Dragon Quest III

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Post by Cubear Wed 19 Jan 2022 - 2:51

released patch. 1.0 available at https://www.zeldix.net/t2517-dragon-quest-iii


2022-02-07: added fade-in and track resume post-battle.
2022-02-23: Fixed tracks with forced waits to play the entire song.

here's the track map
Code:
https://docs.google.com/spreadsheets/d/144jxOBmF3HfBde4vSnBUqhcPbv0TCwcqNFKG1eSeqMk/edit?usp=sharing

Current track stored on $7E9818. Change Accumulator at instruction $C72F95 to load whatever track you want. Going above the songs seems to play SFX.

Koichi Sugiyama Symphonic Suite Beta PCM pack (by Relikk):
Code:
https://mega.nz/file/cmhgkIpb#1MUgZBngYp5MtreIc-KDBhQVrgQE_jplF3pm1ZtFO-U


Last edited by Cubear on Wed 10 Aug 2022 - 1:58; edited 7 times in total
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Post by Cubear Wed 26 Jan 2022 - 1:13

This game was actually a bit of a pain to get everything working properly in, the music code in it is pretty sophisticated. at any rate, here's a beta release of Dragon Quest 3

Known Issues: if SPC fallback is engaged in the prologue, the track won't stop correctly when the new MSU1 track is loaded.
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Post by Cubear Mon 7 Feb 2022 - 16:17

Updated to have track resume + fade-in in the same manner as DQ 1+2 patch has.
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Post by Relikk Sat 19 Feb 2022 - 6:41

I have some time now to start putting together the audio for this. The CD is fairly sparse with regard to the amount of tracks it has compared to the first two games, but looking at the track map there seems to be a fair few shared tracks between them (jingles etc.), so hopefully there are enough.
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Post by Cubear Sat 19 Feb 2022 - 12:04

SPC fallback works well in the game as far as I've tested, so if theres something missing here or there it also shouldn't matter much. thanks for your time and effort, only work as much as you want to.
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Post by Relikk Tue 22 Feb 2022 - 13:42

Everything is edited, I only have to do the volume for all tracks now. I'll do that tomorrow.
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Post by Relikk Wed 23 Feb 2022 - 12:02

As promised: https://mega.nz/file/cmhgkIpb#1MUgZBngYp5MtreIc-KDBhQVrgQE_jplF3pm1ZtFO-U

Some of those were a right royal pain in the backside to edit. I had to use three tracks (9, 12 and 18 if I remember correctly) from the Switch/3DS/iOS version as I couldn't find them on the Symphonic Suite CD's. They're fine, but noticeably different as they're a kind of MIDI format, but all tracks from the track map are covered.
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Post by Cubear Wed 23 Feb 2022 - 17:59

Thank you so much.

I'm actually kind of excited to give this game a playthrough, maybe I'll do some of my own testing on this one after all.

Time to polish up the code for DQ5 to continue annoying you Smile
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Post by Relikk Wed 23 Feb 2022 - 18:25

They're only a pain because of the combining of multiple pieces into one continuous piece with a lot of the main themes, which makes it very difficult to achieve a natural sounding edit for loops, but at the same time they're a great pleasure to listen to. They're wonderful soundtracks when they're orchestrated as beautifully as these are.
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Post by MorganLeah Wed 23 Feb 2022 - 22:27

I wanna thank you both for all your hard work, this is really great stuff for an awesome series.

A few things I noticed while playing, the sound effect/music for the end of a battle isnt working, level up jingle doesnt happen, rest/sleep jingle doesnt happen and the save/ church song doesnt happen either. Also if you can let me know what tracks you couldnt find I may be able to find them.

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Post by Cubear Thu 24 Feb 2022 - 0:55

chances are that i broke that when doing my resume code then. lol, gimme a bit and i'll sort it out tonight.

edit: done.
one line of code was missing. oops!


i should probably also follow my gut and make all the short no-loop tracks set a resume point like i did for DQ1+2..
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Post by MorganLeah Thu 24 Feb 2022 - 1:59

Great work Cubear. I can confirm all 4 tracks I mentioned are working now.

