Home › Forums › Destiny of an Emperor › Destiny of an Editor (permanent beta test mode active)
Tagged: Destiny of an Editor, Destiny of an Emperor, Huo Hu, Niahak, ROM Hacking, Xian Zhu Xuande, Zhuge Liang
- This topic has 1,129 replies, 26 voices, and was last updated 10 years, 12 months ago by
MiDKnighT.
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September 24, 2011 at 5:46 pm #26980
Lord Yuan Shu
KeymasterThe length checker thing would be very nice :huohu: It is also good to aspiring DoaE Editors :papa:smurf:
Welcome to Lord Yuan Shu Walkthrough Guides ·
Huo Hu's Adventure started Destiny of an Emperor hackingSeptember 25, 2011 at 12:28 am #26981sonic.penguin
Moderatormeh, i just learned that i can fit about 2 long words or 3 short words before i have to <enter> and after 3 lines i have to put a [>] :D
September 25, 2011 at 1:14 am #26982sonic.penguin
Moderatorahh, double post, sorry, dont know how to edit posts. anyways, i have an old laptop that i use (really old) and it only supports XP. Does DOAEditor work on XP as I get failed to initilalize errors on it. It works fine on WIN7
September 25, 2011 at 3:08 am #26983Niahak
ModeratorDoaEditor should work on XP without any problem. .94 was developed on XP.
You will need .NET 2.0 installed though, it's a free library set developed by Microsoft.
September 25, 2011 at 9:57 pm #26984sonic.penguin
ModeratorGot it. Thanks. Also, I believe it was because I installed a copy of text editor into the same folder as the editor that i had conflicts. Gotta make sure to keep them in seperate folders.
September 27, 2011 at 3:13 am #26985Niahak
ModeratorOkay, I think I'm good enough on the current set for a new release.
http://www.niahak.org/images/DOAE/DoaEditorv096.zip
I won't update the front topic until people have tried it out a few times. I only tried a few simple script edits.
New stuff:
-Text editor uses fixed width font so you should be able to tell the line limit.
-Automated checker allows for 18 characters per line. It ignores control codes like [LEADER] and [NANYANG] because the output could be variable length, so only trust it on ordinary lines.
-Map editor included, this might be the first official release to see it. You can only edit the base layout, you can't change where portals to towns go, or modify the towns themselves.
-Pushed table files and all used images off into sub-folders to clean things up.
-Integration of text and general editing features with a tabbed layout. The dictionary used for the text editing features only updates on loading a ROM, but it does use the general names from the ROM itself. Text, generals, and map should be updated when you choose the "Output to ROM" feature.
-Text editing doesn't handle a custom dictionary, but it never really did :)
-Now compiling in x86 mode, .NET 2.0 which should cut down on likelihood of any issues.
As always, please backup your ROM before trying stuff out with this one. I only do a few simple tests before the release. Most of this code has been around for (literally) years, so I don't expect to see new things go wrong.
September 27, 2011 at 4:17 pm #26986Lord Yuan Shu
KeymasterQuote:New stuff:-Text editor uses fixed width font so you should be able to tell the line limit.
-Automated checker allows for 18 characters per line. It ignores control codes like [LEADER] and [NANYANG] because the output could be variable length, so only trust it on ordinary lines.
-Map editor included, this might be the first official release to see it. You can only edit the base layout, you can't change where portals to towns go, or modify the towns themselves.
-Pushed table files and all used images off into sub-folders to clean things up.
-Integration of text and general editing features with a tabbed layout. The dictionary used for the text editing features only updates on loading a ROM, but it does use the general names from the ROM itself. Text, generals, and map should be updated when you choose the "Output to ROM" feature.
-Text editing doesn't handle a custom dictionary, but it never really did
-Now compiling in x86 mode, .NET 2.0 which should cut down on likelihood of any issues.
Wow, Map Editor too. Good update dude I'll have to check it out.
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Huo Hu's Adventure started Destiny of an Emperor hackingSeptember 28, 2011 at 1:17 am #26987sonic.penguin
Moderatorawesome, can't wait to test it out. Thanks for updating that letter per line thing q.q
September 28, 2011 at 6:29 pm #26988DragonAtma
ModeratorSo I'm away from home, visiting family for a couple days, and 0.96 comes out when Atma is away from the Jin Xuan mod. IRONY!
…did 0.95 sneak by us invisibly, or did I Fail A Spot Check?
September 29, 2011 at 12:44 am #26989sonic.penguin
Moderatora few notes about .96 so far.
I tended to get an awful lot of string errors and lock-ups which made the whole editor close. This happened particularly when imputing values for portraits on characters, especially when you type in an extra digit and don't realize it right away. I got a few crashing errors in the text editor that brought down the whole thing.
Gave the map editor a whirl and it certainly has promise. I tried editing some cells by putting a bridge over water but… in game the bridge appeared to the side of where I actually place it about 10-20 cells east and wasn't connected to the land?
