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
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MiDKnighT.
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May 25, 2012 at 12:16 am #27280
MiDKnighT
ModeratorNiahak one thing that would help with the battle layout (and the map editor) would be to make the tool screen size larger. It's pretty small on any computer with at least decent resolution.
May 25, 2012 at 1:39 am #27281sonic.penguin
Moderatormake sure it also comes with a cupcake dispenser and a soda holder :finger:
May 25, 2012 at 4:36 am #27282Jiang Wei
Participantugh no dice with expanding the rom to allow more battles without taking away my new tactics and lvl up system and my new gear
May 25, 2012 at 5:53 am #27283DragonAtma
ModeratorFor the battle list, just put something like this:
Code:(01) Battle: Dick CheneyAnd for the individual officers:
Code:(01) Dick Cheney vCode:(02) FF3 Kekfa vCode:(03) Vlad Impaler v…I may have gotten sliiiiiiiightly off-topic here. If so, I apologize.
EDIT: You'd think the board would accept multiple non-breaking spaces so I could line up the down-triangles properly, but…
May 25, 2012 at 11:56 am #27284Niahak
ModeratorYeah, I've got the officer stuff in place. No parentheses since I didn't want to take up room, so it's something like
6a-Lu Bu
7c-Li Ru
etc. That should fix any issues with uniqueness in those lists causing auto-selection to bork.
For battles the modification should be the same – fairly easy.
Also, I would definitely play a DoaE where you fight that trio in a battle. That would have to be one hell of a story.
May 25, 2012 at 6:38 pm #27285DragonAtma
ModeratorUnless you're changing the width of the officer dialogs, the parentheses are fine and look nicer; there's lots of room, even for Cheng Y Uan Zhi.
Now, if Subrahmanyan Chandrasekhar* or Juan Carlos Alfonso VÃctor MarÃa de Borbón y Borbón-Dos Sicilias** make an appearance with their name completely untruncated, THEN parentheses may be an issue. Somehow, I don't see that happening. XD
* Physics nobel prize winner who — among other things — correctly predicted a cutoff for whether a supernova becomes a whtie dwarf or a (neutron star or black hole)
** AKA Juan Carlos I, the current king of spain
May 29, 2012 at 3:01 pm #27286sonic.penguin
ModeratorQuestion, why does DOAEditor have two sprites of the same thing and some cases of only one? IE: two Liu Bei's but only one old man (hat)?
May 29, 2012 at 9:45 pm #27287Niahak
ModeratorQuote:Question, why does DOAEditor have two sprites of the same thing and some cases of only one? IE: two Liu Bei's but only one old man (hat)?Appears to be an artifact of how sprite table population worked. DoaEd started off populating the list from the ROM itself – using a table to look up names – then eventually loaded it directly from the table as well. It was doing both, so the same name would pop up twice for any used sprite. I just fixed it to only use the table.
June 1, 2012 at 8:05 pm #27288sonic.penguin
ModeratorSo will we still get duplicate names appearing in DOAEditor? Now that we have updated the sprites list, there are a lot more names popping up (82 more than the original) so is there any way that the duplicates can be eliminated and perhaps the list populated alphabetically or numerically?
June 2, 2012 at 2:01 pm #27289Niahak
ModeratorThere will not be duplicate names appearing in DOAEditor, but now the only names loaded will be directly from the .tbl file. The rest will have some placeholder with just a hex-byte representation.
If you can provide a .tbl file with the new hex values/names, I can integrate that with the editor.
June 2, 2012 at 2:51 pm #27290sonic.penguin
ModeratorCool. Currently I do not have new names for the new sprites, just some perfunctory names like Chubby Bubby and Mr. Shell Hat so that I can recognize who is who w/out the pictures. If they can't be alphabetized, maybe they can be named w/ a numerical value in front ie: 04 Liu Bei 05 Liu Bei2? Anyways, here is the problem w/ including a modified table… if people don't use the IPS patch, they wont have the new sprites and thus won't be using this modified table, so its up to you if you want to include it. Maybe we should just offer a table on the Romhacking/IPS page for people to patch it themselves if they use the modified table? Anyways, I pulled this from the other thread and added names to Huang Zhong2 and Zhang Fei2:
00=Advisor
01=Horse
02=Girl
03=Wang!
