Dragon Quest III

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Dragon Quest III Empty Dragon Quest III






The .ips should work on any rom, the .bps is for  (English v1.0c Addendum 06-01-22)

August 9th, 2022
1.0 
Initial release. Apply after any translation patch, if you are using one.

August 11, 2022
1.1
Added MSU1 chip detection to prevent crashes if MSU1 not present

August 13, 2022
1.11
Fixed a bug that prevented progressing through one of the introduction areas.
Moved code internally to allow support for LR-Snes9X core.

Patch:
Code:
https://mega.nz/file/bKgFgJhL#NigLdXJAQrSvST29LGselZP2x_0szKuWWRSI3fKvVhk

Music:
Koichi Sugiyama Symphonic Suite Beta PCM pack (by Relikk):

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


Last edited by Cubear on Fri 26 Aug 2022 - 19:14; edited 4 times in total
Cubear
Cubear

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Since : 2021-11-17

https://www.patreon.com/Cubear

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Dragon Quest III :: Comments

Polargames

Post Wed 10 Aug 2022 - 12:56 by Polargames

Congrats 😃👍🎉

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Conn

Post Wed 10 Aug 2022 - 18:37 by Conn

The fourth finished MSU hack in a month. Nice to see the factory on its full power Smile
Congrats cubear!

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Cubear

Post Wed 10 Aug 2022 - 20:12 by Cubear

lol, I wouldn't say it was "finished" this month. just pulling it out of beta so I can get more complaints to work on Smile

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Cubear

Post Thu 11 Aug 2022 - 22:54 by Cubear

minor update to add MSU1 detection.

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Cubear

Post Sat 13 Aug 2022 - 13:23 by Cubear

Updated with fixed support for lr-snes9x core + a fix for a softlock in one of the introductory cutscenes.

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Post Sun 14 Aug 2022 - 16:40 by Raw64life

This is incredible. Been waiting for this since the day I learned of the existence of MSU1. Thank you!

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Post Fri 26 Aug 2022 - 19:10 by MadK9

Im having an issue with this one with mismatched rom, if someone would be so kind to let me know which rom was used and if any tr's were used, and if poss crc.

Would it be possible for this information to be added to the info, as this has been a godsend in the past with certain games, an di noticed it missing for the past few games that have been added.

Thanks in advance.

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Cubear

Post Fri 26 Aug 2022 - 19:12 by Cubear

the .ips should work on any rom, the .bps is for  (English v1.0c Addendum 06-01-22)

added to first post

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Post Thu 15 Sep 2022 - 8:06 by FBBTJ

Thank a lot for this awesome work !!

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Post Wed 22 Feb 2023 - 23:10 by Craig

The game missing the sailing song when going into the sea in the pack friend.When on the boat this is still the world map song. This should be the sailing song. Actually I found out the song just start after a battle in the sea and not when you board the boat. Thank you.

Last edited by Craig on Wed 22 Feb 2023 - 23:18; edited 1 time in total (Reason for editing : Issue is different)

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Cubear

Post Thu 23 Feb 2023 - 0:16 by Cubear

hi, please post your save file and i'll figure out the issue. thank you.

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Post Tue 25 Jul 2023 - 17:43 by Craig

Cubear wrote:hi, please post your save file and i'll figure out the issue. thank you.

Sorry friend. I just saw the message. Can I save a save state? So the issue is when you board the boat the song doesn't work. This is going to be mute until a battle then after a battle the song is going to work. Then regarding the same issue, if you jump off the boat after a battle in the sea, once on the land this is going to be the sea song until a battle. after a battle the song for the land is going to be okay. I attached a save files from snes9x right on the side of the boat so you can check the issue.  Thank you very much.

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Post Tue 25 Jul 2023 - 22:00 by Craig

Craig wrote:
Cubear wrote:hi, please post your save file and i'll figure out the issue. thank you.

Sorry friend. I just saw the message. Can I save a save state? So the issue is when you board the boat the song doesn't work. This is going to be mute until a battle then after a battle the song is going to work. Then regarding the same issue, if you jump off the boat after a battle in the sea, once on the land this is going to be the sea song until a battle. after a battle the song for the land is going to be okay. I attached a save files from snes9x right on the side of the boat so you can check the issue.  Thank you very much.
Attachments
Dragon Quest III Attachment
Dragon Quest III- The Seeds of Salvation.zip Posting again the file because I am not sure if it was attached because I can't see it anywhere? Thank you.You don't have permission to download attachments.(70 Kb) Downloaded 2 times

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Post Wed 25 Oct 2023 - 13:35 by strat

I wonder if I'm the only one who finds the text scrolling sound in this game to be incredibly annoying and distracting? The music is wonderful and other sounds appear to be of normal volume but that damn text scrolling sound is *SO* much louder than everything else, it's annoying to hear it.

Does anyone know if there's a way to either;

1) Turn the music volume up.
2) Turn the sounds' volume down.
3) Mute/eliminate the text scrolling sound altogether?

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Post Sat 28 Oct 2023 - 8:58 by strat

A couple of bugs found!

In Noaniels, the overworld theme plays over the sounds of the village (when everyone is asleep). That isn't supposed to happen.

