11 March 2016 - Forum Rules
Started by Chicken Knife, September 02, 2018, 04:17:10 PM
Quote from: laserlambert on January 13, 2019, 12:53:06 PMWouldn't Slime Beth/Slimebeth work better? S is often used instead of Th in Japanese, and according to the wiki Dragon-Quest.org, Beth being the second letter in Hebrew alphabet implies that it is the second slime you meet (like the equivalent of calling it Slime B or Slime Beta), plus with Beth/Elizabeth being a woman's name, it keeps the female connotation.
Quote from: laserlambert on January 13, 2019, 12:53:06 PMBTW, what is the origin for the tile-set you are using in the DQ1 patch, alot of the wall tiles and the tiles of the king's throne look odd and don't look like the ones in the japanese Dragon Quest rom I have, and the change isn't listed in your description of the patch. Is there some reason I'm unaware of for why it looks like that?
Quote from: Chicken Knife on January 12, 2019, 10:32:19 PMThe first step was getting the script extracted and insert-ready through abw's fantastic abcde software.
Quote from: Chicken Knife on January 12, 2019, 10:32:19 PMMy original version was limited by the length of individual lines so I'm overjoyed to have cast off that restriction.
Quote from: Chicken Knife on January 12, 2019, 10:32:19 PMSlime Bess
Quote from: abw on January 14, 2019, 12:01:12 PMIn related news, I came across the code for pluralizing monster names in Dragon Warrior II (used e.g. in the text "Three Slimes appeared") and summarized it on the wiki, so if you haven't done so already, you might want to check whether any monster names you changed in DW2 still get pluralized correctly.
Quote from: Chicken Knife on January 14, 2019, 01:38:29 PMOk, this is interesting. I noticed in DW2 that plural forms were handled quite differently than they are in DW3, where the monster names are immediately followed in the list by an opcode indicating the appropriate plural form. (I charted them out and could send the list if you ever want it)
Quote from: Chicken Knife on January 14, 2019, 01:38:29 PMFor DW2, 95 percent of the time the game seems to be handling my plural forms correctly but there were some exceptions to that. I think it would take another playthrough for me to remember them unfortunately.
Quote from: Chicken Knife on January 14, 2019, 01:38:29 PMIn cases where the existing plural form system doesn't accommodate my names, would you modify one of the existing options to accommodate it? For instance, I changed the Mouse names to Rat names per the Japanese so I don't need Mice.
Quote from: Chicken Knife on January 14, 2019, 01:38:29 PMOne little nitpick on this topic. If you kill a group of different enemies in DW2 the text goes something like "You defeated the enemies". However, if you kill multiples of a single enemy (let's say Big Slugs), the game will tell you "You defeated the Big Slug." It's annoying having this text singular in some cases but plural in the others.
<9Fslime/the /a /slime/the /some /slimes/N 0<9Fmaulusc/the /a /maulusc/the /some /mauluscs/N 7<9Firon <9Fant/the /an /iron ant/the /some /iron ants/N .<9Fdracky/the /a /dracky/the /some /drackies/N 0<9Fratscal/the /a /ratscal/the /some /ratscals/N 6<9Fhealslime/the /a /healslime/the /some /healslimes/N -<9Fspirit/the /a /spirit/the /some /spirits/N B<9Fbubble <9Fslime/the /a /bubble slime/the /some /bubble slimes/N 7<9Farmy <9Fant/the /an /army ant/the /some /army ants/N (<9Fmagus/the /a /magus/the /some /magi/N 3<9Ffat <9Frat/the /a /fat rat/the /some /fat rats/N <<9Fcobra <9Fking/the /a /cobra king/the /some /cobra kings/N <<9Fsomnol <9Fant/the /a /somnol ant/the /some /somnol ants/N 6<9Fdrackmage/the /a /drackmage/the /some /drackmages/N 9<9Fsentripede/the /a /sentripede/the /some /sentripedes/N ;<9Fman o' <9Fwar/the /a /man o' war/the /some /men o' war/N 5<9Fdragonfry/the /a /dragonfry/the /some /dragonfry/N K<9Fcorpse <9Fcorporal/the /a /corpse corporal/the /some /corpse corporals/N '<9Fsmog/the /a /smog/the /some /smogs/N 9<9Fdirty <9Frat/the /a /dirty rat/the /some /dirty rats/N 0<9Fbadboon/the /a /badboon/the /some /badboons/N 0<9Fchewlip/the /a /chewlip/the /some /chewlips/N 6<9Fkillipede/the /a /killipede/the /some /killipedes/N 0<9Fmerlusc/the /a /merlusc/the /some /merluscs/N -<9Fmadusa/the /a /madusa/the /some /madusae/N ,<9Fshaman/the /a /shaman/the /some /shamen/N E<9Fmud <9Fmannequin/the /a /mud mannequin/the /some /mud mannequins/N ?<9Fbig <9Fbadboon/the /a /big badboon/the /some /big badboons/N 9<9Fsekerleton/the /a /sekerleton/the /some /sekerletons/N 0<9Fgremlin/the /a /gremlin/the /some /gremlins/N ?<9Fgnashturtium/the /a /gnashturtium/the /some /gnashturtiums/N 9<9Fmummy <9Fboy/the /a /mummy boy/the /some /mummy boys/N 0<9Fgoregon/the /a /goregon/the /some /goregons/N 3<9Fsabrecat/the /a /sabrecat/the /some /sabrecats/N 7<9Fdragonfly/the /a /dragonfly/the /some /dragonflies/N 3<9Ftreeface/the /a /treeface/the /some /treefaces/N 3<9Fdeadnaut/the /a /deadnaut/the /some /deadnauts/N B<9Fcobra <9Fkaiser/the /a /cobra kaiser/the /some /cobra kaisers/N <<9Fmuddy <9Fhand/the /a /muddy hand/the /some /muddy hands/N %<9Forc/the /an /orc/the /some /orcs/N N<9Fmagic <9Fmarionette/the /a /magic marionette/the /some /magic marionettes/N +<9Fmummy/the /a /mummy/the /some /mummies/N 0<9Ftreevil/the /a /treevil/the /some /treevils/N -<9Fmiasma/the /a /miasma/the /some /miasmas/N H<9Fwalking <9Fcorpse/the /a /walking corpse/the /some /walking corpses/N 5<9Fhawk <9Fman/the /a /hawk man/the /some /hawk men/M 3<9Fsorcerer/the /a /sorcerer/the /some /sorcerers/N ?<9Fmetal <9Fslime/the /a /metal slime/the /some /metal slimes/N 9<9Fheadhunter/the /a /headhunter/the /some /headhunters/N 0<9Fheyedra/the /a /heyedra/the /some /heyedras/N H<9Fbrainy <9Fbadboon/the /a /brainy badboon/the /some /brainy badboons/N ?<9Fbloody <9Fhand/the /a /bloody hand/the /some /bloody hands/N F<9Forc <9Fchieftain/the /an /orc chieftain/the /some /orc chieftains/N 9<9Fwhackolyte/the /a /whackolyte/the /some /whackolytes/N *<9Fghoul/the /a /ghoul/the /some /ghouls/N ?<9Fterrordactyl/the /a /terrordactyl/the /some /terrordactyls/N 9<9Fchasmonaut/the /a /chasmonaut/the /some /chasmonauts/N Q<9Fstriking <9Fsabrecat/the /a /striking sabrecat/the /some /striking sabrecats/N ?<9Fhunter <9Fmech/the /a /hunter mech/the /some /hunter mechs/N 0<9Fgrimlin/the /a /grimlin/the /some /grimlins/N 7<9Feyelasher/the /an /eyelasher/the /some /eyelashers/N 3<9Fgargoyle/the /a /gargoyle/the /some /gargoyles/N 7<9Forc <9Fking/the /an /orc king/the /some /orc kings/M B<9Ftyrannodactyl/the /a /tyrannodactyl/the /some /tyrannodactyls/N 6<9Fberserker/the /a /berserker/the /some /berserkers/N W<9Fliquid <9Fmetal <9Fslime/the /a /liquid metal slime/the /some /liquid metal slimes/N 2Hargonaut/the/a /Hargonaut/the /some /Hargonauts/N /<9Fcyclops/the /a /cyclops/the /some /cyclops/N K<9Fkilling <9Fmachine/the /a /killing machine/the /some /killing machines/N B<9Fgreen <9Fdragon/the /a /green dragon/the /some /green dragons/N 3<9Fwrecktor/the /a /wrecktor/the /some /wrecktors/N E<9Fdancing <9Fflame/the /a /dancing flame/the /some /dancing flames/N C<9Fsilvapithecus/the /a /silvapithecus/the /some /silvapithecuses/N 6<9Ffrostburn/the /a /frostburn/the /some /frostburns/N 2<9Fgigantes/the /a /gigantes/the /some /gigantes/N <<9Fbatmandrill/the /a /batmandrill/the /some /batmandrills/N 7<9Farchdemon/the /an /archdemon/the /some /archdemons/N Atlas///Atlas///Atlases/M Pazuzu///Pazuzu///Pazuzus/M Belial///Belial///Belials/M Hargon///Hargon///Hargons/M Malroth///Malroth///Malroths/M
Quote from: Choppasmith on January 15, 2019, 10:14:48 AMAnyway, I didn't mean to steal the spotlight, best of luck Chicken Knife!
