Home › Forums › Destiny of an Emperor › Destiny of an Emperor 2 maps and other stuff
Tagged: Destiny of an Emperor 2, MeteorStrike, ROM Hacking
- This topic has 59 replies, 8 voices, and was last updated 14 years, 3 months ago by
sonic.penguin.
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January 3, 2012 at 6:18 am #41685
Zhuge Liang
ParticipantQuote:or away to extract the sprites from doae2 for use in doae cause that would be coollordyuanshu did this before, you may will have to ask him for details.
Quote:can you make a destiny of an editor 2 plz or an editer for dwiv (love this game)Niahak stated that he had no interest in making Destiny of an Editor 2. About DW IV, I don't know.
Quote:and is there way to add more officer slots so i can add more officers into the game?I'm afraid this would be very difficult unless you're a very skilled assembly hacker.
DoaE gave birth to Huo Hu.
January 3, 2012 at 7:17 am #41686MeteorStrike
ParticipantHi Jiang!
Quote:O: can you make a destiny of an editor 2 plz or an editer for dwiv (love this game)I spent like 20 minutes typing a message over 9000 characters long ( it's over 9000! ) ranting about hacks, but then I decided not to post it because it might be a little offensive to some of you. So here's the short version of my rant without actual "rant" material:
I am not interested in ROM hacks or ROM editors. I am only interested in ROM Map and Data Generators / Extractors.
EDIT: I just realized it's little things like this that make people think I get easily upset over requests and stuff… for the record, I'm not upset at all. :) I simply have no interest in making editors. :)
Now, if Niahak wants to edit his editor ( recursive editing FTW ) to work with DOAE 2 also, I can provide the details of the stuff I hacked for him so he can add it. I might do that slowly over time though, cause there is a -lot- of info there ( believe it or not ) and I don't want to spend a week typing messages here. If Niahak wants to get started on an interface for Destiny of an Editor to support DOAE 2 Generals editing as a first step, he can let me know when he gets that done and I can then feed him the Generals details, and take it from there. :)
Quote:or away to extract the sprites from doae2 for use in doae cause that would be coolThe Generals list I uploaded has images for all the Generals in the game. Unfortunately, due to my host, you will probably not be able to see them all. I will edit the tool I have to generate a large image with all the Generals in it and upload it later.
Quote:and is there way to add more officer slots so i can add more officers into the game?As far as adding more Generals, it may be possible. If you look at the Generals list I uploaded, the General with ID E7 looks bugged. I don't know why, but that slot might be editable to something else. I don't know if the game intends on using it as a non-fighting General though… the Generals list looks -really- tight in DOAE 2 and I don't see too many options opened.
January 3, 2012 at 7:18 am #41687MeteorStrike
ParticipantWoa, what happened to Jiang's posted message? It disappeared just as I finished typing my message. lol
EDIT: Ah, it looks like it got deleted. I wonder if he deleted it on his own then? Funny, we ended up quoting him anyway, so his deleted text is still on the quotes. :p
January 3, 2012 at 11:16 am #41688MeteorStrike
ParticipantOK I fixed up the Generals file for some formatting issues that it was having.
Also, I uploaded a few new files that show all the Generals' images on their own, including 2 PNG images that only contain the images, since the host is so picky about letting visitors download all the individual PNG images from the Generals page. ( Although I did add a new HTML page that just contains the Generals' names and images only, but it's obviously going to have the same problem as the Generals page with loading all the individual Generals PNG images… oh well… )
EDIT: Well, tomorrow is back to work as usual… I guess it was fun while it lasted ( that's what she said! ) but the vacation time is over… and I was just beginning to feel like it was the beginning of my vacation. lol.
Anyways, I'll probably drop by a few more times in the next couple of weeks, etc. but soon enough I'll probably disappear for a few weeks / months again. I guess I don't have much else to post at this time until I get the map generator ported for DOAE 1 anyways. So just in case I don't drop by again for a month or something… till next time! :)
January 4, 2012 at 3:45 am #41689Zhuge Liang
ParticipantQuote:Anyways, I'll probably drop by a few more times in the next couple of weeks, etc. but soon enough I'll probably disappear for a few weeks / months again. I guess I don't have much else to post at this time until I get the map generator ported for DOAE 1 anyways. So just in case I don't drop by again for a month or something… till next timeHope you do your work well, just keep in mind that your dedication to DoaE will always be much appreciated.
DoaE gave birth to Huo Hu.
January 6, 2012 at 9:50 am #41690Zhuge Liang
ParticipantI need a favor if you don't mind, MeteorStrike?
Can you find a way to make "retreat" in DoaE1 always successful, or a game genie code will do just fine.
And do you have any tip about how to make some kind of codes like Walk through wall, no random battle without ASM knowledge ?
Thank you in advance!
DoaE gave birth to Huo Hu.
