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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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April 30, 2013 at 2:36 am #40295
MiDKnighT
ModeratorThat was certainly on my to do list. Was trying to get the buggies sorted out first but that's been an elusive endevour.
May 12, 2013 at 5:40 am #40296ludmeister
ParticipantHey all. I've been playing Sonic's Flames of Wu mod, and I've remembered why DoaE is such a great game. MiDKnighT, your enhancements that you've been researching and coding are badass. Like, :huohu: badass. Duel is awesome, and the AI enhancements make for more battle immersion.
I've come up with another thought for hacking, and maybe I'll plug in the latest IPS patch to a clean DoaE ROM and look into it as I get a little time here and there. My thought is to code a persistent base AC for allied officers. My thoughts are:
Give all officers a base AC of (3 * level). Weight STR, AGI, and INT into this, with STR being twice as important as the other two, and then cap the bonus at something arbitrary… say 100 or so. Then, Level up would be important for all officers, not just those that have soldier progressions. Also, Armor and Helmets would need to be toned down a bit (maybe the best armor would be AC 75, the best helm AC 50, to make a max AC of 225, which would amount to almost a 90% reduction in damage).
This would have the effect of making your strong generals (as well as very talented generals) more resilient to physical damage than others, because armor would only do so much. Also, in the early going, AC would be marginally lower (but since the damage resistance is percentage based, armor really doesn't do much in the first two chapters when enemies are knocking off 50-100 soldiers and your armor only saves 3-8 of them). In theory, this would serve to make the final three chapters much more interesting, though.
What do you all think? Is this worth pursuing here?
When all else fails... manipulate the source code.
May 12, 2013 at 1:03 pm #40297sonic.penguin
ModeratorI like the idea. I've always felt that once you soup up your INT based officers that they just rule the game over your STR based characters. Making it so STR mostly rules defense would give another reason to pick your bruisers over your smarter officers AT TIMES*. Armor definitely tends to rule the game too much at points as not having the upgrades gimps your party, but once you get it everything is a breeze.
May 12, 2013 at 3:09 pm #40298MiDKnighT
ModeratorGreat to see you again lud! We could use some more assembly coders around here. I like your ideas! Regarding the IPS patch it needs to be updated. The 1MB expansion is way better than the 500k one that was done before. Why? Because our 500k mapper wasn't a real mapper. The 1MB one is and that means we can access memory from any ROM page with the 1MB ROM instead of jumping all over the place like we were doing before. Remember that problem? We couldn't access memory on pages 10-1F. Well in the 1MB expansion, that problem is FIXED! Thought you would love that enhancement. There's nearly unlimited room to play and code now. The only limitations are on the original pages (finding room to jump to new pages, etc…).
If you're going to patch up I would suggest doing the IPS patch then using DoaEditor to expand to 1MB. In sonic's mods we've had to tweek it a little after the expansion (the sprite code was messing up). Just something to look out for. I still owe sonic and expanded Lu Bu mod but I've been in Korea one a business trip and have been busy.
May 12, 2013 at 3:47 pm #40299ludmeister
ParticipantQuote:The 1MB expansion is way better than the 500k one that was done before. Why? Because our 500k mapper wasn't a real mapper. The 1MB one is and that means we can access memory from any ROM page with the 1MB ROM instead of jumping all over the place like we were doing before. Remember that problem? We couldn't access memory on pages 10-1F. Well in the 1MB expansion, that problem is FIXED! Thought you would love that enhancement. There's nearly unlimited room to play and code now. The only limitations are on the original pages (finding room to jump to new pages, etc…).That's awesome! That is powerful work; is that how you found space for Duel, and your other tactic enhancements? I was wondering about how I'd get around this limitation when I get around to coding a base AC.
It really is amazing, all the work that has been done on this game. It pretty much can be used to do whatever people want, it's like a "Historical RPG Construction Kit", especially when you factor in Niahak's Destiny of an Editor. The ROM could, with work, even be adapted for use for more classical (Dragon Warrior/Final Fantasy) JRPGs.
Has anyone figured out the cave/town/camp map data yet? That might be the last piece of the puzzle to being able to totally transform DoaE into anything a modder might want.
When all else fails... manipulate the source code.
May 12, 2013 at 6:04 pm #40300sonic.penguin
ModeratorI know cave entrances and exits have (in most cases) multiple sets of data for exit warps, but I believe you're talking about cave GFX data. A while back I was hoping someone could find the data for placing damage tiles all over the world map as i wanted to be more brutal to players on the world map. :evil:
May 13, 2013 at 3:59 pm #40301MiDKnighT
ModeratorQuote:That's awesome! That is powerful work; is that how you found space for Duel, and your other tactic enhancements? I was wondering about how I'd get around this limitation when I get around to coding a base AC.Actually I did duel and most of the other tactics before the 1MB expansion. I used an area of the ROM that was used for Japanese character graphics on ROM page 2.
