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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October 8, 2011 at 9:41 pm #27025
Lord Yuan Shu
KeymasterDamn dudes, nice work.
Welcome to Lord Yuan Shu Walkthrough Guides ·
Huo Hu's Adventure started Destiny of an Emperor hackingOctober 8, 2011 at 11:31 pm #27026MiDKnighT
ModeratorGreat Niahak, checking it out now!
Nihak this is soooo sweet! I'm loving the mini-map! Can't wait for the other features. As always let me know if I can help.
October 9, 2011 at 1:17 am #27027sonic.penguin
ModeratorAwesome, the minimap selection tool makes it so much easier to go from region to region rather than having to scan through almost 300 sections for the right one. Awesome update, love it! I'll let you know about any bugs ASAP.
Also, if you made no changes to the text editor, there were a lot of crashes I experienced in it. The only stable one seems to be the standalone version.
October 9, 2011 at 1:34 am #27028sonic.penguin
ModeratorSuggestion. can you add to the mini map editor some line names grid names. Ie: Row 1 column A, get what i mean? Kind of like an excel document labeling of cells.
October 9, 2011 at 3:29 am #27029DragonAtma
ModeratorSome things to add to DoaEd:
(1) You condensed some of the event groups into single events. Anyway to undo that? It'd be nice to take out some events (such as removal of Liu bei or the equivalent) without breaking the whole chain.
(2) There used to be fifty or so blank lines at the end; they'd be an awesome palce to add customized battle taunts. 96c completely omits them, though.
(3) I still think grabbing both graphics and palettes from the game itself would be a good idea. It'll respect any changes people did to faces, and it'd prevent you from having to include two hundred and fifty chunks of faces with DoaEd!
(4) A list of line codes (for assigning taunts and such) would be useful. If we've added new taunts, surely we want to add them without having to guess which lines are where!
(5) Adding more sections (battle lineup editors, shop editor, etc.) would be useful.
You're definitely making some awesome changes, though. Keep up the good work! [hands over an especially fine steed]
October 9, 2011 at 4:20 am #27030Zhuge Liang
ParticipantWow this newest version makes it a lot more easier for us to change the whole world. Never cease to amaze us as always. Thanks Niahak, I love it.
DoaE gave birth to Huo Hu.
October 9, 2011 at 3:43 pm #27031Niahak
ModeratorNew release: version 0.96c.
No major changes, just little ones:
-Now has column/row markings. If you shrink the map too much, they won't be visible, though.
-Improved failure cases in text editing; now informs the user when things go wrong, instead of crashing (hopefully).
Quote:Also, if you made no changes to the text editor, there were a lot of crashes I experienced in it. The only stable one seems to be the standalone version.Sorry about that. I've added increased logging in this version. Assuming it's failing where I think it is (*cross fingers*) you'll see a dialog box pop-up saying it couldn't save the text, and some debug information you can provide for me. It'll also fail gracefully, meaning you can keep on editing other lines :)
Quote:Suggestion. can you add to the mini map editor some line names grid names. Ie: Row 1 column A, get what i mean? Kind of like an excel document labeling of cells.I added this, but I went with Row A, Column 1. If that doesn't feel natural, I can swap them really easily.
Quote:(1) You condensed some of the event groups into single events. Anyway to undo that? It'd be nice to take out some events (such as removal of Liu bei or the equivalent) without breaking the whole chain.Can you elaborate on this? I'm not sure how to tell which are groups versus independent events.
Quote:(2) There used to be fifty or so blank lines at the end; they'd be an awesome palce to add customized battle taunts. 96c completely omits them, though.Hmm. I think I just trimmed any blank ones because there were a bunch at the beginning too. I'm not confident that changing those lines would do much, but I'll think about this one. It sounds like text editing already has a few side effects, and I'd rather not do anything to make things worse.
Quote:(3) I still think grabbing both graphics and palettes from the game itself would be a good idea. It'll respect any changes people did to faces, and it'd prevent you from having to include two hundred and fifty chunks of faces with DoaEd!This one's been on the back burner for some time, but it's still planned functionality. I learned quite a bit about graphics while stitching together the minimap, so I'm more inclined to give this a shot than I was before. Portraits would come first, certainly, then probably palettes and sprites.
Quote:(4) A list of line codes (for assigning taunts and such) would be useful. If we've added new taunts, surely we want to add them without having to guess which lines are where!If taunts are assigned per-battle, I can just add the list of taunts to a drop-down selection box. Just need a way to figure out which are taunts :)
Quote:(5) Adding more sections (battle lineup editors, shop editor, etc.) would be useful.Battle lineup is already planned. I was actually going to do it before all this mapping stuff came up.
