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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June 14, 2012 at 3:30 pm #27325
sonic.penguin
ModeratorUnless there is some way to fix the errors that are caused by my officer hex text issue, I have to revert to a month lost in progress as that is my soonest backup w/out the issue…
June 14, 2012 at 3:40 pm #27326MiDKnighT
ModeratorQuote:Unless there is some way to fix the errors that are caused by my officer hex text issue, I have to revert to a month lost in progress as that is my soonest backup w/out the issue…Yow, you need to take backups more often.
June 14, 2012 at 3:45 pm #27327sonic.penguin
ModeratorNope, I have 10 different new versions since then, but the problem was that it was that long ago that I changed, just for organizational purposes, officer names to numerical values ie: Jin Xuan -> 01 so the names would be @ the top of the list.
The problem was that it totally glitched the text section and is causing debilitating crashes with DOAEditor, and even if it doesnt crash, it writes a bad file on export, causing an 'unknown key' error. It's really bad.
June 14, 2012 at 5:18 pm #27328MiDKnighT
ModeratorSo all you probably have to do is copy that section of the ROM from a good ROM to the bad one.
June 14, 2012 at 6:01 pm #27329sonic.penguin
ModeratorTried that, actually manually edited lines in the hex, still wouldn't fix it.
June 14, 2012 at 6:24 pm #27330MiDKnighT
ModeratorYou might be able to fix it via an IPS patch. Let's say you have this:
– Backup taken before officer name change (backup 1)
– Backup taken after officer name change (backup 2)
– Next backup
– Next backup
– Next backup
– Current version.
1. Back up the current version.
2. Create an IPS patch using backup 2 as the original version and backup 1 as the patched version.
3. Apply the IPS patch to the current version.
Then all you lose is whatever changed between backup 1 and backup 2.
June 14, 2012 at 9:53 pm #27331sonic.penguin
ModeratorIts okay, I've got most of it blue-printed in my head atm, and there were some things I'm glad are undone like a bug in Wu Ling once it gets moved? Anyways, back on track, and some new tweaks to tactics are already done >o<
June 14, 2012 at 11:15 pm #27332Niahak
ModeratorSorry about the lost progress :( I assume it's a side-effect of the hex officer names. I guess I never anticipated people wanting to use two-digit numbers (or even hex) as names for generals.
Let me know if there's anything I can do.
June 15, 2012 at 1:01 am #27333sonic.penguin
ModeratorIts fine, just something good to know now. It was just a side effect of my organizational methods I guess. I do have a backup that is further along than I thought, so the sooner I revamp the changes, the better off I will be until I forget…
June 15, 2012 at 9:51 pm #27334sonic.penguin
ModeratorGetting the duplication bug of soldiers again when re-loading a rom once one is already loaded.
June 23, 2012 at 1:55 pm #27335sonic.penguin
ModeratorWhen selecting 'None' in the opener/closer menu, it doesn't stay selected. IE it reverts to the previous selection.
June 23, 2012 at 2:06 pm #27336Niahak
ModeratorAw man :/
I'll take a look at that one and the soldier duplication bug. Sorry about that.
June 23, 2012 at 2:23 pm #27337Niahak
ModeratorResolved (and tested). Both were pretty quick fixes and simple oversights on my part.
June 23, 2012 at 3:00 pm #27338MiDKnighT
ModeratorDoaEditor fixes and enhancements =
June 25, 2012 at 4:02 pm #27339MiDKnighT
ModeratorBumping these posts as they got buried:
Quote:Hi Niahak,I was talking to sonic about the crazy amount of time he spent on the Rise of Ieyasu mod and I was thinking maybe there are still ways that DoaEditor can help make modding more efficient. Here is where he spent his modding time:
1. Modifying officer stats/battle balance/officer flow & progression by playtesting battles multiple times/bug testing 50%
2. Modifying text/grammatical Errors 25%
3. Portraits 13%
4. Having to restart work b/c the mod got corrupted due to coding errors and not making frequent enough backups 5%
5. Editing Maps/Warps 3%
6. Modifying tactics/tactic names/weapons/Weapon names 2%
7. Graphics of sprites/towns (color selection/sprite to match) 1%
8. Story alignment w/ history/generals research 1%
9. Modifying opening biographies/credits 1%
#1 – Is not something DoaEditor can do. That just requires game testing.
#2 – Perhaps the text editor can be more robust somehow? Not sure…do you have any ideas? Like perhaps editing multiple text statements at once?
#3 – I'm sure a lot of that time was on unique portraits but I noticed when doing portraits for the Yuan Shao mod it was a pain to find and pick out all the slices. Especially with all the new portrait banks. Would be cool if there was an option to pick a face with something like the "select from map/region selector" thing from the maps. Then instead of picking each slice, just pick a face from the selector.
Then we have a couple things that had been discussed before like:
-Update the references to "recovery towns" (e.g. where you return after you die in each chapter).
-Update gull wing locations
And:
– Making the map edit area bigger (like 4 regions at once?) or at least being able to see the border of the surrounding regions. That makes continuing things like rivers and walls across regions easier.
If there's anything I can do to assist let me know.
Quote:Yeah, I saw the post about how much time sonic spent on Ieyasu and was thinking the same things.#2 – One thing that would actually be fairly easy to implement, and may save time, would be a search option for lines in the text editor. I'd like to do something like automatically insert line breaks, but that may require some "fuzzy logic" regarding when the text banks go over the limit.
#3 – This may actually not be that bad, although I'd have to brainstorm some interfaces for it.
Recovery towns – Was this actually found in the ROM? It would be easy enough to create a new tab for it.
Gullwing locations – Ditto, I don't recall whether this is in the ROM hacking guide (I think it is, but it's kind of vague where they start/end). How are they tied to town names?
#5 (map editing) – This may be pretty high-cost since right now there isn't really any glue to tie regions together. I could do something like I did for the map selector, though.
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 assembly
Eventually, I'd like to do some refactoring of DoaEditor as well, since its, er, "architecture" (haha) was never really designed to handle all these widgets and stuff. At the least it seems like some unit testing may help out with the occasional bugs people have seen.
The stuff I'd probably most like to see are:
– Face/portrait "region selector" where you just pick a face from the bitmap (similar to map/region selector)
– Larger map editor or at least be able to see borders of surrounding regions.
– Load sprites from ROM including expanded sprite sections. Again use something like the "region selector" to pick sprites.
– A "Tactics" tab where we can edit all the tactic stuff from the guide.
– Shop editor (all merchant and weapon shops). Maybe even eventually a town tab where you can change the town name, change shop items, edit villagers, etc…
– Would be great to edit towns and caves too but we'd definitely need Meteorstrike's help on that one. Then once we can edit towns/caves we can also edit treasure chests and hidden items.
A couple of mock-ups:
Generals Tab:
https://www.box.com/embed/zjv8oyz523g37ex.swf
Portrait Selector:
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