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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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February 23, 2013 at 4:09 pm #27532
Niahak
ModeratorNew release!
http://www.niahak.org/images/DOAE/DoaEdv098n.zip
The following assumes you haven't modified text in the new bank! If you have, instead of 8A and AB below, use the respective values that immediately precede those sections. You should have a long string of identical values.
OK, so in preparation for using the new DoaEditor, if you expanded using a previous version you should inject the following into 0x3C040:
Code:8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A
8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A
8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A
8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A
8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A
8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A
8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A
8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A
8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A
8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A
8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A
8A8A8A8A8A8A8A8A8A8A8A8A8A8A8A8AAnd the following into 0x3C240:
Code:ABABABABABABABABABABABABABABABAB
ABABABABABABABABABABABABABABABAB
ABABABABABABABABABABABABABABABAB
ABABABABABABABABABABABABABABABAB
ABABABABABABABABABABABABABABABAB
ABABABABABABABABABABABABABABABAB
ABABABABABABABABABABABABABABABAB
ABABABABABABABABABABABABABABABAB
ABABABABABABABABABABABABABABABAB
ABABABABABABABABABABABABABABABAB
ABABABABABABABABABABABABABABABAB
ABABABABABABABABABABABABABABABABThis sets up the new text bank so it has 240 lines, which is what Editor drops in when it's expanding.
The new configuration for text banks
If you want to add a new text bank, you need the following info:
- Pointer start: e.g. 0x3c010. This is where the first chunk of pointers starts.
- Adjusted start point: e.g. 0x34010. This is (correct me if wrong MiDKnighT) where the page starts. This is the value to which combined pointers are added to get absolute addresses for text.
- RawStartPoint aka where text actually begins (e.g. 0x3c390).
- NumberOfPointers: The number of pointers to try to read. e.g. 48 or 240.
- BaseBankNumber: What bank number to start with, e.g. 10 or 0x0a.
- HardEndPoint: where the user should be cut off if they try to add too much text.
- UseHardEndpoint: A sad hack so that bank 1 works right. Set this to true.
All the values in the XML file have to be in decimal. Sorry!
February 23, 2013 at 4:24 pm #27533MiDKnighT
Moderator
Outstanding! Will give it a whirl this weekend.
February 23, 2013 at 4:27 pm #27534sonic.penguin
ModeratorQuote:The following assumes you haven't modified text in the new bank!But I have… so in other words… make a backup!
February 23, 2013 at 4:29 pm #27535MiDKnighT
ModeratorYes after expanding you should be able to cut and paste your text bank(s) back in from your backup.
February 23, 2013 at 5:08 pm #27536Niahak
ModeratorSonic, you can replace the 8A8A8A… and ABABAB… with whatever is the repeating pointer around 0x3C030 and 0x3C230. It's just the same value repeated 192 or so times :)
Still recommend a backup of course.
February 23, 2013 at 5:40 pm #27537sonic.penguin
ModeratorHere is what I have at 3C030-3C03F currently.
9174747474747474747474747474748A followed by all those 8A's now.
3C230 is 86 but all the AB's start at 3C231
Should I replace anything?
February 23, 2013 at 9:26 pm #27538Lord Yuan Shu
KeymasterSounds like we have a lot more room for text now.
Quote:Actually, I have done a 2nd one that is about 90% complete. Some unique designs I made which you can find sported in Rise of Ieyasu 2.0 like the ninja. I've also made some new ones for the Flames of Wu mod including a dragon >_>Nice, a dragon. I knew about the Ninja. As for the "2nd one that is about 90% complete"…you're saying it's 90% complete with the other DoaE 2 sprites (in addition to your custom ones)?
Welcome to Lord Yuan Shu Walkthrough Guides ·
Huo Hu's Adventure started Destiny of an Emperor hackingFebruary 24, 2013 at 12:00 am #27539sonic.penguin
ModeratorThe 2nd strip is 90% full I should say. It has a few of my custom sprites in addition to ones like Huang Zhong and Zhang Fei who were missed in the first strip. There are tons more DOAE2 sprites to do but I can't work on sprites,portraits, editing, balancing forever or this mod will never make it out!
February 24, 2013 at 2:09 pm #27540Niahak
ModeratorSonic: Sounds like overall you removed some text, in which case replacing with 8A8A8A and ABABAB as I posted above is perfectly safe.
May 17, 2013 at 5:42 pm #27541MiDKnighT
ModeratorNiahak, not sure what your time or motivation is these days but just bringing back this old wish list:
Quote:– 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:
https://www.box.com/embed/pq146cfgb7fkx8g.swf
I figure since you already did the region selector for the map the first one (face selector) shouldn't be too bad? The difference there is that you'd be loading all 6 slices at once when a face is chosen. Is that semi-low hanging fruit or major coding hell?
We have James' permission to load new portraits into the Cao Cao mod and this would save a ton of time.
May 18, 2013 at 11:19 pm #27542Niahak
ModeratorTime is sadly a bit low (and I'm traveling the next three weekends) and motivation is low too as I'm deep in another project but I might be able to take a peek tomorrow and see how bad it would be to have that portrait selector.
May 19, 2013 at 5:17 am #27544DragonAtma
ModeratorAww, I thought that Unfy and I had a lock on that type of game!
On a more serious note, ithere's a rudimentary AI for it as well — see http://dragonatma.webs.com/other/Battle%20AI%20&%20testing%20materials.zip for details. It's not a perfect match, but there may be ideas in your AI that help our game, and there may be ideas in our AI that help your game!
May 21, 2013 at 2:51 am #27545Niahak
ModeratorHey guys,
I was waiting for a game to download on Steam and think I finished the portrait selector. I was able to reuse large swaths of the region selector code, so it wasn't all that bad.
http://www.niahak.org/images/DOAE/DoaEdv098o.zip
DA: We're still working to define what the AI will be like for our game. Ideally I'd like to create a scripting language like the one you and Unfy seem to have, but I'm not sure how much work we're planning to put into the AI (it most likely will just be several different values for predefined heuristics/behaviors).
Truth be told, though, I'm not sure how much appeal Privateer would have without the plot, so I've been focusing on getting my writer working prototypes over AI design!
May 21, 2013 at 4:12 am #27546DragonAtma
ModeratorThen you should share what you want (historical earth? fictional earth? fictional non-earth? fictional with dragons? past? present? future? in spaaaaaaaaaaaaaace? etc.) with the board; maybe someone'll come up with a good idea or two!
And yeah, scripting language would be useful. Especially if it lets someone intelligent but bad at programming come up with some AI improvements.
May 31, 2013 at 11:01 pm #27548sonic.penguin
ModeratorOkay, here is the issue I am having after applying the 1.3 IPS patch.
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