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- This topic has 985 replies, 17 voices, and was last updated 2 years, 11 months ago by
MiDKnighT.
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November 3, 2011 at 4:55 am #39670
Zhuge Liang
ParticipantQuote:But damn I need to play through DoaE 2 my memory is poor.Yep, play through and get one ZengZong Saber for yourself too.
I wonder why Capcom had to hide the agility content, it seems to me that agility never really works out well as it is originally meant, some of my generals with high agility still moved slowly and some with low agility sometimes went fast.
DoaE gave birth to Huo Hu.
November 3, 2011 at 5:11 pm #39671ludmeister
ParticipantGood morning ya'll… ('chu betcha it is… it's my birthday!)
I've been looking at my notes for anything else that might be of use, and here is one more visualization thing that I used for my mod… it's useful especially if you change how many soldiers are in armies.
In 0x3adfe-0x3ae13, we find data pertaining to how long the soldier line visualization is in battle, and the soldier count thresholds for when those lengths change (along with the color). I have not figured out where the color info is.
The length/color used is determined by the allied general who has the most soldiers when at maximum.
0x3adf2-0x3ae09: # of soldiers per pixel length
0a28 64c8 2c90 (Byte 1)
0000 0000 0101 (Byte 2)
000a (10), 0028 (40), 0064 (100), 00c8 (200), 012c (300), 0190 (400)
0x3ae0a-0x3ae13: Threshold value.
0107 1327 3a (Byte 2)
f4d1 8911 99 (Byte 1)
01f4 (500), 7d1 (2001), 1389 (5001), 2711 (10001), 3a99 (15001)
Changing these to more well-spaced-out values makes it possible to see the variations in late Wei soldier totals, as stock DoaE green soldier bars top out when an officer is currently leading around 25000 men.
When all else fails... manipulate the source code.
November 3, 2011 at 6:03 pm #39672MiDKnighT
ModeratorCoolness… Added to the guide.
Happy B-Day!
November 3, 2011 at 7:02 pm #39673sonic.penguin
ModeratorCool, thanks for the info. HBD as well, one more birthday closer to death!
November 3, 2011 at 9:26 pm #39674sonic.penguin
ModeratorQuote:01 Lian Huo, Ye Huo, Yan Re, Da Re, Huo Shen06 Shui Tu, Shui Xing, Shui Lei, Hong Shui, Shui Long
0b Chi Xin, Tong Xian, Yin Xian, Jin Xian, Wan Fu
10 Ji Rou, Huo Jian, Shui Jian, Ce Mian, Ji Mian
15 Cheng Nei, Yi Xin, Li Jian, Qi Shou, Jie Ce
1a An Sha, Bei Ji, Fu Bing, Tui Lu, Gui Huan
As each variable is discussed, I'll display the stock ROM's data, to illustrate further what it means. Tactic availability is determined by four separate variables, found in 0x3b881-3b90d in the ROM, as follows:
0x3b881-0x3b89e- Tactic ID learned at level up (1st ID for level 2… last is level 31)
01 11 06 0b 15 18 02 12 07 19 1c 0c 03 08 0d
10 1b 16 17 09 04 0f 14 1d 1e 1a 0e 0a 05 13
Hence, ID #01 (Lian Huo) is learned at level 2, ID #11 (Huo Jian) is learned at level 3, ID #0f (Wan Fu) is learned at level 23… you get the picture.
0x3b8b2-0x3b8cf- Tactic appears in this "slot"
00 00 00 00 00 01 01 01 01 01 02 02 02 02 02
03 03 03 03 03 04 04 05 05 04 05 05 05 04 04
Since the ROM's tactic list is faithful to group Fire, Water, Healing, and Defense tactics, this is straight-forward. It gets interesting in the last two groups.
0x3b8d1-0x3b8ee- Priority level for tactic
01 02 03 04 05 01 02 03 04 05 01 02 03 05 04
03 01 02 05 04 01 03 03 01 02 04 05 02 04 05
Rearrange this or reference it differently. When going through tactic priority, I kept messing it up as I was referring to tactic ID in the "Tactic ID learned at level up" section when I was adjusting the "Priority level for tactic" section… no wonder everything kept getting messed up. Might be good to add an extra reminder that for each of these 3 changes you should refer to that TOP chart, not to the other sets of hex.
