Jump to content

Burner

Denizens
  • Content Count

    11
  • Joined

  • Last visited

Community Reputation

6 Neutral

About Burner

  • Rank
    Slime Slayer
  1. That'd be the easiest change to implement; the ds' sound hardware is fully capable of mimicking the snes so it's just a matter of sitting down and making it happen. On the subject of music, I personally wouldn't mind a slight remix of the regular battle theme's opening to make it a bit more quick and intense.
  2. So far the party chat weighs in at a little over 200kb on my end, so you're right. I've opened a thread for it in the zenithian section but I'll post it here for exposure. I haven't had time to type up the context yet, but that should take only a month or so. What I have done is organize by chapter an alphabetically for easier reading. 4 party chat.odt
  3. First, all thanks should be directed to aerynb, who did the hard work of ripping the files in the first place. None of this would be possible without their breaking down the tech barrier. As for the thread title, I call this the first draft because while it's organized by character and chapter I have yet to add context for each line. About three more weeks or so to do a casual playthrough and get the information ought to be enough to properly set up the dialogue. Once I have that organized I'll edit the thread and replace the rough draft. I didn't want to leave anyone waiting for longer than I already have, so contextless word document is better than nothing for the time being. 4 party chat.zip 4 party chat.odt
  4. Give me about a week and a half and I'll have this organized by chapter and character. Anyone got any recommendations for how to upload this once it's finished? I can't remember the file size limit for the den as well as pastepin.
  5. I need a slight hand understanding the climax of volume 2. Spoiler warning, just to be safe. In any case, an immense thanks to the folks at Seven Seas for localizing this with such care and precision.
  6. I've been mulling a few balance ideas over in my head for a while. One of my big criticisms of VI is that the characters blend together too easily, both due to similar equipment pools and the nature of the vocation system. To address the former, here is a set list I picked out to reflect the character's natures and for variety: Hero: swords, bows, wands Carver: claws, hammers/axes, bo staves Milly: lightweight swords, fans, bows Ashlynn: claws, whips, wands Nevan: bo staves, wands, spears Amos: scythes, axes/hammers, bows Terry: swords, spears, boomerangs (keeps the orichalcum fang joke though) Lizzie: fangs, axes/hammers, flails This would require some weapons from later games to be added, but that ought to be easy enough on the programming side of things. Amos gets scythes because he's a good ol' boy, and because those things are wicked in VIII. As for the vocations themselves, I think the merchant should be removed all together. I've never been short on cash myself in any playthrough, and the scant few good abilities it offers can be moved to other professions. Personally, I think Monster Masters and Rangers need the most work: Monster master Rank 1: Soothe sayer, Squelch Rank 2: Lullaby Rank 3: Heal Rank 4: Dig Rank 5: Tongue Bashing Rank 6: Weird Dance Rank 7: War Cry Rank 8: Puff This is a complete overhaul to focus on animal husbandry, with all breath skills being replaced with either logical counterparts or removed outright because the free breath skills are over powered compared to the attack spells. This is a point of contention I see brought up by Japanese fans frequently, and it does make sense: why pay 6 MP to cast Sizzle when when Flame Breath hits higher and covers all enemies? Furthermore, humanoids breathing fire just looks dumb and that's why Level-5 moved all the breath skills to Munchie in VIII. Ranger Status changes: HP:+10%, MP:-10%, Str:-10%, Res:0%, Agi:+20%, Wis:+10% Special: Recruitment chance treats rate as if it were one higher, IE 1/64 to 1/32: Chance increases by one stage at rank 3, and again at rank 8. rank 1: Safe passage, Vanish rank 2: Midheal, Cobra Strike rank 3: Mercy, Cock-a-doodle-doo rank 4: Mist me, insulatle rank 5: Moreheal rank 6: Backdraft rank 7: Call of the wild rank 8: Brownie boost This ranger is effectively an eco-ninja, with some of the jack of all trades style from IX. Vanish replaces holy protection but would work like Padfoot without the increased susceptibility to being caught off-guard, and Cobra Strike replaces Venom Mist to keep the poison aspect while making it more useful: instead of a group sweep it would use Kasnooze's accuracy rate on one enemy for almost guaranteed poisoning. Mercy would be a better Poof, in that it uses the normal 100%, 85%, 50% rates against all enemies. Mist Me replaces Defending Champion due to theming, and it's effectively the same result anyway. Brownie boost is usually a super move, but I believe that making it a regular skill in this case would reinforce the nature theming. It gives a 25% attack, defense, and breath-resist boost. Superseded by oomph, buff, and insulate, but stacks with kabuff. Call of the wild would work exactly as Wolf Whistle does in IX, just substituting Agility for Deftness and using an animal appropriate to where ever it's used instead of forest doggos all the time. The HP boost is due to a healthy lifestyle of living outdoors, which also accounts for Wisdom: you can't live in the wild for long if you're stupid. Anyways these are just some ideas I spitballed around, and any feedback is welcomed.
  7. No worries! https://gamefaqs.gamespot.com/gbc/197155-dragon-warrior-monsters/faqs/8160 This guide has the data for the original game, and I assume they are the same for the sibling's outing. One thing I know is wrong however, is that Boulder Toss/RockThrow is listed as 75~100 when it should be the standard 90~130. It does have the elemental listings right though, with a few deviations from the main games like gigaslash being it's own thing, lightning slash being a zap move, and big banga belonging to boom. If I see any more details I'll post them here.
  8. Would you also happen to have the damage ranges for skills and combo abilities?
  9. Incredible work! Give yourself a pat on the back, this is some impressive data compiling and it's been sorely lacking for an embarrassingly long time.
  10. Phenomenal, looking forward to it! If I could find the .gif in decent quality I'd be posting Wayne and Gareth bowing before Alice Cooper--right now it's about the same level of gratitude! Ok I've got quickBMS working, but when I try to use it on the dq file from the same site I get an error saying that it can't read 27296 bytes from offset 0000026b. It also says the last script line before the error is 19 getdstring NAME NAMEZ. This same error pops up when I try to run the event files through. Does this sound familiar or is this just a rookie mistake?
  11. Firstly, a thousand thanks to Choppasmith for doing the fandom a great service--the new localization is fantastic but it's trapped in a mediocre series of ports. More specifically, could any kind soul please explain how to extract a .bin file? I assume that's where the script is stored in the game's files, and I want to add the transcript to the wiki (or at least the best quotes) along with having it on hand for fact checking. I'm completely illiterate when it comes to computers, so any help is greatly appreciated!
×
×
  • Create New...