $15ae2f
portal_name5.bin  -- in: $66 bytes, out: $90 bytes, $15ae30 - $15ae95
portal_name6.bin  -- in: $40 bytes, out: $90 bytes, $15ae96 - $15aed5
portal_name7.bin  -- in: $4f bytes, out: $90 bytes, $15aed6 - $15af24
portal_name8.bin  -- in: $65 bytes, out: $90 bytes, $15af25 - $15af89
portal_name9.bin  -- in: $50 bytes, out: $90 bytes, $15af8a - $15afd9
portal_name10.bin -- in: $32 bytes, out: $90 bytes, $15afda - $15b00b
portal_name11.bin -- in: $52 bytes, out: $90 bytes, $15b00c - $15b05d
portal_name12.bin -- in: $63 bytes, out: $90 bytes, $15b05e - $15b0c0
portal_name13.bin -- in: $76 bytes, out: $90 bytes, $15b0c1 - $15b136
portal_name14.bin -- in: $79 bytes, out: $90 bytes, $15b137 - $15b1af
portal_name15.bin -- in: $68 bytes, out: $90 bytes, $15b1b0 - $15b217
portal_name16.bin -- in: $79 bytes, out: $90 bytes, $15b218 - $15b290


If it doesn't fit, you'll have to manually move your portal_name2.bin somewhere else in ROM (like $15b2xx-15bfff area) and remap the pointer table. Or recompress all 16 and remap the ptr table to fit in-place. There's lots of empty space though.


September 15, 2020, 04:34:02 pm
Fixed command-line. $ hex support doesn't exist yet, only 0x. I'm going to modify the crunchers to accept $ and prompt for insertion support.


September 15, 2020, 06:09:13 pm
Both crunchers are updated.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on September 17, 2020, 12:03:00 pm
I use storall's asar mod to do the insertion for me and checking / ptr remapping; it's like xkas but extended for other systems, but more than a bit buggy.
https://github.com/storall/asar/tree/_storall_
https://github.com/storall/asar/raw/_storall_/bin/asar.exe


I downloaded this, and my first confusion was when it asks me for a patch name. I considered that might mean the new file for the 2nd portal name, even though that's a .bin file. I don't have an .ips for this yet.
So I progressed under my (probably false) assumption, and now it is telling me that the ROM title looks like garbage.
All I did was shorten the ROM title to DWM to make it easier to type into command prompts.
Any ideas what I'm missing here? I feel like if I could get to the point where I generate the kind of list you posted above, the rest of the steps would flow very easily to me.

(https://i.imgur.com/KwaZXs4.png)
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: blipform on September 17, 2020, 12:41:02 pm
I'm not great at explaining but I'll keep poking at it! Let me think ..

____________________________________________________


You could directly insert back into ROM if you're feeling lucky about it.

Code: [Select]
dwm1_crunch
-- in_file name: portal_name2.bin
-- out_file name: dwm.gbc
-- out_file offset: $15ad0f

In my case, I'm okay because it's smaller than original.

old = $15ad0f - $15ad7c
new = $15ad0f - $15ad7a (+2 bytes)

____________________________________________________


The alternate way

Code: [Select]
dwm1_crunch
-- in_file name: portal_name2.bin
-- out_file name: portal_name2.p.bin
-- out_file offset: -1

This creates a new file named "portal_name2.p.bin". Let me get back on the asar follow-up ..


September 17, 2020, 01:33:14 pm

I chose to re-crunch all 16 names. And created this asar script.
https://raw.githubusercontent.com/blipform/Dragon_Warrior_Monsters_1/crunch/gate_names.txt


Which we run this way with command-line:
asar --no-title-check gate_names.txt dwm.gbc

or

Code: [Select]
asar.exe
-- Enter patch name: gate_names.txt
-- Enter ROM name: dwm.gbc
-- Warning .. title .. lala: yes


note: storall's asar version currently has some dumb bug with incbin. So you'll need to edit "arch gb.cpu" --> "arch nes.cpu" to get the inserter working. I already reported it and hoping for an updated version.


If you only want to re-insert names 2+3, it should be "simple" enough to modify the script. But experience has shown me otherwise many times.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on September 25, 2020, 12:15:58 pm
Hello again! Sorry for the long delay in responding - I didn't have the time to attempt this stuff recently until now.

Well, as you might expect, I'm back with more questions.

I tried using the dwm_crunch program, which resulted in my game refusing to load. I suspect this means the file I tried to insert is too big to go where I was trying to put it. Guess I'm not very lucky.  :laugh:

(https://i.imgur.com/oE60Ztg.png)


I was going to attempt the Asar way again, but that .txt file you sent me for the patch name resulted in a 404 error.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Bagel_Bear on October 22, 2020, 07:28:41 pm
I can't wait to get my hands on this! However long it takes. Dragon Quest Monsters was my introduction to the Dragon Quest series and it will be awesome to play a more faithful version to the original.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Chicken Knife on October 23, 2020, 01:10:44 pm
We are chipping away at it. Nejimakipiyo is doing a scrub, and after that I plan on doing a final scrub. Whether or not the issue blipform and nejimakipiyo were going over gets resolved is rather minor. I may take a stab messing around with it, but I haven't touched Asar or any other assembler software yet.

And btw, I can't tell you how pleased I am with your profile pic.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on October 23, 2020, 02:21:27 pm
I can't wait to get my hands on this! However long it takes. Dragon Quest Monsters was my introduction to the Dragon Quest series and it will be awesome to play a more faithful version to the original.

It shouldn't take too much longer. In my current play test I'm about halfway through the pre-credits game. The main delay is that I'm also trying to breed the perfect team so that I can easily breeze through post-game when I get to it. The problems that I'm uncovering are now limited to simple text-based errors caused by miscounting character limits in the insertion file. If you go over the allotted 18 characters per line, weird text glitches happen like messing up Yes/No prompts and the menu options. Fortunately, they're easy to fix when I find them - it just means I have to be extremely thorough and check for every possible piece of text the game can generate.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Chicken Knife on February 02, 2021, 01:13:45 pm
I wanted to give everyone an update. We've been working very hard on this project and making some major strides. As typical for our projects, the scope of our work generally widens greatly as time goes on. The initial plan was just to fix some of the most obvious problems and censored elements with the script, but by this point, the text has gotten an extremely thorough makeover. I'd say that the finished product will be very much in line with the amount of work that went into our Delocalized projects for DQ1, DQ2 and DQ3.

