Home › Forums › Destiny of an Emperor › How To Move Castles, Change Graphics, Etc… in DoaE1
Tagged: Destiny of an Editor, Destiny of an Emperor, Graphics, Map, ROM Hacking
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July 16, 2010 at 9:09 pm #5072MiDKnighTModerator
Hi All,
I have unlocked the key to moving castles, villages, and houses around in DoaE1 and I have unlocked the world map graphic editing. This thread will be very detailed and is meant for those either brave enough to try it manually or those making a tool to make this process easier *nudges Niahak :P *
Concept 1: Zones. The world map (and even towns and caves) are broken up into "zones". I estimate that the world map is made up of 270 zones.
Concept 2: Addresses. Everywhere you step in the game you have an address. There is a way the game knows exactly where you are at every step. Here is the format of said address:
0C 05 07 12
In this example, OC is the vertical position in your "zone". 05 is the vertical zone that you are in. 07 is the horizontal position in your "zone". 12 is the horizontal "zone" that you are in. The game uses these addresses to place items, location of castles, location of battles, etc…
How do you know your current address? You have to look at the memory while the game is running. For example, in FCE Ultra you open the Hex editor and look at 60-63 in memory (found this from the Meteorstrike post on Gamefaqs).
Here's a pic from the Yuan Shao mod:
So where am I standing? I'm standing in zone 7-10 (7 vertical, 10 horizontal) and I'm standing at 01-0F within that zone. So I'm standing on the last block of the top row in that zone.
Concept 3: Warps. When you walk into LouSang village it may seem like you're just walking in the door. You're actually not! You are teleporting from the location on the world map to the entrance of the village (off the world map). In the rom (at around 0x1c3##) there are warps stored. There is the address of the place on the world map followed by the address of the entrance of a place. Want to move LouSang village? EASY, just search for it's "address" everywhere in the rom and replace it with a new address. You can put it anywhere on the world map. Want to swap Xu Zhou and Cheng Du? EASY, just find their addresses (on the world map) and swap them. Now when you walk into what looks like Xu Zhou you will actually walk into Cheng Du castle. So you want to move LuoSang village… But there's a problem… You have a location picked out but there's nothing there but grass. You want that little house thingy there right? That brings us to the next part. The hard part…GRAPHICS.
Concept 4: Graphics (the hard one): Within the rom (from about 0x14010 and going to about 0x1C010) there is the layout of the world map, towns, caves, etc… They are done by zone and they are made up of "blocks". Each block is 64×64 pixels. A house can fit in one block and a castle takes up 2 blocks (a left side and a right side). Each zone is 7.5 blocks tall and 8 blocks wide. Which means it is 480×512 pixels. Each zone is stored separately in the ROM. Within each "zone" section of the ROM it has 4 lines of layout (block ID's) then half a line for control codes. For example, here is Xu Zhou's zone in the ROM hex:
Each hex value (until the last half line) is a code for a "block". They are layed in (graphics) in the ROM like this (for the Xu Zhou zone – each block is two characters):
60 60 60 12 60 6B 5F 5F
60 60 60 12 6B 5F 5F 5F
60 60 60 12 5F 5F 5F 5F
60 60 64 B3 5F 5F 5F 5F
60 60 5F B3 5F 5F 5F 5F
34 95 31 C0 2E 31 31 31
60 6B 5F 5F 5F 5F 5F 5F
07 13 13 13 13 13 13 13 (only the top half of the block is visible on this line)
Control Codes: 10 10 10 10 10 7F 00 00
Here's the exact same zone in graphical form:
For example, 60 = grass, 5F = trees, and the castle is at "C0 2E" (left and right sides). How do I know what these are? Because I mapped out all the blocks… Over 500 of them (yikes). Which brings us to…
Concept 5: Blocks – Like I said there are over 500 block types. There are also 2 different "templates". There's template 1 that has blocks 00-FF and template 2 which has blocks 00-FF. Here they are (template 1 at the top, template 2 at the bottom):
Or if you need a clearer picture I can send you the bitmap.
