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SOuimet

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About SOuimet

  • Rank
    Sword Slinger

Contact Methods

  • DQM:J2 FC
    3096-0435-6280

Profile Information

  • Gender
    Male
  • Location
    Qc, Canada

Previous Fields

  • Awards
    6565
  • Games Owned
    DQ Monsters Joker (DS)
    DQ Monsters Joker 2 (DS)
  1. Thanks a lot for doing a walkthrough for the game (or redoing it cleanly). Btw, I don't like the way this wiki works either, so if you prefer some other wiki, feel free to take the content in a better wiki. When I started it, I didn't know the differences between wikis, and it was faster and better than it is now. Now, I have a hard time going back at it to modify stuff.
  2. I'll try to get back to the text dialogs, and find back the info. For now, here's the easy stuff. The forum/thread might not be the best way to transfer the information though. Already extracted, decoded Filename What is does msg_tokusei.binA Traits names msg_actionname.binA Skills names msg_taiseiname.binA Resistances/weakness names msg_itemname.binA Item names msg_monstername.binA Monster names msg_menu.binA Menu options msg_battle.binA Battle quotes msg_actionhelp.binA Help text on skills msg_library.binA Help text on traits msg_skillname.binA Skill group names msg_traveler.binA "Ingame ""help"" tutorial system" msg_shop.binA Menu options with shops, breeding and a few other stuff message0.binA Priorities for the monsters (no mercy or healing) / ranks msg_virtual.binA Virtual battle menu (new stuff in dqmj2p) msg_map.binA Map places msg_skillhelp.binA "dunno, very small, only an ""etc.""" msg_itemhelp.binA help text for items msg_wifi.binA Wifi battles text msg_passing.binA Names/countries msg_profile.binA ? Countries Translation not needed Filename What is does EnmyKindTbl.bin Monsters (in the team) stats BtlEnmyPrm2.bin Monsters (in the wild) stats Combination4GTbl.bin 4 way breeding matches CombinationNotRankTbl.bin Monsters that can't be bred by rank CombinationKindTbl.bin 2 way breeding matches CombinationKindTypeTbl.bin "Breeding of one monster and one ""kind""" CombinationGold2ParentTbl.bin Seems related to the egg after the end game StoreTbl_A.bin Items that can be bought, and at what upgrade rank StoreTbl_B.bin Dunno, seems an addendum to store ranks SkillTbl.bin How many skills points required to learn skills SkillSpEvoTbl.bin 3 way Skill groups evolutions SkillEvoTbl.bin Simple skill groups evolutions ItemTbl.bin Item stats
  3. I guess I really should come more often. Actually, compression is the biggest thing remaining. Dialogs would really be the next best thing in the patch. For the menu, names and other stuff, there seems to be a limit in the number of characters available, and I'm almost at that limit. I couldn't find the place, pointer or size, where that limit is, so I can't add much more. However, it's "understandable" even if it's not perfect currently. I've checked the other thread, and you have a good bit of information already (for me, the hardest part was the table, the rest is kinda easy). The thread seems to be stopped for nearly a month now, so I don't know if I'm too late. However, I still have all the stuff (mostly in excel files with vba code) I used to get the info and translate, I can help and share with what I know and have.
  4. It's normal that xdelta closes immediately, if it's run in windows. It's more of a commandline utility, where parameters are passed. I didn't use xdelta gui, but the idea is the same. The main file is the original japanese game, and the delta file is then added to it to generate the new patched file. As for the changes, I don't remember everything, but I used a lot of what you wrote. I don't remember if I could keep everything as space is limited.
  5. It was a company on their behalf. It was a bit before the DQMJ2 was out, when it was still unknown (to us) if it would be a pro or standard edition. However, no helpful advice was given, and no payment either. It was just a threat like "stop releasing or legal actions will come" sort of information. As for the disassembler, if I knew "DS" disassembler, it would have been translated ages ago. I kinda know plain "x86" asm, but I'm still far from analyzing the code of a console game. That was the kind of help I needed to progress, and I asked here and at a few other places. It's really seems like a simple compression, kind of like rle or pcx for pictures (I shouldn't call it encryption, but I'm not 100% sure it's not partially encrypted), but I can't make sense on a couple of parts of this compression algo. Making some changes at some parts makes me lose control at another part or make it crash. Also, since I can't completely uncompress it, looking for different parts of texts is harder and harder as the game progresses (the text is more and more compressed as the same text is reused). It's the "brute force" method that I don't like. I can make a few screens and then it gets out of control.
  6. There was a space at the end of the url. I edited it. Should be ok now, or coping and pasting it should also be ok. http://snk.to/f-cdc5wi3u
  7. I just dropped by to say hello and since I didn't hear about square enix for a while (over 2 years), I don't expect them to be still following this. I thought I would leave behind the latest patch I did. It's getting old, and I still haven't found how to get around the dialogs, so no miracles there. Anyway, here's the stuff: http://snk.to/f-cdc5wi3u
  8. For the info, I'm not lost and I still check in frequently (I'm not always logging in). The setting to receive an e-mail is enabled and I received the e-mail (about 2 days ago). I normally don't answer emails right away (yes, I'm that busy...) and I also check if it's from someone who's serious or a user who just registered to get the patch. I didn't re-uploaded any recent versions on the wiki since I received an e-mail from a squarenix's license tracking company asking me to stop. I don't want the patch, even in it's incomplete state, to go public. Basically, I don't want someone to simply steal what I did and take credits (though I can gladly share my work if someone want's to try out or help to translate the script), and I don't want trouble from squarenix. Finally, I still have all the files, and can continue the project anytime I have a clue about the script's encryption or the few other problems I have.
  9. I've been programming for the last 18 years, including in C/C++ and Assembler so I kinda know about pointers... Actually, I was able to extract pretty much all the info that is out on this game and the english version because I know how to search pointers, in memory and in the file. I've made my own action replay codes, my own mods and patches. All of those couldn't be without pointers. The space barrier I encountered isn't a simple pointer or value to change, or it would be done already. I've got a few tools from gbatemp also, to enable me to extend the data and extract the files. However, I don't have that much experience in assembly language and DS Asm is different from the I386 Asm I learned on the side. Also, my family life doesn't give me all the time it would take to disassemble the game and learn how the compression was done and why they have a fixed memory space for everything on the main screen. It's not that I can't do it because I'm lacking in programming knowledge. It's more that it would take a lot of time to understand enough to make this modification, and I don't have this luxury currently. Doing a little at a time won't do any good either. I tried it, but it's hard to remember everything that was discovered a few days back, even with notes, when it gets very technical. So, it's not that I can't get it further because I lack knowledge. I can't get it further currently on my own because I lack time, support and interest. I tried to get support from other DS hackers, to help unlock stuff faster, but didn't get much yet.
  10. Here's what I know about those skills tested.
  11. New DQM TAS, yo