In fact, I think that the finished script for Dragon Quest Monsters will be the largest improvement over the original out of all 4 of these games. DQ1 & DQ2's scripts were a major departure as far as removing the medieval speech, and there was plenty of censorship to remove. But aside from fixing a few genuine translation errors, the original translators did a decent job. By DQ3, I would say that they did a very good job overall, not to say that our Delocalized project brings nothing to the table--it certainly does, but the original Dragon Warrior 3 had a competent translation for its time.

Our work on Dragon Quest Monsters, however, has revealed just how inept the original localization was. The translators seemed to have a very weak grasp of the Japanese, and I'm not even sure they had a great grasp of English, either. Nearly every scenario in the Japanese game has wonderful humor and references to elements of the mainline series that were botched in the localization. The amount of improvements to the script we are implementing is vast, and we are very excited to share them with everyone.

It's hard to say exactly how much longer this is going to be take, so I won't say it. But the process has been picking up speed as our excitement grows and we begin to see the light at the end of the tunnel.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: AdamDravian on February 02, 2021, 02:11:18 pm
That's awesome, Chicken Knife. Again, I super appreciate the hard work and commitment you and your team put into these projects.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: zarkon on February 02, 2021, 03:28:32 pm
Sounds great, looking forward to playing through and getting to the Starry Night Tournament again.  Assuming it's still called that :D

I've never actually replayed DWM since the nineties, I loved it but it was such a timesink.  I played it to the point the clock reached its maximum value on the save screen (not as bad as it sounds, I think it was either 60 or 99 hours iirc).

I think I could speed up a lot on my initial playthrough now that I know the most important thing in the game is stealing monsters from other trainers though, something I only realised pretty late into the game originally.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Bagel_Bear on February 02, 2021, 03:45:08 pm
As a kid, I fondly remember using the website Dragon Warrior Monsters Central to make breeding chains in a notebook.

Playing now, I'd progress leagues quicker lol

The amount of work you folks are putting into this makes me want to play it more and more each update.
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: Masaru on February 02, 2021, 03:49:15 pm
Tilemap locations:
german rom 17e4f3  [$77 bytes]
usa rom 17e4f1  [$92 bytes]

Which gives us this patch
https://github.com/blipform/Dragon_Warrior_Monsters_1/raw/title_logo/german_title_logo.ips


I'll add some user prompt support to the exe and note an update here when it happens.

__________________________________________________


Summary of previous posts:

1. LZ just means dictionary compression, based on previous data. So
abcdeabcdabc ==>
abcde[abcd][abc] ==>
abcde[lz1][lz2]

We can copy from the previous "abcde" string to recreate the next strings. Save space.


2. The teleporter names have a ptr table @ $15801f, 2 bytes each entry or 16-bits. If the new packed data doesn't fit, you'll know to look here when shuffling everything around.


3. German logo uses same packing math as the gate names. I chose to make it smaller since it doesn't fit in the USA rom so easily.

Tilemaps are basically stored "raw" and copied over. So using the bgb vram viewer -- bg map window, I was able to find the rom locations. Turns out German uses smaller maps than USA so I didn't need to move anything around.

A tilemap is a bunch of painting codes that draws the screen: [tile 00][tile 01]..[tile 50].


Hope that simplifies everything.



EDIT1
Exe tools are updated and now ask for input if run directly
https://github.com/blipform/Dragon_Warrior_Monsters_1/tree/crunch
https://github.com/blipform/Dragon_Warrior_Monsters_1/tree/decrunch
Someone has a backup of his title screen patch or the tools?, the github was taken down
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: nejimakipiyo on February 03, 2021, 04:38:27 pm
Sounds great, looking forward to playing through and getting to the Starry Night Tournament again.  Assuming it's still called that :D

I've never actually replayed DWM since the nineties, I loved it but it was such a timesink.  I played it to the point the clock reached its maximum value on the save screen (not as bad as it sounds, I think it was either 60 or 99 hours iirc).

I think I could speed up a lot on my initial playthrough now that I know the most important thing in the game is stealing monsters from other trainers though, something I only realised pretty late into the game originally.

We're going with "Shooting Star Tournament" for better accuracy and to maintain the theme of wishes in the plot. :)



Someone has a backup of his title screen patch or the tools?, the github was taken down

Unfortunately I don't have a backup of the title screen patch alone. I've already implemented it into the ROM to be credited to blipform. (Learning moment: Never delete stuff, nejimakipiyo. Never delete stuff.  :banghead:)

I do, however, have the crunching/uncrunching tools for the list of travel gates given to you by a warrior NPC. As far as I can tell that's the only purpose of them. Are those what you're asking for?
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: CoolCatBomberMan on February 04, 2021, 02:01:46 am
The original translation was THAT bad, huh? Pardon my rudeness, but care to share an exceptionally egregious example? Something to hype up the actual release?
Title: Re: Dragon Warrior Monsters (GBC) Decensored & Improved
Post by: FlashPV on February 04, 2021, 05:37:20 am
Someone has a backup of his title screen patch or the tools?, the github was taken down
Yes, here it is:
https://drive.google.com/file/d/1ecBGrPKym5KtPGVlEWTNr6YAUF_NShgF/view?usp=sharing
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on February 04, 2021, 10:10:25 am
Yes, here it is:
https://drive.google.com/file/d/1ecBGrPKym5KtPGVlEWTNr6YAUF_NShgF/view?usp=sharing

Thank you, FlashPV!

The original translation was THAT bad, huh? Pardon my rudeness, but care to share an exceptionally egregious example? Something to hype up the actual release?

Yes, it was really atrocious. Not only was there rampant censorship of religion and alcohol references (which you can see a bit of in the first post on this thread) but there were some cases where they missed the mark in such a way that the humour of the original Japanese text was lost.

