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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November 6, 2011 at 9:23 pm #27100
MiDKnighT
ModeratorQuote:Display Warps on Map (if not edit)I'm sure others might disagree but this has my vote.
Quote:Add taunt/location supportThis sounds good too!
November 6, 2011 at 9:33 pm #27101sonic.penguin
ModeratorDEATH TO FIEDIAN/DOS/NANA/IRFANVIEW method!
I vote for the path of most resistence ie: portrait and sprite uploading support aka Uploading portrait strips and sprites via browse/load method into new banks and having them read from the ROM. Warps and taunts are so much easier to edit via hex and already existing methods.
-shoots midknights post with a bazooka-
BTW i saw your 7th saga post. The trick is to make your main char a mage like Esuna, kill the 2nd character since exp is halved with 2 people. Level up on brains/s.brains, revive the dead 2nd character only to recruit another groupie and strip their leveled up equipment off of them since their level is based off of the main character. Some people like Lejes may attack you though if you have runes. So die on Wilme, have him take your runes, recruit lejes, then kill Wilme to get your runes back. <- use winballs to get around towns.
Anyways, you can get equip for free and armor/weps WAY before you're supposed to this way :)
November 6, 2011 at 11:08 pm #27102Niahak
ModeratorQuote:BTW i saw your 7th saga post. The trick is to make your main char a mage like Esuna, kill the 2nd character since exp is halved with 2 people. Level up on brains/s.brains, revive the dead 2nd character only to recruit another groupie and strip their leveled up equipment off of them since their level is based off of the main character. Some people like Lejes may attack you though if you have runes. So die on Wilme, have him take your runes, recruit lejes, then kill Wilme to get your runes back. <- use winballs to get around towns.Yeah, this would be the way to play the game normally ;) I played as Esuna, with the "difficulty" mod (which wasn't complete), and still ran into problems 'cause I hate grinding.
Money was never a problem, although I'd keep this in mind for future play-throughs.
I wanted to replace Olvan with someone else (probably Kamil), but I couldn't find anyone just before getting the 7th Rune so I was stuck with Olvan for the rest of the game.
Back on-topic…
Portrait/Sprite import is also the path of most resistance for ME, but it seems to be the roughest for others as well. I'd probably only allow import of four-color BMPs, but I could *probably* tweak the import stuff to let people pick their palette for import (e.g. you could import from 'properly' colored images).
In terms of difficulty I expect the following order:
1: (hardest by far) Image import function
2: Battle taunt/location
3: Map warp location display – initially at least I wouldn't have editing.
November 6, 2011 at 11:52 pm #27103MiDKnighT
ModeratorNiahak, I'd go with the low hanging fruit first. I can load strips into people's ROMs if they are having problems. No biggie. LYS is able to now also.
November 7, 2011 at 4:10 pm #27104sonic.penguin
ModeratorI'll keep you to that promise Midknight, at leats until I get dos and fed working properly. So yeah, I would suggest doing the WARP stuff IN ADDTION TO a drop down menu that lets you select the chapter for each set of tiles on screen.
On another note, but not a big deal, remember the bottom set of tiles having that strange river on the first release of the map editor? (forgot the version) Although its still workable, the bottom 1/2 of tiles arent visible like importing a 4×4 all mountain piece you can only see the top 2 mountains, but the bottom 2 still exist but aren't visible in the editor.
I was recalling back to that "un-editable" area that is visible but just helps to connect paths/ rivers/obstructions, etc and didnt know if that is still in the plans.
I was looking at the new battles function and I like it!
1. Making the menus similiar to sprite function and being able to type in a letter and it takes you to that letter IE: type Z to go to the first officer with a Z, would make it easier to search for officers.
2. Think we could give each battle some kind of generic name? I know they are appearing in order of appearance from the hex, but some kind of BOX where you could name the battle outside of just knowing the officers selected and which battle theyre in. IE: Luo Yang Dong Zhuo: First Gate or Jian Ye: Gate 2 or Lu Bu Shu Ambush. Just giving them a name might help to change them once they're edited. I always have to refer to the KONGMING.NET page for this. Just thought this would help, maybe not, just my thoughts.
November 7, 2011 at 11:33 pm #27105Niahak
ModeratorQuote:IN ADDTION TO a drop down menu that lets you select the chapter for each set of tiles on screen.I knew I'd left something half-done. I think that'll be the next thing I fix :)
Quote:I was recalling back to that "un-editable" area that is visible but just helps to connect paths/ rivers/obstructions, etc and didnt know if that is still in the plans.This one is actually fairly hard, because it means I have to look up adjoining locations (where applicable). It can still be done, though.
Quote:1. Making the menus similiar to sprite function and being able to type in a letter and it takes you to that letter IE: type Z to go to the first officer with a Z, would make it easier to search for officers.Very easy! It will be done.
Quote:2. Think we could give each battle some kind of generic name?The one thing that makes me hesitate on this one is that people are already rearranging battle locations – and therefore the map, etc, etc. So a "generic" name may only serve to confuse people who move a Luoyang battle to Luo Sang (for example).
November 9, 2011 at 2:01 pm #27106MiDKnighT
ModeratorHey Niahak, I have an enhancement idea… Hopefully if it's low hanging fruit hopefully can get done soon. Otherwise it can wait.
If the portrait banks are loaded up, there are tons of portraits to pick from. Scrolling through them in the 6 slices to see which one you want is pretty tedious. How about something like a region selector? For example you click a portrait selector button and a bunch of faces pop up, pick a face and it loads the 6 slices for you. This wouldn't work with generic portraits but would work with any custom portraits. Just an idear…
November 11, 2011 at 12:39 am #27107sonic.penguin
ModeratorIve learned how to insert pics and sprites. Can we have sprites read from roms so I dont have to go in game to see the new ones?
