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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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AuthorPosts
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May 24, 2013 at 7:11 pm #40371
MiDKnighT
ModeratorExcellent Lud, looks like I have more to add to the guide and IPS patch. The color changes sound great but I'm happy with what we have so far. I think more important than the colors is updating the pointers for items and tactics to give more space to add the icons. Were you already doing that Lud? Or I can do it.
EDIT: Actually your expanded weapon/armor/helmet expansion project would probably already take care of this. And I actually do think it would lend itself well to the IPS patch. It's something we'd have to change in patch 1 since it's a major change.
May 24, 2013 at 7:17 pm #40372DragonAtma
ModeratorAs I said before: you copy/paste the new colored icons into tile layer pro, and then get the hex values form there.
(unfortunately someone would have to tell me what the tennis racket directly under lower-case g — icon 0x46, I believe — is supposed to be. :( )
May 24, 2013 at 7:55 pm #40373ludmeister
Participant@ MiDKnighT:
Yeah, the item expansion enhancement allows each item string has more than enough space to add icons, so that's already been done. I have not done tactics though, if you'd like to do that. I'm having to re-think a couple of my tactic names that were 9 characters long… adding an icon makes the maximum name length 8 characters. :(
@ Atma:
Icon 0x46 is a mace. It looks better when in front of something that says "Mace" :lol:
As far as hex is concerned, it's one thing to know the hex to make fonts pretty, it's another thing to code that into the ROM at the correct place, especially if the ROM is only programed to load in 1-bit color fonts. That's the only issue that I can see.
When all else fails... manipulate the source code.
May 24, 2013 at 8:31 pm #40374MiDKnighT
ModeratorOh ok, I didn't realize the item expansion was already done. Looking back it's part of that IPS patch you made. Seems like perhaps I should start IPS patch version 1.3 and include this with it.
IPS patch 1.2 could be used for existing mods but when starting a new mod (or willing to a due a full rebalance) then version 1.3 could be used.
Of course any major bug fixes would have to go into both patches. I can do the tactic name expansion stuff and include it in patch version 1.3.
May 24, 2013 at 8:34 pm #40375ludmeister
ParticipantAk. I found that I still hadn't fixed the TP gain function. Here's an extra change that should do the trick:
Code:0x5976: "6900" -> "18ea"Sorry that I didn't get it right the first time. :|
When all else fails... manipulate the source code.
May 24, 2013 at 8:38 pm #40376ludmeister
ParticipantQuote:Oh ok, I didn't realize the item expansion was already done.:oops:
Yeah, I totally get that, since I haven't done a full write-up of the hex changes that I made yet for the Item expansion enhancement, but I can do that in the next few hours if you'd like that. It was somewhat extensive
When all else fails... manipulate the source code.
May 24, 2013 at 8:42 pm #40377MiDKnighT
ModeratorQuote:Yeah, I totally get that, since I haven't done a full write-up of the hex changes that I made yet for the Item expansion enhancement, but I can do that in the next few hours if you'd like that. It was somewhat extensiveNo rush. But it's always good to have it documented somewhere for reference.
May 24, 2013 at 9:05 pm #40378DragonAtma
ModeratorThe fonts are definitely one-bit color, so that has to be adjusted. You could also adjust the soldier bars and stragint bars from 1-bit color to 2-bit…
May 25, 2013 at 2:49 am #40379ludmeister
ParticipantOne more little tidbit that controls the cash flow of the game, especially as your army begins swapping out expensive weapons/armor for more expensive ones… the sell rate that item shops observe. The multiplier is 75%, and this is found in the code here:
Code:0E:8F17:A9 C0 LDA #$C0 <– Rate of selling, out of 255.Therefore, to change this rate of exchange, edit this byte:
Code:0x38f28: "c0""40" would be 25%, "80" would be 50%, and so on.
When all else fails... manipulate the source code.
May 25, 2013 at 5:50 am #40380ludmeister
ParticipantI was curious about where the item gains were defined during events, and I think I found many of them:
This one is tested, and I was able to change the reward:
Code:0x37333: "51" <– Item ID for Qinglong, gained after Pirates defeated, in Jin DuI found four other event item gains by doing a search for "206FE9", which translates to
Code:20 6F E9 JSR $E96FThis subroutine gives the item to the first officer with space to carry it. Here are four others item gains:
Code:0x366dd: "1A" <– Get Intro Letter
0x3680f: "18" <– Get Silver Key after paying 4000 gold
0x368a2: "1B" <– Get Gunpowder after talking to Sima Hui
0x368dc: "22" <– Get Zhou Letter from Zhao Yun's sisterWhen all else fails... manipulate the source code.
