As Mana weakens, natural catastrophes begin to tear the world apart…
Rediscover Secret of Mana like never before, under new climatic conditions. Version 2.0 expands the ROM hack with a lot of new content, game play changes and many surprises for both new players and veterans.
What’s new?
Gameplay enhancements: further modified magic spells, updated bosses and new enemies, improved map graphics, and numerous quality of life features…
The Ablaze mod of Dragon Quest on SFC has been unveiled courtesy of clymax. The full title of the base game is Dragon Quest I&II. The mod is for use with RPGONE’s English fan translation v2.0 (DW ver).
The mod is unofficial and unaffiliated with Square Enix.
Like all of clymax’s rando mods, it’s a respinner as opposed to a repatcher, so just simply reset the game to play a new randomization.
For patching instructions, project status, or other assistance, please check us out on Discord. A teaser trailer is below.
Release Build: Features
A release build is now available on Romhack Plaza here.
Chest items are randomized.
Chests in the throne room are excluded from randomized contents. This is to avoid a softlock if you do not get a Magic Key or Wings of Wyvern.
Development Build: Features
The dev build is on the rotation of mods that can be obtained through our Whirlwind Fiesta annual summer event. For players who do not wish to join the event, do not wish to use Discord, or wish to support the hack author, early access is also available via Game Jolt.
Opening dialogue skipped.
Start with a Wing of the Wyvern. This ensures you can escape the throne room.
Magic Key, Wing of the Wyvern, and Torch can be used infinitely.
No more random encounters. Hold A to get random encounters.
Earned experience and gold each boosted to 64x.
Poison tiles and barrier tiles no longer bring your health below one.
Rainbow bridge pre-built.
Enemies randomized.
Seeding now supported. The first five characters of your name form your seed.
Ensures the King always gives you the option to save your progress.
Support added for saving and loading the RNG state of the rando mod.
Support added for auto seeding. Enter “auto” (without the quotes) to use this feature.
Disables randomized enemies in Charlock Castle. This allows endgame farming.
A demo clip of randomized enemies is below.
So, what do you think? How do you think DQ I on SFC holds up today? Which DQ remains your favorite today? Comment below, or come check us out on Discord.
For clymax’s projects, click here. You can also follow him on YouTube or Twitter.
The following reflects the personal opinion of clymax and does not necessarily reflect the opinion of any other individual of the FFV Central community or of the community as a whole.
On an unspecified FF Discord, a player learns about a private mod of our community.
He’s then encouraged to join by a member of the translation team of the mod in question.
On FFV Central Discord, the player joins and dips immediately after obtaining the private mod.
It’s a translation our team had been working on for over a year – for a mod that spans three roms.
In contrast, the player’s total time spent on the server was not even three minutes.
Back on the unspecified FF Discord, the player raves that the private mod he just took “fucking rules.”
Maybe it does. Unlike his player etiquette though, which fucking sucks.
For clymax’s projects, click here. You can also follow him on YouTube.
This post explores the mods over the years, that have managed to break the hit-point limit (BHPL) of 9,999 in the vanilla game engines of the classic entries in the Final Fantasy series.
No mods, other than those listed here, are known to have broken the HP limits in question. If you know of any, comment below.