You swapped the agility and intelligence boxes, at first I thought Lu Bu had 245 Int :O
Just takes some getting used to.
.94 seems to have a lot less major crashes, in fact, not sure if I've even had one on it.
Anyways, it's looking good otherwise. Wish there was a way to expand the size of the game and edit what music plays in certain battles.
September 29, 2011 at 1:14 am #26990Niahak
ModeratorQuote:…did 0.95 sneak by us invisibly, or did I Fail A Spot Check?It was an interim release that I only provided to a few people (I think just MiDKnighT) to test map-making.
Quote:I tended to get an awful lot of string errors and lock-ups which made the whole editor close. This happened particularly when imputing values for portraits on characters, especially when you type in an extra digit and don't realize it right away. I got a few crashing errors in the text editor that brought down the whole thing.These are definitely no good! I can fix the portrait values to revert when you mix up an input, that should be easy enough. When you see other errors, please give me as much info as you can and I'll try and fix them. I'll plan another release by the weekend.
Quote:Gave the map editor a whirl and it certainly has promise. I tried editing some cells by putting a bridge over water but… in game the bridge appeared to the side of where I actually place it about 10-20 cells east and wasn't connected to the land?Hm. That seems odd. I didn't test the map editor as thoroughly as I'd like. 10-20 cells each? I'll have to devote some time to testing that feature.
Quote:You swapped the agility and intelligence boxes, at first I thought Lu Bu had 245 Int :OJust takes some getting used to.
Easily fixed! Unless you'd rather it not be switched again ;)
Quote:.94 seems to have a lot less major crashes, in fact, not sure if I've even had one on it.Sorry about that. I figured there'd be some in the merge between Text/Generals, but I also did some UI overhauling and that might've had an effect on it. Again, the more detail you can provide the more easily I can fix those. For example, if you get your hands on a ROM that fails to load I'd like to take a look.
Quote:Anyways, it's looking good otherwise. Wish there was a way to expand the size of the game and edit what music plays in certain battles.I'm sure there's a way to switch which music plays in certain battles. We just never found that particular bit sequence (I'd assume it's in with the other battle information, which we never really dug into in detail – it's documented in one of these posts).
As far as ROM expansion goes… it's certainly possible, and it's been done before to other games, usually for script size purposes. Unfortunately, it's above my (hypothetical) romhacking pay grade.
September 29, 2011 at 2:33 am #26991sonic.penguin
Moderatoram experiencing some of the most errors when switching between screens and exporting data to a rom. Will keep you updated
September 30, 2011 at 8:40 pm #26992sonic.penguin
ModeratorThe map issue could have been due to the images not matching up properly for some reason. Sometimes it appears that in the UI main window a river is running through parts of the map where there are no rivers, generally this appears on the bottom the screen. I'm just trying to locate the 1 square of Wei ground in Jing Zhou in an attempt to replace it with Water but there's 276 regions to go through! I've narrowed it down to between 184 and 160 I think…
October 2, 2011 at 6:38 pm #26993sonic.penguin
ModeratorJust thought of another Idea for DOAEditor now that you are implementing maps. How about a function for adding overlays to map squares so as to add contents to them (ie: ChiTuMa/money/weapons/armor/key items/etc)
Also, a forest map tile or grass map tile has a warp point associated with it possibly? I tried carving something in Xu Zhou with trees and grass and upon testing i got warped to some wierd place with bridges/water/ etc all over with no escape! Aaaahhh! Anyways, was wondering if you had a clue about this occuring
October 2, 2011 at 8:11 pm #26994Niahak
ModeratorQuote:The map issue could have been due to the images not matching up properly for some reason. Sometimes it appears that in the UI main window a river is running through parts of the map where there are no rivers, generally this appears on the bottom the screen.Oh, I know exactly what's going on then… It took a few reads to catch on :)
So the maps are divided into areas that are 15×16, NOT 16×16 as DoaEditor currently shows.
The bottom row on any map never actually exists – for some reason, Destiny of an Emperor simply cuts off the bottom section of any region.
I can fix up the editor so it doesn't display the bottom half of that bottom row of tiles.
Quote:How about a function for adding overlays to map squares so as to add contents to them (ie: ChiTuMa/money/weapons/armor/key items/etc)This is planned in an "eventual" release. I'd like to fix any remaining bugs before moving forward.
I've uploaded another new release, with a few minor fixes:
http://www.niahak.org/images/DOAE/DoaEditorv096a.zip
Fixes:
* Portrait values will now default to 00 if they receive invalid input, rather than being unhappy on save/export
* Int/Agi location switched
* Map now no longer shows the bottom half of the bottom row
* Fixed a fatal crash when attempting to sort maps by order of ROM appearance
Please let me know of any further issues you run into!
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