Home › Forums › Destiny of an Emperor › Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com )
Tagged: Battles, Destiny of an Editor, Destiny of an Emperor, Destiny of an Emperor hacking, Destiny of an Emperor Mods, Destiny of an Emperor Rom, DoaE rom, DoaE Rom hacking, FCEUX, Feidian, Graphics, hacking DoaE, Map, NES ROM hacking, nes8 template, Portraits, ROM Hacking, ROM hacking information
- This topic has 985 replies, 17 voices, and was last updated 2 years, 9 months ago by
MiDKnighT.
-
AuthorPosts
-
May 12, 2012 at 11:13 pm #40045
sonic.penguin
ModeratorAnd they went *bump* *bump* *bump*
May 20, 2012 at 3:56 pm #40046Niahak
ModeratorI have a question about taunts/closers…
When I see the following, my brain goes WTF for two reasons:
Code:The opening line pointers for all battles are stored at 0x3AF21:A6B7 AE00 0000 2324 8187 2628 8507 8081
8385 8387 8486 8200 8187 6D00 8084 8500
8084 8285 0086 8180 8582 8780 8683 8186
8180 0084 8182 FF86 82B9 8085 84BE D882
8386 DE84 8081 E7ED 5E00 0006 0060 D000So A6 is the Qing Zhou battle, B7 is the Mt. Da Xing battle, AE is the Tie Man Xia battle, etc… The order of the battles can be found above. Which text bank it will use is at 0x3AF79:
0000 00FF FFFF 0101 0202 0101 0201 0202
0202 0202 0202 02FF 0202 02FF 0202 0203
0202 0202 0202 0202 0202 0202 0202 0202
0202 FF02 0202 FF02 0202 0202 0202 0202
0202 0202 0202 0202 0100 0003 FF02 02FFReason 1: The 'text bank' section has 4 values (0-3), but there are only actually two text banks that we read. The closer section also has 4 values.
Reason 2: Each text bank has more than 256 lines. How is a bank pointer / pointer supposed to index all lines? I've tried using
Code:bank * 256 + pointerand indexing into a raw list I have in DoaEditor, but that gets me nonsensical taunts/closers in "bank" two.
Basically what I'm wondering is – how do I combine the bank index + pointer into an index for an actual line? All the ones in 'bank' 0 work fine, so I'm mostly looking for the bank multiplier.
As a corollary question – the Closer section has some 0x81 and 0x80 stuff. The first byte's set for some reason I really don't understand. I assume I should ignore it on read, but do I have to maintain that first byte when I write this stuff back to the ROM?
May 20, 2012 at 3:58 pm #40047DragonAtma
ModeratorMaybe the text banks are right next to ieach other?
(stuff)
00
01
(stuff)
02
03
(stuff)
Or something like that.
May 20, 2012 at 4:04 pm #40048Niahak
ModeratorMay actually be exactly it, because the "1" banks are working okay (side effect of how my stacked-lines stuff works).
I'll try that out. Thanks!
/edit: Worked exactly. Further discussion will be in DoaEditor topic :)
May 20, 2012 at 11:20 pm #40049Niahak
ModeratorJust to make sure someone does answer it eventually, I still need an answer to the first-byte set on the battle closers. Summarized:
Code:Text banks for those are at 0x3B0FB:0000 00FF FF80 FF01 FFFF 01FF FF81 FFFF
FFFF FF01 FFFF FFFF FFFF 81FF 83FF FF03
FFFF FFFF 02FF FF83 0303 FFFF FFFF FFFF
FFFF FFFF FFFF 02FF FF02 FFFF FFFF 02FF
FFFF 02FF FFFF 0202 01FF FF03 FF02 0202What's up with 80 and 81 being valid values? Is there something about these closers that is different from the rest? Hopefully someone has the time to look into this one a bit.