    Very nice! I was kinda there when the first one was made, back in 2007, so this brings me back memories. I attempted it, made tools to help me but I was completely outclassed by the published run. I'm kinda sad that it's in japanese, but it's really great quality and I know the kind of pain he must have went through.
  12. I should come back more often, I've missed a few things recently. Great job Shinryu once again! However... I've got at least a good and a bad news, both can be resumed in the same: I've (privately) "released" a newer patch than the one you are using. If you want, I can send you this newer version. Most of the things you noted are changed in the latest version. Also, my current problem is that I have a fixed space for: skills, traits, items, menu, skillsets, resists and monsters. So I reduced a lot of the text only to make it fit... Anyway, I'll check back more often now.
  13. hello, did you receive my message? I rly want to beta test

  14. Enemy Monsters

    My personal opinion is that the Gem Slime is a dummy monster, added for the pleasure of the testers, removed before the release. It's fully scoutable, with no drops, at level 1, with workable defense (512, compared to 999 for the other metals, so that there are chances of a scout). It even uses magic burst, with 88 mp and flee half of the time. So it's technically correct monster fight, which isn't anywhere in the game. It can only be fought using an AR code. It could have been the basis for the wifi prize, but the level, stats and skillsets don't match.
  15. King Zenith added a few of my excel files in the DQMJ2 section in http://www.woodus.com/den/games/dqm5ds/ The one with those priority is the Skills Info tables (XLS) file (the columns C,D and E for aggressive, mix up and healing priorities).
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