Hey everyone! I've had this idea for a while now, and even though I do have something to show for the bit of work I've done, it still seems a bit too much of a "concept phase" sort of deal to post in the personal project section. So...
Dungeon Explorer on Sega CD. I love it, and have played through it, start to finish, ten times. Alone, once with each character, and a few more times alone as the Knight, and even once with my brother (Knight and Ninja).
It's considered a hidden gem by some YouTube personalities, and I highly recommend it. I've even seen it recommended in the RHDN forums while I was checking to see if anybody else already had announced a project on it. (They hadn't.)
One thing I noticed in various comments on YouTube and here, and it's all valid and accurate statements by the way, is that: It's hard. It's grindy. Yep. Dungeon Explorer for Sega CD is guilty on both counts.
Which brings me to the idea I've started work on. A collection of optional patches to tweak the game. I've peeked at the hex in the .bin file of my BIN/CUE rip of my copy of the game. Here's a list of what's within the patching scope of IPS format. (Note: That's not the only format I'm considering using. I'm also looking to use formats that would target ISO, for ISO/CUE. I'm shooting for format accessibility here.)
Tables for the MAX LIFE values: Self explanatory.
Tables for the EQUIPMENT values: Can be used to change purchase cost, attack, intelligence, defense, and agility boosts. All equipment has a six-byte value; each section corresponds to these listed features. Normally, weapons only affect attack, for instance, but they -can- add a point or five of defense if the hex were changed.
Tables for Level Up: A table that lists each of the "Next" point values to reach Lv. 2 through 99. Lowering it will obviously work. I don't know if anyone would ever want to raise it, but I do want to test that just to see what would happen. (The "Enemy Score" might stop at 99,999 which may or may not prevent the "Next" value from decreasing.)
Tables for item and equipment names: Not related to difficulty really, but I found these, and can change the names of whatever people want, for whatever silly reason. Like calling the "Food Potion" item "Potato Soup". However, the names consist of two six-character lines. Altering that limitation is outside the scope of my abilities.
I can change class names, but what's the point? I'll do it if somebody wants though. Haven't looked into character limits for it yet.
I can change the name of the game, to trick the emulator into thinking it's running a different game. It will generate a different BRM file (or slot in the built-in BRM, based on your settings) but that's easy enough for anybody to do really.
Any comments? Questions? Suggestions? I'd be glad to generate a few screenshots of a patched version of your choosing upon request. As it currently stands, even though I've done work on the various features listed above, the only screenshot I have handy right now is one from a changed item name patch. I'll add more soon.
Folder for screenshots: https://drive.google.com/drive/folders/1KJZl-MRhkMswE6vPAmKzXN4lphNVk5su?usp=sharing