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 11 years, 1 month ago by
MiDKnighT.
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February 11, 2014 at 12:06 pm #53495
MiDKnighT
ModeratorI’ve got the moving hidden items and treasure thing working. Just don’t have the option to change the item yet.
Since we’ve always had problems with ROM borking, how about an auto backup feature in DoaEditor? Ie…it takes a backup every time it loads/saves.
February 11, 2014 at 4:34 pm #53499MiDKnighT
ModeratorUploaded a new version: http://www.niahak.org/doaed/DoaEditor.zip
Changes:
– Villager preview boxes (only if map is loaded)
– Villager checks to make sure you don’t mess up their text or coordinates
– Ability to see treasure items and hidden items on the map pages
– Ability to move treasure items and hidden items on the map pages
– Ability to change the items in treasure boxes or on the mapFebruary 11, 2014 at 6:06 pm #53502sonic.penguin
ModeratorSince we’ve always had problems with ROM borking, how about an auto backup feature in DoaEditor? Ie…it takes a backup every time it loads/saves.
I like the idea in lieu of our current crisis. Sprite colors are unable to change in the General tab, they’re fixed. They also are changing the palette randomly still. It seems to be most prevalent in changing Palette 2 for sprites into one of the other palettes.
February 12, 2014 at 1:00 pm #53504MiDKnighT
ModeratorFor my reference, the fix for your ROM was:
00031AAF: A5 –> 17
00031AB1: 24 –> 18I think I have the sprite thing fixed up in my local copy of DoaEditor.
I also added a backup system. In the DoaEditor folder there will be a folder called RomBackups. It will store up to 20 backups for each ROM name. Every time you open a ROM or save a ROM in DoaEditor it will take a backup. So with 20 backups you’d have a history of 10 DoaEditor sessions (before and after).
Questions:
1. Is 20 a good number? If you edit all 4 of your ROMs a bunch of times you’d end up with 80mb worth of backups. EDIT: Actually I just found a way to compress the files so it would be much less.
2. Should I also add a timer so that if you’ve had DoaEditor open for x amount of time it will take a backup?
February 12, 2014 at 3:13 pm #53508MiDKnighT
ModeratorOK here’s what I have in place right now:
“Up to 30 ROM Backups will be stored in this directory for each ROM name. Backups will be triggered when a ROM is opened, when a ROM is saved, or if DoaEditor has been running for 1 hour since the last backup. All the files are .gz compressed.
The ROM Backups with the lowest numbers are the newest where higher numbers are older.”
February 12, 2014 at 3:31 pm #53510sonic.penguin
Moderator30 is a good number. I was trying to determine a number that was decent but 80Mb really isn’t that much nowadays. If they are compressed that would be fine. I’m trying ot figure out what caused
00031AAF: A5 –> 17 and 00031AB1: 24 –> 18
to change values? What do those reference?
February 12, 2014 at 3:35 pm #53511MiDKnighT
ModeratorI saw this once on my test ROM when I was messing with DoaEditor. When you go into “debug” mode in DoaEditor for some reason it dumps your clipboard into the the code window. This caused the bug that you saw. It was there in a version or two that we were testing about a week ago. The bad code that caused it in mine is gone in the latest DoaEditor. But…let me know if it happens again.
February 13, 2014 at 11:06 am #53514MiDKnighT
ModeratorNew version (revision 50) uploaded: http://www.niahak.org/doaed/DoaEditor.zip
Changes:
– Sprite palette bug fixed (I hope)
– Maps start loading (in the background) when you open the ROM.
– Automatic ROM backup system in place (up to 30 compressed backups per ROM name) to the RomBackups folder. Backups are taken when ROMs are opened or saved in DoaEditor and if DoaEditor is running and no backup has been taken in 1 hour. Backups are taken in the background and the user won’t even know it’s happening unless they check the RomBackups folder.
– All DoaE IPS patching can be done in DoaEditor now (check the File menu).February 14, 2014 at 11:08 pm #53515MiDKnighT
ModeratorNext on deck:
– A portrait selector from a library that includes portraits from DoaE2, Yuan Shao mod, Rise of Lu Bu, Flames of Wu, and Rise of Ieyasu (I assume you’re ok with that sonic?). This will eliminate the need for feidian and it’s mostly working already. Once it’s done you’ll be able to drop portraits in the portrait library folder and be able to select them in DoaEditor with no feidian. You don’t even have to put them in a portrait strip. Just drop 48×48 4 color bitmap portraits in the directory.
– Some graphics love for the battle screen – battle location and enemy sprites.
