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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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June 7, 2013 at 3:48 am #40461
MiDKnighT
ModeratorQuote:It doesnt seem like the displayed AP of weapons is still read from 38609… What are the new addresses for weapon damage/displayed ap?That's part of Lud's enhancement which is in the guide.
Quote:Maybe I should wait before applying IPS patches. Been testing things out w/ the current version and guys learn tactics but they don't gain TP and there is no announcement about tactics.I fixed some of this stuff in my copy but this part is still under construction.
June 7, 2013 at 11:52 am #40462sonic.penguin
ModeratorOkay, which enhancement borked up slot 3? Was it the text enhancement or the menu thing? Also, the dual colored text stuff I can't locate in the guide… and the thread where Lud told me the addresses for modifying menu colors >_>
June 7, 2013 at 3:31 pm #40463MiDKnighT
ModeratorQuote:Okay, which enhancement borked up slot 3?The 1MB ROM expansion. I think it's necessary to sacrifice slot 3 at this point, we need that memory. There isn't enough room on the system page for the page switching code so we have to keep it in a safe place in memory. Note that the page switch code is a lot larger and more complicated with the 245 mapper than the original ROM. I also gave instructions in Lud's remix thread on removing slot 3. The next IPS patch will also have that.
Quote:Also, the dual colored text stuff I can't locate in the guide…The palette changes depending on where you are so the text colors can change. To find out which palette it is using open the PPU viewer and you'll see groups of 4 colors. Mouse over each color to see the number then look in the ROM for that pattern of 4 numbers. Then you can change the text color but that may also affect the surroundings in the area you are in. Note that I think the text color is always the 2nd (white) and 4th color in the palette.
^^^ I'll add this to the guide.
Quote:and the thread where Lud told me the addresses for modifying menu colors >_>Menu colors? Are you talking about the text colors? Use the method above.
A lot of enhancements have been coming out recently and there are going to be some issues until we get all the buggies worked out. I'm still working on the level up profiles / tactic learning thing but once that's done I'll cut a new IPS patch. My local copy has some bug fixes as well but it's kind of in flux right now while I'm working on that enhancement. When there's this many enhancements coming out you have to give us some time to work out the kinks.

But if you do see something broken, tell us since we might not know about it yet.
June 8, 2013 at 12:19 am #40465sonic.penguin
ModeratorAlrhough it's a moot point at this time, IPS 1.2 still has the stack issue whenever dueling text pops up. I recently applied 1.2 to work with it on ROLB to update it a bit, plus I added the 2bit text, menu upgrades, portraits, etc. I might be sending it your way to get that resolved unless it was posted on some thread on what to fix for that.
As for the 1.3 IPS, I might not be adding that to Flames of Wu simply b/c it's going to change so much stuff, even officer stats, location/item names, tactic names/damage, weapon names/damage, item lists, etc and then I'd have to rebalance things with the new stat system.
Also, to make the new stat system more user friendly, Niahak hopefully could apply a DOAEditor version to make that process easier. I prefer user defined values rather than derived values b/c Zhang Fei really should only have like 40/255 politics, but I understand why you have your system as such.
June 11, 2013 at 3:00 pm #40466MiDKnighT
ModeratorQuote:IPS 1.2 still has the stack issue whenever dueling text pops up.Fixed a duel bug and the A.I. stack overflow fix in IPS 1.2 and re-cut it.
Quote:As for the 1.3 IPS, I might not be adding that to Flames of Wu simply b/c it's going to change so much stuffYa, you'd only use 1.3 for a new mod or a major mod re-work.
Quote:I prefer user defined values rather than derived values b/c Zhang Fei really should only have like 40/255 politics, but I understand why you have your system as such.The only reason I have derived values is because derived is better than 0. The mod can have all user defined values if they like. If I were you I'd just open up the ROM (in hex) in one window and open DoaEditor in another window. Sort all the officers by hex value then go through the ROM and set everybody's LDR, VIT, and POL where appropriate. Should be able to set all the ones you need in one session.