How do you tell the game which template to use for which 'block'? That's where the "control codes" come into play (the last half a line of the zone in the ROM). Which brings us to…
Concept 6: Control Codes: Notice that in the "Xu Zhou" zone example we have these numbers on the last half a line: 10 10 10 10 10 7F 00 00
These are the control codes for *each line* horizontally in the zone. So it would be like this:
60 60 60 12 60 6B 5F 5F Control code: 10
60 60 60 12 6B 5F 5F 5F Control code: 10
60 60 60 12 5F 5F 5F 5F Control code: 10
60 60 64 B3 5F 5F 5F 5F Control code: 10
60 60 5F B3 5F 5F 5F 5F Control code: 10
34 95 31 C0 2E 31 31 31 Control code: 7F
60 6B 5F 5F 5F 5F 5F 5F Control code: 00
07 13 13 13 13 13 13 13 Control code: 00
Changing the control code for the line changes which blocks are template 1 blocks and template 2 blocks. I don't have all of these mapped out yet but I know that 00 = all blocks template 1 on that line and that FF = all blocks template 2 on that line. There are codes from 01-FE that include every combination. For example I have these mapped out (8 blocks per line):
CTL CODE – Templates (0 = template 1, X = template 2)
00: 00000000
01: 0000000X
02: 000000X0
03: 000000XX
04: 00000X00
05: 00000X0X
06: 00000XX0
07: 00000XXX
08: 0000X000
09: 0000X00X
0A: 0000X0X0
0B: 0000X0XX
0C: 0000XX00
OD: 0000XX0X
OE: 0000XXX0
OF: 0000XXXX
10: 000X0000
11: 000X000X
etc…
FF: XXXXXXXX
With so many of these figuring this out when you're doing graphics editing is a PAIN. It's also a pain to find all the codes. The jist of it from what I've seen is that control codes starting with a low number generally have more template 1's to the left and template 2's to the right while the control codes starting with a letter generally have more template 2's to the left and template 1's to the right.
*more work needs to be done to map out the control codes* – unfortunately this is trial and error right now. Set the blocks to 00, change control codes live in FCE ultra, then look and see the layout.
So now that you know all this, how to go and edit the map? Well first you're gonna have to find your zone in the ROM. Here are the ones I have mapped out so far:
You're just gonna have to click on this link because it's really big:
*more work needs to be done to map out zones* – right now only the ones near Xu Zhou are mapped out.
How do you find the zone you're trying to edit? Unfortunately the only way I know right now is trial and error. If it's not on the map right now you'll need to find it yourself. To do this you can use the FCE Ultra emulator and walk around. Remember that the game map layouts are from about 0x14010 to 0x1C010. FCE Ultra lets you modify your hex within the game. To find a zone I would test by setting all 0x14### bits to 0 then walk around and see if my zone is zero'd out. If not then try zeroing out the 0x15### bits. It's process of elimination until you find your zone… Then you can narrow it down. Have to do it this way for now as I don't know if there's any rhyme or reason to how the zones are layed out on the map vs hex yet. If you do this I would recommend game genies codes AVNYAKSZ (no random encounters) and NYONALAO (walk through walls) to walk around and look at zones.
So what can you do with all of this knowledge? Theoretically you could make a whole new video game using the DOAE engine if you had tons of time on your hands… But more modest modifications are more likely. Let's say you wanted to do a Gongsun Zan mod. Here's what you could do:
– Move the warp for LuoSang village and put it in the northeast.
– Put a house or gate graphic on that address.
– Change the warp by pointing Ji Zhou's position on the map to Xu Zhou's entrance.
Now your game starts in the northeast. But what about those hard Yuan Shao enemies? I'm not ready for that! No problem:
– Just tone down the rebel force strength for chapter 4 using this post
– Make the generals in that area comparable to yellow scarve strength (or a little harder).
I suspect that if you redesign the map gameflow that you're going to have to pay special attention to key events and battles. Which brings us to the next topic.
Concept 7: Battles So let's say you completely moved Chang An. You moved the warp point and you moved the graphics. But now there's one more problem. The battle is still going to be at that location! Why? Because the battles have addresses too! Thanks to Meteorstrike on gamefaqs we know where the battle addresses are stored:
// 0x30C10 = $8C00,X = The list of coordinate 1 positions for all boss battles.
// 0x30C68 = $8C58,X = The list of coordinate 2 positions for all boss battles.
// 0x30CC0 = $8CB0,X = The list of coordinate 3 positions for all boss battles.