Quote from: abw on January 14, 2019, 04:08:48 PMI've verified that changing the "Thou hast defeated the [name]." text to use the possibly plural form works.
Quote from: Choppasmith on January 15, 2019, 10:14:48 AMThis is great for me, the mobile port has some weird form of plurals, namely "madusa" which has the plural "madusae" and I wasn't sure how I was going to do "magus" whose plural form is "magi"
Quote from: Chicken Knife on January 15, 2019, 07:26:32 PMI'm definitely going to be wrapping my brain around correcting these plural form issues and touching up a couple other continuity things with 2.
Quote from: Chicken Knife on January 15, 2019, 07:26:32 PMThe Japanese name for the Staff of Rain is really Staff of Rain Clouds.I can't fit that, but I can fit Raincloud Staff. I think it's a cool change.
Quote from: abw on January 16, 2019, 08:41:34 PMActually, after trying this again, I'm going to take that back - upon closer examination, it turns out that the RAM address the game checks for the number of enemies in a group gets used for a bunch of other things before the final "Thou hast defeated the [name]." text gets printed, so whether you got the singular or plural form dedpended on something besides the number of enemies originally in the group (in this case, that appears to be the amount of damage the killing blow dealt). On the plus side, tracking down the string index for that final "Thou hast defeated the [name]." wasn't too hard (0x1175B) and re-pointing that to some previously empty string that I gave new text to is working pretty well.
Quote from: abw on January 16, 2019, 08:41:34 PMThis is also possible with ROM hacking. From the last time I looked at this, I remember that widening the item menu to fit up to 12 letters on the second line and display all those letters was easy enough, but the Herb/Magic Key counts were throwing off the alignment of the rest of the items and I wasn't motivated enough to track down the problem code.
Quote from: Chicken Knife on January 17, 2019, 05:04:12 PMDo you mean that you've created a work around to what sounds like a bug where the game is accessing incorrect information when trying to determine pluralization?
Quote from: Chicken Knife on January 17, 2019, 05:04:12 PMIt's good to know this option exists, but I personally like Raincloud Staff along with the other item names I've gone with and I don't think there is a pressing reason to expand for my version.
Quote from: Chicken Knife on January 17, 2019, 05:04:12 PMAfter weighing my options and discussing with my collaborators, I decided to incorporate almost the exact language that Japanese DQ3 uses for saving with the king recording the events of your journey on an "Adventure Log". I like how it all came out in game, as it has a very authentic Dragon Quest feeling.