Quote:The ROM could, with work, even be adapted for use for more classical (Dragon Warrior/Final Fantasy) JRPGs.Yep, I considered a "Lord of the Rings" type mod but all the portrait and sprite work, etc… would be a lot.
Quote:Has anyone figured out the cave/town/camp map data yet? That might be the last piece of the puzzle to being able to totally transform DoaE into anything a modder might want.No but I haven't been really researching that. Meteorstrike made an auto-generated map of DOAE so he might understand more how the town maps, etc… might work.
May 13, 2013 at 4:34 pm #40302ludmeister
ParticipantQuote:Actually I did duel and most of the other tactics before the 1MB expansion. I used an area of the ROM that was used for Japanese character graphics on ROM page 2.Did you use all of that area? Is there, perhaps around 0x100 bytes or so for the Base AC calculation? Great thinking.
When all else fails... manipulate the source code.
May 13, 2013 at 4:47 pm #40303MiDKnighT
ModeratorQuote:Did you use all of that area? Is there, perhaps around 0x100 bytes or so for the Base AC calculation? Great thinking.There is not much room left there. I would recommend expanding to 1MB and using page 1E (the page we were using for jumps) or toward the end of the 1MB expanded ROM like page 3E, 3D, or 3C. Those are all good places to stick new code.
May 14, 2013 at 4:58 pm #40304ludmeister
ParticipantMiDKnight–
Question pertaining to the way that Enemy Tactic AI works now… Does it matter whether Healing tactics are specifically in slots 3/4? Do officers expect to see Life/Raise in slot 5? Or can I mix and match the tactics, choosing whatever slots I want, regardless of tactic type, and not cause havoc to the AI algorithm?
Also, question for Sonic:
How did you change the water graphic to a lightning bolt? That's a great effect. :thumright:
When all else fails... manipulate the source code.
May 14, 2013 at 6:17 pm #40305MiDKnighT
ModeratorQuote:MiDKnight–Question pertaining to the way that Enemy Tactic AI works now… Does it matter whether Healing tactics are specifically in slots 3/4? Do officers expect to see Life/Raise in slot 5? Or can I mix and match the tactics, choosing whatever slots I want, regardless of tactic type, and not cause havoc to the AI algorithm?
With the "enemy profiles" enhancement and enemy A.I. we no longer have the heal / life/ raise slot restrictions. The enemy profiles enhancement is really cool because you can give different officers different "personalities". See the "– Enemy Profiles (Which tactics they are likely to use)" section in the guide.
May 14, 2013 at 8:09 pm #40306ludmeister
ParticipantThanks as always. That's great news, and the enemy profiles wh. I've expanded my ROM and applied the IPS patch, and debugged my status screen (had it done a little bit differently than the patch was expecting). Now I'm happily and busily planning out how to realign the tactics for a new iteration of the Remix! Hopefully I'll be able to figure out the Base AC thing, and perhaps even a base Weapon Strength that upgrades with level as well (that would require creating a function linking the Weapon display value with actual damage values. More than anything, I'm just brainstorming right now.
Given there's so much room for new coding, I may just decide to add a few more items to the game as well. Don't know how feasible that will be, but I know that there are multiple IDs for several weapons and armors. Something I may be able to work with.
Now I just gotta find time to get some work done, now that I'm inspired :ninja:
When all else fails... manipulate the source code.
May 14, 2013 at 8:44 pm #40307MiDKnighT
ModeratorQuote:Given there's so much room for new coding, I may just decide to add a few more items to the game as well.Nice! We could use some new enhancements and ideas. All I ask is that you share all your findings and enhancements here to benefit others.
For example, your agility based attacks enhancement has been extremely popular for mods made the last couple of years.
Some ideas that I have had but haven't had time (or motivation) to implement are to make a target all and target one version of every tactic. That would effectively double the number of available tactics. I've got several ideas for the implementation but of course I'd like to figure out the easiest way. I've also had other ideas for expanding all the tactic tables and adding brand new tactics. I dropped my ideas here: http://www.lordyuanshu.com/forums/topic/tactic-expansion-ideas
Another idea that I wouldn't dare tackle without help from someone like you is to add entirely new attributes. For example instead of being limited to STR, INT, and AGI adding other attributes like leadership, charm (for recruiting), or others.
May 14, 2013 at 10:50 pm #40308ludmeister
ParticipantQuote:Nice! We could use some new enhancements and ideas. All I ask is that you share all your findings and enhancements here to benefit others.Sure thing. I have every intention of doing that; this is probably the best community gathered around one game that I've ever found on the internet. No hyperbole. And like you said, I've gleaned so much from you all, I could do no less. :P
When all else fails... manipulate the source code.
May 15, 2013 at 2:17 am #40309sonic.penguin
ModeratorQuote:How did you change the water graphic to a lightning bolt? That's a great effect.This was done by editing the two cells in the sprites sheet the correspond to that graphic. I've also enhanced the flame effect and also enhanced the rings that appear on a normal attack as well. Rise of Ieyasu now sports a Tornado effect as well :)
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