November 12, 2011 at 5:24 pm #27108sonic.penguin
Moderatorsomething has caused me to lose lots of data for the last few days and I'm pretty sure it has to do with one of the following:
1. changing officers names which makes them too long in the text editor which corrupts the game. Any way that you can control the instances that the editor replaces all instances of a name with a changed name? Ie; changing Liu Bei to something else changes ALL instances in the text and corrupts the **** out of stuff if the new name is too long.
2.After more editing of just the text and with NO errors, just a ROM written successfully, it somehow corrupts the game and makes it unable to function properly when loading between screens. IE: game freezes after opening peach garden screen before Liu Beis schpeal about yellow scarves.
November 13, 2011 at 4:49 am #27109ludmeister
ParticipantNiahak–
Sorry to bug you, I know you're real busy…
When I changed the tactable.tbl, it worked just fine… for only the first 31 levels. In my new mod I'd like to change the tactic list up a bit so the final tactic is learned at level 36… would you be willing to open this possibility up in the editor? Thanks a ton.
When all else fails... manipulate the source code.
November 13, 2011 at 5:41 am #27110DragonAtma
ModeratorAnd some of us seek even later tactics; after all, the party's in their 40's when they finally beat the game (absolute minimum possible is 39), so it makes sense for tactics to continue appearing past 31.
November 14, 2011 at 12:32 am #27111Niahak
ModeratorHey guys, sorry I haven't been around over the weekend. I'll be trying to get back into the thick of things in the next few days, and hopefully have a release supporting some of these smaller features.
Quote:something has caused me to lose lots of data for the last few days and I'm pretty sure it has to do with one of the following:…Both of these have been complaints in the past. I'm sorry you lost some work :(
Next time it happens, could you provide:
* borked romfile (i.e. the rom post-save)
* what you were trying to do
* ideally, romfile pre-borking
however…
Quote:changing officers names which makes them too long in the text editor which corrupts the game.I'm not sure this could happen, since officer names are used by reference… but maybe my algorithm to select references isn't working right.
November 14, 2011 at 12:40 am #27112sonic.penguin
ModeratorWill let you know next time it happens, Ive been avoiding making name changes atm :o
November 15, 2011 at 9:32 pm #27113sonic.penguin
ModeratorOkay, so I changed a line of text, outputted to the game, and it messes it up and makes it unable to get past the loading screen :S
SOooo, I reloaded a fresh new rom WITHOUT closing DOAEditor, and it did the SAME thing to the new rom, it corrupted it in a matter where the game crashes upon loading screens after the peach garden oath or a save game.
HOWEVER, I did close DOAEditor, opened a new one, did the EXACT changes that I did before as far as text (copy and paste from notepad) and outputted to the rom and it worked perfectly. It has got to be something that glitches when DOAEditor starts.
Also on another note, keep getting this error on occasion.
To fix this and make it work properly, I changed a period to an exclamation point… Wierd
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.SaveTextContent()
at DoaEditor.MainForm.export_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.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: 2.0.50727.3625 (GDR.050727-3600)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
DoaEditor
Assembly Version: 1.0.4327.29194
Win32 Version: 1.0.4327.29194
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
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.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.
November 16, 2011 at 3:24 am #27114MiDKnighT
ModeratorHey Niahak, yet another minor thing. I tried adding some items to the soldtable.tbl (new soldier growths) but the GUI wouldn't display my new entries. I assume because you hardcoded a number to load from the table? Can we adjust that to just take however many rows are in the table? Here's the table I'm trying to use:
00=150
01=100
02=104
03=110
04=115
05=121
06=126
07=133
08=139
09=146
0A=153
0B=161
0C=169
0D=177
0E=186
0F=195
10=204
11=214
12=225
13=236
14=247
15=259
16=272
17=285
18=299
19=314
1A=329
1B=346
1C=362
1D=380
1E=399
1F=418
20=439
21=460
22=483
23=506
24=531
25=557
26=585
27=613
28=643
29=675
2A=708
2B=742
2C=779
2D=817
2E=857
2F=899
30=942
31=989
32=1037
33=1088
34=1141
35=1197
36=1255
37=1317
38=1381
39=1449
3A=1519
3B=1594
3C=1672
3D=1754
3E=1839
3F=1929
40=2024
41=2123
42=2226
43=2335
44=2450
45=2569
46=2695
47=2827
48=2965
49=3110
4A=3262
4B=3422
4C=3589
4D=3765
4E=3949
4F=4142
50=4345
51=4557
52=4780
53=5014
54=5259
55=5516
56=5786
57=6069
58=6365
59=6677
5A=7003
5B=7346
5C=7705
5D=8082
5E=8477
5F=8892
60=9326
61=9782
62=10261
63=10763
64=11289
65=11841
66=12420
67=13027
68=13665
69=14333
6A=15034
6B=15769
6C=16540
6D=17349
6E=18197
6F=19087
70=20020
71=20999
72=22026
73=23103
74=24233
75=25418
76=26661
77=27965
78=29332
79=30767
7A=32271
7B=33849
7C=35505
7D=37241
7E=39062
7F=40972
80=Huang Zhong leveling
85=Ma Chao leveling
8A=Guan Yu leveling
8F=Zhao Yun leveling
94=Zhang Fei leveling
99=100_high_to_low
9E=100_low
A3=100_medium
A8=100_high
AD=100_low_to_high
B2=150_high_to_low
B7=150_low
BC=150_medium
C1=150_high
C6=150_low_to_high
CB=200_high_to_low
D0=200_low
D5=200_medium
DA=200_high
DF=200_low_to_high
E4=250_high_to_low
E9=250_low
EE=250_medium
F3=250_high
F8=250_low_to_high
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