May 20, 2012 at 11:42 pm #40050sonic.penguin
Moderator80 I believe is the Zhang Jue final battle if you attack from the front. 81 is the battle w/ Dong Zhuo, the next is Yuan Shao. My guess is that those refer the game to have the ending dialogue that is done on the black screen and not w/ a picture, IE: Zhang Jue, Zhang Bao, and Zhang Liang were killed, peace was restored or Dong Zhuo was killed, peace has come, You have Yuan Shao and Yuan Shu's heads, etc.
**Just a note, these lines also generally carry some type of event
Make sense?
May 24, 2012 at 10:10 pm #40051Niahak
ModeratorHm. Yeah, that does make sense and sounds consistent with my recollection of the game. So that'll have to be a flag on each battle, I suppose:
Code:( ) Don't show portrait during tauntCode:( ) Don't show portrait during closerMay 24, 2012 at 10:49 pm #40052Niahak
ModeratorI have a suggestion for the guide here… how about a "map" of the ROM?
I'm looking for a list of hex locations and where things are, in order of appearance.
Doesn't have to be exhaustive (no need for entries where we don't know the content).
e.g.
0x0-0x80 Header (nothing)
0x10000-0x20000 Sprites
0x20000-0x30000 Portraits
0x30000-0x40000 Text
Non representative values above, of course :)
Reason: I often load a file in DoaEditor, then save it as a sort of test that I'm not breaking anything. When I see differences between the original ROM and what I saved, I panic and try to figure out what changed. Usually it's something innocuous like condensing text (which DoaEditor does automatically), but it'd be useful to have something like this to double-check. Plus I think it'd be cool and possibly useful for other people.
May 28, 2012 at 10:08 am #40053MiDKnighT
ModeratorGood idea Niahak, I'll work on that this week.
June 1, 2012 at 1:14 pm #40054MiDKnighT
ModeratorUpdated the IPS patch. Changes:
– Fixed sprite code (can now use page 1D) – Don't use page 1E as lud and I put code there.
– Added sonic penguin's new sprites
– No longer changes tactic slots, order, etc… so that the patch doesn't break your custom tactics.
June 1, 2012 at 1:46 pm #40055sonic.penguin
ModeratorDo you still get the life/raise tactics? you will have to update it again once I finish the sprite sheets as well, will work on those some more hopefully this weekend as things are a little busy w/ the job atm
June 1, 2012 at 2:16 pm #40056MiDKnighT
ModeratorQuote:Do you still get the life/raise tactics?Yes you still get life and raise but if you don't modify the tactics they will go in the same slots as the tactics they replaced and cost the same. I figure most people are altering tactics in their mods so they will want their own tactic setup anyway.
June 1, 2012 at 2:16 pm #40057MiDKnighT
ModeratorQuote:Do you still get the life/raise tactics?Yes you still get life and raise but if you don't modify the tactics they will go in the same slots as the tactics they replaced and cost the same. I figure most people are altering tactics in their mods so they will want their own tactic setup anyway.
June 1, 2012 at 9:15 pm #40058sonic.penguin
ModeratorCorrection, dont know what I was smoking, but Wu Pirate portraits are editable @ 33A6D-33A72 and the background @ 33A73
June 24, 2012 at 7:51 am #40059Anonymous
InactiveOk, I joined just to begin posting on this (dying/dead) forum because you guys are awesome. Brought back a childhood game, opened up its inner shell and went nuts. Not only has changing things been enjoyable, but learning things about the game itself has been mindblowing (like how some characters are never encountered, ever). Not only do I want to give encouragement on such a project like Niahak's little editing program, but possibly get involved. I felt I made my biggest break-through recently when I opened the 6502 debugger and changed the amount of steps the Smoke Pipe gives you to be random encounter free.
I thought of some things I would like to see on Niahak's editor like:
Which music is used for each battle. (I think the castle above Xu Zhou should have battle music 27 when attacking from the front with all five generals)
Especially with the space of a misc tab, you could add a quick fix for the soldier length threshold or color change, and a name change for each item, power, etc.
One more tidbit: Did anyone else notice the extremeties of the "extra" bandanas, etc like how one has 170 A.C. and even one robe having 169 ATK?
You guys are awesome, hope to hear something.
-
AuthorPosts
- You must be logged in to reply to this topic.