May 25, 2013 at 1:31 pm #40381MiDKnighT
Moderator
Nice, more ludmeister findings. It's like Christmas morning. LYS needs to give you mod powers so you can update the guide directly like sonic has been doing.
These findings of course will make their way into the guide.
May 25, 2013 at 2:52 pm #40382MiDKnighT
ModeratorLud there may be something wrong with your base AC / Item Expansion IPS patch. Without it everything works fine but after patching battles freeze up when going all out. Looks like it is doing an RTS and ending up in a bad place:
$A1D7:4C 19 98 JMP $9819 A:06 X:01 Y:00 S:2A P:nvUbdIzc
$9819:EA NOP A:06 X:01 Y:00 S:2A P:nvUbdIzc
$981A:20 5B C1 JSR $C15B A:06 X:01 Y:00 S:2A P:nvUbdIzc
…
…
…
$C1AD:60 RTS A:E5 X:01 Y:00 S:28 P:NvUbdIzc
$981D:A6 F1 LDX $00F1 = #$03 A:E5 X:01 Y:00 S:2A P:NvUbdIzc
$981F:BD C0 60 LDA $60C0,X @ $60C3 = #$01 A:E5 X:03 Y:00 S:2A P:nvUbdIzc
$9822:A8 TAY A:01 X:03 Y:00 S:2A P:nvUbdIzc
$9823:B9 B9 00 LDA $00B9,Y @ $00BA = #$00 A:01 X:03 Y:01 S:2A P:nvUbdIzc
$9826:E7 UNDEFINED A:00 X:03 Y:01 S:2A P:nvUbdIZc
$9828:14 UNDEFINED A:FE X:03 Y:01 S:2A P:NvUbdIzc
I don't know what code you changed so I'll let you look into it further. To find it just use your patch, set the debugger to break on a bad opcode, and go all-out in battle.
It could be something not playing nicely with the IPS patch too. So if you don't reproduce the problem, try applying IPS patch 1.2 then your patch.
EDIT: Problem happens with vanilla DOAE patched up with just the base AC patch. So it's not a compatibility issue with the IPS patch.
May 25, 2013 at 4:30 pm #40383MiDKnighT
ModeratorAnd I've got the tactic name stuff ready to go soon. After the bug above is fixed I'll stick it in the version 1.3 IPS patch. I'm gonna go ahead and make room for 255 tactic names for my future tactic expansion project. 9 characters per name (including icon) is the max right?
I also noticed that you didn't put the icons in the default expanded item names. I'll go ahead and do that for the 1.3 IPS patch.
May 25, 2013 at 5:10 pm #40384ludmeister
ParticipantQuote:I don't know what code you changed so I'll let you look into it further. To find it just use your patch, set the debugger to break on a bad opcode, and go all-out in battle.I'll look into that now in the next hour. Just apply the 1.2 patch, and then apply the 1.3 patch?
Quote:And I've got the tactic name stuff ready to go soon. After the bug above is fixed I'll stick it in the version 1.3 IPS patch. I'm gonna go ahead and make room for 255 tactic names for my future tactic expansion project. 9 characters per name (including icon) is the max right?Yes, at least as we have the Status menu coded. You actually could get away with 10 characters, if you were okay with tactic names overflowing there, over the right border. The battle menu would be fine with 10 characters, with no problems.
Quote:I also noticed that you didn't put the icons in the default expanded item names. I'll go ahead and do that for the 1.3 IPS patch.Thanks, I hadn't done that. I also don't have icons in the tactic names, either (especially since those were created just yesterday). :-)
When all else fails... manipulate the source code.
May 25, 2013 at 5:52 pm #40385ludmeister
ParticipantMiDKnighT:
There was indeed a buggy, but it wasn't actually getting to the Base AC portion of the algorithm! I had forgot to change the pointer to the replaced Weapon Damage list, which was part of the Item Expansion edit. It now works as it should. The patch has been updated at my site.
When all else fails... manipulate the source code.
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