Home › Forums › Destiny of an Emperor › Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com )
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- This topic has 985 replies, 17 voices, and was last updated 2 years, 10 months ago by
MiDKnighT.
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May 17, 2013 at 3:46 am #40326
ludmeister
ParticipantHi MiDKnighT…
It's about that time… sorry bad pun. I've been up to long, but it's been too much fun modding :drunk:
I found a bug in my item expansion patch… The shops were drawing from the wrong item list to determine how much gold charge when buying an item. It displayed the correct sum… and charged something different. I've re-uploaded the IPS file. Sorry about that.
Download Base AC and Item Expansion patch v1.01
When all else fails... manipulate the source code.
May 17, 2013 at 3:48 am #40327ludmeister
ParticipantQuote:It's set up. Sent you an email via the contact system on your site. Feel free to make any edits you like, as I'm not sure how often I can make updates to the tool now. Let me know of any questions you have.Thanks Niahak. I don't know how much I'll be able to be of service with this, but I'll certainly look at it. It's an honor.
When all else fails... manipulate the source code.
May 17, 2013 at 5:14 am #40328MiDKnighT
ModeratorQuote:I've re-uploaded the IPS file. Sorry about that.It's actually using your link in the guide so if the file path/name is the same on your site, we're good.
May 17, 2013 at 6:44 am #40329ludmeister
ParticipantThat's cool. I just fixed another issue so I redid the patch again. Blasted enemy officers were showing a Base AC in their status screen, even though it wasn't active. Grrr.
When all else fails... manipulate the source code.
May 17, 2013 at 3:51 pm #40330MiDKnighT
Moderatorlud's new stuff has been added to the guide
I also made the guide 1MB ROM friendly (updated all references to the 0F system page to include pages 1F and 3F for 1MB ROM). Also removed 500k ROM references as we should no longer use that format.
I will definitely add the weapon/armor image enhancement to the IPS patch but not sure about the borders one. What do you guys think? Change the borders in the IPS patch or leave it up to the modder?
May 17, 2013 at 5:09 pm #40331ludmeister
ParticipantThanks! In my humble opinion, I think that the default borders are just fine, for the purposes of the IPS patch.
When all else fails... manipulate the source code.
May 17, 2013 at 5:26 pm #40332MiDKnighT
ModeratorRegarding new attributes, imagine something like this:

Then you could have all kinds of interesting formulas and combinations for things like:
Physical attack power = STR + AP (weapon) + Soldiers (maybe LDR factored in too)
Tactic attack power = INT + Soldiers (maybe LDR factored in too)
Physical defense = VIT + STR + AC (armor)
Tactic defense = VIT + INT + AC (armor)
Negate success, etc… LDR+INT (1st party member) vs 1st enemy's LDR+INT
Duel success.. Mainly the dueler's STR but also factor in the party leader's LDR+STR
Retreat success.. Party leader's LDR+AGI vs 1st enemy's LDR+AGI
Recruiting success… Party leader's LDR vs recruitee's LDR (higher LDR for enemy = harder to recruit)
To make it easier on the modder, if LDR or VIT is not explicitly set for an officer it is derived. Maybe LDR defaults to something like INT/2 + STR/4 + AGI/4 and VIT defaults to STR/3 + INT/3 + AGI/3.
May 17, 2013 at 7:36 pm #40333ludmeister
ParticipantI have had success in figuring out how to keep an officer's item menu constant until the user presses the <B> button! :sunny: It's actually not too bad of an edit:
0x7f1d7: (old code: "a900 8571 20d5c0 a584")
Code:"a91e 2082c4 4ca0af ea"0x7afb0:
Code:A501D01EA500C90EF01BC910F017C911
F013C913F00FC914F00BC923F007C90F
F0034CE0AFA54AA200A00086004CFC86
00000000000000000000000000000000
A900857120D5C0A5844AB0034CD3F14C
D6F10x7870c:
Code:a90e 2082c4It will allow players to trade all items away or drop all items, without closing the window. Even still, this does not seem to create problems. When doing multiple item operations, you'll need to remember who's backpack is open.
Let me know if any of you have problems introduced by this. I'm nowhere near testing this exhaustively.
When all else fails... manipulate the source code.
May 17, 2013 at 7:41 pm #40334MiDKnighT
ModeratorNice, I'll give it a whirl. This is something I've always wanted to do but was too lazy to dig in and figure out. A motivated lud is nice to have around :D
This kind of enhancement would make swapping equipment much less annoying.
May 17, 2013 at 7:55 pm #40335MiDKnighT
ModeratorJust tested, looks like it pops the menu back open after equipping or de-equipping. I'll have to see if I can find a way to keep it closing to begin with.
