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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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January 24, 2014 at 7:33 am #53223
MiDKnighT
ModeratorAlso I think it’s time to increase the working area size of DoaEditor. Then I’ll be able to fit more goodies on the page. I think something close to 800×600 should be safe for computers made in this millennium.
January 24, 2014 at 9:35 am #53224MiDKnighT
Moderator3.5x size portraits and sprites? Stop the madness!
January 24, 2014 at 10:50 am #53226sonic.penguin
ModeratorHeh, actually I think the portrait size is large enough at the moment, too easy to see my mistakes on the portraits now :smoke: , but yeah, I would agree that most computers run at 1024×768 at a minimum. 640×480 is not very common anymore unless you’re running something from 20 years ago.
What might be useful is a soldier count modifier table of some kind? For example, Max soldier amount w/ the current profile? So something to adjust the way the leveling profiles act and the amount of troops you gain? Just throwing around ideas…
January 24, 2014 at 12:30 pm #53228MiDKnighT
ModeratorGood ideas, have a few more ideas as well. So many ideas, so little time and brain power to get them all in.
My ultimate goal with DoaEditor is to eliminate the need for raw hex editing in the ROM and greatly help with the “balancing” aspect (damage calculator, tactic damage calculator, etc…). A couple of questions:
1. With the current DoaEditor what are the most time consuming raw hex edits that you do?
2. What part of “balancing” takes the most time? Ie…what kind of calculators or tools in DoaEditor would cut down that time if any?
January 24, 2014 at 12:58 pm #53229DragonAtma
ModeratorDamage calculator would help with balancing.
Troops calculator (for those who gain troops each level) would as well.
EDIT: A change to the troop gain formula may also help. The later provinces are longer (so the Wu/Wei equivalents are around longer), so a formula change would also help. Maybe something like this:
Newsoldiers = Previoussoldiers + (previoussoldiers*gainvalue/256) + (level*10)
Other soldiers suggestions:
* Change the divisor from 256 to 512 or even 1024; then we have better control over soldier raises (so if, say, a gainvalue of 28 was too low but 29 too high, now we could essentially do 28.5, or even 28.25 or 28.75).
* Instead of having a new gainvalue every 10 levels, have them every 5 levels or even every single level. We’ve got LOTS of blank space, so we can go all out and make 256 soldier levelling formulas instead of merely 25.-
This reply was modified 12 years, 2 months ago by
DragonAtma.
January 24, 2014 at 2:58 pm #53231sonic.penguin
Moderator1. With the current DoaEditor what are the most time consuming raw hex edits that you do?
2. What part of “balancing” takes the most time? Ie…what kind of calculators or tools in DoaEditor would cut down that time if any?
Prior to creating my own tactic lists that I’ve now migrated to all 3 of my mods, that was a HUGE time consumer but now that can be edited a lot easier. Most of the big time consumers have been covered at this point, ironically, like sprites and colors of sprites.
A BIG time consumer that hasn’t been covered, but I believe you’re working on it, is moving sprites to the proper location on a map. For example, if I want the sprite to be standing in a certain spot to block progression, facing south, and not moving, it takes some time to search through the hex, find the correct sprite in the correct town, and change it. A problem is that changing townspeople is not easy because you have values all over the place that represent different sprites/colors that aren’t officers so there isn’t really a “list” of what to change them to, its more or less trial and error. That’s about the only MAJOR time consumer I can think of for those who are hacking the townspeople.
January 24, 2014 at 3:15 pm #53232MiDKnighT
ModeratorTownspeople? Like this?
Adding more, I uploaded it but I need to fix one bug with sprites when going back and forth between “generals” and “places”.
January 24, 2014 at 5:07 pm #53233MiDKnighT
ModeratorRe-uploaded after fixing sprite issue.
January 24, 2014 at 5:24 pm #53234DragonAtma
ModeratorI should point out that *3.5 scaling is silly; you should go with *3 scaling or *4 scaling.
January 24, 2014 at 8:06 pm #53236sonic.penguin
ModeratorTownspeople? Like this?
Exactly! Just need a preview of the town, though, and not sure if that can be pulled from the rom similiar to the sprites as that would eliminate the need to take .gif pictures like the map editing section. It’s looking really sharp though! Gonna try it as soon as it’s released XD
January 25, 2014 at 12:37 am #53238MiDKnighT
ModeratorExactly! Just need a preview of the town, though, and not sure if that can be pulled from the rom similiar to the sprites as that would eliminate the need to take .gif pictures like the map editing section. It’s looking really sharp though! Gonna try it as soon as it’s released XD
Made a lot of progress on the villager stuff tonight (no map stuff – that’s a TALL order and would take a lot of time).
