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.
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June 21, 2013 at 3:09 pm #40492
MiDKnighT
ModeratorFixed these in IPS 1.2 and IPS 1.3 and re-uploaded.
July 6, 2013 at 6:04 am #40493Anonymous
InactiveHi, everyone
I'm new here and interested in playing Tenchi wo Kurau (japanese version).
I do not really know much about programming and debugging.
I have a question about the guide of expanding portraits.
Is the guide or patch here suitable for the japanese version?
thank you!
July 6, 2013 at 2:02 pm #40494sonic.penguin
ModeratorQuote:Hi, everyoneI'm new here and interested in playing Tenchi wo Kurau (japanese version).
I do not really know much about programming and debugging.
I have a question about the guide of expanding portraits.
Is the guide or patch here suitable for the japanese version?
thank you!
I can tell you right of the bat, no. The patches actually use code slots for Japanese characters and such in order to expand the US version with all the new special effects. You could always try, but its highly unlikely.
July 6, 2013 at 3:09 pm #40495MiDKnighT
ModeratorThe portrait expansion is using one of the officer slots that was used for Japanese characters. That's the only thing stopping us if we're just talking about portrait expansion.
But ya, as sonic mention, the duel and A.I. enhancement in particular step all over the Japanese character code. All that stuff could be moved with the newly expanded 1MB ROM but it would be a lot of effort.
August 24, 2013 at 5:27 pm #40530sonic.penguin
ModeratorKAPOOO-BUMP!
August 24, 2013 at 6:14 pm #40531sonic.penguin
ModeratorJust out of curiosity, damage potential in the expanded mod is said to start at E8C00 in the guide, buy my rom starts at E8C01, 1 byte off… same thing for the 2nd array at E8D00 it starts instead at E8D01…
August 24, 2013 at 6:20 pm #40532sonic.penguin
ModeratorOn another note, here is what happens to the AC of an officer with just some standard gear equipped. It's wrapping down to 0 and starting over. Were gonna have to contrive some new values for the armor based off of the officer base AC cap. Is it 120?
August 24, 2013 at 6:20 pm #40533sonic.penguin
ModeratorOn another note, here is what happens to the AC of an officer with just some standard gear equipped. It's wrapping down to 0 and starting over. Were gonna have to contrive some new values for the armor based off of the officer base AC cap. Is it 120? Sooo… that gives 125 to play with, and since armor tends to favor in most RPG's over helmets, 60 point max for Steel H and 65 point max for Plate M would put a player at 255 who had 120 base agility. Granted, might want to lower that a bit as 255 means taking 1's pretty much, heh, so maybe 50 point max?
August 24, 2013 at 6:33 pm #40534MiDKnighT
ModeratorI think lud documented that somewhere but I can't find it. The base AC says it's capped out at 100 so armor+helmet shouldn't be higher than 155 it seems.
August 24, 2013 at 6:42 pm #40535sonic.penguin
ModeratorHmm, alright, will have to check around then. Also, TP is gained EVERY level with the 1.3 patch, even if no one learns a tactic, correct?
August 24, 2013 at 6:43 pm #40536MiDKnighT
ModeratorAugust 24, 2013 at 6:53 pm #40537sonic.penguin
ModeratorOkay, then the current values will need to be changed at 3B666. If for some odd reason, someone gets 6 TP for every level up to level 50 (or even 51 or in my mod 52) they are going to surpass 255 and go back down to 0.
Keep in mind that the default max starting TP is 10 (something we might be able to change?) so that gives 245 to be gained upon 50/51/52 levels in the default DOAE so 4 would be your max TP gain per level so as to not over-reach your TP max in either a 50 or 51 or 52 level scenario.
August 24, 2013 at 7:13 pm #40538sonic.penguin
ModeratorQuote:Just out of curiosity, damage potential in the expanded mod is said to start at E8C00 in the guide, buy my rom starts at E8C01, 1 byte off… same thing for the 2nd array at E8D00 it starts instead at E8D01…Seems all my values in my mod were 1 byte off in the expanded tactics section. I fixed it manually.
August 24, 2013 at 7:38 pm #40539sonic.penguin
ModeratorOkay, very odd issue coming up. Enemies aren't attacking me, they're attacking themselves… lol
Just start a new game and go to the first battle and you'll see.
August 25, 2013 at 1:38 am #40540sonic.penguin
ModeratorTried reapplying the 1.3 patch and still having the same issue as above.
Also, I'm getting freeze bugs using the calculate feature on DOAEditor
Also, is there a way to add a change displayed AC feature like there is for weapons?
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