October 9, 2011 at 6:03 pm #27032DragonAtma
ModeratorHmm… I thought that some sections were something like this:
Code:Good work! You somehow
helped Han Fu defeat
Genghis Khan.[>]
[Event-1234]
[Event-5678]
[Event-9ABC]
[Event-DEF0]
[END]But apparently that's not the case; unfortunately, that'll make it harder for us to find and remove the "Liu Bei leaves party" event and such. Sorry about any confusion involved…
October 9, 2011 at 7:16 pm #27033sonic.penguin
ModeratorCool. Numbering starts at 4 and D, is this on purpose? Just wondering. Also can you put numbering on the main UI as well. It helps when editing two regions next to each other where you need to connect roads/river/leave open space.
Going in the right direction, i like it
October 9, 2011 at 11:07 pm #27034sonic.penguin
Moderator<- Professional program smasher (crasher)
text editor still crashes when switching between different text lines.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at System.Windows.Forms.ListBox.ItemArray.GetItem(Int32 virtualIndex, Int32 stateMask)
at System.Windows.Forms.ListBox.SelectedObjectCollection.get_Item(Int32 index)
at System.Windows.Forms.ListBox.get_SelectedItem()
at DoaEditor.MainForm.lineList_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ListBox.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3623 (GDR.050727-3600)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
DoaEditor
Assembly Version: 1.0.4299.18924
Win32 Version: 1.0.4299.18924
CodeBase: file:///C:/Documents%20and%20Settings/Matt/Desktop/Editor%202.0/DoaEditor.exe
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3623 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3624 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
October 13, 2011 at 8:25 am #27035Jiang Wei
Participantwow this is confusing i wish i could find away to hex the game then i could completely rewrite it but i can't
October 15, 2011 at 2:45 pm #27036Niahak
ModeratorHey everyone,
I'm getting on a plane in a few hours but I wanted to wrap up a bug and add a (minor, for now) new feature.
Version 0.96d should fix sonic.penguin's text bug. I was finally able to get it to occur, and I think it's a timing issue combined with (oddly) a bug in the .NET framework… either way, I found a work-around, so it should be fixed now.
It also adds map chapter preview: when you select a map in the editor, it now displays the Chapter number to which it belongs (0-8) for random encounters. In the next version, I plan to add expanded ROM support and modification of the chapters for each map.
In case anyone wants to twiddle their chapter numbers manually, here's how I calculated the chapter for a region:
* Chapters start at 0x37df5
* Chapters end at 0x37eef (arbitrary)
* Each byte contains the Chapter for two maps
* Here is the formula to get a relative chapter for a map:
Code:int mapChapterNumber = (vert-4)*24 + (horiz);If you take mapChapterNumber and divide by 2, you'd get the index of the chapter; add that to 0x37df5 and you get the absolute index in the ROM. If mapChapterNumber is odd, you change the second half of the number (e.g. 0x44 -> 0x48); if it's even, change the first half (fun fact; these are called 'nibbles' of a byte). The updated value will appear in DoaEditor next time it's opened.
October 15, 2011 at 3:18 pm #27037Lord Yuan Shu
KeymasterNice, a math lesson with our new DoaEd upgrade huohu . Time to check it out. Changing random battles on the field will be a key step with all the map editing available now.
Thanks again for taking some time off your vacation for DoaE, have a wondrous trip.
Welcome to Lord Yuan Shu Walkthrough Guides ·
Huo Hu's Adventure started Destiny of an Emperor hackingOctober 15, 2011 at 6:30 pm #27038sonic.penguin
ModeratorQuote:I wanted to wrap up a bug and add a (minor, for now) new feature.Hooray!
Quote:Version 0.96d should fix sonic.penguin's text bug. I was finally able to get it to occur, and I think it's a timing issue combined with (oddly) a bug in the .NET framework… either way, I found a work-around, so it should be fixed now.Double Hooray!
Question, do the fire tactics use a fire sprite or the water sprite turned sideways (backwards technically)
Enjoy your trip as well. We'll all be working hard to crash your work before you get back :)
October 15, 2011 at 6:33 pm #27039sonic.penguin
ModeratorQuote:wow this is confusing i wish i could find away to hex the game then i could completely rewrite it but i can'tdownload a hex editor such as XVI. I use it and it is very easy to understand once you get how it works (takes about an hour). The hex codes for modifying items and battles and etc. can be found on the forums here or at Kongming.net Generally you search for an "address" then go box by box to find what you're looking for in that area.
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