January 6, 2012 at 10:44 am #41691MeteorStrike
ParticipantSure, I can look at the always retreat issue tomorrow night. ( i.e. the "weekend" ) I personally prefer the "always win battle right away" cheat though. I posted that code for DOAE 2 in case it helps…
As for hacking Walk-thru walls codes and no random battles without knowing ASM:
Walk-thru walls:
This is probably impossible without ASM. In most cases, the game will write some temporary data at some RAM locations as it calculates if walking into a tile is permitted. However, these are temporary memory locations. Using regular RAM codes to make that kind of change ( i.e. a "runtime memory cheat" ) will likely severely screw up the game, since those temporary memory addresses will be reused potentially many times every second for many things.
No Random Battles:
For the same reason as the Walk-thru walls code, this one is also not doable without ASM hacking for -most- games, however, in -some- games, random battle probability is calculated differently.
For example, Dragon Quest 5 and Paladin's Quest for the SNES will both calculate an integer after a battle in some range. This number is written to a specific address in RAM and then decremented by 1 with each step. When this memory reaches 0, ( or in some games a negative ) a random battle will occur. For those kinds of games, using a cheat to keep that number at that address to something bigger than 0 will prevent random battles.
Hacking -this- type of value is -almost- as easy as hacking infinite HP for games. ( It's only slightly harder because you don't know the exact value at any one point in time, whereas with HP you can just see how much HP you have which makes it easier to find. ) If you have hacked infinite HP cheats for games already on your own, then you might be able to hack this kind of cheat as well.
How can you tell if a game uses this numbering system for random battles? Easy: Save-state on the world map, then start walking in a very specific pattern and count how many steps it takes to encounter a random battle. Then, reload and walk in those -exact same- steps.
If the number of steps it takes to get to a random battle is always the same, then the game probably uses this kind of numbering system and can be easily hacked without ASM. Otherwise, you will likely need to go into ASM for hacking.
For Destiny of an Emperor, the game does not use this kind of system, so you're screwed, but on the other hand, Walk thru walls and no enemy encounters Game Genie codes have already been hacked for both DOAE 1 and 2, so I don't think you need to look into doing those codes for this game. I know I posted these codes for DOAE 2 recently, and I'm pretty sure I posted those codes for DOAE 1 back in 2009 on GameFaqs… is there some other game you were thinking about?
EDIT: I checked the kongming site and they are listed there. I'm sure James won't mind if I post them here, especially since I'm the one who hacked them. :p
No Random Encounters
AVNYAKSZ
Walk Through Walls
NYONALAO
Speaking of James… it doesn't look like he has an account here?
By the way, Walk-thru walls, No random battles, and Enemy always drops item are some of my favorite Game Genie codes, and I ( almost always ) hack those first for RPGs, as they help tremendously with "research" when exploring the game. ( Although the Enemy always drops item cheat is not nearly as useful to me anymore, since a Data Extractor program can just rip those values out for me for all the enemies… )
January 6, 2012 at 11:51 am #41692Zhuge Liang
ParticipantThank you very much for your explanation, now that I know they're difficult without knowing ASM, I might consider learning it in near future. The problem is, I truly know nothing about programming world, so it may be hard for me to deal with a enigmatic language like ASM to begin with. Any recommendable guide-book you can offer for an apprentice like me?
I knew the codes you made for DoaE 1. In fact, they are pretty useful and I use them quite often. What beaufiful codes you created.
About James, he was an active member back around 2007-2008. Being one of the few members to reach 1000 posts in the forum. It's too bad that he don't visit here anymore, he even rarely shows up in his own website, kongming.net. Just in case you want to know his account name here, it's Xian Zhu Xuande.
http://www.lordyuanshu.com/forums/profile/xian-zhu-xuande
DoaE gave birth to Huo Hu.
January 6, 2012 at 6:15 pm #41693MeteorStrike
ParticipantAh, I've seen that account name before. I just didn't know it was James' account.
As far as recommendations on ASM, really, the best place to start is just programming in general. If you can understand a higher level language like Java or C#, then the move to ASM is not so bad.
Conceptually speaking, ASM code will write to some memory, read from some memory, compare some values, add, subtract, call subroutines, jump conditionally, and so forth. In higher level languages, you have reading and writing to declared variables, comparing declared variables or hard-coded values, add, subtract, multiply, etc, calling functions, doing while and for loops, and so forth.
I would argue that ASM is easier than a higher level language due to its limited syntax and well-defined, simple instruction set. It is only harder because it requires more code to do the same thing, it's less "logical" than higher level languages, ( bad use of the word but w/e ) and the jumps can really lead to spaghetti code very easily, but if you know Java or C# you should be able to look at an NES assembly instructions cheat-sheet and make sense of it. I'm sure other people would disagree with me on that though…
January 6, 2012 at 10:08 pm #41694Niahak
ModeratorQuote:I would argue that ASM is easier than a higher level language due to its limited syntax and well-defined, simple instruction set. It is only harder because it requires more code to do the same thing, it's less "logical" than higher level languages, ( bad use of the word but w/e ) and the jumps can really lead to spaghetti code very easily, but if you know Java or C# you should be able to look at an NES assembly instructions cheat-sheet and make sense of it. I'm sure other people would disagree with me on that though…As a programmer who has worked with C# (and little else) for the past few years – you're absolutely right. Someone with no ASM experience might have a little trouble, but any programming experience should be enough.
