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 11 years, 1 month ago by
MiDKnighT.
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AuthorPosts
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January 6, 2012 at 9:43 am #27205
MeteorStrike
ParticipantI forgot to mention, you might actually want to have 2 options instead of just one:
"Move Selected Warp Source Here"
"Move Selected Warp Dest Here"
or maybe something that's less wordy, but still makes this distinction. Since a Warp point is really only a connector between 2 points on the map, the user should be able to change either of those end points.
January 20, 2012 at 8:28 pm #27206sonic.penguin
ModeratorOkay! I figured out why certain sprites were disappearing AKA Wang Gui, Yi Ji, etc. Heres the nitty gritty. Having those particular officers in boss battles is okay, and still makes them appear in their usual spots HOWEVER by changing them to encounterable on the field, it will essentially "delete" them from the house/castle they usually inhabit which is decided from the start of the game. For example, using a save or savestate will not make them reappear if you fix the problem, you have to start a new game.
This was particularly an issue w/ Wang Gui because then you can't get the next person in the sequence! You can also mess up officers like Sun Ce, Cao Cao from appearing by making them appear in random encounters. Anyways, thought you might want to know that.
January 26, 2012 at 8:24 pm #27207sonic.penguin
ModeratorQuestion for Niahak or maybe Meteorstrike will know, can you perchance point me to the addresses that control the background colors for officers on the INTRO screen. You know, the one with all the bios. Its about the last thing I am changing before releasing my Beta.
Maybe also if there is a way to edit the peach garden picture too?
Since MiDKnighTs been awol, I still havent been able to fix the borked up status screen that changes the display of money and level in the status page since I dont know what addresses he changed.
January 29, 2012 at 2:59 am #27208sonic.penguin
ModeratorNiahak, any idea why when I tried loading new sprites into the expanded sprite banks that the sprites come out all garbled?
January 29, 2012 at 3:00 pm #27209Niahak
ModeratorIn what way were they garbled? I haven't messed with character sprites, but I know there's a specific order you need to load them in… MiDKnighT probably knows more.
January 29, 2012 at 4:41 pm #27210Niahak
ModeratorHey guys,
Since I haven't been super motivated to make progress for a bit, I figured I'd release what I have.
http://www.niahak.org/images/DOAE/DoaEdv097h.zip
What this does:
-Allows movement of battles and warps on the map screen (thanks to MeteorStrike for the interface suggestion)
What this doesn't do, but I had hoped it would prior to release:
-Update the references to "recovery towns" (e.g. where you return after you die in each chapter).
-Update gull wing locations
Note that you'll still need a castle/town entrance where you're moving warps to. Battles have no such restriction.
January 30, 2012 at 2:33 am #27211sonic.penguin
ModeratorQuote:In what way were they garbled? I haven't messed with character sprites, but I know there's a specific order you need to load them in… MiDKnighT probably knows more.Yeah thats kind of the problem. Since he's been awol I've been stuck on a number of issues including one that involves the "gold" and "level" displays being messed up in the main general page that he was tinkering with. The gold reads 010 upon starting a game and the level always reads level 1. If I knew which addresses to fix I could manually do it but all I have are memory addresses that I've found in the rom hacking guide, I need actual addresses though!
$6073 = Party Level
$6076 -> $6078 = Money
Ah! This would've made my life easier had I had this update a few months ago as I moved all kinds of towns and caves by manual moving… creating cave exits was the hardest to decipher and especially since some towns require a different "castle" entrance than others since they function more or less like caves.
BTW, you should almost block off characters from appearing in random battles that have sprites in towns ie: Yuan Shang, Cao Cao, Yi Ji, Yang Jin, Wang Gui, etc. I spent one heck of a time trying to figure out why they "disappear". It turns out, you can use them in boss battles just fine and dandy, BUT if you click the box "encounter" it essentially ERASES them from appearing in their spots.
February 10, 2012 at 5:33 pm #27212MiDKnighT
ModeratorQuote:Hey guys,Since I haven't been super motivated to make progress for a bit, I figured I'd release what I have.
http://www.niahak.org/images/DOAE/DoaEdv097h.zip
What this does:
-Allows movement of battles and warps on the map screen (thanks to MeteorStrike for the interface suggestion)
What this doesn't do, but I had hoped it would prior to release:
-Update the references to "recovery towns" (e.g. where you return after you die in each chapter).
-Update gull wing locations
Note that you'll still need a castle/town entrance where you're moving warps to. Battles have no such restriction.
Yay!!!!!!!!!!!!!!!!!!!!!
February 10, 2012 at 6:43 pm #27213cabalpapa
ParticipantOh my, in my absence, I never realized so much enhancement has been done to Niahak's tool… I was still using .94 edition. I am so happy to see all of this! I think this might mean that the Liu Biao mod might be on full go…
Niahak, a couple questions… anything in your editor that allows us to change what is found in treasure chests/search locations yet? Also, would it be possible that for groups of specific portraits, there could be an option to change them all at once instead of each of 6 areas? Just a thought for quicker/more efficient portrait changes.