Let's take the Casino at the end of the Gate of Peace as an example. The original translation from this slot machine is as follows:

TERRY pulled the slot machine!
The reels spin quietly.
Spinning....Spinning....
TERRY's eyes are slowly getting used to the speed of the machine.
Spac spoc spac!!
TERRY hit the jackpot!
Jingle Jingle Jingle Jingle!!
Wow! TERRY got 500 in Monster Gold!!


When our team took a look at the Japanese text in this section, we discovered that it actually contains a reference to the special ability of the Poison Needle weapon from Dragon Quest III. Here is our translation:

Terry pulled the arm of the slot machine!
The reels spin quietly.
Spinning... Spinning...
Terry's eyes are adjusting to the speed of the slots.
Terry jabbed the button!
And penetrated the slot machine's vital organs!
Jingle jingle jingle jingle!
Wow! Terry got 500 in monster gold!


As I mentioned in the first post on this thread, we changed all of the text from the mirror in the arena to be the monster wordplay jokes that were intended, and I posted a screenshot of one such example there. There were also a number of vast improvements to the king's text. The king of GreatTree often uses extreme hyperbole in acknowledging Terry's accomplishments, much of which was lost in translation and degraded to basic statements. We fixed all that as well.

Furthermore, thanks to a lot of dedicated work by Chicken Knife, we've also improved the overall flow of the longer speeches in the game. A lot of it was written with choppy, non sequitur statements, and Chicken Knife excels at improving these parts in a way that makes it more pleasurable to read.

Since I'm here I also want to say that we've backtracked on my original plan to release two versions of this hack; it's just going to be Dragon Quest Monsters: Delocalized now. I didn't realize in the beginning how much work it would be to go through the whole thing after completion and just change all of the names back to what they originally were. As someone who played this game multiple times a year over the past 2 decades, I admit I was battling with my nostalgia as well. But after seeing all of these improvements come to life and playing extensively with the new monster and spell names, I truly feel confident that old and new players can enjoy the Delocalized version of this game.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Choppasmith on February 04, 2021, 11:53:07 am
Wanted to show my support as a DQ fan.  :thumbsup:

But I also wanted to ask you nejimakipiyo, if you get a chance after you were done with this might you take a look at the Terry dialog for Fortune Street Special? I have it separated as an open spreadsheet here:

https://docs.google.com/spreadsheets/d/1jkCGph6cC2_ZQ5m1zAQF0KpWhkayodTwxBVnrkWGMQw/edit?usp=sharing

I only ask because it’s centered on DQM and thought it might be good to have someone already really familiar (I’m not, sadly) with the game to translate this.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Masaru on February 04, 2021, 12:19:48 pm
I made some mockups for the title screen to be more closer to the japanese title screen
(https://i.imgur.com/Hk4p2fF.png)
(https://i.imgur.com/5yPikcP.png)
(https://i.imgur.com/ItEMCzd.png)
(https://i.imgur.com/VBWhdeH.png)

A version without a screwed up logo
(https://i.imgur.com/OAJVN3I.png)
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on February 04, 2021, 02:10:36 pm
Wanted to show my support as a DQ fan.  :thumbsup:

But I also wanted to ask you nejimakipiyo, if you get a chance after you were done with this might you take a look at the Terry dialog for Fortune Street Special? I have it separated as an open spreadsheet here:

https://docs.google.com/spreadsheets/d/1jkCGph6cC2_ZQ5m1zAQF0KpWhkayodTwxBVnrkWGMQw/edit?usp=sharing

I only ask because it’s centered on DQM and thought it might be good to have someone already really familiar (I’m not, sadly) with the game to translate this.

Sure! Our progress for the Dragon Quest Monsters hack depends a lot on Chicken Knife's schedule right now, so I don't mind poking at this in my spare time. :) I saved all of the Terry stuff to a separate doc on my google drive and I'll tackle it on my days off next week.

I made some mockups for the title screen to be more closer to the japanese title screen
(https://i.imgur.com/Hk4p2fF.png)
(https://i.imgur.com/5yPikcP.png)
(https://i.imgur.com/ItEMCzd.png)
(https://i.imgur.com/VBWhdeH.png)

They look great, Masaru! I've already implemented the title screen patch that blipform made, which we can see is clearly more similar to the English localization screen.

(https://i.imgur.com/10S23Qi.png) (https://i.imgur.com/VgOunlZ.png)

The Japanese title screen has some funky stuff on the go with the katakana title overlaying the Dragon Quest logo. Yours look much cleaner, and I love that you wrote in the Terry's Wonderland subtitle as well. Of the mockups you made, I like the third the best. When compared side by side to the Japanese title screen it honestly looks like an improvement.

(https://i.imgur.com/4wVi2xD.png) (https://i.imgur.com/CRcohhX.png)

Would it be difficult to implement something like that in the ROM, especially considering that I've already integrated blipform's title screen patch into my hack? Sadly, it isn't as easy as just adjusting the script anymore, since there are also some graphics edits and renamed travel gates.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Thirteen 1355 on February 06, 2021, 11:21:04 am
Impressive! Never touched a DQ Monsters game, since I'm still looking for a nice translation for the original trilogy (was hoping someone had made one for GBC versions :laugh:).
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on February 07, 2021, 07:59:16 pm
Impressive! Never touched a DQ Monsters game, since I'm still looking for a nice translation for the original trilogy (was hoping someone had made one for GBC versions :laugh:).

If I get better at the actual hacking process, I might eventually tackle the GBC versions. It's currently not on my plate but something I've been thinking about. Of all of the releases, I think the GBC localization of the Roto games was closest in tone to the original Japanese. There were some errors of course (like Roto being called Loto, for instance), and of course compromises due to restricted space especially in menus.

Our team did re-translate the original trilogy on the NES, though.
http://www.romhacking.net/community/6179/
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: CoolCatBomberMan on February 08, 2021, 04:14:00 am
I remember the GBC trilogy. They were localized by the same guy who localized Pokemon for a while. Saw him in an interview on YouTube some years back. Apparently, working on Dragon Quest was something he had always wanted to do.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Thirteen 1355 on February 08, 2021, 05:06:54 am
If I get better at the actual hacking process, I might eventually tackle the GBC versions. It's currently not on my plate but something I've been thinking about. Of all of the releases, I think the GBC localization of the Roto games was closest in tone to the original Japanese. There were some errors of course (like Roto being called Loto, for instance), and of course compromises due to restricted space especially in menus.