– Reading portrait BG colors from the ROM and being able to change those palettes with color previews.
February 15, 2014 at 3:00 pm #53516sonic.penguin
Moderator– A portrait selector from a library that includes portraits from DoaE2, Yuan Shao mod, Rise of Lu Bu, Flames of Wu, and Rise of Ieyasu (I assume you’re ok with that sonic?). This will eliminate the need for feidian and it’s mostly working already. Once it’s done you’ll be able to drop portraits in the portrait library folder and be able to select them in DoaEditor with no feidian. You don’t even have to put them in a portrait strip. Just drop 48×48 4 color bitmap portraits in the directory.
– Some graphics love for the battle screen – battle location and enemy sprites.
– Reading portrait BG colors from the ROM and being able to change those palettes with color previews.
Sure go ahead, it’s a small contribution that I can make as I don’t have the experience on the coding side but I know that it’s also something that a lot of people want so by all means go ahead. Portrait color selector that pulls from the rom is a good idea, it was my next suggestion.
Also, there is an issue with moving warps in caves as moving an entrance point will not move the return point if you were to enter in from the other side, similar to moving a cave entrance where an exit X/Y region/place value must be changed to reflect the move on the world map.
Also the right click option to move the ‘chests’ doesn’t work properly. If you place it on a new chest and you try to ‘check’ it, it comes up as nothing.
February 17, 2014 at 6:55 pm #53517MiDKnighT
ModeratorUploaded a new version for testing –> http://www.niahak.org/doaed/DoaEditor.zip
Changes:
– Portrait Selector from library now operational with tons of portraits to pick from in the library. Note that I forgot to disable this feature for non-expanded ROMs – will fix that.
– Portrait backgrounds now loading from the ROM. You can also edit the portrait BG palettes.
– Battle location preview on battles page.I’ll look into the other issues next.
February 18, 2014 at 8:54 am #53518MiDKnighT
ModeratorSure go ahead, it’s a small contribution that I can make as I don’t have the experience on the coding side but I know that it’s also something that a lot of people want so by all means go ahead. Portrait color selector that pulls from the rom is a good idea, it was my next suggestion.
Your portraits make a very nice contribution to DoaEditor now. What a selection that new modders have for portraits!
I’d like to use your generated backgrounds to allow people to swap backgrounds (if the background is empty) but that would be pretty tough to implement. Something to think about in the future though.
Also, there is an issue with moving warps in caves as moving an entrance point will not move the return point if you were to enter in from the other side, similar to moving a cave entrance where an exit X/Y region/place value must be changed to reflect the move on the world map.
Meteorstrike said way back that cave warps were different because they didn’t change levels. For example when you walk from the world map into a town you have a level switch then when you walk into an inn you have another level switch. When it switches levels it stores the previous location and uses that to go back to. Per Meteorstrike’s old post caves don’t switch levels. That means it gets the previous location another way. My guess would be that it uses the last 4 bits of each cave warp byte but I’ll check that. If that’s the case I’ll have to have a special case for cave warps in DoaEditor.
EDIT: Actually it looks like caves use 2 warps instead of 1. One to enter and one to exit. So if we edit one we’ll have to edit both. Also there’s extra bits in the first value which is probably the direction you face when you enter the cave.
Also the right click option to move the ‘chests’ doesn’t work properly. If you place it on a new chest and you try to ‘check’ it, it comes up as nothing.
Hmm, it was working fine for me when I was testing it. I’ll try it again.
EDIT: Looks fine in DoaEditor. Are you saying that in the game you can’t see it?
February 18, 2014 at 2:31 pm #53519MiDKnighT
ModeratorI’ve got cave moving working in my local copy. When you move a cave you have to edit 2 warps instead of 1 and keep the “special bits” set. That said, the current fix isn’t doing anything with the special bits which determines which graphics are loaded and which direction you are facing. So for best results, if you enter a cave from the south in the original game, continue to enter the cave from the south after it’s moved.
The treasure thing works fine within DoaEditor but I haven’t tested it in the game. Will check that.
February 19, 2014 at 12:35 pm #53521MiDKnighT
ModeratorComing soon: Graphics love for the battle page:
February 19, 2014 at 2:47 pm #53522MiDKnighT
ModeratorDoaEditor Revision 52 uploaded: http://www.niahak.org/doaed/DoaEditor.zip
Changes:
– Battle page graphics updates
– Can follow warps on the map (right click)
– Text bank bug fix for villagers
– Ability to delete portraits from ROM
– Portrait library interface cleaned up a bit
– Can move caves -
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