February 10, 2012 at 11:01 pm #27214sonic.penguin
Moderatortreasure chest edits are easy, I can get back to you on editing those, but that will require you having a hex editor and the portrait slice thing is unfortunately how they are in the actual game, coded slice by slice.
February 11, 2012 at 1:16 am #27215sonic.penguin
ModeratorFor reference, here's the item list:
00 ~*006038 coins [glitch]
01 ~96 coins
02 ~237 coins
03 ~592 coins
04 ~1013 coins
05 ~1533 coins
06 ~4028 coins
07 ~29 food
08 ~125 food
09 ~821 food
0A ~2011 food
0B ~5902 food
0C ~10151 food
0D ~2098390 food
0E ~2148799 food
0F ~*86607 food [glitch]
10 [blank] ->
16 [blank]
17 Silver Key ->
18 Silver Key
19 Gemsword
1A Ma Letter [???]
1B Gun Powder
1C Intro Letr
1D Iron Ore
1E Dead Wood
1F Saltpeter
20 [glitch]
21 Chi Tu Ma [Red Hare]
22 Zhou Letr [Zhang Ltr]
23 Gold Key
24 Gullwing ->
28 Gullwing
29 [blank] ->
2A [blank]
2B Smoke Pot
2C Steed
2D Resurrect ->
30 Resurrect
31 Elixir A
32 Elixir B
33 Elixir C
34 Elixir D
35 Power Pill ->
38 Power Pill
39 Dagger ->
40 Dagger
41 Flail [Club]
42 Ax [Ax]
43 Club [Mace]
44 Spear [Flail]
45 Sabre [Spear]
46 Trident
47 Bow
48 Sword
49 Battleax [Great Ax]
4A Scimitar
4B Crossbow
4C Lance [Dadao]
4D Wan Sheng [Wansheng]
4E Bo Ye [Boye]
4F Qing Guang [Qingguang]
50 Nu Long [Nulong]
51 Qing Long [Qinglong]
52 Halberd
53 Robe ->
59 Robe
5A Leather ->
5B Leather
5C Padded ->
5D Padded
5E Ring M ->
5F Ring M
60 Chain M ->
61 Chain M
62 Splint M ->
63 Splint M
64 Plate M ->
65 Plate M
66 Bandana ->
68 Bandana
69 Cap
6A Hood
6B Wood H
6C Copper H
6D Bronze H
6E Iron H
6F Steel H
6F [glitch] ->
7F [glitch]
80 "I found a small keyhole." ->
FF "I found a small keyhole."
At the address 30B13 = Items that are "hidden" such as the Chituma/Red Hare
The actual treasure chest ones END around 309DD, these ones are a little harder to edit but still doable. I never really understood how these worked address wise, but since I know the hex so well at this point, it wasnt a big issue.
$667A : bit 7 => Chapter 1 – Tie Men Xia – (001.029.003.006) => 42 = Ax
$6604 : bit 7 => Chapter 1 – Cave – (003.003.002.004) => 42 = Ax
$6676 : bit 7 => Chapter 2 – Fan Shui Guan – (001.029.003.006) => 42 = Ax
$662A : bit 7 => Chapter 2 – Cave 1 – (002.035.007.029) => 23 = Gold Key
$662A : bit 6 => Chapter 2 – Cave 1 – (003.034.007.026) => 04 = coins
$6629 : bit 2 => Chapter 2 – Cave 2 – (002.041.009.007) => 43 = Club
$664D : bit 7 => Chapter 3 – Chen Cang – (001.029.003.006) => 44 = Spear
$662B : bit 7 => Chapter 3 – Cave – (002.038.005.023) => 69 = Cap
$662B : bit 6 => Chapter 3 – Cave – (002.038.003.023) => 44 = Spear
$662B : bit 5 => Chapter 3 – Cave – (011.039.007.015) => 69 = Cap
$662B : bit 4 => Chapter 3 – Cave – (005.039.013.016) => 59 = Robe
$662B : bit 3 => Chapter 3 – Cave – (002.039.001.017) => 59 = Robe
$662B : bit 2 => Chapter 3 – Cave – (011.040.003.015) => 44 = Spear
$662B : bit 1 => Chapter 3 – Cave – (011.040.007.016) => 44 = Spear
$662B : bit 0 => Chapter 3 – Cave – (011.040.013.017) => 05 = coins
$662C : bit 7 => Chapter 3 – Cave – (007.036.004.023) => 69 = Cap
$662C : bit 6 => Chapter 3 – Cave – (011.036.007.023) => 04 = coins
$662C : bit 5 => Chapter 3 – Cave – (007.036.011.023) => 38 = Power Pill
$662C : bit 4 => Chapter 3 – Cave – (002.036.009.023) => 59 = Robe
$6629 : bit 4 => Chapter 6 – Cave – (002.035.002.009) => 05 = coins
$6629 : bit 3 => Chapter 6 – Cave – (010.033.010.012) => 1D = Iron Ore
$664C : bit 7 => Chapter 6 – Mian Zhu Guan – (001.029.003.006) => 49 = Battleax
$6630 : bit 7 => Chapter 7 – Cave 1 – (011.045.002.001) => 1F = Saltpeter
