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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 4, 2011 at 2:48 pm #39685
MiDKnighT
ModeratorQuote: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.Yep I've already figured out how to get it to be able to use 8 tactics but I would still have to move some code around and the names aren't displaying properly yet. I thought it would be a "05" to "07" change too but it wasn't. Was more complicated… Displaying 8 tactics on the general page was a simple "05" to "07" change though… But with the larger list we'd have to rearrange stuff around again.
If you're interested in helping I can share what I have so far.
Quote: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!Nice! Sounds like you expanded on my "25 soldier progressions" thing.
November 4, 2011 at 3:03 pm #39686ludmeister
ParticipantQuote:Nice! Sounds like you expanded on my "25 soldier progressions" thing.Basically. You don't have to keep the progressions in the 80, 85, 8a, 8f… blocks. You can start in the middle of any of them… 8c would take the third variable of "8a" first, ending with the second variable of 8f. Basically, any grouping of five numbers can be made to be a level progression. That's how I made 26 levelling progressions before your example which showed us how to change code banks.
Quote:If you're interested in helping I can share what I have so far.I'm quite interested… but I've got a ten-month-old to babysit today, and he's up from his nap now, and he's somewhat cranky that I'm typing and not watching him roll his truck along the floor. I'm not sure how much help I can be at the moment. But if you'd like to share what you got, perhaps I can be of some use throughout the day.
When all else fails... manipulate the source code.
November 4, 2011 at 3:26 pm #39687MiDKnighT
ModeratorQuote:Basically. You don't have to keep the progressions in the 80, 85, 8a, 8f… blocks. You can start in the middle of any of them… 8c would take the third variable of "8a" first, ending with the second variable of 8f. Basically, any grouping of five numbers can be made to be a level progression. That's how I made 26 levelling progressions before your example which showed us how to change code banks.OK ya I suspected that. Kind of "sharing" progressions.
Quote:But if you'd like to share what you got, perhaps I can be of some use throughout the day.Ya I'm supposed to be working today so I can't dedicate time to it either. Here's what I have so far:
0x3B74B: 07 – read 8 tactics in status page
For loading the tactic menu it is using an array starting at EB75 (3eb85). Here's where it is loading the array location:
00:C9D8:BD A8 ED LDA $EDA8,X @ $EDBF = #$75
00:C9DB:85 16 STA $0016 = #$75
00:C9DD:BD D8 ED LDA $EDD8,X @ $EDEF = #$EB
00:C9E0:85 17 STA $0017 = #$EB
Once it is in the array, it loads menu items and stops once it gets to "FF". For example, here's a trace where it loads a tactic then moves on to the next tactic:
$CBDD:A4 53 LDY $0053 = #$22 A:00 X:3D Y:01 P:nvUbdIZC
$CBDF:B1 16 LDA ($16),Y @ $EB97 = #$F8 A:00 X:3D Y:22 P:nvUbdIzC
$CBE1:C9 F8 CMP #$F8 A:F8 X:3D Y:22 P:NvUbdIzC
$CBE3:D0 19 BNE $CBFE A:F8 X:3D Y:22 P:nvUbdIZC
$CBE5:C8 INY A:F8 X:3D Y:22 P:nvUbdIZC
$CBE6:B1 16 LDA ($16),Y @ $EB98 = #$0E A:F8 X:3D Y:23 P:nvUbdIzC
$CBE8:85 F3 STA $00F3 = #$68 A:0E X:3D Y:23 P:nvUbdIzC
$CBEA:C8 INY A:0E X:3D Y:23 P:nvUbdIzC
$CBEB:B1 16 LDA ($16),Y @ $EB99 = #$B7 A:0E X:3D Y:24 P:nvUbdIzC
$CBED:85 F4 STA $00F4 = #$06 A:B7 X:3D Y:24 P:NvUbdIzC
$CBEF:C8 INY A:B7 X:3D Y:24 P:NvUbdIzC
$CBF0:84 53 STY $0053 = #$22 A:B7 X:3D Y:25 P:nvUbdIzC
$CBF2:20 7E C4 JSR $C47E A:B7 X:3D Y:25 P:nvUbdIzC
Here's a trace where it finds that it has loaded all the tactics and is done:
$CBDD:A4 53 LDY $0053 = #$33 A:00 X:0D Y:01 P:nvUbdIZC
$CBDF:B1 16 LDA ($16),Y @ $EBA8 = #$FF A:00 X:0D Y:33 P:nvUbdIzC <– no more tactics
$CBE1:C9 F8 CMP #$F8 A:FF X:0D Y:33 P:NvUbdIzC
$CBE3:D0 19 BNE $CBFE A:FF X:0D Y:33 P:nvUbdIzC
$CBFE:C9 FA CMP #$FA A:FF X:0D Y:33 P:nvUbdIzC
So to get it to have 8 options in the tactic menu you would put:
0x3EBB8: F80EB7F80EB7
But this is stepping on other code so we'd have to move stuff around. Here are the remaining challenges faced:
– Need to rearrange code to fit 8 tactics in battle menu. I'm thinking we might need to load it into memory from a new ROM page when a battle starts.