// 0x30D18 = $8D08,X = The list of coordinate 4 positions for all boss battles.
So if you moved Chang An you'd have to move it's battle too. The battles are in the order specified here. Note that key battles (like winning Chang An, Nan Yang, etc..) will trigger key events in the storyline so you'll want to put those battles in important places. Events change what the characters (including Liu Bei) say, maybe even add bridges, etc…
July 16, 2010 at 10:07 pm #38130MiDKnighTModeratorIf you have any questions about the above topics please post and I can try to answer. I *think* I have it all figured out.
What *I* would like to know, if anybody can figure it out, is if there is any sort of pattern to the way the zones are layed out in the hex or pattern to the control codes. If we knew that it would save a lot of time. If a tool were to be made we would need to map out those 2 things completely.
July 16, 2010 at 10:30 pm #38131PaulberiosParticipantNerd… dang man. You cracked out I think.
Nice work though. Should work for NASA? Maybe consult for BP? Way to go bro.
July 16, 2010 at 11:58 pm #38132Lord Yuan ShuKeymasterFuck that he's best suited for DoaE research :P :huohu: This is cool shit once we get a handle on it.
Welcome to Lord Yuan Shu Walkthrough Guides ·
Huo Hu's Adventure started Destiny of an Emperor hackingJuly 17, 2010 at 1:05 am #38133NiahakModeratorSorry it's taken me a while to reply to this. It's all really cool and I'm going to see what I can do with it sometime this weekend.
Quote:00: 0000000001: 0000000X
02: 000000X0
03: 000000XX
04: 00000X00
05: 00000X0X
FF: XXXXXXXX
This is completely ordinary binary. It's easy, when you count up one put an X in the rightmost part. If it is already X, it flows into the next. Replace the X's with 1s and you have binary. Easy calculation trick: the first 4 bytes are determined by the first digit, the last 4 by the second.
e.g. C0: 11000000 0C: 00001100
If you're feeling lazy, windows calculator (in scientific mode) does ultra easy conversions. F5 = Hex, F6 = Dec, F8 = Binary. So hit f5, type your hex value in, then hit F8 and you've got the binary.
July 17, 2010 at 1:11 am #38134MiDKnighTModeratorAwesome, so we've got the control codes figured out.
Now the only things we need as far as data is:
– Hex locations for all the zones (I have about 10-12 so far)
– Addresses for all cities, houses, villages on the world map and their entrances (I have some of these already)
Niahak, If you get a tool going I can help you out with this data and anything else you need. I haven't written any windows programs but I do work in the IT industry, I'm good at research, and I know Destiny of an Emperor pretty well :-)
July 17, 2010 at 3:40 am #38135NiahakModeratorDo you know how the maps are laid out relative to each other? I mostly just want to know whether they're back-to-back or separated by some amount of bytes… I assume they're back to back at the moment and 72 bytes each but have no way to tell.
Can you email me those bitmap files? I could probably use them once I get the map input stuff started… If nothing else, I'd like to be able to display the maps nicely to make sure I'm getting the right input. my username at my username dot org will work. Best case would be to have each 2×2 image as a separate file, but I'm sure I can work with the larger files if need be.
So if my assumption in the first paragraph is correct, some nifty news so far:
Since I was less foolish this time around, the Map tool should be integrated into the Officer tool :) If I start feeling especially productive, the text tool will be integrated too.
July 17, 2010 at 4:19 am #38136MiDKnighTModeratorQuote:Do you know how the maps are laid out relative to each other?I don't see any specific pattern yet. They each have their own starting and ending point in the hex. See the Xu Zhou area of this for an example.
July 17, 2010 at 4:34 am #38137NiahakModeratorPhotobucket apparently has a maximum size it will display so I can't read any of the useful stuff in that map.
If the raw image is less than 10 megs or so, email might work…
July 17, 2010 at 1:48 pm #38138MiDKnighTModeratorYou can download the map with the hex areas around Xu Zhou marked here:
http://www.4shared.com/photo/nNfuNn-u/doaemap.html
Open it up with MS Paint and scroll to the Xu Zhou area.
July 17, 2010 at 4:23 pm #38139MiDKnighTModeratorThis post will be for mapping out zones. It will contain the starting hex location then the zone coordinates (vertical – horizontal) then some description. I'll post them in the order they are in in the hex.
