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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May 6, 2012 at 1:06 am #27250
Zhuge Liang
ParticipantQuote:I realize most people here wouldn't have much dev experience, but I swear to you that it is easier to learn C# than assemblyHey Niahak the great, I've always admired you for this. It's truly amazing to know that only with C# you could handle so much hacking. Was assembly not required at all to make DoaEditor? It comes to assembly when we talk about hacking but is C# actually that much help ? I'll be glad to know.
DoaE gave birth to Huo Hu.
May 6, 2012 at 1:08 am #27251Zhuge Liang
ParticipantQuote:I realize most people here wouldn't have much dev experience, but I swear to you that it is easier to learn C# than assemblyHey Niahak the great, I've always admired you for this. It's truly amazing to know that only with C# you could handle so much hacking. Was assembly not required at all to make DoaEditor? It comes to assembly when we talk about hacking but is C# actually that much help ? I'll be glad to know.
DoaE gave birth to Huo Hu.
May 6, 2012 at 4:05 am #27252Niahak
ModeratorI haven't had to work with assembly at all. People here (Xian Zhu Xuande/James initially, then MiDKnighT, MeteorStrike and sonic) have provided 90% or more of the information I used to create DoaEditor. C# was what I used to program the application itself.
I had to spend some quality time with a hex editor early on, but at this point any time I spent re-learning assembly would be time I could spend adding more features. It was more a matter of making modifying the game easy using DoaEditor using knowledge we already had.
May 6, 2012 at 4:24 am #27253Jiang Wei
Participantone thing would be nice is if you could fix the bug where if you remove some one from your party then pick up someone new they will have the person who you removed last from your parties inventory and then allow us to pick their starting inventory but that would be to much work
been trying hex edit and expand the rom thru pure hex editing and adding more lvl and gear to the game also am working on adding more officer slots and more battle slots if i can iffgure this out think the editer could implement it?
May 6, 2012 at 11:56 am #27254MiDKnighT
ModeratorQuote:I've also thought about tossing the DoaEditor code up on Github or on an SVN so others can contribute during my dry spells. I realize most people here wouldn't have much dev experience, but I swear to you that it is easier to learn C# than assemblyI would have to do some C# learning but I bet Meteorstrike and/or ludmeister would probably be able to make some additions/enhancements if they had the motivation.
May 6, 2012 at 11:56 am #27255MiDKnighT
ModeratorQuote:I've also thought about tossing the DoaEditor code up on Github or on an SVN so others can contribute during my dry spells. I realize most people here wouldn't have much dev experience, but I swear to you that it is easier to learn C# than assemblyI would have to do some C# learning but I bet Meteorstrike and/or ludmeister would probably be able to make some additions/enhancements if they had the motivation.
May 6, 2012 at 1:28 pm #27256sonic.penguin
ModeratorMay 6, 2012 at 3:00 pm #27257DragonAtma
ModeratorSsshhh, they should be too busy helping me find some things (SNES RoTK2 floodfill points, SNES RoTK2 tileflash data, and SNES Gemfire gender data); they can help you out afterwards. :Þ
May 7, 2012 at 12:36 am #27258sonic.penguin
Moderatorsonic penguin just noticed you have been surpassed in posts Atma, looks like my post spamming has finally paid off :unibrow:
May 7, 2012 at 2:23 am #27259DragonAtma
ModeratorOh, Midknight, it seems that we have a rampant spammer on the loose…. :Þ
May 11, 2012 at 1:38 am #27260sonic.penguin
ModeratorOkay, so here is the lowdown after tinkering w/ the "encounter" feature. If encounter is selected, it disables an officer from being a sprite in a town in MOST cases, BUT it will allow them to be encountered in the field in MOST cases. Its kind of hard to explain atm, as I'm still doing more testing with it, but this appears to be the case.
May 20, 2012 at 12:17 am #27261sonic.penguin
Moderator37EC9 controls the chapter square above the Wu caves
Any thoughts on the new option to edit opener/closer taunts? I'm holding off working on those just in case…. <dreams> :bon:
May 20, 2012 at 2:03 pm #27262Niahak
ModeratorI think it's a possibility. I'll take a look at the hacking guide, and may post a few questions if something's missing…
I'm still not sure what to use for the UI, but maybe I'll put something together and see if it's usable. If you have any suggestions, it would help :)
May 20, 2012 at 4:35 pm #27263Niahak
ModeratorI'm going to open up the interface discussion to a larger group, because I really don't like any of the options in particular.
Here's what I put together quickly:

I don't like that the dialogue selector is way too short and it overall feels kind of crowded.
But I do like having everything you want to edit for a battle in one place.
So, I see a few options to make more room for those selectors:
1. Remove some of the officer meta-data next to each officer listing. Do people find the AP and DP listings useful, or is only the soldier count actually relevant?
2. Remove location selectors. Before people go crazy, I can make it read-only on this tab. It's still editable more easily on the Map tab anyway. This WOULD make it impossible in DoaEditor to make an event / dialogue based battle have a location.
Option 3 is a bit more drastic: Make a new tab just for this. I don't like that because:
* What do I call this tab? Battle-taunts? There's no easy way to describe it as succinctly as everything else.
* Mix of concerns (alternate effect of the above). You've got text in my battles and battles in my text.
* The battles tab has extra real-estate anyway, may as well make use of it.
This stuff probably won't be editable for a couple days, but I figure we can at least get the interface in place.
May 20, 2012 at 4:47 pm #27264cabalpapa
ParticipantWow, Hiahak, I think the way you posted it looks really nice, not crowded at all. And this way still provides th emost options for use, depending on how people want to use them. More options are good. If you wanted to save some room, here is the one suggestion I might have (and would actually possibly help more, anyway… instead of information like AP, DP, and possibly soldier count on this screen, perhaps having the officer's hex value here would be nice. If it were able to be done, a little option to click on them for an edit that jumps us to that officer in the officer tab might be cool, too. So, instead of soldier, AP, and DP, i vote for hex value and possibly an edit button that jumps us to their part in the officer tab. Otherwise, the information you have shown above is awesome!
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