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Dragon Quest V, VI, and 16-bit III data dive found


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I've recently stumbled upon a website, https://w.atwiki.jp/dq_binary, that lists the locations of several bits of data in the 8-bit and 16-bit versions of classic games, with the example below being a part of the RAM data for 5 run through a quick yandex translation. I hope this information advances Dragon Quest hacking as much as possible.

7e0300: sprite data
7e2000-7e2a9f: range to be included in the save data
7e2019-7e201b: gold on hand
7e201d: party number
7E201E:horse-drawn carriages
7E201F:how many people outside the carriage?
7e203a-7e203b: deposited gold (*1000)
7E203C-7E203E: casino coins
7e2040-7e218f: party character data(2Ah*8)
7E2190 -: event flags
7e2332-7e2879: deposited Monster data(1AH*)
7e294a-7e29e9: bar character data(20h*5)
7e3000 -: people's data(20h*X, 00-07:operation character or vehicle, 08-1f: town people)
7E3020: x-coordinate
7E3040: x-coordinate higher
7E3080: Y coordinate
7E30A0: upper y coordinate
7e31e0:character orientation(+10:right, +20:left, +40:down, +80: up, lower 4bit is the next orientation)
7E36E0: reaction number when talking
7E3700: top response number when talking
7E3200: character sequence number (starting from 00)
7E3220:character graphic number
7E34E0: Sprite size
7E3500: Sprite size
7e4000-7e4fff: for graphics
7E5000-7E5FFF:for graphics
7e8000-7e005f: character address Group
7E8060 -: character graphic number group
7efc00 -: map data

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3 hours ago, DragonQuest2IsGood said:

Who cares? Those games are already translated.

I'm talking about hacks dumb-dumb, such as moving those modern scripts to the original versions for starters. Think before you speak.

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  • 3 weeks later...
On 11/21/2020 at 3:40 PM, DragonQuest2IsGood said:

Who cares? Those games are already translated.

The DS version of DQVI, while graphically improved over the SFC version, is worse in just about every other way.

The SFC version has never seen a proper translation patch. The most complete version was abandoned almost two decades ago by both teams that had been involved (DeJap and NoProgress). If I recall it's only at about 42%.

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2 hours ago, Erdrick The Hero said:

The DS version of DQVI, while graphically improved over the SFC version, is worse in just about every other way.

The SFC version has never seen a proper translation patch. The most complete version was abandoned almost two decades ago by both teams that had been involved (DeJap and NoProgress). If I recall it's only at about 42%.

First off the SFC version is basically finished. Like it's 99% finished and just has some glitches.

Also while the DS version does have some higher res sprites, I and many others think that the SFC version's aethestic is way better. The DQIII remake for SFC also benefits from being similar in look to DQVI. Again, many people agree on this.

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On 12/8/2020 at 9:50 AM, DragonQuest2IsGood said:

First off the SFC version is basically finished. Like it's 99% finished and just has some glitches.

It's also bland as hell and has zero personality, lacking any of the charm the real translation has. It's almost as bad as that ff 4 translation that shoved in every pop culture reference the goon who wrote it could think of. Not one fan translation ever lives up to the real thing.

What's also clear to everyone but you is that having pointer tables opens the games up for balance adjustments, new spells and equipment, new monster recruits, and anything else a hacker can think of.

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Now that's a huge blanket statement not even remotely true.
Completely agree with you there. Plenty of great fan work out there.

The DS version of DQVI, while graphically improved over the SFC version, is worse in just about every other way.
The SFC version has never seen a proper translation patch. The most complete version was abandoned almost two decades ago by both teams that had been involved (DeJap and NoProgress). If I recall it's only at about 42%.
It's far more complete than that. I think 1 line merchants say and the text from a town you could maybe reach, but wasn't needed was missing only. It's easily 98% complete, the farthest along fan translation.
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On 12/8/2020 at 7:50 AM, DragonQuest2IsGood said:

First off the SFC version is basically finished. Like it's 99% finished and just has some glitches.

Also while the DS version does have some higher res sprites, I and many others think that the SFC version's aethestic is way better. The DQIII remake for SFC also benefits from being similar in look to DQVI. Again, many people agree on this.

If we're talking translation, closer to 90% complete.  NoProgress overshot his estimates by only correlating story text, not extra NPC text.  There's a good 30+ conversations after story events that either weren't translated, or he never reinserted the text.

On 12/8/2020 at 5:01 AM, Erdrick The Hero said:

The DS version of DQVI, while graphically improved over the SFC version, is worse in just about every other way.

The SFC version has never seen a proper translation patch. The most complete version was abandoned almost two decades ago by both teams that had been involved (DeJap and NoProgress). If I recall it's only at about 42%.