Additionally, the game randomly freezes when speaking with people in that village.

Using BSNES, if that matters.

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Cubear

Post Sat 28 Oct 2023 - 9:07 by Cubear

it's good to state what emulator you're using, it can narrow some things down. could you provide me with your save ram (.srm) so that i won't have to play through the game to debug the crashing at the very least?

e: and as far as muting the dialogue beeping. it may be possible without too much effort.

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Post Sat 28 Oct 2023 - 9:21 by strat

Cubear wrote:it's good to state what emulator you're using, it can narrow some things down. could you provide me with your save ram (.srm) so that i won't have to play through the game to debug the crashing at the very least?

e: and as far as muting the dialogue beeping. it may be possible without too much effort.
That'd be amazing. It really is *quite* loud! Lowering its volume, cranking the volume of the music, or muting the text scrolling sound altogether would make playing the game more enjoyable for sure. Even found someone on a different msg board who had the same complaint.

I'll provide my save file later on today. In the meantime, I'll mention something very minor that I noticed - the orchestrated music's volume takes a few seconds to ramp its volume up to its max after coming out of a battle. It starts at a lower volume and gets louder after a couple of seconds. Again, not a (major) problem.

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Cubear

Post Sat 28 Oct 2023 - 9:25 by Cubear

the fade-in is actually by design. with the way music resuming works on MSU1 chip, it resumes to the exact place in the song, even if it's mid-note. it can sound kind of weird, so i implemented the fade in. it's possible to make it shorter but i probably wouldn't get rid of it altogether.

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Post Sat 28 Oct 2023 - 15:23 by strat

Cubear wrote:the fade-in is actually by design. with the way music resuming works on MSU1 chip, it resumes to the exact place in the song, even if it's mid-note. it can sound kind of weird, so i implemented the fade in. it's possible to make it shorter but i probably wouldn't get rid of it altogether.
If the fade-in can be made to be shorter in a matter of minutes, that'd be great. Otherwise, we can definitely leave it alone as it isn't a dealbreaker. Smile

I PM'ed you the save state file - please let me know if you didn't receive it.

EDIT: Playing the game through my stereo, I can hear that although the scrolling text sound is indeed VERY loud, the music is quite low compared to all sounds. Unsure if cranking the volume of the music would be quick and easy to do but that'd offer a far better balance, IMHO.

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Cubear

Post Sun 29 Oct 2023 - 12:26 by Cubear

i got your PM, thanks.

Changing fade speed is easy, no worries there.
as far as changing music volumes, it's already the maximum volume MSU1 supports, so the files themselves need to be altered. you can easily do it yourself though, with the tool located here:
https://www.zeldix.net/t2068-msu-1-re-normalization-lower-pcm-volume

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Post Sun 29 Oct 2023 - 14:44 by strat

Cubear wrote:as far as changing music volumes, it's already the maximum volume MSU1 supports, so the files themselves need to be altered. you can easily do it yourself though, with the tool located here:
https://www.zeldix.net/t2068-msu-1-re-normalization-lower-pcm-volume
Thank you so much for that! The only unfortunate part is there's no way (through this tool) to detect the level it's currently set to so I guess I'll need to experiment and guess approximately where it should be set.

Were you able to replicate the issue?

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Gedankenschild

Post Fri 24 Nov 2023 - 22:54 by Gedankenschild

strat wrote:A couple of bugs found!

In Noaniels, the overworld theme plays over the sounds of the village (when everyone is asleep). That isn't supposed to happen.

Additionally, the game randomly freezes when speaking with people in that village.

Using BSNES, if that matters.
I started playing this one recently and can confirm the bug involving the sleepy villagers causing a freeze.

Something else I noticed is that the short jingle when obtaining an item (dq3_msu-44) doesn't play fully.

I've got save ram and save states right where it happens, in case they are useful. ROM used is the one mentioned above by Cubear (English v1.0c Addendum 06-01-22). In fact I can't get the patch to work with the original Japanese ROM at all, trying to crashes Snes9x 1.60 altogether. Header or checksum issues were ruled out. MadK9 menioned "an issue with this one with mismatched rom" but didn't add any details - maybe same issue?

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Post Fri 24 Nov 2023 - 23:02 by strat

Gedankenschild wrote:I started playing this one recently and can confirm the bug involving the sleepy villagers causing a freeze.
To add an element of precision, it's talking to some sleepy villagers which causes the game to freeze. Since there's only the old man in the house who needs to be spoken to and that does not make the game freeze, it's still possible to continue playing.

Please confirm whether you run into the same 2nd bug I ran into which is a little later, after defeating Kandar. To free the hostages, we need to walk to the left and pull the switch which opens the prison doors. After that, the torch fire animations are still occurring and the music still plays but the controls are entirely unresponsive.

I've been unsuccessful in finding a way around that. It'll be interesting to find out if you run into the same 2nd bug or not.

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Cubear

Post Mon 8 Jan 2024 - 23:26 by Cubear

i've started work on bugfixes in this game and it's more grim than i had thought. needs work on the mute. i did figure out the sleeping village issues, but have run into several more, most i suspect are caused by how the mute works.

i'll get this, but it'll take some (more) time.

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