Our team did re-translate the original trilogy on the NES, though.
http://www.romhacking.net/community/6179/

Actually, it's only the names/terms I'm kinda bothered with. Mainly when playing DQ11, some names just don't match up. The rest of the localization is much better than I expected, and certainly better than the fan translations done for SNES.

Sadly, the NES versions of these games are juust a tad too old for me.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Choppasmith on February 08, 2021, 08:43:22 am
Actually, it's only the names/terms I'm kinda bothered with. Mainly when playing DQ11, some names just don't match up. The rest of the localization is much better than I expected, and certainly better than the fan translations done for SNES.

Sadly, the NES versions of these games are juust a tad too old for me.

This is exactly why I’m doing my Re-Quest project. Going from something modern like DQ11 and then going back to the older games can be very jarring and confusing. I’m a long way off, but I plan on going NES>SNES>GBC with the Erdrick trilogy and I’m on NES III right now. With respect to the Delocalized team of course. Options are great!  :thumbsup:
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Thirteen 1355 on February 08, 2021, 10:16:38 am
Wait, you're actually planning to tackle BOTH the SNES JP only games AND the GBC ones? In that case, I'm sold.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Choppasmith on February 08, 2021, 10:44:46 am
Wait, you're actually planning to tackle BOTH the SNES JP only games AND the GBC ones? In that case, I'm sold.

Like I said, it's a long ways off, but yeah, that's the plan.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Masaru on February 08, 2021, 11:53:56 am
I don't know if it's important for the topic, but i've also made mockups for both DQ1.2 and 3
(https://i.imgur.com/rLnKX4I.png)
(https://i.imgur.com/zuYrAGr.png)
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Choppasmith on February 08, 2021, 03:27:25 pm
I don't know if it's important for the topic, but i've also made mockups for both DQ1.2 and 3
(https://i.imgur.com/rLnKX4I.png)
(https://i.imgur.com/zuYrAGr.png)

I think Chicken Knife looked into it one time and said the tiles are stored differently between versions so you can't just copy and paste the tiles over. I could be wrong though.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on March 01, 2021, 07:02:23 pm
Wanted to post an update again. We finished our first round of polishing, but after some talk with Chicken Knife we decided on a major stylistic change for the game.

In Japanese, and in the original localization of Dragon Warrior Monsters, dialogue begins with a * to show the designation of an unidentified speaker. When I noticed that this occurs in other Japanese DQ games as well, as opposed to being limited just to Dragon Quest Monsters, we decided to take it out of our translation to match in style to the other Delocalized games.

Ok, no big deal right? But over 1000 strings are affected, which means we have to do another playthrough to ensure that no text bugs occur from changing the formatting. So far, Chicken Knife already found some - and I plan to play after he does to root out the ones he missed. Unfortunately the text engine in this game really sucks and requires manual formatting of all the dialogue. This is the main reason it's taking so long to release this.

But it's coming, we promise!
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Duran on March 14, 2021, 05:33:08 pm
I wonder if it's possible to increase the difficulty of the game 🤔
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on March 15, 2021, 12:25:31 am
I suppose it's possible, but probably best achieved by challenge runs of various kinds. I feel like the system is built to be exploitable to a large extent. You'd need to redesign the system from the ground up to have it not be.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on March 17, 2021, 03:26:52 pm
Increasing the difficulty isn't really in the scope of the hack anyway. The purpose of our work here is not to change any fundamental game mechanics, but to provide a more faithful translation that captures all of the intent of the original Japanese text.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on April 14, 2021, 06:32:44 pm
Hello, everyone!

We submitted Dragon Quest Monsters: Delocalized for approval, so hopefully this should be out in the wild any time now.

Since DQM is a game that really encourages guide usage for planning out monster breeding and such, we were concerned that the new Delocalized namings would become an obstacle for players, so nejimakipiyo went as far as to produce a full fledged guide that compiles pretty much all the relevant information in one place. That guide will be included with the download.

I definitely put my hours into this project, particularly with script editing, but this was really nejimakipiyo's baby, with them putting in at least 70% of the total work. So big congrats to my dear friend for crossing the finish line!  :woot!:

Looking forward to feedback, particularly anything that we might have missed in our extensive quality control process.

Enjoy!
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Special on April 14, 2021, 06:53:35 pm
Awesome! Easily one of my favorites and probably THE favorite of the handheld/GameBoy system games, I haven't been following this project much, so no balance changes at all right, just localization stuff? (I hope no balance was done >_<)

Looking forward to that guide also, is it PDF?
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on April 14, 2021, 07:15:28 pm
We were debating the format for the guide. Ended up picking the ODT (Open Office) doc format since we could set it to default in web view for a more pleasing look. PDF is an idea we could consider as well.

As far as balance changes, we didn't have an agenda to change the game balance. The only thing that could be seen in that light is an item we consider a bugfix having to do with the Metal Slime family XP. In the original game, the basic Metal Slime gave a bit over 1000 xp per ally, which is normal for a DQ game. But the Stray Metal (Liquid Metal) gave appx 21667 per ally (they normally give around 10000) And then, going against any other Dragon Quest game I'm aware of, the Metal King XP dropped down to only around 10,000 per ally. We have chosen to take the position that this was an error. We felt that the most elegant solution would be simply swapping out the XP of the two creatures so that the Metal King yields more. Most DQ games have the Metal Kings giving around 30000 per ally, but the 21667 value was extremely close to the max that a monster can yield in this game, so the switch seemed ideal.

And as far as the game itself, it really is fabulous. I've played the main series my whole life and only discovered this one a couple years ago, but it is a really tremendous game. I think the quality of a lot of the writing in Japanese is superb, which I didn't expect. The way the same group of NPCs have their text updated countless times over the course of the game, I think you develop a real connection to these characters and their personalities. This version should really bring that out for players that take the time to constantly talk to everyone.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Special on April 14, 2021, 11:19:40 pm
That's too bad about it being an ODT (Open Office) format, don't think I can view those (can notepad++ do it?) without installing some huge suit of tools, unless theres a simple viewer, but even that, I don't want to have to download some random software just to view something...

