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- This topic has 985 replies, 17 voices, and was last updated 2 years, 9 months ago by
MiDKnighT.
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November 7, 2011 at 4:31 am #39760
ludmeister
ParticipantOne more tidbit as I was digging around today (and now currently spamming the modding board)… I saw a bit of data that looked real similar to something I saw in DoaE 2… it was this right here:
0x399b0: 99cc cccc 0000 0000 0000 0000 3333 6666 <– Byte 1, Tactic Damage variance
0x399c0: 0000 0000 0101 0101 0101 0101 0101 0101 <– Byte 2, Tactic Damage variance
These values are effectively fractions. Assemble two bytes together (same position horizontally in the line above), divide by 256, then multiply that to the Tactic damage value found in 0x3bb9c-0x3bbd8 (modified by user's Int score), and you have calculated the potential damages.
From the list above, we note that the random damage distribution is:
0099 – 60% – 1 in 16 chance
00cc – 80% – 3 in 16 chance
0100 – 100% – 1 in 2 chance
0133 – 120% – 1 in 8 chance
0166 – 140% – 1 in 8 chance
I've tested this today, and you could have fun with this!
When all else fails... manipulate the source code.
November 7, 2011 at 4:50 am #39761MiDKnighT
ModeratorWow lud. Lots of stuff. Congrats on the color/status page thing. I'm sure that was a tough nut to crack. I'll put your damage and status page stuff in the guide tomorrow.
November 7, 2011 at 7:03 am #39762jungle
ParticipantI need to send a thank you-note to ludmeister and sonic for helping me solve the tactics effect problem. Hopefully you will take your time to give me some little helps in future
Quote:0x3b8b2-0x3b8cf- Tactic appears in this "slot"00 00 00 00 00 01 01 01 01 01 02 02 02 02 02
03 03 03 03 03 04 04 05 05 04 05 05 05 04 04
Can you explain this for me? I truly don't understand the phrase "Tactic appears in this "slot" and have no idea which numbers represent for which tactics
November 7, 2011 at 1:17 pm #39763ludmeister
ParticipantQuote:Can you explain this for me? I truly don't understand the phrase "Tactic appears in this "slot" and have no idea which numbers represent for which tacticsYeah. There are numerous things every day on which English fails me. When I said "slot" I could have easily said "category". Stock DoaE has 6 categories for which tactics fall in. The first one (slot 00 from above) are Fire tactics. The second one (slot 01) contains all Water tactics. Then you have Healing tactics, defensive tactics, and two "slots" for miscellaneous tactics. For instance, Cheng Nei never appears in the sixth "slot", and Li Jian never appears in "slot" five. See? I've resorted to the word slot again. If you've played DoaE before, you can probably follow what I'm saying.
The answer to the second question is a bit more complex.
Quote:There are thirty tactics in DoaE, and are represented in the ROM in this order:01 Lian Huo, Ye Huo, Yan Re, Da Re, Huo Shen
06 Shui Tu, Shui Xing, Shui Lei, Hong Shui, Shui Long
0b Chi Xin, Tong Xian, Yin Xian, Jin Xian, Wan Fu
10 Ji Rou, Huo Jian, Shui Jian, Ce Mian, Ji Mian
15 Cheng Nei, Yi Xin, Li Jian, Qi Shou, Jie Ce
1a An Sha, Bei Ji, Fu Bing, Tui Lu, Gui Huan
This information was gleaned from the order of Tactic names in the ROM (readable, sorta, as DoaE text does not follow ASCII specs), as well as knowing their TP costs (since that is one visible piece of tactic information when you are actually playing the game, and also happens to be filled out for all thirty tactics… ie several entries are not 00). So, when we are looking at a piece of information about a tactic (and always tactic information is stored in piecemeal fashion… like TP cost here, and damage information separate from that, etc), we need to find the first entry in the list.
Quote:0x3b8b2-0x3b8cf Tactic appears in this "slot"00 00 00 00 00 01 01 01 01 01 02 02 02 02 02
03 03 03 03 03 04 04 05 05 04 05 05 05 04 04
The first entry is at 0x3b8b2. This value corresponds to the first tactic, Lian Huo. The second value (at 0x3b8b3) corresponds to the second tactic, Ye Huo. The final entry in the list (0x3b8cf) belongs to Gui Huan. It can get a little fun to find a tactic that is more in the middle of the list, but to do that, find the number of the tactic (I listed them in 6 groups of 5) and count in your list to that "element" in the array.
For the programmers here, it seems that the coders of DoaE didn't bother to make their tactics "objects"…
Define type "tactic" …
tactic DoaE_tact[30];
… but rather defined their data structures in a more amateurish, piecemeal style:
byte TP_Cost[30];
byte Dmg_lo[30];
byte Dmg_hi[30];
char* Tactic_Name[30];
… etc.
Objects (like the way Officers were actually stored in the ROM, for instance) are always easier to edit than things defined piecemeal (like tactics here) because (usually) all information pertinent to your object is grouped together.
When all else fails... manipulate the source code.
November 7, 2011 at 2:46 pm #39764jungle
ParticipantI understood perfectly, I'd like to thank you once again for wasting your precious time for such an idiot like me.