June 11, 2013 at 4:22 pm #40467sonic.penguin
ModeratorThanks for updating 1.2. I need the address which makes the officers STR above a certain amount always duel, although I thought it was only INT based
I'm working on revamping Rise of Lu Bu and Hua Xiong isn't accepting duels from anyone (231 STR, 91 INT) unless someone super weak in which he is sending out someone else in his place which winds up being himself?? Heh. That is something that needs to be fixed with dueling that has bothered me is if there is no other strong person, they send themselves out which winds up being really quirky with the text Hua Xiong says to himself "Hua Xiong, go take care of that fool".
June 11, 2013 at 4:39 pm #40468MiDKnighT
ModeratorQuote:Thanks for updating 1.2. I need the address which makes the officers STR above a certain amount always duel, although I thought it was only INT basedActually the higher the STR, the more likely they are to accept a duel, especially when INT is low. There is no STR threshold, it's just higher STR = higher chance they want to duel.
Quote:I'm working on revamping Rise of Lu Bu and Hua Xiong isn't accepting duels from anyone (231 STR, 91 INT) unless someone super weak in which he is sending out someone else in his place which winds up being himself?This has to do with the secret sauce random number which stays fairly static to avoid save state cheating. You have unique battle conditions which is causing the secret sauce random number to make Hua Xiong avoid duels. Try removing one rebel force or enemy general from battle and see if that changes things. If you like I can also make the secret sauce number a little more random but that also opens things up to save state abuse.
June 12, 2013 at 6:27 pm #40469MiDKnighT
ModeratorI've re-worked the retreat code to make it more like a tactic succeed/fail. Now it is purely based on LDR+AGI of own leader vs enemy leader + randomness. The type of force (bandit, rebel, etc…) no longer matters. Only LDR+AGI matters.
1E:9FBC:8E 30 64 STX $6430 = #$04 <– Store current X value
1E:9FBF:AE 90 60 LDX $6090 = #$02 <– What general is leading our army?
1E:9FC2:BD 00 64 LDA $6400,X @ $6404 = #$73 <– Get LDR for leader
1E:9FC5:4A LSR
1E:9FC6:8D 32 64 STA $6432 = #$4F <– Get AGI for leader
1E:9FC9:BD B4 61 LDA $61B4,X @ $61B8 = #$36
1E:9FCC:4A LSR
1E:9FCD:6D 32 64 ADC $6432 = #$4F <– Combine LDR + AGI
1E:9FD0:A2 07 LDX #$07 <– Get enemy leader
1E:9FD2:BD 00 64 LDA $6400,X @ $6404 = #$73 <– Get enemy leader's LDR
1E:9FD5:4A LSR
1E:9FD6:8D 33 64 STA $6433 = #$29
1E:9FD9:EA NOP
1E:9FDA:4C E2 9F JMP $9FE2 <– Gotta skip ahead to leave space for a jump point
1E:9FDD:A9 0E LDA #$0E
1E:9FDF:20 82 C4 JSR $C482
1E:9FE2:BD B4 61 LDA $61B4,X @ $61B8 = #$36 <– Get enemy leader's AGI
1E:9FE5:4A LSR
1E:9FE6:6D 33 64 ADC $6433 = #$29 <– Combine enemy leader's LDR+AGI
1E:9FE9:AE 30 64 LDX $6430 = #$04 <– Get X back
1E:9FEC:AD 32 64 LDA $6432 = #$4F <– Get allied leader's LDR+AGI
Similar to tactic succeed/fail:
1E:9FEF:38 SEC
1E:9FF0:ED 33 64 SBC $6433 = #$0C <– Subtract enemy LDR+AGI from party leader's LDR+AGI
1E:9FF3:90 11 BCC $A006
We have higher LDR+AGI
1E:9FF5:A0 03 LDY #$03
1E:9FF7:D9 A0 9F CMP $9FA0,Y @ $9FA0 = #$00
1E:9FFA:B0 03 BCS $9FFF
1E:9FFC:88 DEY
1E:9FFD:10 F8 BPL $9FF7
