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FionordeQuester

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Everything posted by FionordeQuester

  1. Actually, I like both the NES and the Modern versions. And I do like the Modern terms better, excluding one or two names that were cooler in the NES version.
  2. https://www.romhacking.net/utilities/615/ I wanted to do a "name modernization patch" for the NES version, but, when I tried renaming all the monsters, spells, and items, the game crashed when I loaded up the game. So I wanted to know if anyone had ever worked with this utility; and if so, if they knew how to work it in a way that doesn't make it crash. That, or if anyone's ever done such a patch! If anyone has, could anyone link it to me? Thank you very much, and God bless you!
  3. That's alright. Personally, I'd just do something like "here's the short version; you can't be any higher than this or that level in these areas", give the long version at some point, and then just have the "Area Level Caps" just be the maximum level that one can be. So instead of this: Weaver's Peak (DW): Area Level Cap of 0 (but those up to LVL5 can gain EXP in the SNES/DS versions, and LVL11 in the iOS) I'd just have something like this: Weaver's Peak (DW): Area Level Cap of 5 (11 if playing on the iOS) Makes things easier I think.
  4. Yeah; it looks like the increase is +6, not +10. Because the quote here is: (1) Your level is area level + 10 or less   (yourself level in DS version < area level + 5) So basically, instead of having to be lower than Area Level + 5, you can be AT the Area Level + 10; so basically 6+ extra levels of leeway.
  5. Would you mind linking me? I actually know a tiny amount of Japanese, so I might be able to help you out!
  6. I've been trying to grind up vocations in my Mobile playthrough, and found an unpleasant discovery while doing so. It seems that the Mobile version does NOT increase the level caps of every area by 10 (or at least, not any of the ones I tested). Instead, the actual number seems to be 6. My testing wasn't that thorough, but I found that Milly (at LVL 13) lagged behind Nevan (LVL 12) when vocation grinding at Haggleton (cap of 7 in the SNES and DS versions). And I also found that the Hero (LVL 14) got vocation points for every fight he got near Wellshire (cap of 8 in previous versions), but did NOT get job points from near Guardsbane Tower (cap of 7 in previous versions). I don't know for sure, but I'm starting the think the Mobile designers used 6 as their number, in reference to this being the 6th entry.
  7. I've always been dissatisfied with every version of the "World of Demons" theme, EXCEPT for the one that played on the original SFC. For some reason, every remade version of the song (from the Symphonic Suite, to the DS release, to the iOS release, and etc.) increased the pitch by 2 semi-tones, increased the tempo, changed the instruments, and took out the reverb. So instead of the intimidating, oppressive atmosphere of the SFC, we have something that sounds more sophisticated and regal. And while both takes have merit, the song is used in places where it seems like the player should be feeling threatened (like just before major boss fights). So instead of THAT version, I'd like something that sounds more like this (if it's not an inconvenience): http://www.nicovideo.jp/watch/sm9553832 But with iOS quality MIDI's. Because as it turns out, there's someone who knows how to edit music files on the iOS version, and replace them. It's a petty thing, I know; but that was seriously my favorite song in the SNES version. So if at all possible, I'd like it if someone could make a remade version of this song for the iOS. Don't feel obligated of course. Like I said, I know it's a petty thing. It'd just be really nice to have.
  8. I'm beginning to notice that, while the script is mostly the same, there are some very unexpected changes in a few places. Most notably (just from what I've seen so far; note that the first example only applies to the second campfire scene)... DS Milly (the second time around the campfire): "The time is almost at hand. Now, where did he get to? He went to check the path ahead, but that was some time ago." iOS Milly (the second time around the campfire): "The time is almost at hand. Now, where did that muscle-bound lump get to? He went to check the path ahead, but that was some time ago." And also... DS Captain Blade (when the King calls him Rusty): "It's interesting the way that name reverberates through my mind..." iOS Captain Blade (when the King calls him Rusty): "I like the sound of that name for some reason..." Does anyone know of any other instances where dialogue was changed from the DS version? And why some of the text might be different?
  9. Oh of course! That's what I wanted; I just showed that DS video as an example.
  10. In this case, it's incredibly simple. Just download Audacity, get "World of Demons" and "Wandering Through Silence (the theme that plays when you sailing under water with Lorelei's Harp), convert them into MP3 files to port into Audacity, and just lower them both by three semi-tones (should be approximately a -15.9% change for both). That's literally all you have to do in terms of music editing !
  11. Huh. How easy is it to make? I wouldn't want to hassle you if it's something I could easily do myself; especially since I'd also like to pitch down the Underwater Theme.