Starting – Ending – Vert – Horiz – Desc
14058 – 1409F – 12 – 12 – Spinny rock thing on the way to Jian Ye
140A0 – 140E7 – 13 – 12 – under the above zone
140E8 – 1412F – 14 – 12 – under the above zone
14130 – 14177 – 15 – 12 – under the above zone (pirate house)
14178 – 141BF – 05 – 0D – rocks left of Guang Zhong
141C0 – 14207 – 10 – 12 – mountain NW of Jian Ye
14208 – 1424F – 09 – 12 – above the above zone
14250 – 14297 – 06 – 13 – east of Qing Zhou
14298 – 142DF – 07 – 13 – LuoSang village
142E0 – 14327 – 08 – 13 – south of LouSang village
14328 – 1436F – 09 – 13 – south of the above zone
14370 – 143B7 – 0A – 13 – south of the above zone
143B8 – 143FF – 0B – 13 – south of the above zone
14400 – 14447 – 0C – 13 – North of Ru Nan
14448 – 1448F – 0D – 13 – Ru Nan
14490 – 144D7 – 0E – 13 – South of Ru Nan
144D8 – 1451F – 0F – 13 – North of Jian Ye
14520 – 14567 – 10 – 13 – Jian Ye
14568 – 145AF – 11 – 13 – South of Jian Ye
145B0 – 145F7 – 12 – 13 – south of the above zone
145F8 – 1463F – 13 – 13 – south of the above zone
14640 – 14687 – 14 – 13 – south of the above zone
14688 – 146CF – 04 – 14 – near top right of the map
146D0 – 14717 – 05 – 14 – south of the above zone
14718 – 1475F – 06 – 14 – south of the above zone
14760 – 147A7 – 08 – 14 – 2 south of the above zone
147A8 – 147EF – 09 – 14 – south of the above zone
147F0 – 14837 – 0A – 14 – East river
14838 – 1487F – 0B – 14 – South of above zone
14880 – 148C7 – 0C – 14 – South of above zone
148C8 – 1490F – 0D – 14 – South of above zone
14910 – 14957 – 0E – 14 – South of above zone
14958 – 1499F – 0F – 14 – South of above zone
149A0 – 149E7 – 10 – 14 – South of above zone
149E8 – 14A2F – 11 – 14 – South of above zone
14A30 – 14A77 – 12 – 14 – South of above zone
14A78 – 14ABF – 13 – 14 – South of above zone
14AC0 – 14B07 – 04 – 15 – Top right of map
14B08 – 14B4F – 05 – 15 – South of above zone
14B50 – 14B97 – 09 – 15 – Far East
14B98 – 14BDF – 0A – 15 – South of above zone
14BE0 – 14C27 – 0B – 15 – He Fei
14C28 – 14C6F – 0C – 15 – South of He Fei
14C70 – 14CB7 – 0D – 15 – East
14CB8 – 14CFF – 0E – 15 – East
14D00 – 14D47 – 0F – 15 – East
14D48 – 14D8F – 10 – 15 – Southeast Wei
14D90 – 14DD7 – 11 – 15 – Southeast Wei
14DD8 – 14E1F – 12 – 15 – Southeast Wei
14E20 – 14E67 – 0C – 16 – East Wei
14E68 – 14EAF – 0D – 16 – East Wei
14EB0 – 14EF7 – 0E – 16 – East Wei
14EF8 – 14F3F – 0F – 16 – East Wei
14F40 – 14F87 – 10 – 16 – Southeast Wei
14F88 – 14FCF – 0E – 12 – Ru Nan Cave
14FD0 – 15017 – – – ROCKS IN GRASS
15018 – 1505F – 0D – 12 – West of Run Nan
15060 – 150A7 – 0C – 12 – Central
150A8 – 150EF – 0B – 12 – South of Fan Shui Guan
150F0 – 15137 – 0A – 12 – Fan Shui Guan
15138 – 1517F – 09 – 12 – 2 under Xu Zhou (Tie Men Xia)
15180 – 151C7 – 08 – 12 – under Xu Zhou
151C8 – 1520F – 07 – 12 – Xu Zhou
15210 – 15257 – 06 – 12 – Qing Zhou
15258 – 1529F – 05 – 12 – North of Qing Zhou
152A0 – 152E7 – 05 – 13 – ALL WATER – Northeast of Qing Zhou
152E8 – 1532F – 0E – 04 – Shu
15330 – 15377 – 0F – 04 – Shu
15378 – 153BF – – – North
153C0 – 15407 – – – North??