– Tactic names aren't displayed properly in the tactic menu with the change above.
– Each general has 6 tactics stored in memory starting at $65A0. Would have to expand that to 8.
– Have to rearrange status page to fit 8 tactics. I have some ideas on this.
November 4, 2011 at 4:41 pm #39688sonic.penguin
ModeratorQuote:Ya I'm supposed to be working todayhehe
Here is the issue with loading 8 Tactics that I can see thus far.
1. Severe imbalance which was mentioned earlier.
2. The extra tactics would have to be pretty cheap in usefulness such as Gui Han, Tui Lu (Escape), Huo Jian, Shui Jian, Jie Ce etc. MAYBE Mislead/Doubt but that might be pushing it.
3. Tactics like Bei Ji, Ji Rou, Ji Mian, Ce Mian, AnSha, WanFu, Jin Xian should never be moved unless you switch their INT values to flip flop what 'type' of tactician can use them. But ZGL with AnSha? or SimaYi? Would just be a save-hack fest then.
4. The issue with more tactics also causes a problem of Enemy officers spamming useless tactics ie: they use Huo Jian like 5 times in a row and dont attack x 5 officers = stupid battle.
5. Also you would have to adjust menu sizes to accomodate in the stat screens.
Now that it wouldnt be useful to know how to do this but it just doesn't seem viable for a balanced mod.
ALSO
Maybe its just me, but most of the DOAE2 sprites look like theyre LEANING forward…
November 4, 2011 at 4:52 pm #39689Lord Yuan Shu
KeymasterQuote: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
Word. So somewhere in the newsprites2.bmp, the sprites start to not have backs?
What program do you use to edit the file? Just Paint? I see the correct order you have to have them for DoaE I (relative to DoaE II).
Quote:Maybe its just me, but most of the DOAE2 sprites look like theyre LEANING forward…A lot of them are naturally like that, especially the generics.
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Huo Hu's Adventure started Destiny of an Emperor hackingNovember 4, 2011 at 4:52 pm #39690MiDKnighT
ModeratorI would definitely use 8 tactics in a mod. You'd just have to balance it well but that can be done. I was also thinking about the Life and Life2 tactics. I could make it so that some nasty bad guys (Sima Yi calibre) could bring back their dead guys. That would both suck and be awesome at the same time… Could make for some epic battles.
November 4, 2011 at 4:53 pm #39691MiDKnighT
ModeratorI would definitely use 8 tactics in a mod. You'd just have to balance it well but that can be done. I was also thinking about the Life and Life2 tactics. I could make it so that some nasty bad guys (Sima Yi calibre) could bring back their dead guys. That would both suck and be awesome at the same time… Could make for some epic battles but we'd have to make sure it didn't make battles impossible.
November 4, 2011 at 4:56 pm #39692MiDKnighT
ModeratorQuote:Word. So somewhere in the newsprites2.bmp, the sprites start to not have backs?What program do you use to edit the file? Just Paint? I see the correct order you have to have them for DoaE I (relative to DoaE II).