$6629 : bit 7 => Chapter 7 – Cave 2 – (011.039.000.008) => 34 = Elixir D
$6629 : bit 6 => Chapter 7 – Cave 2 – (010.037.003.015) => 50 = Nu Long
$6629 : bit 5 => Chapter 7 – Cave 2 – (002.036.002.012) => 6F = Steel H
$662F : bit 7 => Chapter 8 – Cave 1 – (009.044.013.024) => 38 = Power Pill
$662F : bit 6 => Chapter 8 – Cave 1 – (006.043.009.024) => 6D = Bronze H
$662F : bit 5 => Chapter 8 – Cave 1 – (012.043.015.018) => 2B = Smoke Pot
$662F : bit 4 => Chapter 8 – Cave 1 – (007.044.013.022) => 4D = Wan Sheng
$662F : bit 3 => Chapter 8 – Cave 1 – (005.044.013.022) => 65 = Plate M
$662F : bit 2 => Chapter 8 – Cave 1 – (003.044.013.022) => 6D = Bronze H
$662D : bit 7 => Chapter 8 – Cave 2 – (005.043.011.015) => 65 = Plate M
$662D : bit 6 => Chapter 8 – Cave 2 – (005.043.013.015) => 28 = Gullwing
$662D : bit 5 => Chapter 8 – Cave 2 – (007.043.011.015) => 34 = Elixir D
$662D : bit 4 => Chapter 8 – Cave 2 – (007.043.013.015) => 63 = Splint M
$662D : bit 3 => Chapter 8 – Cave 2 – (009.043.011.015) => 6E = Iron H
$662D : bit 2 => Chapter 8 – Cave 2 – (009.043.013.015) => 6F = Steel H
$662D : bit 1 => Chapter 8 – Cave 2 – (003.042.003.015) => 52 = Halberd
$662E : bit 7 => Chapter 8 – Cave 2 – (010.041.009.011) => 38 = Power Pill
$662E : bit 6 => Chapter 8 – Cave 2 – (000.042.015.011) => 4F = Qing Guang
$662E : bit 5 => Chapter 8 – Cave 2 – (010.042.011.012) => 28 = Gullwing
$662E : bit 4 => Chapter 8 – Cave 2 – (006.041.013.012) => 34 = Elixir D
You can refer to the DOAE hacking guide compiled by Midknight here on the forum for these kind of "address" lookups. It's really helpful and answers "most" questions except for all the wierd unanswerable ones I usually come up that usually cause us to create new sections to the hacking guide :)
http://www.lordyuanshu.com/forums/topic/destiny-of-an-emperor-rom-hacking-guide-1
February 11, 2012 at 4:03 am #27216cabalpapa
ParticipantYeah, I've been told about a hex editor before… I'm unsure of how easy to use they are. Are they pretty cut and dry?
February 11, 2012 at 3:32 pm #27217sonic.penguin
ModeratorYes. I found XVI the easiest to use, but you can use whatever you want, it just takes time learning the base 16 system aka 0-9 and A-F. 00 is the lowest value, FF is the highest. But you count like 00, 01, 02, 03, 04, 05, 06, 07, 08, 09, 0A, 0B, 0C, 0D, 0E, 0F, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 1A, 1B, 1C, 1D, 1E, 1F, 20 etc, etc.
So, going from 09 -> 10 is not a 1 value jump, its actually the 7th value away.
Just know that typing in 10 is not actually the number 10, it will equal 17 b/c it is the 17th value. If you type in 1A that equals 21 since it is the 21st value. You can type hex values into your PC calculator then click the decimal button or vice versa to do the math easily. Thats about it in a nutshell.
So let me pull an address from the ROM… 3861C is the address of the Halberd displayed attack value. The original value is FF=255 A.P. In my mod, I changed this value to FA=250 since I have stronger weapons than Halberds and want to change the displayed value. Keep in mind, that "diplayed" value is just that, it doesnt affect actual weapon damage, that is at a different address which you can find in the ROM hacking guide.
I could actually make the displayed value 3, but have the weapon do 20,000 dmg!
February 11, 2012 at 4:16 pm #27218MiDKnighT
ModeratorLook at you go sonic. I remember when you were afraid to use a hex editor. Now look at you :)
February 11, 2012 at 4:31 pm #27219sonic.penguin
ModeratorNow I've got ALL THE POWER! MWAHAHAHAHAHAHAHA!

Okay, maybe not
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