#JMP($3F3EE)// update monster list bank/address pointers<$F4><$F5><$FA><$FB>#JMP($3FFA7, $3FFC9)// new code to read pointer from $9000,X instead of $8000,X//PHA<$48>//LDA $05F6<$AD><$F6><$05>//STA $60D7<$8D><$D7><$60>//PLA<$68>//JSR $FF33<$20><$33><$FF>//LDA $9000,X<$BD><$00><$90>//STA $57<$85><$57>//LDA $9001,X<$BD><$01><$90>//STA $58<$85><$58>//RTS<$60>#JMP($3F3E5)// update JSR to target new code<$97><$FF>#JMP($1D050, $2000F)#HDR($14010)#W16($1D038)// monster list part 1, line 1 goes here#W16($1D044)// monster list part 2, line 1 goes here#W16($1D03A)// monster list part 1, line 2 goes here#W16($1D046)// monster list part 2, line 2 goes here
Quote from: abw on January 18, 2019, 10:53:57 PMYeah, the space was too short for me too - after translating all the lists, I was a few hundred bytes over the original size and would have been hard pressed to find alternate text that would still be intelligible. Fortunately there is plenty of free space (over 30%, including 3 completely empty banks) in the DW2 ROM, so I was able to move the monster list to a different bank that had room for it. It's only partially tested, and quite possibly there's a better way of achieving the same effect, but what I'm currently using (in a form you can include in your insert script) is this:Code Select Expand#JMP($3F3EE)// update monster list bank/address pointers<$F4><$F5><$FA><$FB>#JMP($3FFA7, $3FFC9)// new code to read pointer from $9000,X instead of $8000,X//PHA<$48>//LDA $05F6<$AD><$F6><$05>//STA $60D7<$8D><$D7><$60>//PLA<$68>//JSR $FF33<$20><$33><$FF>//LDA $9000,X<$BD><$00><$90>//STA $57<$85><$57>//LDA $9001,X<$BD><$01><$90>//STA $58<$85><$58>//RTS<$60>#JMP($3F3E5)// update JSR to target new code<$97><$FF>#JMP($1D050, $2000F)#HDR($14010)#W16($1D038)// monster list part 1, line 1 goes here#W16($1D044)// monster list part 2, line 1 goes here#W16($1D03A)// monster list part 1, line 2 goes here#W16($1D046)// monster list part 2, line 2 goes here
Quote from: Chicken Knife on January 20, 2019, 10:37:26 AMThank you for the explanation as always @abw. I am in the constant process of trying to learn how these things actually work so I can bother you.... slightly less.Ok, so my massive overhaul of Dragon Quest: Delocalized Edition is complete for now. I've just submitted for publication (with the version date 1/20/18 ) but I already uploaded the patch to the first post of this thread. If anyone has been waiting to give it a try, now is the time. If anyone tried my hack and wasn't all that impressed with the writing, please try it again. The script is probably around 20 percent larger now, better written, and much more faithful to the Japanese version. Every single line was rewritten with zero adherence to the US localization this time. No compromises were made due to space. My friend Sparrow Dearden who has done paid translation work from Japanese to English has become my steadfast collaborator in translation and writing. Masafumi Sato was also very helpful as our native Japanese speaker to consult with. I started this project to redo the DQ1 script several weeks ago to bring it up to par with our work for DQ2 but I feel like we may have succeeded it. Please provide any feedback on errors or issues. The text gets rewritten as I do a full playthrough so I can have the best feel for what's going on in the game and test the changes on screen. That being said, I'm sure there is a small error or two that I overlooked.I did update some minor things with graphics, including making the black dragon sprite better fit against the D in the title screen. (you may want to borrow this minor edit Choppasmith) I've also eradicated those alien background tiles mentioned above and touched up several pixels with the 4 direction hero sprite.Now to move on to updating some things with DQ2. No rewrite needed; only some continuity fixes based on my new edition of DQ1. I am super excited about doing away with my item and monster naming compromises per the instructions from abw!
Quote from: Chicken Knife on January 20, 2019, 10:37:26 AMOn second thought, is your intention that I actually write these monster lists directly into the insert script? That would be a new way of handling this. I'd love to see an example of what the list formatting would look like for the insert script.
// switch to the right table if your script isn't currently using this table#VAR(Table, TABLE)#ADDTBL("dw2.tbl", Table) // or whatever you named your table file#ACTIVETBL(Table)// start writing data to ROM 0x1D050 and throw an error if we try writing beyond 0x2000F#JMP($1D050, $2000F)// for ROM bank 7 loaded into RAM slot 0, RAM address = ROM address - $14010#HDR($14010)// write a pointer to the current address (i.e. 0x1D050 / $07:9040) to 0x1D038 / $07:$9028#W16($1D038)// monster list part 1, line 1:Slime[end-FF]Big[end-FF]Iron[end-FF]// etc., etc.// write a pointer to the current address (i.e. the byte after wherever the previous list segment ended) to 0x1D044#W16($1D044)// monster list part 2, line 1:Hibabango[end-FF]Graboopi[end-FF]Gold[end-FF]// etc., etc.// write a pointer to the current address (i.e. the byte after wherever the previous list segment ended) to 0x1D03A#W16($1D03A)// monster list part 1, line 2:[end-FF]Slug[end-FF]Ant[end-FF]// etc., etc.// write a pointer to the current address (i.e. the byte after wherever the previous list segment ended) to 0x1D046#W16($1D046)// monster list part 2, line 2:[end-FF][end-FF]Orc[end-FF]// etc., etc.
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