November 3, 2011 at 11:29 pm #39675Lord Yuan Shu
KeymasterQuote:But damn I need to play through DoaE 2 my memory is poor.Yep, play through and get one ZengZong Saber for yourself too.
lol, I've got like one or two of those in my lifetime. It would require great luck. On this play through I forgot how to duplicate the Zheng Letter, shows you how long it's been.
Quote:Good morning ya'll… ('chu betcha it is… it's my birthday!)Happy birthday man, good to see you had some time for DoaE on your birthday huohu
I found Cao Cao DoaE II and Zhang Liao DoaE II in the sprite list! Also Zhu Ling but pretty sure that's a generic DoaE II sprite.
54=Liu Bei
55=Guan Yu
56=Yan Liang
57=Wen Chou (?)
58=Yuan Shu
59=Zhao Yun
5A=Ma Chao
5B=Lu Bu
5C=?
5D=fat horse Meng Da
5E=Ji Ling (? – possibly Che Zhou)
5F=?
60=?
61=?
62=Taishi Ci
63=?
64=?
65=?
66=?
67=Zhou Cang
68=?
69=?
6A=Zhu Ling
6B=Cao Cao
6C=Zhang Liao
6D=Zhang Lu
6E=?
6F=Wei Yan
70=Lu Zhao
71=?
72=?
73=Guan Xing
74=?
75=Xiahou Dun
76=Guan Ping
77=?
78=Chen Deng
79=?
7A=?
7B=Rebel Force
7C=Brigand Force
7D=Pirate Force
7E=Glitch
7F=Glitch
80=Glitch
More to come! huohu
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Huo Hu's Adventure started Destiny of an Emperor hackingNovember 4, 2011 at 1:53 am #39676Lord Yuan Shu
KeymasterShit. Well I just went from sprites 80-94 and they were all glitches.
Maybe that strip was finished after the Rebel / Brigand / Pirate forces?
Can I load up another strip or is there only one bank for sprites? (and only one sprite strip, for that matter?)
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Huo Hu's Adventure started Destiny of an Emperor hackingNovember 4, 2011 at 2:47 am #39677MiDKnighT
ModeratorQuote:Maybe that strip was finished after the Rebel / Brigand / Pirate forces?Ya for that one. I had started newsprites2.bmp but didn't finish it.
Quote:Can I load up another strip or is there only one bank for sprites? (and only one sprite strip, for that matter?)There are 3 new banks for sprites. You only loaded one of them. You could load all 3 with:
php feidian.php -ci nes8,1,1008,0×70090 newsprites1.bmp YuanShu.nes
php feidian.php -ci nes8,1,1008,0×74090 newsprites2.bmp YuanShu.nes
php feidian.php -ci nes8,1,1008,0×78090 newsprites3.bmp YuanShu.nes
Although newsprites3.bmp doesn't exist yet and newsprites2.bmp isn't done.
November 4, 2011 at 3:33 am #39678Lord Yuan Shu
KeymasterWell I'll load up newsprites2.bmp and see how done it is huohu
So in terms of their sprite value, will it continue right where the last sprite list left off? (ie I left off at 7D Pirate Force, is 7E where the new sprites will be?).
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Huo Hu's Adventure started Destiny of an Emperor hackingNovember 4, 2011 at 3:50 am #39679MiDKnighT
ModeratorYa if I remember correctly.
November 4, 2011 at 3:51 am #39680Lord Yuan Shu
KeymasterWell Feidian gave me some kind of error message when I tried newsprites2.bmp, I assume because it's not finished and some of the sprites aren't in proper format. Oh well, I've got plenty to play with for now.