EDIT:
Looks like it closes the window here:
1F:F1C1:20 DF CD JSR $CDDF
And if I just comment that out it takes me back to the command menu which isn't good either…and it breaks exiting out of any menu :) Seems DoaE wasn't made to just keep you on the same menu…
May 17, 2013 at 8:20 pm #40336ludmeister
ParticipantArgh. Yeah, this seems to really bork walking around. Not sure why. Will need to revisit this later. Unless you figure it out before me :wink:
When all else fails... manipulate the source code.
May 17, 2013 at 9:04 pm #40337ludmeister
ParticipantI think I fixed the critical walking bug… looks as though a different function was called, which used the same code that I replaced. Here's a fix for the above, that doesn't immediately crash and burn:
0x7f1d7: (old code: "a900 8571 20d5c0 a584")
Code:"4cecff ea 20d5c0 a584"0x7fffc: (old code: "0000 0000 5ae4 0000" ). I hope that no one has already modified this…
Code:"a91e 2082c4 4ca0af"0x7afb0:
Code:A501D01EA500C90EF01BC910F017C911
F013C913F00FC914F00BC923F007C90F
F0034CE0AFA54AA200A00086004CFC86
00000000000000000000000000000000
A900857120D5C0A5844AB0034CD3F14C
D6F10x7870c:
Code:a90e 2082c4When all else fails... manipulate the source code.
May 17, 2013 at 11:21 pm #40338sonic.penguin
ModeratorOr maybe agility could actually affect hit/miss ratio instead of just turn order and hit amount? (although could really unbalance things)
Quote:Then you could have all kinds of interesting formulas and combinations for things like:Physical attack power = STR + AP (weapon) + Soldiers (maybe LDR factored in too)
Tactic attack power = INT + Soldiers (maybe LDR factored in too)
Physical defense = VIT + STR + AC (armor)
Tactic defense = VIT + INT + AC (armor)
Negate success, etc… LDR+INT (1st party member) vs 1st enemy's LDR+INT
Duel success.. Mainly the dueler's STR but also factor in the party leader's LDR+STR
Retreat success.. Party leader's LDR+AGI vs 1st enemy's LDR+AGI
Recruiting success… Party leader's LDR vs recruitee's LDR (higher LDR for enemy = harder to recruit)
To make it easier on the modder, if LDR or VIT is not explicitly set for an officer it is derived. Maybe LDR defaults to something like INT/2 + STR/4 + AGI/4 and VIT defaults to STR/3 + INT/3 + AGI/3.
I like the idea :)
The battle icons you made Lud are awesome. I always hated how the abbreviations for Mail and Helmet seemed to cheapen things. When I first played this game, I actually was confused about what each was and didn't realize I could equip a shield and helmet (back in the 90's)
I'm waiting to apply the IPS patch as you guys seem to be hammering out a few issues atm.
May 17, 2013 at 11:21 pm #40339sonic.penguin
ModeratorOr maybe agility could actually affect hit/miss ratio instead of just turn order and hit amount? (although could really unbalance things)
Quote:Then you could have all kinds of interesting formulas and combinations for things like:Physical attack power = STR + AP (weapon) + Soldiers (maybe LDR factored in too)
Tactic attack power = INT + Soldiers (maybe LDR factored in too)
Physical defense = VIT + STR + AC (armor)
Tactic defense = VIT + INT + AC (armor)
Negate success, etc… LDR+INT (1st party member) vs 1st enemy's LDR+INT
Duel success.. Mainly the dueler's STR but also factor in the party leader's LDR+STR
Retreat success.. Party leader's LDR+AGI vs 1st enemy's LDR+AGI
Recruiting success… Party leader's LDR vs recruitee's LDR (higher LDR for enemy = harder to recruit)
To make it easier on the modder, if LDR or VIT is not explicitly set for an officer it is derived. Maybe LDR defaults to something like INT/2 + STR/4 + AGI/4 and VIT defaults to STR/3 + INT/3 + AGI/3.
I like the idea :)
The battle icons you made Lud are awesome. I always hated how the abbreviations for Mail and Helmet seemed to cheapen things. When I first played this game, I actually was confused about what each was and didn't realize I could equip a shield and helmet (back in the 90's)
May 18, 2013 at 9:20 am #40340DragonAtma
ModeratorRoTK games normally have these attributes:
Lead
War
Int
Pol
Cha
If you take RoTK stats and multiply by 2.5, that'll give you a number 2-250 (or 25-255, for the earlier games). But what would they be used for? Some ideas:
Lead: Resisting enemy attacks, effectiveness of An Sha
War: Damaging the enemy, effectiveness of Duel
Int: Effectiveness of most tactics
Pol: Affects exp/gold gained after battle
Cha: Effectiveness of some tactics, officer recruit rate
The problem is that Pol and Cha aren't really used much in a DoaE-style game; as a result, combat stats (lead, war, and int) shine more than the other two. If you want Pol and Cha to be useful, then you'll need to do something management-related in the background — say, having food & gold come from Liu Bei's lands and depend directly on the politics & charisma stats of everyone in billeting.
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