The main reason I haven't looked into ASM myself yet is that everyone else here lets me be lazy, so I get all these nifty locations of data, figure out what the data means and I just put a simple interface on top of it. I don't have much need to go outside that.
I remember MIPS ASM not being so unreadable several years ago in college. http://www.romhacking.net has a few documents on 6502 assembly, but I don't know which would be the best to start from.
January 9, 2012 at 5:12 am #41695MeteorStrike
ParticipantHey.
Sorry it took so long. I wasted my weekend pimping girls at this online dating site I've been visiting. I managed to get rejected 16 times this weekend! Yay! It's a new personal record for me! ( Disclaimer: A "rejection" to me includes sending a message and not getting a reply, sending a simpler "ice breaker" message or comment with no reply, or other similar "hey, I'm trying to get your attention you *****" methods. OK I'm actually nicer than that though. :p ) It was one hell of a waste of time but oh well, at least I tried. ( I don't feel too bad though cause the response rate of messages guys send is pathetically low, judging from all the complaints. ) Should have spent that time working on the DOAE 1 map generator though… /Mini-Rant
Anyways, here are some new Game Genie codes for DOAE 1:
No Castle or Fort Battles:
OGNNZGSK
Always win battle after someone attacks:
AEXXLPLP
Can always run from a battle:
AEUOKNYP
The Always win battle code is actually an old one I had which I used to use for testing of DOAE 1 stuff. Please double-check those and let me know how they work.
Also, as a consequence of hacking the run from battle, I discovered that:
Code:Chances of running from a Boss Battle ............ = 4 / 32 Chances of running from Pirate Force ............. = 30 / 32 Chances of running from Brigand + Bandit Force ... = 27 / 32 Chances of running from Rebel Force .............. = 24 / 32 Chances of running from random battle with General = 20 / 32And of course that means that the chances are set in stone and have nothing to do with Agility.
EDIT: OMG this message board supports Courier font! That's freaking awesome for posting tables and formatting text! Stupid LameFaqs never supported that, in spite of all the people asking for it! YAY!
EDIT EDIT: It doesn't seem to support the PRE tag on Code though, so it eats the extra space on the " 4 / 32" text. :/
EDIT EDIT EDIT: OK, it looks like I can just use PRE on my own as an HTML tag… so… Yay again!
January 9, 2012 at 9:37 am #41696Zhuge Liang
ParticipantThanks for your hard work Meteorstrike, but hey "running from a Boss Battle" means battling in a castle or a citadel, right? I didn't know that we can be allowed to run from battles with bossess, I thought it wasn't possible so I never give it a try.
So your dates didn't work out very well, huh? Do you feel sad? But hey there's always next time :P
DoaE gave birth to Huo Hu.
January 9, 2012 at 12:08 pm #41697MeteorStrike
ParticipantHey.
I didn't know you could run from Boss Battles either. Try it out -without- the Game Genie code and see what happens. ( Probably will need a lot of load-state. )
Actually, there was never any "date" involved. It was just sending messages to people and never getting a reply. On the other hand, I went to the strip club again tonight and managed to get another e-mail address from one of the dancers! Of course, I probably won't get a reply but what the heck. :p I guess they're playing mind games with their customers? lol guess I'll find out in a couple of days. She left me all hot and bothered and I think some of the highlights of the night might be modded if I discussed here. ( Yea I know this is not GameFaqs but I should act like a mod if I'm going to have that title… )
January 9, 2012 at 1:20 pm #41698Zhuge Liang
ParticipantHaha you may not need to tell us if you don't want to but I'm sure there's no way your story would be modded. We will likely be punished by the lord if that were to happen :P
Besides, you're not going to have that title, you already have that title :wink:
DoaE gave birth to Huo Hu.
January 31, 2012 at 10:04 am #41699MeteorStrike
ParticipantWell I was gone for a while but I'm back. In my "break" I was snowed in for a couple of days and nearly resorted to eating the rats for food. OK it wasn't that bad, but I took that opportunity to implement the Map Generator for DOAE 1. It was pretty easy to do so I finished it. I only need to upload the new content to my site, which I will do probably on the weekend.
On that note, I am sooo glad that I did the DOAE 2 map generator first, because the DOAE 1 maps are a lot more simple, and it was easy to convert by just deleting the complex code. If I had done the DOAE 1 Map Generator first, I would have been kicking myself. lol.
Anyways, guess I'll be back later…
Oh, and I found some weird crap in DOAE 1, but nothing that's too exciting. There are a couple of passages that were removed in the cave with the Iron Ore, but sadly it wasn't any sort of "debug" room, which it -could- have been… the stairs out of there lead to limbo though. I don't know why they took it out of the final game…
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