There are several ways to do it but I was using paint with max zoom (600 or 800%) moving their stances around and flipping them if they were facing the wrong direction. Page 1 shows the difference between the DoaE1 and DoaE2 sprite layouts. I had unloaded a bunch of DoaE2 sprites in my folder. I think the names started with d2sprites…
November 4, 2011 at 5:03 pm #39693sonic.penguin
Moderatorin programs such as photoshop you can "flip" sections so you wouldnt have to redraw them. Just select, copy, flip horizontal, move to the appropriate section, save. If I took some time to stop updating the ROLB mod and actually read up on this, could probably find an easy way to do this, but then again, more portraits need added as well! arrgh, the choices, too much good stuff all at once here!
November 4, 2011 at 5:06 pm #39694MiDKnighT
ModeratorMS Paint can flip highlighted sections too.
Quote:too much good stuff all at once here!It's feast or famine around here. We had no updates for several months and now we have a bazillion new ways to play with our mods. Hopefully the momentum continues.
November 4, 2011 at 5:14 pm #39695Lord Yuan Shu
KeymasterQuote:It's feast or famine around here. We had no updates for several months and now we have a bazillion new ways to play with our mods. Hopefully the momentum continues.Well said. The forum can literally go months without a post and then now it's pretty damn active, all because of DoaE huohu .
Quote:There are several ways to do it but I was using paint with max zoom (600 or 800%) moving their stances around and flipping them if they were facing the wrong direction. Page 1 shows the difference between the DoaE1 and DoaE2 sprite layouts. I had unloaded a bunch of DoaE2 sprites in my folder. I think the names started with d2sprites…Alright, time to open up Paint. I see d2sprites0.bmp has all the villagers starting from the top, maybe I'll do that one and see who else is on here. I suppose if I want to flip part of the sprite, I do: Select, free form selection, and then highlight the part I want flipped?
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Huo Hu's Adventure started Destiny of an Emperor hackingNovember 4, 2011 at 5:23 pm #39696MiDKnighT
ModeratorQuote:I suppose if I want to flip part of the sprite, I do: Select, free form selection, and then highlight the part I want flipped?Yep… As I said on page 1:
Problems:
– DoaE2 character starts facing sideways before he starts facing backwards.
– DoaE2 character is looking sideways in the wrong direction vs DoaE1.
– DoaE2 character's last sideways stance is the back not the front of the character (reverse from DoaE1).
So you'll have to fix that, not to mention the DoaE2 sprites that are missing stuff. For example the villagers aren't complete somehow as they have half of the stances and then later some generals don't have a backwards facing stance. It's annoying :)
November 4, 2011 at 5:39 pm #39697Lord Yuan Shu
KeymasterYea, this sucks dick lol. Impressed you finished one whole sprite list of this.
1) You're right, the villagers have like half their stances (facing front there is only 2 instead of 4).
2) I select one of the sideways sprites in Paint and try to flip horizontal but it looks like complete garb when I do it.
I think I'm fine with the sprites I got lol…this would take me eons to figure out how to do this properly.
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Huo Hu's Adventure started Destiny of an Emperor hackingNovember 4, 2011 at 5:45 pm #39698MiDKnighT
ModeratorQuote:Yea, this sucks dick lol. Impressed you finished one whole sprite list of this.Yes… Was painful to do that whole list. Wasn't looking forward to the next one.
November 4, 2011 at 5:50 pm #39699Lord Yuan Shu
KeymasterIf I could do one I'd probably do more, but the process of selecting and flipping the sprites is just not intuitive at all with paint and I can't find a way to make it work. Maybe it's easier with Photoshop or GIMP, didn't seem to be when I tried GIMP. Anyway, that's not even considering the fact that many of these sprites are missing certain 'angles' of their sprites, of which are either gone or maybe they are buried somewhere in a different sprite list.
I got Yuan Shu's sprite (actually a generic DoaE 2 sprite) in my mod and some other cool ones so I can live with that.
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