  12. I've always been dissatisfied with every version of the "World of Demons" theme, EXCEPT for the one that played on the original SFC. For some reason, every remade version of the song increases the pitch higher than it was originally intended; from the Symphonic Suite, to the DS release, to the iOS release, and etc. So what I'd REALLY like to do, if it's possible, is to take what's in the base iOS game, and change it to sound like this instead: https://m.youtube.com/watch?v=11D6m_X_m3k It's a petty thing, I know; but that was seriously my favorite song in the SNES version. It's sad to me that no other version of it, IMO, does the original song justice.
  13. Well guys, I've been doing a LOT of updating since the last reply. I'm all the way up to Greedmore Valley now! Go ahead and check it out when you have the chance!
  14. Yeah...searching is tough when you don't know much of any Japanese. I at least have rudimentary knowledge thanks to Japanese 1, and I know of an awesome online Japanese Dictionary... http://jisho.org/ So I probably am slightly better equipped than you would've been. But still...yeah; it's a struggle
  15. Well, more digging around; and I think I found the so-called "2004 version". This was programmed for a Japanese smartphone called N900i, and came pre-installed on said phone. I couldn't actually find a lot of gameplay footage for it, but, here's one clip I found... The graphics are mostly the same as what we got, but the colors are much more washed out. In addition, the sound quality is significantly lower. It more-or-less sounds like the GBC version, but with an echo added to all the songs. Most importantly, all of the changes I listed above are exclusive to this version. So...pretty interesting I'd say; not sure how great it is to actually play, but, I'd be interested in giving it a try if I ever get the chance.
  16. I just found something really interesting while trying to find some speed runs of this version of the game. I finally found one with a time of 1 hour, 56 minutes, and 41 seconds, and it seems to be on a 2004 version of the iPhone game. But, the runner also shares some really... interesting information on some of the "supposed" differences between it and the other remakes. To paraphrase (because this came from Google translate originally)... 3. The main differences between the SFC version  3-1. An increase in EXP requirements. The following Experience values are necessary for learning each spell, including Sizz, Repel, and Midheal. So now I have no choice but to grind south of Garinham until I learn Sizz. I also need Holy Waters before entering the Dragon Lord's castle, since I don't have Holy Protection when entering it. In addition, I have to grind in Mercado for a longer period of time. SFC App EXP Multiplier Heal 23 17 0.74x Sizz 47 73 1.55x Sleep 450 450 1x Glow 1300 1700 1.31x Fizzle 7500 2450 0.33x Evac 4000 4250 1.06x Zoom 5500 5500 1x Holy Protection 10000 18600 1.86x Midheal 17000 24200 1.42x Sizzle 25000 29800 1.19x  3-2. Strengthening of Swamp Dragon and Dragon Lord The Swamp Dragon and 2nd Dragon Lord are stronger than they were in the SFC version, which means they need a different strategy to beat. The Swamp Dragon requires Holy Waters, while Midheal's Level requirements have been increased to account for 2nd Dragon Lord's power up. Swamp Dragon - Around 250 HP [for reference, the original SFC dragon was exactly 153 HP] 2nd Dragon Lord - Around 500 HP, coupled with 175-180 Resilience [the SFC version was 350 HP and 150 Resilience]  3-3. Decreased EXP and Gold values from enemies On the other hand, most monsters give less EXP and Gold; usually about 80% of what they gave in the SFC version. There are exceptions, however. SFC App EXP Multiplier Swamp Dragon 950 840 0.88x Golem 2500 1800 0.72x Red Dragon 350 306 0.87x This, along with the increased spell learning requirements, forces the player to grind for much longer.  3-4. Sleeping characters always attack immediately Sleeping characters will always attack on the same turn they wake up. This makes the Golem fight completely different, as the player can no longer sleep lock them like they could in the SFC version. Beating him at low levels has become quite difficult. And what does that all mean for a speed run? Well, it means a lot, actually; but what interests me most is this:  2-3. Splits0:00:00 power ON0:07:28 Lv.5 acquired0:13:33 Rocky Mountain Cave0:17:27 Rimuldar Armor0:29:36 Escape from Garin's Grave0:35:20 Lv.11 acquired0:40:35 Dragon defeated (1)0:54:44 Dragon defeated (4)1:00:16 Golem defeated1:06:42 Erdick's Armour acquired1:15:26 Dragon Lord's Castle (1st trip)1:36:48 Lv.22 reached (Holy Protection Acquired)1:37:00 World of Darkness (he says Yes to Dragon Lord's offer; this way he gets his MP refilled while starting at Rimuldar instead of Tantegel)1:50:35 Lv.24 reached (Midheal)1:53:48 Dragon Lord defeated1:56:41 THE END I don't know about you guys...but this sounds like a very different game than the one I ended up playing on my iPad. Notice how there's absolutely no mention of ANY changes to the name stat generator system! Players in our version seem to be limited to only two sets of stat growth patterns, but that doesn't seem to be the case in the version this runner played. So I checked a Japanese video of the 2014 version...and it looked like it was about the same as the version we got. Therefore, I have to conclude that all of these changes are exclusive to the 2004 version. Rather interesting, eh guys?
