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 16, 2011 at 7:49 pm #27040
sonic.penguin
ModeratorFigure this one out. After editing with the map editor, I have a repeat issue I have run into which only occurs when a tile is placed of pure mobile terrain (ie: no mountaints in it) I had this strange warp occurring in Xu Zhou area as well. If you add a tile with say, a mountain in it, it removes the warp. Wierd huh? This occurred in region 234 aka I,17 in Cell G,2 if it were labeled.
Ahhh, we've been warped to a wierd land! I didn't even know some of these cell types existed hehe
October 16, 2011 at 11:33 pm #27041MiDKnighT
ModeratorVery weird. Only thing I can think of is to look for a warp at that address.
October 17, 2011 at 12:06 am #27042sonic.penguin
Moderatorfor some reason it only occurs on spaces that are 4/4 "non-mountain" or water
October 17, 2011 at 5:49 am #27043Lord Yuan Shu
KeymasterYea, I noticed that too man. Been working around it. Didn't know too many specifics other than what you mentioned – the all-grass areas were the culprit (mine didn't have snow like yours, but didn't have trees, mountains, hills, etc).
So yea, I'm doing my best to keep away from the four grass spots. That's why testing any map edits are so important + having the game genie codes for no random battles + walk through walls is vital for saving time.
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Huo Hu's Adventure started Destiny of an Emperor hackingOctober 17, 2011 at 7:49 am #27044Zhuge Liang
ParticipantYes I encountered that place too when I walked into a cave created between mountains
DoaE gave birth to Huo Hu.
October 17, 2011 at 1:06 pm #27045sonic.penguin
ModeratorThis is what I mean by changing tile names (which I wish were "Coast" instead) anyways. for a tile named as s_1_82 wouldn't changing its location and/or name destroy its address which DOAEditor looks for?
October 17, 2011 at 1:11 pm #27046MiDKnighT
ModeratorQuote:for a tile named as s_1_82 wouldn't changing its location and/or name destroy its address which DOAEditor looks for?I don't think so. I think you can have "s_1_82" under multiple categories if you want. I originally did this when I had to put some tiles under "mountains" and "trees" for example if they contained both.
October 17, 2011 at 1:14 pm #27047sonic.penguin
ModeratorBut they're all in the "maptiles" folder. So I can create subfolders without messing up the program?
So how would something like this be labeled? west coast + south east corner? Maybe WC_SEC ??
vs.
WC_EL (west coast + East lower, not corner)
October 17, 2011 at 1:18 pm #27048MiDKnighT
ModeratorQuote:But they're all in the "maptiles" folder. So I can create subfolders without messing up the program?So how would something like this be labeled? west coast + south east corner?
No don't mess with the maptiles folder. That's where DoaEditor is pulling the actual tiles. You should change the files under tablesCategories instead.
October 17, 2011 at 1:20 pm #27049sonic.penguin
ModeratorEdited, read above. Would have to make a whole list before that though that denotes what each tile represents though. You want to start it? haha.
October 17, 2011 at 1:27 pm #27050MiDKnighT
ModeratorNo no you would not change the name of the actual tile file. That will break DoaEditor for sure. The maptiles folder is for reading, not writing.
The way to do it would be (for that specific tile) would be to create a file under tablesCategories called "WestCoast.txt". In that file you would have:
s_1_82.bmp
And any other file names that have a west coast shoreline.
October 19, 2011 at 5:07 am #27051Lord Yuan Shu
KeymasterOne of the new underrated features with the newer versions of DoaEd has been the pointer feature. Good reminder to use those pointers to save space and also just to keep in mind where they are pointing too.
Go down to the Cheng Du text though… the pointer is [Chen]g Du. How stupid is that?
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Huo Hu's Adventure started Destiny of an Emperor hackingOctober 22, 2011 at 1:55 pm #27052MiDKnighT
ModeratorAtma:
Quote:(2) There used to be fifty or so blank lines at the end; they'd be an awesome place to add customized battle taunts. 96c completely omits them, though.Niahak:
Quote: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.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.
I agree with Atma on this one. If we have left over space in a text bank(s) we should be able to use it. I think Atma (and probably others) want to put custom battle taunts on new lines so that every battle (or nearly every battle) can have unique text. I think the drop down box for taunts is kind of lame if it can't use unique lines… Unless you had enough lines in the drop down list for every battle (including new lines). So I would suggest:
1) Leave the blank lines in there for editing if possible. We could use these for new battle taunts and other stuff…
2) If possible, display the text line and text bank for each line of text. That would help us find the text we are looking for if we are changing what a villager says or for custom battle taunts.
3. Allow the user to either input the text line and text bank for battle taunts or have 80 lines for opening battle taunts and 80 lines for closing battle taunts in the drop down boxes including existing taunts + blank text lines. I say 80 because that's the number of battles there are.
October 22, 2011 at 9:58 pm #27053Niahak
ModeratorQuote:One of the new underrated features with the newer versions of DoaEd has been the pointer feature. Good reminder to use those pointers to save space and also just to keep in mind where they are pointing too.Go down to the Cheng Du text though… the pointer is [Chen]g Du. How stupid is that?
Before or after DoaEd has already passed over it? I may have miffed on that one, but I know in a lot of other areas DoaEd picks up on inefficiencies and condenses the text.
Also, I'm back.
Re: Map editing issues… all I can say at this point is try to find a pattern behind them. There must be something going on there. My theory is that there were a lot of warps that were on unused terrain, and that's just "junk data" that wasn't actually used.
October 23, 2011 at 1:31 am #27054sonic.penguin
ModeratorWish you could find coordinate data by mousing over map tiles insted of running the hex editor in FCE Ultra 2.0 and looking at lines 0060 and moving yourself to each tile or if you could drag and drop from a menu a certain "battle" onto a tile like dropping a map tile.
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