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Huo Hu's Adventure started Destiny of an Emperor hackingNovember 4, 2011 at 5:16 am #39681Lord Yuan Shu
KeymasterFigured out some more of the DoaE II sprites.
newsprites1.bmp
54=Liu Bei
55=Guan Yu
56=Yan Liang
57=Wen Chou
58=Yuan Shu
59=Zhao Yun
5A=Ma Chao
5B=Lu Bu
5C=Gan Ning
5D=fat horse Meng Da
5E=Ji Ling (? – possibly Che Zhou)
5F=?
60=?
61=Cai Mao
62=Taishi Ci
63=?
64=Liu Qi
65=?
66=?
67=Zhou Cang
68=He Yi
69=Huang Shao
6A=Zhu Ling
6B=Cao Cao
6C=Zhang Liao
6D=Zhang Lu
6E=?
6F=Wei Yan
70=Lu Zhao
71=?
72=Cai Xun
73=Guan Xing
74=Gong Du
75=Xiahou Dun
76=Guan Ping
77=?
78=Chen Deng
79=Jiang Wan
7A=Sentry
7B=Outlaw Force
7C=Thief Force
7D=Pirate Force
End of newsprites1.bmp list.
Pretty sure most of the others not listed are just generics that I haven't seen yet, though there are a few unique-looking sprites that probably belong to important people but I haven't reached them yet in DoaE 2.
Can't wait for newsprites2.bmp huohu
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Huo Hu's Adventure started Destiny of an Emperor hackingNovember 4, 2011 at 12:15 pm #39682MiDKnighT
ModeratorWow LYS, I had no idea who most of those guys were (but the Guan Yu one was obvious). I was just assigning the sprites to whoever.
The reason I stopped working on newsprites2.bmp is because fixing the sprites (ie…changing them from DoaE2 to DoaE1 format) is tedious… And I ran into a bunch of DoaE2 sprites that don't have a back. I assume these are all using some generic back but not sure what it is.
This is a project that I'd be happy to hand over to someone else :thumleft:
November 4, 2011 at 12:41 pm #39683MiDKnighT
ModeratorI was thinking of doing a bit of tactic hacking… Some cool ideas I had…
1. What if someone who could use tactics used their own tactics instead of the tactician's tactics? Then you would have to think about party combinations where you got all the tactics you wanted. The good is that every tactic in the game would be available to you. The bad is that it might make you overpowered. With Ce Mian, Ji Mian, and An Sha you could obliterate most enemies in short order.
or
2. How about 8 tactic slots instead of 6? I think this one is probably better as it wouldn't overpower you too much but it would give you access to some key tactics late game like 'Negate' and 'Life' without sacrificing other important tactics (see below re: life).
Also considering switching Tui Lu and Gui Huan to some kind of Life and Life2 tactics. Penguin's mod sort of inspired that. If we had those there would be much less resurrect shopping.
Granted that whatever I do it will take time. These will be tough to do but I feel they are definitely doable.
November 4, 2011 at 2:30 pm #39684ludmeister
ParticipantMidKnight–
I've kicked around the first one too… but never got the gumption up to do anything about it. I kind of like DoaE's Strategist structure, and it would cheapen it a bit if Strategist's only pumped Tactic points at your officers. Just my opinion, of course.
The second one though, I believe, is money. Then you could spread out the tactics (for example: 5 Fire, 5 Water, 5 Heal, then reserve 3 tactics each for the other 5 slots). Doable, since Tactic availability is done programatically and not by bit-twidling (turn a zero to a one every level up). Mostly, that would involve hacking the status window to show 8 tactics, and the battle tactic window. As well, you would want to give enemy officers the chance to use tactic #7 and 8 too… I'm sure no any additional code would go into that; probably just changing a "05" to "07" somewhere.
Also… I'm rocking a shiny new ROM with some pictures (just from DoaE 2 for now) and your idea for expanded officer level ups. 50 officers level in my scenario… 45 of them are unique levelling plans (the other 5 are replacements for Zhang Fei, Guan Yu, Liu Bei, Xu Shu, and Mi Zhu IIRC). 6 different starting soldier totals. You inspired me!
Time for me to play… ah *hackcough* erm… test. Work on playtesting my new toy. ;-)
When all else fails... manipulate the source code.
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