  17. Mmm...I dunno what to say; I always found it extremely easy, especially since the Priest will ALWAYS heal you up whenever you ask him...but then, maybe my set-up was more advanced than yours? Here it is, if you're curious (note that this is the latest update, which hasn't been implemented yet. It also differs depending on the version played): |Carver (Level 22): Miracle Sword, Sacred Armour, Platinum/Dragon Shield, Thinking Cap, Agility Ring/Raging Ruby |- |Amos (Level 20): Dream Blade, Platinum Mail, Iron/Dragon Shield, Iron Mask, Meteorite Bracer |- |Milly (Level 20): Flowing Dress, Silver Platter, Hermes' Hat, Gold Bracer |- |Nevan (Level 20): Fire Claw, Ghent Staff, Morning Star, Enchanted Armour, Magic Shield, Hermes' Hat, Gold Bracer For reference, the vocation layout I had at that point was (and this also mildly differs from what the guide has now)... Carver (Martial Artist): 4✮ Warrior, 5✮ Martial Artist, 8✮ Priest Amos (Martial Artist): 4✮ Warrior, 7✮ Martial Artist, 5✮ Priest Milly (Priest): 1✮ Martial Artist, 8✮ Mage, 6✮ Priest Nevan (Priest): 1✮ Martial Artist, 8✮ Mage, 6✮ Priest
  18. Indeed; and the Woodus map on this site was even larger. The thing was 2026x2430 before I finally cut it down to 1944x1655!
  19. 1) It's the only DQ6 battle like that, to be sure; dunno about other games. But yeah, there are actually three different versions of the Demon-at-Arms, and that's why. The 3rd version, for his part, is SIGNIFICANTLY weaker as well, so there's also that. You literally CANNOT lose the fight, I tested it myself 2) Yep! Talk to the priest inside the Church, and he'll restore everyone to 100% HP and MP, even those who died! 3) Then that'd stink to be sure; but they're not that hard anyway. You only fight two enemies, after all; I never even needed to use "Follow Orders" against any of them to keep everyone alive! I just used a Carver, Amos, Milly, and Nevan party, set the A.I. to "Focus on Healing", and went at it.
  20. Part of what clinches my vote on that is the fact that... 1) You literally cannot die to the Demon-at-Arms boss. If Rex has already fused with his other half when you "lose" your match to him, the game just revives you, and throws you into battle with a weaker version of him. And if you lose THAT fight, the game just auto-revives you again, without restoring the boss's health. 2) That priest automatically restores your party in every way when dealing with those mini-bosses. 3) My guide recommends snagging all the Mini Medal rewards up to the Sacred Armour, so none of the fights are really hard. I never even had to exit the A.I. settings against all the fights at Weaver's Peak! So really, Weaver's Peak isn't even a hard area; I'd even say it's one of the easier ones in the game.
  21. Whew, that last update was a lot of work...just look at the original map for Felonia... http://www.woodus.com/den/gallery/graphics/dq6snes/maps_town/grandino.png And then look at all that I had to do with it to make THIS... http://cdn.wikimg.net/strategywiki/images/7/78/DQ6_Felonia.png That was not a quick job I'll tell ya what. The original map was really huge, so I felt the need to cut it down a bit, in addition to adding in markers for all that
  22. Yeah, that's about what I thought. It seems like the slimes are there for fun, but not really worth the investment in terms of an efficient "beat the game as fast as you can" type playthrough. My guide is centered around a "here's how to beat the game (including post-game mind you) as easily and as quickly as possible" kind of mentality, hence why Weaver's Peak Real World is done before getting any of the other Zenithian gear.
  23. You used Mercury for Morty and Nokturnus? The guy didn't die too easily to stuff like Roundhouse Kick and the like? I see...well, right now my guide recommends the party consists of the main 6 humans, Healie, and Goowain for the remakes. If you had to replace any of those with Curie and Shelley, who would you pick?
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