1E:9FFF:B9 A4 9F LDA $9FA4,Y @ $9FA4 = #$06
1E:A002:85 F3 STA $00F3 = #$D4
1E:A004:10 14 BPL $A01A
Enemy has higher LDR+AGI:
1E:A006:38 SEC
1E:A007:E9 01 SBC #$01
1E:A009:49 FF EOR #$FF
1E:A00B:A0 03 LDY #$03
1E:A00D:D9 A8 9F CMP $9FA8,Y @ $9FA8 = #$00
1E:A010:B0 03 BCS $A015
1E:A012:88 DEY
1E:A013:10 F8 BPL $A00D
1E:A015:B9 AC 9F LDA $9FAC,Y @ $9FAC = #$01
1E:A018:85 F3 STA $00F3 = #$D4
1E:A01A:4C 30 A0 JMP $A030
Check to see if we made it:
1E:A030:A5 AD LDA $00AD = #$A0
1E:A032:65 AE ADC $00AE = #$2B
1E:A034:29 0F AND #$0F
1E:A036:C5 F3 CMP $00F3 = #$D4
1E:A038:90 03 BCC $A03D
1E:A03A:4C B7 9F JMP $9FB7 <– Didn't make it
1E:A03D:4C DD 9F JMP $9FDD <– Successful retreat
Will update the guide with the changes.
June 12, 2013 at 8:22 pm #40470sonic.penguin
ModeratorAwesome. Finally an end to the complete randomness of the retreat code. Maybe it will actually be useful to get away from some bosses.
June 12, 2013 at 8:40 pm #40471MiDKnighT
ModeratorQuote:Awesome. Finally an end to the complete randomness of the retreat code. Maybe it will actually be useful to get away from some bosses.Your Ninja force in Ieyasu came to mind with this. Just because they had a "rebel force" type role they would be easier to run from in the original code. But with this code if they had high AGI they would be tough to get away from.
June 13, 2013 at 3:17 am #40472sonic.penguin
ModeratorQuote:0x4450-0x446F = mismatch list – winner0x4470-0x448F = mismatch list – loser
Have these changed?
June 13, 2013 at 1:15 pm #40473MiDKnighT
ModeratorQuote:Have these changed?No is it not working? Gimme a save state + ROM and I'll check it.
June 13, 2013 at 5:40 pm #40474sonic.penguin
Moderatoremailed.
June 15, 2013 at 4:14 pm #40475sonic.penguin
ModeratorQuote:So to use a new tactic, set up the above lists for that tactic and for your officer to learn it, add it to the tactic ID level learned table at 0xE9000. Note that the order you put in there is important. Ie.. a later tactic in slot 0 will replace an earlier one. The first list at "0xE8400–0xE84FF – Attributes associated with tactic" is very important. This defines what attributes are associated with a tactic and if the tactic auto-succeeds or not. The attributes control:Is there a way I can FF this out and have tactics learned the original way? I'm trying to apply patch 1.3 and making the necessary changes but at this point I don't want to be making them so specific (want to use my current set-up) and have the tactics learned/usable by amount of intelligence only?
June 15, 2013 at 4:30 pm #40476MiDKnighT
ModeratorQuote:Is there a way I can FF this out and have tactics learned the original way? I'm trying to apply patch 1.3 and making the necessary changes but at this point I don't want to be making them so specific (want to use my current set-up) and have the tactics learned/usable by amount of intelligence only?Actually the easiest way to do that is to just set "10" for each tactic at 0xE8400-0xE8FF. That is no auto succeed / INT based:
01 Lian Huo = 10 (00010000 – INT based)
I accidentally created a problem in the latest IPS 1.3. I overwrote the mismatch list with code. I will fix that in the next cut which I will throw out there once I finish these new tactics (hopefully today).
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