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MiDKnighT.
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December 18, 2011 at 2:14 am #39985
sonic.penguin
Moderatorto be a tactician, their INT must be higher than STR plus the minimum intelligence (that is set in the hex tables) must be met.
December 18, 2011 at 4:19 am #39986Lord Yuan Shu
KeymasterAh, good to know. I get it now.
Well I just did some research with the villager thing. I understand it well enough, but alas the only set of villagers I can find are those in Lou Sang. Wonder how we could find villagers for the other towns?
Lou Sang Villagers
0x31AB3 – northeast Lou Sang green/brown chick
0x31ABB – The great Zhang Shi Ping
0x31AC2 – Horse by Zhang Shi Ping
0x31AC9 – Song Yong
0x31AD0 – Song Ren
0x31AD7 – Jiang Wei look-a-like villager just west of horse + Zhang Shi Ping
0x31ADE – This is the purple / green Xun Yu guy in Lou Sang (actually, when you change this general ID you change TWO dudes in Lou Sang, the guy southwest of the Song Bros. and the guy just north of them in front of Cui Zhui Ping's house (they are both the same sprite…))
0x31AE5 – Corresponds to the other purple/green dude in Lou Sang but if you change the general ID in this slot, it doesn't do anything. However they both have unique lines (0x31AE3 for this one and the dude above is 0x31ADC)
So yea, pretty cool that I can change Zhang Shi Ping. That's one thing I wanted to do. We can also change Song Ren and Song Yong but what's the point really? Since we can just create whoever we want in their spots anyway…
But I need to figure out how to find the villagers in every village…that's the secret sauce here. And I particularly want to change the skinny red / white chick that you start off talking to…she's only really relevant for someone soft like Liu Bei huohu kinda disappointed she wasn't grouped with these knuckleheads above.
I did scroll below and above a bit, but I didn't see any kind of pattern to distinguish that I would be editing villagers lol…I was looking for the pattern of 00 value which is sandwiched between every general id value for the villager and their spoken line.
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Huo Hu's Adventure started Destiny of an Emperor hackingDecember 18, 2011 at 4:43 am #39987Lord Yuan Shu
KeymasterFound some more shitheads in 0x31110-0x31130. Wouldn't be surprised if these were the shopkeepers / innkeepers, etc, since D9 is used a lot and that is Zhang Shi Ping's sprite general ID. I'll change them and then go through and see if I can see who changed, then report back.
Aaaannnd I was right.
Zhao Yun the merchant. Like I said in that code region listed above, there are a lot of D9's in the general ID (for Zhang Shi Ping / aka shopmaster).
DA is the old lady that runs the Inn, Item Shop and Records place.
DC is the blue-white clad tan villager guy that you see at the entrance to places like Mt Da Xin, Huai Nan, etc.

Here was me a bit ago testing Dong Zhuo and Lu Bu in Song Ren and Song Yong's spots (yes they still have the Song Yong / Song Ren quote but that's to be expected).

One weird caveat about putting in generals…for some reason, they have to be generals that are on the world map / in towns. Like say if I put Li Su or Cheng Yuanzhi or some generic general like that that is only in gate / castle battles…they won't even show up in Song Ren's spot! But if you put Lu Bu, Zhuge Liang, Zhao Yun, etc they will be visible and can be recruited. What's more, if you have one character like that that can be recruited and you also put in a generic one like Li Su, you'll end up recruiting Zhao Yun AND Li Su when you talk to Zhao Yun, even though Li Su is not actually there lol.
Not really sure why those generals don't show up but just something to keep in mind if you choose to add them. But the game does register generals like Sun Gan, Xun You, Liu Chan, etc (they are visible if you add them in Song Ren's spot). Weird shit…
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Huo Hu's Adventure started Destiny of an Emperor hackingDecember 18, 2011 at 5:41 pm #39988Xu Yuan
ParticipantAside from cursing at Shopkeepers for being shopkeepers… (affectionately?) that is some pretty solid information!
December 18, 2011 at 7:16 pm #39989Lord Yuan Shu
KeymasterIt's not too often I'm the one finding these things out that's for sure lol. Now we can have whomever running the shops. Still need to figure out where the rest of those villagers are.
We should get the portraits added on the IPS patch imo. Feidian is such a touchy little bitch. I'm seriously doing the same thing I did before to get it to work but it's producing this long-winded message about not specifying integers for height, size, etc.
Though now that I think of it I should just screw the patch idea and use a save from the Yuan Shu mod since I have all the stuff on there I want anyway…
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Huo Hu's Adventure started Destiny of an Emperor hackingDecember 18, 2011 at 7:18 pm #39990sonic.penguin
Moderatorgood stuff LYS, I will probably need this to fix the pang tong guy that glitched up in my mod. Also, a little bit of info, in the guide MidKnight has the castle coordinates for Ru Nan, and YES, those are the coordinates on the map, but interestingly enough, Ru Nan has the same type of code that a cave has, aka changing it like an ordinary castle wont work.
Ever noticed the game doesnt play the "marching" sound as you go into Ru Nan? That is b/c it works like a cave. This was discovered upon trying to move the town around and it wasn't working. Also, LYS, I figured out how to make it so you dont have the 3-man line up when you exit a cave you moved.
You change the last 3 values in the hex ie: (XX 11 13 15) The XX you have to play with but you SHOULD NOT change it to what is displayed in FCE Ultra. Only look at the 2nd, 3rd, and 4th columns. When you find those values correctly in the hex, the first value will actually be some type of letter format aka CD or AB. Tinkering with the letters like making it CE or CF will help you lock onto the correct "cell" where the cave exit is. Im sure there is a formula, but with the "brain trust" all out on vacations, we have to fend for ourselves :cactuar:
December 18, 2011 at 7:26 pm #39991Lord Yuan Shu
Keymaster"good stuff LYS, I will probably need this to fix the pang tong guy that glitched up in my mod. "
THAT, is an entirely different matter. That villagers code is fucked up which is why he changes sprites all the times and often times has a glitchy sprite. James had Meteorstrike on it – go to Gamefaqs and the Meteorstrike thread to find it. Pretty sure the summary is, as we are changing other code we are changing his sprite too.