Depending on the amount of work you did on the Guide you might want consider other formats as well, PDF, well everyone has at least a browser and they all can open those, and IMO SumatraPDF is my viewer of choice for quick openings like these... At the very least you should put the Old name = New Name in .txt like with your other DQ patches.

But even so, I know the game enough to probably just wing it with the new names alone. :)
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on April 15, 2021, 03:26:13 am
@Special

You make great points. I'm also a Notepad++ guy, as I assume the majority of folks here are, and would have personally gone for a simple .txt format, but my partner strongly prefers this is in a nicer looking presentation.

I've been messing around with trying to create a PDF, but the problem is page breaks. They really mess up the flow of a lengthy guide like this. If we can manage to overcome that and save in a web view of sorts, I agree that there's a big advantage of compatibility there. Regardless, if we don't solve the PDF issue, I think I can convince nejimakipiyo to release an alternative in .txt format.

And as far as the general release notes showing old and new conventions, (I believe) that was submitted in .txt.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Bagel_Bear on April 15, 2021, 07:14:23 am
Awesome work! I'm eagerly awaiting the acceptance of the project!

If there are any issues or errors that we may think we found is the best place to submit them this thread?
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on April 15, 2021, 07:26:24 am
Yes, definitely. Overall feedback for those who play a substantial amount of the hack is probably best in the form of a posted review, but we would appreciate any issues to be listed here, or in a direct message if anyone prefers.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on April 15, 2021, 11:54:43 am
I was thinking mainly about formatting when I submitted the guide. It seems like PDF would make it uglier with page breaks, but I have no problem with uploading a PDF and/or a txt version to make it more accessible. There's no point to the guide if people can't use it!

If you're extremely familiar with the monsters and breeding combinations through repeated plays, I have no doubt that you could wing it without a guide if you so chose. Speaking from experience though, no matter how many times I play there's always a combination or two I have to look up, or monsters I have to look up to see what skills they learn and what levels/stats the skills can be learned. It was becoming a pain in the butt to try to use existing guides for this during my playtests, since almost none of the names match. :laugh:
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: zarkon on April 15, 2021, 12:26:46 pm
As far as balance changes, we didn't have an agenda to change the game balance. The only thing that could be seen in that light is an item we consider a bugfix having to do with the Metal Slime family XP. In the original game, the basic Metal Slime gave a bit over 1000 xp per ally, which is normal for a DQ game. But the Stray Metal (Liquid Metal) gave appx 21667 per ally (they normally give around 10000) And then, going against any other Dragon Quest game I'm aware of, the Metal King XP dropped down to only around 10,000 per ally. We have chosen to take the position that this was an error. We felt that the most elegant solution would be simply swapping out the XP of the two creatures so that the Metal King yields more. Most DQ games have the Metal Kings giving around 30000 per ally, but the 21667 value was extremely close to the max that a monster can yield in this game, so the switch seemed ideal.

Noooo, my leveling speed lol

I always used liquid metal slimes to level up back in the day, as they were far more frequent then the kings (or so it seemed).  Didn't realise they also gave far more exp.  I already thought it took too long to get my monsters up to a high enough level to breed onwards with lol
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on April 15, 2021, 04:53:41 pm
Noooo, my leveling speed lol

I always used liquid metal slimes to level up back in the day, as they were far more frequent then the kings (or so it seemed).  Didn't realise they also gave far more exp.  I already thought it took too long to get my monsters up to a high enough level to breed onwards with lol
I know this fix is a little painful, but if we all are being honest with ourselves, we've got to admit that the Metal King should be giving more XP  :laugh:
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Special on April 15, 2021, 06:14:13 pm
There's no point to the guide if people can't use it!

Exactly that, I'm no expert with them, but I've seen some fantastic PDF guides/manuals that get bundled with projects like this, if page breaks and formatting are a struggle, maybe you can ask for help from some people on this community that are good with PDF creation? (if you choose to go PDF that is).

I know this fix is a little painful.

Could always bundle an optional "revert" patch, please everyone, no complaints, never a negative review, EVER!
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on April 15, 2021, 08:41:12 pm
Could always bundle an optional "revert" patch, please everyone, no complaints, never a negative review, EVER!
Ok, we've debated this a bit. I'm not going to tell you who was the merciful one and who was the savage, but we've decided to be inclusive and offer a revert patch as you suggest. For someone who doesn't care as much about series consistency, sensible game design, or what is probably the creator's intention, we can see how essentially doubling the length of the end game grind process for the ever-elusive perfect monsters could be an issue.

Regarding the guide format, we've been brainstorming, researching, and asking around, and I think we settled on HTML. It looks pretty. There are no intrusive page breaks. Every device that has a web browser can open it. I think we have a format that checks off every box.

So! As soon as our submission finally gets approved, we will submit an update including the better guide format and the XP revert patch.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on April 15, 2021, 10:08:41 pm
Dragon Quest Monsters: Delocalized is live, folks!  ;D
https://www.romhacking.net/hacks/5882/

The exp revert patch and HTM guide format might sit in the queue for a while once submitted, but in the meantime here's a Dropbox with both, for anyone who may need them.
https://www.dropbox.com/sh/rdxved06czox8uw/AAB3m5NdWRCE1NL_hkdvTshRa?dl=0&fbclid=IwAR3uBMpK1hFaCBV2htZQbG693OOMjSpNuqUm5so93IdUS4eJEDSteUnUTHk
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on April 15, 2021, 10:56:02 pm
Looks like those changes were approved and are now part of the download.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Special on April 15, 2021, 11:06:09 pm
Only had time to check the readme of this so far, but I lied. There is absolutely no way I could "wing it" without a proper guide, some of those new names are completely alien to me. (not a good or bad thing, just saying.)
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on April 16, 2021, 09:22:44 am
Only had time to check the readme of this so far, but I lied. There is absolutely no way I could "wing it" without a proper guide, some of those new names are completely alien to me. (not a good or bad thing, just saying.)