15408 – 1544F – 10 – 04 – Shu
15450 – 15497 – 04 – 0D – North
15498 – 154DF – 13 – 05 – Shu
154E0 – 15527 – 13 – 04 – Shu
15528 – 1556F – 14 – 04 – Liu Kui's Fortress
15570 – 155B7 – 15 – 11 – West of Pirate's House
155B8 – 155FF – 0C – 05 – Shu
15600 – 15647 – 0D – 05 – Mian Zhu Guan (Shu)
15648 – 1568F – 0E – 05 – Shu
15690 – 156D7 – 0F – 05 – Mt Gang Tai (Shu)
156D8 – 1571F – 10 – 05 – Shu
15720 – 15767 – 11 – 05 – Shu
15768 – 157AF – 12 – 05 – Shu
157B0 – 157F7 – 12 – 04 – Shu
157F8 – 1583F – 14 – 05 – East of Liu Kui's Fortress
15840 – 15887 – 15 – 05 – Shu
15888 – 158CF – 0C – 06 – West of Cheng Du
158D0 – 15917 – 0A – 07 – Jing Zhou
15918 – 1595F – 0B – 07 – Jing Zhou
15960 – 159A7 – 08 – 06 – Northwest
159A8 – 159EF – 0D – 06 – Southwest of Cheng Du
159F0 – 15A37 – 0E – 06 – Luo
15A38 – 15A7F – 0F – 06 – South of Luo
15A80 – 15AC7 – 10 – 06 – Shu
15AC8 – 15B0F – 11 – 06 – Shu
15B10 – 15B57 – 12 – 06 – Shu
15B58 – 15B9F – 13 – 06 – Shu
15BA0 – 15BE7 – 14 – 06 – Shu
15BE8 – 15C2F – 0C – 07 – Cheng Du
15C30 – 15C77 – 0D – 07 – South of Cheng Du
15C78 – 15CBF – 0E – 07 – Shu
15CC0 – 15D07 – 0F – 07 – Shu
15D08 – 15D4F – 11 – 07 – South of Fu Shui
15D50 – 15D97 – 10 – 07 – Fu Shui
15D98 – 15DDF – 12 – 07 – Shu
15DE0 – 15E27 – 13 – 07 – Shu House
15E28 – 15E6F – 14 – 11 – Wu
15E70 – 15EB7 – 08 – 07 – Northwest Jing Zhou
15EB8 – 15EFF – – – Walk to Fortress (talk to Sun Ce)
15F00 – 15F47 – 07 – 08 – North
15F48 – 15F8F – 08 – 08 – North Jing Zhou House
15F90 – 15FD7 – 09 – 08 – North Jing Zhou
15FD8 – 1601F – 0A – 08 – North Jing Zhou
16020 – 16067 – 0B – 08 – Jing Zhou House
16068 – 160AF – 0C – 08 – Jing Zhou
160B0 – 160F7 – 0D – 08 – Jing Zhou House
160F8 – 1613F – 0E – 08 – Jing Zhou
16140 – 16187 – 0F – 08 – South Jing Zhou
16188 – 161CF – 10 – 08 – Shu
161D0 – 16217 – 11 – 08 – Blacksmith in Shu
16218 – 1625F – 12 – 08 – South of Blacksmith in Shu
16260 – 162A7 – 13 – 08 – East of Shu House
162A8 – 162EF – 13 – 11 – Southeast of Jin Du
162F0 – 16337 – 07 – 07 – Xu Zhe's Cave
16338 – 1637F – – – Walk to Castle (talk to Yuan)
16380 – 163C7 – 07 – 09 – North
163C8 – 1640F – 08 – 09 – Nan Yang
16410 – 16457 – 09 – 09 – Cave south of Nan Yang
16458 – 1649F – 0A – 09 – Yuan Shu area
164A0 – 164E7 – 0B – 09 – YS/Jing Zhou
164E8 – 1652F – 0C – 09 – Jing Zhou
16530 – 16577 – 0D – 09 – JZ/Shu
16578 – 165BF – 0E – 09 – Shu