I can't entirely agree here.  While I prefer a cleaner translation to a localization, and at times I do get annoyed with the Square-Enix approach, DQ6's is a bit turned down to the point where it's a nice even keel in terms of a rougher localization that feels more like a translation.  It's a nice break for me.

As per gameplay changes, my only issue is the EXP spike.  There wasn't a need for it, as DQ6 has a really high EXP gain per enemy (especially over all previous games, and was the inspiration for DQ3's remake having such a high rate of EXP from normal battles, though in 3, this is a positive).  It was nicely balanced around that.

Terry was half-assed in the original DS remake, and given they added no true new feature (dream crap doesn't count, and I'd agree that addition was best left in the trash bin...a good new dungeon, new equipment, some added costumes, etc. and not just bug fixes).

You do have to account for the bug fixes, especially on the Armor of Orgo.  Having the upgraded version retain its special reductions makes it worth keeping in the remake, while in the original, it's best to keep it plain, or it's rendered almost useless.

I'm iffy on the haggleton changes.  It kind of streamlines it, but it takes out the fun of fun out of figuring out where to get the key.

The added Zoom points were mighty helpful (instant access to upper/lower worlds).

While they stupidly assigned Spells and Skills in the same group...why?  The game engine used STARTED with DQ6 SFC.  Arte Piazza had full rights to it by the DS, so the ability to separate them was present.  HOWEVER, the layout was VASTLY improved.  DQ6 being the first to incorporate skills, had a #$*!-for-brains, poorly thought out list of skills.  Each page made almost zero sense, with a mixture of various types, and DQ6 DS didn't force fixed pages, but allowed them to stack into themselves as a pre-sorted list, ala DQ9, which made moving through that huge list much easier, and with similar skills mixed in with similar skills.  However they had ample time to create DQ7's split sorting method of type, which thankfully was rehashed with DQ7 3DS.

The bag is MUCH easier to peruse in the DS.  It was the first bag introduced, and thus a nightmare to use, and a nightmare to find anything, as the sorting system was wonky, and not well thought through.  It's very easy to lose stuff.  This was fixed with DQ3's remake, and thankfully that carried over into 7, 4 PSX, and the DS remakes as a whole, and is roughly consistent with DQ's bag sorting order until DQ9 and the split of item types.

I cannot agree on the graphics though.  DQ6 doesn't use any of the fog effects DQ5 used, which means a removal of fog effects on maps where they were present in the SFC version.  That's a huge oversight for a game with twice the development time as DQ5.  They did use more lighting effects, but only sparingly, and nothing special, a glimmer here or there in a small body of water.  Woopie.  The colour palette changes to DQ remakes since DQ4 DS have been GOD AWFUL.  I like the original darker palette, it fit the world better, fit the story better, fit the mood better.  The bright and shiny world is a bit jarring.

Sound effects are definitely a letdown in the DS version.  We know with the 2D version of DQ11, that ALL of the SFC SFX are present in the 2D game engine from the SFC era.  ALL of them on Switch are spot on accurate to DQ's 6 and 3 SFC.  We know DQ7 PSX rehashed a lot of the special SFX, like the Slash attacks, but altered a bunch of others.  Yet DQ6 DS fails to use almost any of the unique DQ6 SFC sound effects, and instead rehashes DQ7 PSX and reused DQ5 DS's for the ones DQ7 did carry over or change.  Hell, DQ11's 2D mode reworked the SFC reverb sound effects that gave that sense of being in a large room.  Something DQ7 PSX didn't carry over, which was awesome, and sorely missing from DQ6 DS.

The music was definitely better on the SFC.  Much, much better.  Some tracks are good on the DS, but some have this odd skip, like Sugiyama forgot to account for specific transition notes in the remastered renditions.  This is improved upon slightly with the mobile version, but only in the sense the midi-mixer attempts at more realistic instruments, so it isn't as noticeable and is thus more forgiveable.  Though definitely another feather in the SFC's cap.

Edited by ignasia
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On 12/13/2020 at 7:35 AM, Burner said:

It's also bland as hell and has zero personality, lacking any of the charm the real translation has. It's almost as bad as that ff 4 translation that shoved in every pop culture reference the goon who wrote it could think of. Not one fan translation ever lives up to the real thing.

What's also clear to everyone but you is that having pointer tables opens the games up for balance adjustments, new spells and equipment, new monster recruits, and anything else a hacker can think of.

This is useful for other things.  Figuring out game mechanics for anything unknown, or untested.

Plus there's a ton that can be fixed that should be fixed:

1. changing that bag organization to match DQ3's remake through DQ8.

2. altering the list organization of skills to better match DQ7's PSX game, for like/similar with like/similar.

Plenty of room for rebalancing, or even creating a "hard mode" version, or maybe even adding in more monster recruits.  Yeah, this is pretty nifty.

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