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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November 1, 2007 at 9:26 am #26770
Xian Zhu Xuande
ParticipantNovember 1, 2007 at 9:34 am #26771Lord Yuan Shu
KeymasterCrazy. The game only does that after the lightning attacks I think other than that.
Speaking of weird stuff…I noticed that Shui Jing is tied to Chen Deng’s sprite. Because I changed Chen Deng to Sun Ce….and then later I got the Black Powder from a Sun Ce-lookalike (because he normally is just the same as Chen Deng).
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Huo Hu's Adventure started Destiny of an Emperor hackingNovember 1, 2007 at 10:39 am #26772Xian Zhu Xuande
Participantlordyuanshu said:
Speaking of weird stuff…I noticed that Shui Jing is tied to Chen Deng’s sprite. Because I changed Chen Deng to Sun Ce….and then later I got the Black Powder from a Sun Ce-lookalike (because he normally is just the same as Chen Deng).
Lazy programmers!
I’m still trying to figure out the Lu Jin thing…
November 1, 2007 at 10:48 am #26773Xian Zhu Xuande
ParticipantNiahak, would you do me a favor and type out a thorough explanation of the table system in Destiny of an Emperor? How things reference, special cases, and how the spacing, periods, and line breaks work? I tried to find one of your old posts on the subject but I could not. Regardless, I could really use a comprehensive answer on the subject.
Right now I’m changing the ‘Chin’ references around 2E540 to ‘Jin’ and I’m having some headaches doing it. If I could get that information from you it may be possible for me to start expanding the editing table while I go along.
November 1, 2007 at 5:19 pm #26774Zhang Lu
ParticipantWould there be a seperate program possible to swap portraits in and out? I’d kill to be able to put portraits from DoaE2 into this game, but I’m no good with hex editing :(
BTW…did I mention how I want to have your babies for making this program, Niahak? :P
EDIT Again: I want to show you guys some of the generals I’ve done with the Editor, in making my own "Wang Dynasty" mod based on my created officers in RTK X :P
What a Beast. No wonder I always use him :P
Zhuge Liang, Eat Your Heart Out…Just Don’t Hit Him
Cao Cao Won’t Be Able to Kill Ma Teng Easily Now…
The Stats Ji Ling TRULY Deserves!
Zhang Lu
They see me throwin' fireballs out of my sword, they runnin'.November 1, 2007 at 9:06 pm #26775Xian Zhu Xuande
ParticipantPoor Ji Ling… he’s smarter than that!
Niahak, I’ve finally started making progress in understanding the text table system… very good progress, actually. I’ve been trying to sort out all the modifier hexadecimal values, and here’s what I have so far:
80XX = Space, Word, Hard Return *
* Use A0 instead? Not trusted.
90XX = Space, Word, Hard Return *
* Do not use, glitches text with water tile.
A0XX = Space, Word, Hard Return
B0XX = Space, Word
C0XX = Word, Hard Return?
D0XX = Word, Space
E0XX = Word, Hard Return
F0XX = Word
What is the difference between E0 and C0?
If there is no difference, which is used by Capcom?
What does 90 do? It must do something a little different from A0 as I’ve discovered that water glitch appears when too many characters are listed in a single line. It maybe adds a space or something?
How about 80?
Thanks! Once I sort this stuff out, I’ll be able to do some really amazing stuff with a list of words and their equivalent hexadecimal values, and some regular expression magic!
November 1, 2007 at 10:10 pm #26776Niahak
ModeratorWow, you actually made more progress than I had made by the time I saw this post. Sorry about that :/ I’m afraid I don’t have much more to add.
I’ve never seen the water glitch myself, it’s weird that it would happen in the text at all…
Have you been able to tell if there is any difference between how the two tables are accessed? I was never able to figure that out.
November 2, 2007 at 12:08 am #26777Xian Zhu Xuande
ParticipantNiahak said:
Wow, you actually made more progress than I had made by the time I saw this post. Sorry about that :/ I’m afraid I don’t have much more to add.
If you can do some of your own testing with those modifier codes and give me a fresh perspective that wound be very helpful!
Niahak said:
I’ve never seen the water glitch myself, it’s weird that it would happen in the text at all…
I think it just happens when the text spills too far out of the text box.

Niahak said:
Have you been able to tell if there is any difference between how the two tables are accessed? I was never able to figure that out.
Hmm… do you suppose there’s another reference table which redirects these references to the appropriate areas of the ROM? Not sure. I still need to finish mapping the words (I mapped everything from 01 to 30, but there is still a lot to go). Once they are mapped it shouldn’t be hard to figure out additional details. Your help would be welcome in this area! I’ve placed it on the backburner for the time being to work on the next beta version of DoaE 2.0.
November 6, 2007 at 3:46 am #26778Niahak
ModeratorI haven’t been doing much of anything with this. I’ve been in a bit of a funk, which has nothing to do with the fact that a friend convinced me to get the Orange Box. Completely unrelated to the fact that I beat Portal and am now addicted to Team Fortress 2.
I’m planning to wrap up what I’ve got on DoaEd and make the next release official, once I’ve duct-taped the holes everywhere (like how you can try to enter non-alphanumeric characters in names, how it doesn’t autosave, how it doesn’t save officer names in the left list and re-sort). That’ll probably be next weekend, just to be safe.
If there are any more suggestions, let me know. I’d like to include more "editable" stuff eventually, but I’m not sure what I could add without making a full-blown customized text/battle editor, and we don’t know enough about the ROM yet to do that.
November 6, 2007 at 1:55 pm #26779thechieftain
Participanthey man, what can’t I do with editor, everytime I try to change anything, when I export it errors, and won’t continue, I was trying a yellow turbin mod and got about halfway done, decided to go to bed and then I just got a nasty error in my face.
November 6, 2007 at 11:36 pm #26780Niahak
Moderator:( Sorry to hear that! Do you remember what changes you made?
The only things I can remember off the top of my head that you shouldn’t do are:
1. Setting the officer background to any of the weird settings (the ones that say "Unknown – 80" or so), although leaving them on the weird ones is okay.
2. Making a name for an officer that’s not alphabetical. Spaces are obviously okay, but for stuff like 12|+/?;'[], the editor will probably *not* tell you they’re not okay, then will barf on you when you try to export :(
November 7, 2007 at 2:56 am #26781thechieftain
ParticipantI figured it out, what I was doing was messing with a file that was hacked or something already, no worries, i am doing a yellow scarves mod in my spare time now.
Unless someone would rathr have a different mod version.
November 12, 2007 at 1:23 am #26782Niahak
ModeratorThread bumped because editing the first post didn’t do it.
A new version is out, mostly bugfixing. I am starting a topic at SoSZ as well, since the editor seems stable enough to expand the beta test a bit.
November 12, 2007 at 1:43 am #26783thechieftain
ParticipantWhat kind of changed were made.
November 12, 2007 at 2:03 am #26784Niahak
ModeratorThe main changes were:
-Checking of officer’s name when saving (just in case people typo and put an @ or something in a name)
-Cleaning of errors (no more 45532 ! 55325 ! 143, for example; now it actually gives more useful information)
There haven’t been any really major changes. The only remaining thing I’d like to fix is getting it so that 2-segment and 3-segment names are properly "fixed" so they display properly (i.e. changing Zhu Ge Liang to Zhuge Liang gets the spacing right). I don’t fully know how that works, though, so I might do a bit of testing before fixing that up.
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