Yea it's weird how Ru Nan is a cave, even when I was young I thought it to be weird the sound it made when you enter. The town is basically an extension of the cave for how the game is reading it.
"Also, LYS, I figured out how to make it so you dont have the 3-man line up when you exit a cave you moved.
You change the last 3 values in the hex ie: (XX 11 13 15) The XX you have to play with but you SHOULD NOT change it to what is displayed in FCE Ultra. Only look at the 2nd, 3rd, and 4th columns. When you find those values correctly in the hex, the first value will actually be some type of letter format aka CD or AB. Tinkering with the letters like making it CE or CF will help you lock onto the correct "cell" where the cave exit is. Im sure there is a formula, but with the "brain trust" all out on vacations, we have to fend for ourselves "
lol, nice find. I think I'll wait until the dudes are back and can confirm the fix before I change it. Not too big of a deal to me anyway.
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Huo Hu's Adventure started Destiny of an Emperor hackingDecember 20, 2011 at 1:28 pm #39992sonic.penguin
ModeratorAh okay, so I've worked with caves a little bit more and they are definitely more annoying to change than castles. You need to set not only the entrance location but also the exit location. Castles just exit wherever you enter.
Anyways, all the caves are usually in this format (Letters, Number, Number, Number)
The Letter value has to do with vertical placement on the screen, I wonder why they didn't do exact coordinates like castles? anyways, adjusting that letter value up or down helps you to eliminate that weird 3-person line up cave exit bug. Generally also the cave entrances and exits are found close to each other in the hex, within a few lines. I'm experimenting with this more in the ROI mod, will keep ya posted.
December 20, 2011 at 6:35 pm #39993Lord Yuan Shu
KeymasterYea, caves have that extra step.
I'm wondering how to switch Chi Tu Ma's location around? Seems to me it's the only "treasure" on the world map.
edit – Ah, I found it now.
I wonder if you could make a spot on the map that always had an item. So you search and pick up the item, then have it coded in to regenerate right away. Just thinking of this because I changed Steed to Powdr and then I could make Huo Hu's house, put the gold key floor-door there and have an endless supply of Powdr huohu Wouldn't be hard to bribe generals to join then…
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Huo Hu's Adventure started Destiny of an Emperor hackingDecember 20, 2011 at 6:59 pm #39994Lord Yuan Shu
KeymasterQuote:Placing items from this list is easy. Just put the world map address then the item ID in the ROM. For example, if I stand on the treasure chest in Fan Shui Guan I am at 01 1D 03 06. The contents of the treasure chest is an Ax (42). So in the ROM I see: "01 1D 03 06 42" at 0x309DD. If I change the 42 to 52 I get a halberd instead of an Ax Or to move the item you'd just give it a new map address.Ok, so I moved the Gold Key just to test (it's in the same room). So I search the spot, and the Gold Key is in the new spot. However, the treasure chest image is where it normally is. We don't know anything about cave-map altering do we?
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Huo Hu's Adventure started Destiny of an Emperor hackingDecember 20, 2011 at 8:43 pm #39995sonic.penguin
Moderatorthats graphical and I'm sure something Niahak would have to look into. I can't imagine it being an 'overlay', its probably more or less like all other graphics on the world map, but then again im just speculating. Funny idea using Huo Hu powder instead of steeds lol but it might be kind of redundant after about 15 times, and think of all the inventory space!
You can easily make any item available on the world map, James @ kongming did this. Just have to map out the 4 locations and adjust them accordingly, just like battles. I wish battle and hidden item coordinates were as easy to move as castle coordinates…
December 21, 2011 at 1:13 am #39996Lord Yuan Shu
KeymasterQuote:thats graphical and I'm sure something Niahak would have to look into. I can't imagine it being an 'overlay', its probably more or less like all other graphics on the world map, but then again im just speculating.Right. Cave graphics are one thing we haven't even touched yet.
Quote:Funny idea using Huo Hu powder instead of steeds lol but it might be kind of redundant after about 15 times, and think of all the inventory space!It would be great comic relief. I agree it's usefulness would be limited since Steed's as it is are only 200 Gold and there are very few times I've ever bought them.
Quote:You can easily make any item available on the world map, James @ kongming did this.Yup, like I said I was able to move Chi Tu Ma around the world map and into a cave. Just need to get the treasure chest graphic on that spot. Sort of like having the village warp where a village should be. Ultimately it's really not a big deal, I could certainly just swap the treasures and it'd be fine. Just curious.
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Huo Hu's Adventure started Destiny of an Emperor hackingDecember 21, 2011 at 2:56 pm #39997sonic.penguin
ModeratorHeres the big question… how do you fit Chituma into a box?
December 21, 2011 at 5:57 pm #39998DragonAtma
ModeratorEver notice how some games (such as roguelikes) use the same size for inch-tall fairies and twelve-foot tall giants?
Well, presumably the barn-sized chest is using the same tile as the ordinary chest. >_>
Also http://tvtropes.org/pmwiki/pmwiki.php/Main/BellisariosMaxim.
December 21, 2011 at 6:23 pm #39999sonic.penguin
Moderatorhehe. oh that reminds me DA, how about finishing up some DOAE2 sprites for DOAE importing? I havent had the time to do some but with your artistic expertise…nudge nudge…
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