04=Liu Bei
05=Guan Yu
06=Zhang Fei
07=Zhuge Liang
08=Ma Chao
09=Zhou Yu
0A=Xu Shu
0B=Huang Zhong
0C=Ma Dai
0D=Cheng Yu
0E=Taishi Ci
0F=Sun Quan
10=Chen Lan
11=Guan Xing
12=Sima Yi
13=Pang Tong
14=Cao Cao
15=Lu Bu
16=Dong Zhuo
17=Guan Suo
18=Zhou Tai
19=Yu Jin
1A=Leng Bao
1B=Sun Huan
1C=Zhang Zhao
1D=Zhang Bao (Shu)
1E=Zhao Yun
1F=Gan Ning
20=Sun Ce
21=Zhu Zhi
22=Lei Tong
23=Yan Yan
24=Sun Yu
25=Li Jue
26=Ling Tong
27=Lu Su
28=Lei Bo
29=Lu Gong
3B=Pirate
3C=Brigand
3D=Emperor
3E=Old Man (hat)
3F=Pang De
40=Zhang Bao (Turb)
41=Huo Hu
42=Xu Rong
43=Zhang Liang
44=Ma Yuanyi
45=Cai Yong
46=Rebel
47=Jia Xu
48=Lu Xun
49=Merchant
4A=Short Villager
4B=Old Man
4C=Villager
4D=Young Lady
4E=Old Lady
4F=Yuppie Villager
50=Himiko
51=Bland Woman
52=Robed Male
53=Water
54=Liu Bei2
55=Guan Yu2
56=Yan Liang2
57=Wen Chou2
58=Yuan Shu2
59=Zhao Yun2
5A=Ma Chao2
5B=Lu Bu2
5C=Sun Quan2
5D=Meng Da2
5E=Ji Ling2
5F=II
60=Yuan Shao2
61=Zhou Yu2
62=Taishi Ci2
63=MM
64=Li Qui2
65=Jin Xuan2
66=Yan Yan2
67=Zhou Cang2
68=Dian Wei2
69=Zhang Bao2
6A=Wu Lan2
6B=Cao Cao2
6C=Zhang Liao2
6D=Zhang Lu2
6E=Xu Zhu2
6F=Wei Yan2
70=Wu Yi2
71=Xiahou Dun2
72=Guan Suo2
73=Guan Xing2
74=Ma Dai2
75=Xiahou Dun3
76=Guan Ping2
77=Ma Su2
78=Chen Deng2
79=Fa Zheng2
7A=Rebels2
7B=Outlaw Force2
7C=Thief Force2
7D=Pirate Force2
7E=Huang Zhong2
7F=Zhang Fei2
80=03
81=04
82=05
83=06
84=07
85=08
86=09
87=10
88=11
89=12
8A=13
8B=14
8C=15
8D=16
8E=17
8F=18
90=19
91=20
92=21
93=22
94=23
95=24
96=25
97=26
98=27
99=28
9A=29
9B=30
9C=31
9D=32
9E=33
9F=34
A0=35
A1=36
A2=37
A3=38
A4=39
A5=40
A6=41
A7=Lu Bu SP
June 2, 2012 at 3:08 pm #27291Niahak
ModeratorYeah, I was thinking of only displaying the 'new' sprites when using an expanded ROM.
Well, for now it should handle things fine – you just won't have certain names :)
I've posted an alpha version of DoaEditor with Taunt/Closer editing. It should all be in decent shape, but I've only actually tested a couple battles… so standard backup recommendations apply.
June 2, 2012 at 3:50 pm #27292sonic.penguin
ModeratorIts like a birthday present every time we get a new release, fyi, it actually is mine tomorrow, so it came a day early this year :lol:
Issue #1, you only included the battle taunts already in game. In my mod already I have cleared up 16 additional lines from townspeople that are not being used and I cannot select them to put in more customized taunts.
SO far, I do like how battles and officers are labeled by hex, and nicely done, you fixed the switch between maps/battles x,y values :P
Set up looks good too for the battle screen now, I like it
June 2, 2012 at 4:14 pm #27293Niahak
ModeratorAwesome. Happy birthday (a day early).
Quote:Issue #1, you only included the battle taunts already in game. In my mod already I have cleared up 16 additional lines from townspeople that are not being used and I cannot select them to put in more customized taunts.Yeah, this is an interface issue. I don't want the battle selection menu to include every single line from the game – so I use only taunts that are currently in place.
I can switch it up to load from a table file or something – or have an "add taunt" button that lets you add a line to the list of taunts/closers. But I really don't want people to have to choose from 700+ lines for taunts.
June 2, 2012 at 4:43 pm #27294sonic.penguin
Moderatordouble posted >_<
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