165C0 – 16607 – 0F – 09 – Shu/JZ
16608 – 1664F – 10 – 09 – Ling Ling
16650 – 16697 – 11 – 09 – Shu
16698 – 166DF – 12 – 09 – Shu
166E0 – 16727 – 13 – 09 – Shu
16728 – 1676F – 12 – 11 – East of Jin Du
16770 – 167B7 – 11 – 11 – North of Jin Du
167B8 – 167FF – 0F – 11 – Wei/Wu
16800 – 16847 – 09 – 07 – Jing Zhou
16848 – 1688F – – – ALL GRASS
16890 – 168D7 – 07 – 0A – West of Bo Hai
168D8 – 1691F – 08 – 0A – Chang An
16920 – 16967 – 09 – 0A – South of Chang An
16968 – 169AF – 0A – 0A – DZ/YS Areas
169B0 – 169F7 – 0B – 0A – YS/JZ Areas
169F8 – 16A3F – 0C – 0A – Jing Zhou
16A40 – 16A87 – 0D – 0A – Last Jing Zhou House
16A88 – 16ACF – 0E – 0A – Wu Ling
16AD0 – 16B17 – 0F – 0A – South of Wu Ling
16B18 – 16B5F – 10 – 0A – East of Ling Ling
16B60 – 16BA7 – 11 – 0A – JZ/Shu
16BA8 – 16BEF – 12 – 0A – Mt Po Yang
16BF0 – 16C37 – 0E – 11 – Final Wei Cave
16C38 – 16C7F – 0D – 11 – North of Final Wei Cave
16C80 – 16CC7 – 0C – 11 – Wei
16CC8 – 16D0F – 0B – 11 – Wei
16D10 – 16D57 – 06 – 0A – North Wall
16D58 – 16D9F – 06 – 0B – North Wall
16DA0 – 16DE7 – 07 – 0B – Bo Hai
16DE8 – 16E2F – 08 – 0B – East of Chang An
16E30 – 16E77 – 09 – 0B – DZ/YS Areas
16E78 – 16EBF – 0A – 0B – YS Area
16EC0 – 16F07 – 0B – 0B – Zhao Yun Bar
16F08 – 16F4F – 0C – 0B – Huai Nan
16F50 – 16F97 – 0D – 0B – YS/JZ Areas
16F98 – 16FDF – 0E – 0B – East of Wu Ling
16FE0 – 17027 – 0F – 0B – Jing Zhou
17028 – 1706F – 10 – 0B – Jing Zhou
17070 – 170B7 – 11 – 0B – Jing Zhou
170B8 – 170FF – 12 – 0B – JZ/Wu Area
17100 – 17147 – 13 – 0B – Wu
17148 – 1718F – – – SNOW
17190 – 171D7 – 15 – 0B – South of Jian An
171D8 – 1721F – 16 – 0B – Hui Ji
17220 – 17267 – 06 – 0C – North Wall
17268 – 172AF – – – ROCKS IN SNOW
172B0 – 172F7 – 07 – 0C – Prison Camp
172F8 – 1733F – 08 – 0C – South of Prison Camp
17340 – 17387 – 09 – 0C – Exit of Yang Zhou Cave
17388 – 173CF – 0A – 0C – Entrance of Yang Zhou Cave
173D0 – 17417 – 0B – 0C – Yuan Castle
17418 – 1745F – 0C – 0C – Shui Jing's House
17460 – 174A7 – 0D – 0C – YS Area
174A8 – 174EF – 0E – 0C – Jing Zhou
174F0 – 17537 – 0F – 0C – Jing Zhou
17538 – 1757F – 10 – 0C – Jing Zhou
17580 – 175C7 – 11 – 0C – Jing Zhou
175C8 – 1760F – 12 – 0C – Jing Zhou
17610 – 17657 – 13 – 0C – Wu
17658 – 1769F – 16 – 0C – Wu
176A0 – 176E7 – 15 – 0C – Wu
176E8 – 1772F – 14 – 0C – Wu
17730 – 17777 – 06 – 0D – North Wall
17778 – 177BF – – – North Wall ??