I made some box art for ya.

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Post by MorganLeah Thu 24 Feb 2022 - 2:00

Dragon Quest III Dq3_ms12
Dragon Quest III Dq3_ms13

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Post by TruREALigion Fri 25 Feb 2022 - 21:23

Hello - hoping I can be helpful for DQ3!

From my brief playthrough i've noticed that the world map song (PCM#5) is looping after a battle.  

Other than that, the following PCM files should be related to the looping music issue.  
PCM#5 World Map
PCM#6 Dark World (Alefgard)
PCM#26 Battle Theme
PCM#27 Baramos/boss battleTheme
The overworld themes above loops to beginning after PCM#41 (Victory theme) and/or PCM#40 (Level up).

Following I will like to confirm:
PCM#20 (Baramos Castle) test if music loops after battle
PCM#21 (Baramos throne) the PCM file is a duplicate of PCM#20.  Wondering if @Rellik can correct this
PCM#22 (Darkworld Dungeon) test if music loops after battle
PCM#23 (Pyramid) test if music loops after battle
PCM#24 (Tower) test if music loops after battle
PCM#31 (ship sailing) test if music loops after battle
PCM#32 (ghost ship dungeon) test if music loops after battle
PCM#44 Picking up special item jingle. Shouldn't loop the song before it.
PCM#7
PCM#46
PCM#47
PCM#48
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Post by Cubear Fri 25 Feb 2022 - 22:41

The way that track start/restart/resume works in my code is:

A song is currently playing. PCM number w/e it doesn't actually matter.

A "trigger" song starts (battle music, level up, etc) as an interruption to the initial song.

Before we play the "trigger" song, make a restore point.

When the game returns to the initial track, it should resume play from where it left off.

Nothing in the code is checking for overworld theme, dungeon theme, and so on. If it works on one it should in theory work on all.

I'll recheck my code to see if those restore points are being sent properly, and I do plan on adding a great many (probably all) of the short noloop interrupting tracks to the list of tracks that set a resume point.
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Post by Relikk Sat 26 Feb 2022 - 4:57

TruREALigion wrote:PCM#21 (Baramos throne) the PCM file is a duplicate of PCM#20.  Wondering if @Relikk can correct this

They're the same tracks in-game, so there's nothing for me to correct, I'm afraid. Whether the duplicate is actually used, I don't know, but just to be safe I included it. The same goes for tracks 33 and 34.

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Post by Cubear Sat 26 Feb 2022 - 12:10

i highly suspect that the alternate track number (with the same song data) is for an alternate song to be played at night like the village/castle themes.

Either an artifact of scrapped features, or deliberately done with how the day/night code interacts with entering a locale from the map etc.

I haven't confirmed this theory, however.
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Post by Octorok Sat 26 Mar 2022 - 1:37

So if I'm understanding the patches right now for this and DQ1+2, its pretty much playable minus a couple of potential bugs as of March of this year.

If I ever test both out at some point I'll let know you if I hear anything off, but seems like by the looks of things these patches might be solid if you have not gotten much bug reports at this point.

Also want to say thank you for fulfilling a long held wish I wanted for DQ1-3 for SNES, while DQ3 SFC music was outstanding for its time on the console but I always felt the SFC instruments in DQ1+2 were either a hit or miss.

The SNES battle theme of DQ2 comes to mind that could have been better as the horns were awkward compared to its NES 8-bit counterpart which was very pleasing to the ears. Course this all very subjective.
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Post by Cubear Sat 26 Mar 2022 - 16:27

Thanks for the comment. I need to add more of the song resume code to this game's short interrupting tracks and then we may publish it to the database and take it out of beta. DQ 5 and 6.. I planned upon doing but have backburnered for now while I work on a personal project.

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