Yes, a lot of the names are completely different. I wasn't sure I would like all the changes at first, because I've been playing this since my childhood and a lot has changed. But over the course of two thorough playtests I've found the new names to be quite charming and the skills and spells much easier to understand. I hope the Delocalized naming system grows on you and others!

~

One other thing I would like to post here is that some technical issues remain with this hack. Nothing so pressing that it had to delay our release, but some things I want to make known and intend to try to address in the future once I have more time to devote to learning more hacking skills.

The issues are:

1) Menu text.
(https://i.imgur.com/QkzqHZC.png)

For reasons of symmetry, we would like this to read TEXT SPD, ORDER, PLAN, JOURNAL. Having "CH" (standing for "change") in the menu seems strange when the others don't have a verb in front of the menu command. I wasn't able to find these menu items in the ROM.


2) Personality list.
(https://i.imgur.com/6CeDyWM.png)

I was trying to change all of the personality text in the game to have only the first letter of each word capitalized, and the rest lowercased. While I did find a list of personalities in the rom, changing that list didn't affect the game.

I'm assuming that the personalities and the menu text are stored as compressed graphics somewhere, just like the list of gate names.

3) Pete, the gift monster.
(https://i.imgur.com/FfUSeyD.png)

I have a suspicion that Pete was intended to be a male monster, yet is coded as female in the game. Not only is the monster's name Pete, but after Machiko gives you this monster she goes on about how it's odd that male monsters can learn PuffPuff. It seems to be non sequitur for her to make that comment after giving you a female monster with the PuffPuff skill.

4) Master designation on breeding screen.
In the screenshot of Pete above, you also see that it says MASTER: May. May is the former name of Machiko, whose name was changed to Machiko in dialogue but I can't seem to affect her name in this list (even though I have changed others). This sort of maser designation also appears when you check the 4th page of a monster status after breeding monsters with an NPC. There are two names I would like to change on these screens, but my changes didn't work.

So... just some minor things that I didn't feel equipped to deal with just yet, and may eventually be in a future update.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: zarkon on April 16, 2021, 06:16:37 pm
Cheers to everyone who worked on this.  Will dive back in to DQM this weekend.

I recall the good endgame skills being HellBlast, BigBang, QuadHits, HealUsAll, Revive, TwinHits, GigaSlash, Ironise, UltraDown, Defence, Increase, DeMagic & MagicWall. 
Will have to try to work out the combination paths again :)
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on April 16, 2021, 10:28:02 pm
Cheers to everyone who worked on this.  Will dive back in to DQM this weekend.

I recall the good endgame skills being HellBlast, BigBang, QuadHits, HealUsAll, Revive, TwinHits, GigaSlash, Ironise, UltraDown, Defence, Increase, DeMagic & MagicWall. 
Will have to try to work out the combination paths again :)

 :beer: Would love to hear your feedback when you play!

Those are indeed great skills for the most part. In the order you mentioned, they are now called: HellSpark, BigBang, ExploHits, Helomazun, Vivariku, Ampiruto, GigaSlash, Ferreron, DarkWave, Softinara, Fortiruto, FreezWave, and MagicWall. My guide in the zip file can tell you how to get them if you need it, but I also endorse experimentation!

I'm also partial to having a strong DEF monster, like GoldGolem or GoldSlime, with the Guardian skill. And TitanSlash (formerly EvilSlash) for those pesky metals you fight in the arena.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Special on April 17, 2021, 05:30:12 pm
So I went to take this for a little spin just now and correct me if I'm wrong here, but does this not work in the emulator mGBA v9.0? (shame if so)

What emulator do you recommend? I only have and use mGBA.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Tyrantnyx on April 17, 2021, 05:36:35 pm
What emulator do you recommend? I only have and use mGBA.
I recommend BGB for GB and GBC games, it hasn't failed me yet.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: zarkon on April 18, 2021, 05:14:01 am
Just gotten to Rank B.  Still using rather unimpressive monsters:

(https://i.imgur.com/A0KG4Q2.png)

As I'm waiting for marbledmeat and the control gate to be available before I really start messing around.  I have been catching the odd monster, as well as doing the most important thing in the game - stealing other trainers monsters. :) So I do have a small stock of semi-rare monsters for when the time comes (All recruitable portal bosses, MovingStatue, Gigantes, Andreal, Archdemon, Unicorn, Grendel) to speed things up a bit.  Also this time I haven't been stupid enough to breed my skydragon away for something relatively useless.

New translation has been great so far.  Also fantastic to understand a lot of the call backs, the last time I played this 20 years ago I'd only played DQV really, though I got the GBC versions of I&II/III shortly after.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on April 18, 2021, 06:44:00 am
You seem to really know what you're doing for someone who hasn't played this in 20 years! Very glad you are enjoying this version!
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: zarkon on April 18, 2021, 07:13:36 am
You seem to really know what you're doing for someone who hasn't played this in 20 years! Very glad you are enjoying this version!

This game made a huge impact on me back then.  The systems were so complex, it was the game that drove me online to gamefaqs so that I could try to understand how everything worked back then, after I'd made so many wrong turns.  The way they set up breeding still kinda blows my mind.

Over the years I've thought about it in my mind every now and then - all the mistakes I made (I bred a Dragolord1 to get a Skullrider lol) and how I could speed up the process.  This patch finally gave me the impetus to do something about it. :)
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on April 18, 2021, 08:36:19 am
Quote
This game made a huge impact on me back then.  The systems were so complex, it was the game that drove me online to gamefaqs so that I could try to understand how everything worked back then, after I'd made so many wrong turns.  The way they set up breeding still kinda blows my mind.
It really is a brilliant breeding system. I kind of find it more satisfying than the class systems in the main series.

As for me, I only discovered this game as a result of nejimakipiyo's constant insistence a couple years ago. I would have absolutely loved to play this as a kid, but it still managed to make me feel like one in my late 30's. The biggest shock to me is that it feels like a true Horii product, a valid alternative branch of the main series. I've always seen the DQ spin offs as games where Horii may have lent his name or sat in a couple meetings, but not true works of his. That isn't the case here. From the story to the gameplay design to the NPC writing itself, his fingerprints are everywhere. I really encourage you or anyone else to keep talking to the NPCs all around GreatTree repeatedly, especially after the quakes. You really get entwined with these characters and their relationships. There's something about how Horii writes NPC text that is simply on another level from any other RPG series imo. It's what makes this process of retranslation such a joy rather than a tiresome chore for us.