But one very interesting thing I found is that in several places, Liu Bei is considered a “villager” sitting on the throne. Each location that he is there is a castle in a different town. What does that mean? It means you could put different people sitting on the throne in different towns! Opening up quite a wide range of story line scenarios. Here’s what I’m talking about:
January 25, 2014 at 8:23 am #53239sonic.penguin
ModeratorSo it doesn’t just move the sprite and pull from one value, it actually has a NEW sprite for every town? Hmm, that’s interesting, and you’re right, it could lead to some possibilities and is giving me some ideas… I wouldn’t doubt that somewhere along the line you’ll discover the locations of those sprites I wasn’t able to map out that aren’t in the regular townspeople lists (The bar, Liu Bei’s father in Lou Sang, Guan Ping in the gemsword cave, etc) I know that some sprites their own unique locations like Dong Zhuo’s tent in Tia Men Xia. I like the “face south, frozen, feet moving” descriptors XD Also, I thought Liu Bei was considered value “A8”?
I can see the map stuff taking a while, but if it pulled from the rom like the sprites do, I would imagine it would make DOAEditor smaller, but it would be HUGE to map out. Incidientally, while using the NYONALAO code through towns, some towns are actually double the size! Cheng Du comes to mind and there are some others as well that have another town attached to them that are ‘off the screen’ They’re like ghost towns without villagers, but the shops are functional. This is the case with more than one town and *MIGHT* be a possibility for adding extra towns that weren’t included in the original?
January 25, 2014 at 10:18 am #53241MiDKnighT
ModeratorI already know each villager’s sprite location (address and which sprite they use). But what I think you want is the mapping aspect. Finding out how the towns map is one thing. But Niahak’s map code is a BEAST and I’d have to make a new, more complicated version to pull from the ROM and build a map. It would probably be the toughest thing I’ve done in DoaEditor.
Oh and yes, Liu Bei’s sprite in that context is A8. I hadn’t added A8 to my list yet. Now I have.
That said, time for me to give YOU some work (or anyone who is willing). I need a table with all the unnamed places. Can you name them for me? Check them in the latest version –> http://www.niahak.org/doaed/DoaEditor.zip Note that a few of the places are still glitchy – sprites/villagers make no sense. But the ones that do make sense please name them :D
EDIT: Seems that all the “Liu Bei” areas are glitchy with the villagers after them. I should probably cut off all villagers after Liu Bei (A8) for those places.
Also, Liu Bei’s sprite is now replaceable! If you use multiple rulers we’d have to change the invite text to something generic like “Invite the master of this castle”.
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This reply was modified 12 years, 2 months ago by
MiDKnighT.
January 25, 2014 at 11:28 am #53245sonic.penguin
ModeratorWhich table is it you need names for? Some of them will be easy, aka “The Inn”, but some of them I will just need to go through and be as specific as possible. The Cao Cao mod has names changes (like Luo Sang Village is named Qiao), so i’ll try to name them according to stock DOAE. These are some from the current places .tbl
\[LuoYang\]=51
\[Chen\]=52
\[ChenLiu\]=53
\[RuNan\]=54
\[HeFei\]=55
\[GuangLing\]=56
\[JianYe\]=57
\[JinDu\]=58
\[PoYang\]=59
\[Wu\]=5A
\[HuiJi\]=5B
\[JianAn\]=5C
\[ChengDu\]=5D
\[MianZhuGuan\]=5E
\[Luo\]=5F
\[FuShui\]=60
\[LuoFengPo\]=61
\[WuLing\]=62
\[LingLing\]=63
\[GuiYang\]=64
\[ChangSha\]=65
\[JiZhou\]=66
\[GuangZong\]=67
\[Chang\]=68
\[BoHai\]=69
\[NanYang\]=6A
\[ChenCang\]=6B
\[HuaiNan\]=6D
\[Yuan\]=6E
\[ChangAn\]=6F
\[YangZhou\]=70
\[LuoYang\[X\]\]=71
\[HuLaoGuan\]=72
\[FanShuiGuan\]=76
\[TieMenXia\]=79
\[DaXing\]=7C
\[QingZhou\]=7D
\[XuZhou\]=7E
\[LuoSang\]=7FJanuary 25, 2014 at 11:31 am #53246MiDKnighT
ModeratorI have those names. What I’m looking for is…
1. Open the original DoaE in the new DoaEditor.
2. Go to the “Places” tab.
3. Look at the places with no name, then assign them a name that makes sense. A couple of examples:01=Weapon Store
03=Castle in Xu Zhou (based on what Liu Bei is saying) -
This reply was modified 12 years, 2 months ago by
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