November 7, 2011 at 3:51 pm #39765sonic.penguin
ModeratorQuote:I understood perfectly, I'd like to thank you once again for wasting your precious time for such an idiot like me.Unneccessary. We've all been there and thats why were here to help people make great roms! The code is hard to grasp at first but with practice it gets easier and easier. I started all my modding skills about a month and 1/2 ago and I understand (almost) everything going on here even with 0 experience in assembly. :huohu:
November 7, 2011 at 3:56 pm #39766ludmeister
ParticipantQuote:Unneccessary. We've all been there and thats why were here to help people make great roms! The code is hard to grasp at first but with practice it gets easier and easier. I started all my modding skills about a month and 1/2 ago and I understand (almost) everything going on here even with 0 experience in assembly.Absolutely. DoaE was my first NES Rom which I actually looked at its "guts" (well… maybe Final Fantasy 1 was, because I played that game for like two years straight when I was in middle school), and it was intimidating at first. Without being able to "pester" Meteorstrike, I doubt I would have kept at it for a real long time. Keep it at, Jungle :huohu:
When all else fails... manipulate the source code.
November 7, 2011 at 4:13 pm #39767ludmeister
ParticipantOne change that I've been kicking around… What do you all think about letting any officer with the Int necessary to sport tactics to be a tactician? As it stands, a strategist must have greater Int than Str… but that seems arbitrary to me, as Guan Yu (at 245/180), Zhao Yun (at 245/215), or Zhang Liao (at 232/216) seem like they would be good tacticians…
One balancing thing I can think of on this is that the officer would still need the Int necessary to use tactics… you just don't have to jump through the hoops of finding an officer where Int > Str.
An alternate possibility would be to create an arbitrary Int value, which a potential Strategist must meet, or no tactics for them. Would it be 120? 150? 180? 240 for all you An Sha haters out there??? *nudges Sonic.Penguin* ;-)
Please discuss… I believe this would be a relatively trivial change if we allowed this.
When all else fails... manipulate the source code.
November 7, 2011 at 4:39 pm #39768MiDKnighT
ModeratorQuote:One change that I've been kicking around… What do you all think about letting any officer with the Int necessary to sport tactics to be a tactician? As it stands, a strategist must have greater Int than Str… but that seems arbitrary to me, as Guan Yu (at 245/180), Zhao Yun (at 245/215), or Zhang Liao (at 232/216) seem like they would be good tacticians…One balancing thing I can think of on this is that the officer would still need the Int necessary to use tactics… you just don't have to jump through the hoops of finding an officer where Int > Str.
An alternate possibility would be to create an arbitrary Int value, which a potential Strategist must meet, or no tactics for them. Would it be 120? 150? 180? 240 for all you An Sha haters out there??? *nudges Sonic.Penguin*
Not a bad idea but not sure it would be worth the trouble if it would take more than an hour of research. I'd say 150 or 180 to be strategist aware.
Also lud, I tried the changes for your status page (PPU changes) but the portrait is still off color. I think there must be another line you modified that you forgot to post. If you don't have it I can dig around and find it.
November 7, 2011 at 4:50 pm #39769ludmeister
ParticipantQuote:Also lud, I tried the changes for your status page (PPU changes) but the portrait is still off color. I think there must be another line you modified that you forgot to post. If you don't have it I can dig around and find it.Yup, you're right. The new change is:
0x385e3: 23 c513 a0a0 a0ff ff00 0000 aaaa aa0f 0f00 0000 aaaa aaff
Good catch, thanks!
When all else fails... manipulate the source code.
November 7, 2011 at 5:05 pm #39770MiDKnighT
ModeratorIt's working now. Thank you sir. I've got some other status page ideas that I can toy around with too…
November 7, 2011 at 5:11 pm #39771ludmeister
ParticipantCool. I'll look forward to seeing your ideas!
Quote:Not a bad idea but not sure it would be worth the trouble if it would take more than an hour of research.Nah… think I logged the very instruction when looking at the way strategists receive their tactics for the 8 tactics project. It'd be a simple testing project, most likely… when I get a spare moment for that kind of thing, I'll do it.
When all else fails... manipulate the source code.
November 7, 2011 at 6:41 pm #39772MiDKnighT
ModeratorAdded the battle damage stuff to the guide. I just noticed that the 3bff# changes also hits the same ROM areas that I used for my expanded chapters fix. So right now you can't use both until we figure out a way to resolve the conflict. I put a note in the guide about that. No need to resolve the conflict right now, just if someone requests to use both enhancements.
Unfortunately any free space in the original ROM is prime real estate for new changes. :wink:
November 7, 2011 at 6:41 pm #39773MiDKnighT
ModeratorAdded the battle damage stuff to the guide. I just noticed that the 3bff# changes also hits the same ROM areas that I used for my expanded chapters fix. So right now you can't use both until we figure out a way to resolve the conflict. I put a note in the guide about that. No need to resolve the conflict right now, just if someone requests to use both enhancements.
Unfortunately any free space in the original ROM is prime real estate for new changes. :wink:
November 7, 2011 at 7:20 pm #39774DragonAtma
ModeratorMidknight, remember that we just so happen to have an expansion for extra portraits…. and anything else that needs free space.
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