And I haven't even touched DQM2. Looking forward to that one day not too far off.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: zarkon on April 18, 2021, 01:48:17 pm
It really is a brilliant breeding system. I kind of find it more satisfying than the class systems in the main series.

As for me, I only discovered this game as a result of nejimakipiyo's constant insistence a couple years ago. I would have absolutely loved to play this as a kid, but it still managed to make me feel like one in my late 30's. The biggest shock to me is that it feels like a true Horii product, a valid alternative branch of the main series. I've always seen the DQ spin offs as games where Horii may have lent his name or sat in a couple meetings, but not true works of his. That isn't the case here. From the story to the gameplay design to the NPC writing itself, his fingerprints are everywhere. I really encourage you or anyone else to keep talking to the NPCs all around GreatTree repeatedly, especially after the quakes. You really get entwined with these characters and their relationships. There's something about how Horii writes NPC text that is simply on another level from any other RPG series imo. It's what makes this process of retranslation such a joy rather than a tiresome chore for us.

Yes, the writing is great.  Far superior to the Joker games.

Have noticed one issue though, when you talk to the person in the bottom right of the tournament signin screen and choose yes, half way through the explanation the game serious bugs out:

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

I've done a bit of testing, when I saw this issue I was rank B, but I did have some old save states, and it seems this only starts happening after you clear the gate that gives you access to challenge C rank (So just after the DeadTree King mocks you).

I'm using Gambatte, but have tested in BGB with the sav file and the issue persists.

One thing though, I have been liberally using save states because I'm too lazy to use the journal that often, so it could do with someone replicating the issue just in case my save is naturally borked due to that.

April 18, 2021, 07:18:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Just cleared S rank, the dialogue has changed and the bug no longer happens.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on April 18, 2021, 08:22:38 pm
Yes, the writing is great.  Far superior to the Joker games.

Have noticed one issue though, when you talk to the person in the bottom right of the tournament signin screen and choose yes, half way through the explanation the game serious bugs out:

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

I've done a bit of testing, when I saw this issue I was rank B, but I did have some old save states, and it seems this only starts happening after you clear the gate that gives you access to challenge C rank (So just after the DeadTree King mocks you).

I'm using Gambatte, but have tested in BGB with the sav file and the issue persists.

One thing though, I have been liberally using save states because I'm too lazy to use the journal that often, so it could do with someone replicating the issue just in case my save is naturally borked due to that.

April 18, 2021, 07:18:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Just cleared S rank, the dialogue has changed and the bug no longer happens.

Oh crap on a stick. Somehow this passed 3 testers.
Could you PM me your save file or save state?


Edit: Never mind, I found the issue! Thanks for your detailed bug report, zarkon. An update will be issued shortly so that this doesn't happen again.

I'm glad you're enjoying the game so far (despite that  ;D) and I'm impressed with how fast you're making progress!
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Thirteen 1355 on April 19, 2021, 01:34:47 am
Been playing Pokemon FRLG lately, and planning to pick up the rest of the Gen. 3-5 games. How does DQM actually compare to those games? Does it end up feeling more like DQ or like Pokemon?

I played lots of DQ11 but sadly, I couldn't stay invested for the entirety and quit during Sniflheim. I'm beginning to wonder if DQ is really my thing. As of now, the only DQ I fully finished is the first one on SNES. That one felt the most unique.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on April 19, 2021, 12:35:45 pm
nejimakipiyo is probably the better person to answer this, as they have played a lot more Pokemon & Dragon Quest Monsters, but I feel like the overall DQM gameplay feels something like a hybrid between Dragon Quest 5 gameplay and Pokemon. The structure of the game with its constantly evolving hub town and the randomly generated "mystic world" dungeons really has very little to do with either of them. The collecting aspect in DQM has has a little relevance with unlocking additional content, but the main purpose of collecting monsters is to fuel your breeding chains in the pursuit of ultimate monsters with the best possible spells & abilities.

As for DQXI, I mostly really like it, but some of the more contemporary aspects of the game don't sit as well with me. My sensibilities are thoroughly retro. The same things many people consider to be clunky or tedious in older games are often what I find most charming, so the first few Dragon Quests are my favs.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: zarkon on April 19, 2021, 06:41:42 pm
Edit: Never mind, I found the issue! Thanks for your detailed bug report, zarkon. An update will be issued shortly so that this doesn't happen again.

I'm glad you're enjoying the game so far (despite that  ;D) and I'm impressed with how fast you're making progress!

That's great to hear.  My progress has slowed down now due to work, but yeah I played the hell out of it in the weekend.  I did manage to see dialogue I never saw back in the day lol:

(https://i.imgur.com/J1oKvYv.png)

back then in early game I didn't know about the generous sell rates of the gate merchants, and by the time I did all my money went straight into sirloins so I never reached 99999.  This time I've been holding off on buying marbledmeat until I reach the Control gate, but now I've hit 99999, I'll start buying some and putting them in the bank until I'm ready...feels weird putting meat in a bank!

Did find a small typo, again at the tourney entrance (it's cursed! :D ):

(https://i.imgur.com/9tYM0lS.png)

This is before completing the gate of reflection.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on April 19, 2021, 09:14:18 pm
Thanks once again! I submitted another patch update. Apparently I didn't talk to the Cursed Receptionist as much as I should have when play testing.  :laugh:

So, you're waiting until you can grind against StrayMetals, right? I'm curious if you're using the optional exp reversion patch or not.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: zarkon on April 20, 2021, 05:16:46 pm
Thanks once again! I submitted another patch update. Apparently I didn't talk to the Cursed Receptionist as much as I should have when play testing.  :laugh:

So, you're waiting until you can grind against StrayMetals, right? I'm curious if you're using the optional exp reversion patch or not.

Yup.  I have the reversion patch on, I'm no masochist lol.  The time to breed all the skills forward and then keep the monsters at a strong enough level so that the child isn't too weak is high enough as it is.

Also I recently bred a PrismBird and had the harsh reality returned to me of how long levelling monsters who need 100 exp at level 1 is (ie all boss monsters from memory).  My original idea was to go DarkDream + 2 x Deathamoor3's, but I think I'll change that to DarkDream, Goldslime & Divinegon.  Deathamoor's third form always looked dumb anyway.  I have now reached the control gate, so will start working out the necessary genealogies to get there quickly.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Rabite890 on April 20, 2021, 06:54:23 pm
Been playing Pokemon FRLG lately, and planning to pick up the rest of the Gen. 3-5 games. How does DQM actually compare to those games? Does it end up feeling more like DQ or like Pokemon?

I played lots of DQ11 but sadly, I couldn't stay invested for the entirety and quit during Sniflheim. I'm beginning to wonder if DQ is really my thing. As of now, the only DQ I fully finished is the first one on SNES. That one felt the most unique.

Pokemon and DQM are very different yet very similar games. DQM is almost always 3 vs 3 and you can recruit the last monster you kill.

Pokemon is almost always 1 vs 1 and you have to catch the Pokemon you want before you kill it. The worlds of DQM tend to be more of a hub, while Pokemon is about exploring this massive premade world.

Each Pokemon has a set of moves it can learn with some changes that can be made by parents, TM, HM, etc. DQM has 3 skills/spells per monster that can be passed on to the children if the parent knows it. You lose the parent in DQM, but not Pokemon.

Pokemon get 4 moves at a time with PP for each, run out and you do a move called Struggle that does damage to itself. DQM gives you 8 spells/skills you can learn but still have a normal physical attack if you don't want to use MP. Spells/skills can upgrade into better versions or merge into a completely new spell.

Pokemon has a crapload of boxes you can forget Pokemon in and never use them again. DQM gives you a much smaller amount of space to store monsters in so you need to be more selective with who you keep and who you allow join you.

In DQM spells/skills do a set amount of damage (like normal DQ). Pokemon relies on your stats for how much damage attacks do.

In Pokemon breeding isn't a huge thing. In DQM it's how you get monsters better stats/spells to make up for how few they would normally get.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: zarkon on April 21, 2021, 11:53:37 am
Working out the most efficient genealogies I noticed a small error in the guide that accompanies the patch:

(https://i.imgur.com/Ry9LvA3.png)

"Monsters" has the monsters for Whirlwind rather than FireBR
"Upgrades to" has the monsters for FireBR rather than the FireBR upgrade path.

Also I assume Mortamor is what you went with for Deathmore?  Haven't bred one in game yet, and I'm not fussed either way for that one but just wanted to double check.  Was that due to the character limit for doing Deathamoor, or because you thought Mortamor worked better?
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on April 21, 2021, 01:11:02 pm
@Zarkon,

You continue to provide top notch QC / feedback, and we appreciate it.

While nejimakipiyo is the main translator, Mortamor/Deathmore's name choice was the result of a lengthy discussion between us. Deathtamore is the transliterated English rendering of the katakana name in Japanese. When it comes to the English katakana words that are used in Japan, sometimes they are the most common word for something, other times they are a secondary, exotic kind of word. Such is the case with "Death" here, where "Shin" is the common Japanese word for death, and English "Death" is the exotic one. Therefore, if we represented it as "Death" in English, we would be swapping an exotic word for a common one. In the effort to provide like for like equivalency in these kinds of situations, we have frequently looked to Latin or French words as a substitute for the katakana English word. They are more exotic, being derived from another language, yet still convey a clear meaning for the bulk of the audience. In this case, we felt that the contemporary official localizers had made a good choice in Mortamor, with "Mort" / "Mortem" being the Latin derived word for death.

We encountered a very similar situation with the DQ4 boss name. Death Pisarro is the Japanese name, with the same English katakana word being used for Death. The original loc named him Necrosaro. We were impressed by their exotic word choice with "Necro", but we didn't like his proper name Pisarro being chopped, nor did we like how clunky Necropisarro would sound. The contemporary official localization's choice, Psaro the Manslayer, sounds nice, but takes too many liberties for our stomach. After revisiting the conversation several times over the course of two years, we eventually decided on Pisarro Mortis. It preserves the name Pisarro, and "Mortis" works as an equivalently exotic rendering of "Death". We also think it sounds pretty cool.  :)
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: zarkon on April 21, 2021, 04:41:00 pm
Ah, cheers, that makes it clear.

I always just called Pisarro Pizza because of the DWM enix localisation lol.  What a name.

Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: nejimakipiyo on April 22, 2021, 08:54:02 am
Working out the most efficient genealogies I noticed a small error in the guide that accompanies the patch:

(https://i.imgur.com/Ry9LvA3.png)

"Monsters" has the monsters for Whirlwind rather than FireBR
"Upgrades to" has the monsters for FireBR rather than the FireBR upgrade path.

Also I assume Mortamor is what you went with for Deathmore?  Haven't bred one in game yet, and I'm not fussed either way for that one but just wanted to double check.  Was that due to the character limit for doing Deathamoor, or because you thought Mortamor worked better?

Thanks again, zarkon! Your constant feedback is helping us polish this hack and my guide. I just submitted an updated 1.03 patch along with that error in the guide fixed.
1.03 has two more name changes. DragonKid is now Drakling, and DarkDream is now Malsomnus.

(https://i.imgur.com/NV5FALj.png)

In keeping with Chicken Knife's explanation of our naming process, we also realized the hyper-literal names DragonKid and DarkDream had to be changed out for more exotic names, per the katakana English names sounding more exotic in Japanese.
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: sheltermix on May 10, 2021, 08:55:02 pm
made an account just to say how grateful and impressed i am by the quality, rigor and thoughtfulness of your dedicated, important work, on all four projects you've released so far. thank you! i am looking forward to dq4 :)
Title: Re: Dragon Quest Monsters (GBC) Delocalized
Post by: Chicken Knife on May 11, 2021, 10:33:53 pm
@sheltermix - thank you for taking the time to let us know what these projects mean to you. We really appreciate it. :thumbsup:

We are enjoying a bit of a vacation from our efforts, but I don't think it will last too long.