177C0 – 17807 – 07 – 0D – East of Prison Camp
17808 – 1784F – 08 – 0D – North of Yang Zhou
17850 – 17897 – 09 – 0D – North of Yang Zhou
17898 – 178DF – 0A – 0D – Yang Zhou
178E0 – 17927 – 0B – 0D – West of Chin Castle
17928 – 1796F – 0C – 0D – East of Shui Jing's House
17970 – 179B7 – 0D – 0D – YS Area
179B8 – 179FF – 0E – 0D – Jing Zhou
17A00 – 17A47 – 0F – 0D – Jing Zhou
17A48 – 17A8F – 10 – 0D – Jing Zhou
17A90 – 17AD7 – 11 – 0D – Jing Zhou
17AD8 – 17B1F – 12 – 0D – Jing Zhou
17B20 – 17B67 – 13 – 0D – Wu
17B68 – 17BAF – 14 – 0D – Wu
17BB0 – 17BF7 – 15 – 0D – Wu
17BF8 – 17C3F – 16 – 0D – Wu
17C40 – 17C87 – 0A – 11 – Guan Ping Cave
17C88 – 17CCF – 04 – 0E – North of Guang Zong
17CD0 – 17D17 – 05 – 0E – Guang Zong
17D18 – 17D5F – 06 – 0E – South of Guang Zong
17D60 – 17DA7 – 07 – 0E – North
17DA8 – 17DEF – 08 – 0E – North of Luo Yang
17DF0 – 17E37 – 09 – 0E – Luo Yang
17E38 – 17E7F – 0A – 0E – South of Luo Yang
17E80 – 17EC7 – – – Castle in Snow
17EC8 – 17F0F – 0C – 0E – South of Chin Castle
17F10 – 17F57 – 0D – 0E – Chen Liu
17F58 – 17F9F – 0E – 0E – Jing Zhou
17FA0 – 17FE7 – 0F – 0E – Jing Zhou
18010 – 18057 – 10 – 0E – Chang Sha
18058 – 1809F – 11 – 0E – Jing Zhou
180A0 – 180E7 – 12 – 0E – Gui Yang
180E8 – 1812F – 13 – 0E – Wu
18130 – 18177 – 14 – 0E – Wu
18178 – 181BF – 15 – 0E – Wu
181C0 – 18207 – 16 – 0E – Wu
18208 – 1824F – 09 – 11 – West of Tie Men Xia
18250 – 18297 – 08 – 11 – South of Mt Da Xing
18298 – 182DF – 04 – 0F – Northeast of Guang Zong
182E0 – 18327 – 05 – 0F – East of Guang Zong
18328 – 1836F – 06 – 0F – North
18370 – 183B7 – 07 – 0F – North
183B8 – 183FF – 08 – 0F – DZ Area
18400 – 18447 – 09 – 0F – DZ Area
18448 – 1848F – 0A – 0F – DZ Area
18490 – 184D7 – 0B – 0F – DZ/Wei Area
184D8 – 1851F – 0C – 0F – Wei
18520 – 18567 – 0D – 0F – Wei
18568 – 185AF – 0E – 0F – Wei
185B0 – 185F7 – 0F – 0F – Wu
185F8 – 1863F – 10 – 0F – Wu
18640 – 18687 – 11 – 0F – Wu
18688 – 186CF – 12 – 0F – Wu
186D0 – 18717 – 13 – 0F – Wu
18718 – 1875F – 14 – 0F – Wu
18760 – 187A7 – 15 – 0F – Wu
187A8 – 187EF – 16 – 0F – Wu
187F0 – 18837 – 07 – 11 – Mt Da Xing
18838 – 1887F – 06 – 11 – West of Qing Zhou
18880 – 188C7 – 05 – 11 – East of Ji Zhou
188C8 – 1890F – 04 – 11 – North
18910 – 18957 – – –
18958 – 1899F – 04 – 10 – North of Ji Zhou
189A0 – 189E7 – 05 – 10 – Ji Zhou
189E8 – 18A2F – 06 – 10 – South of Ji Zhou
18A30 – 18A77 – 07 – 10 – 2 South of Ji Zhou
18A78 – 18ABF – 08 – 10 – West Xu Zhou Area
18AC0 – 18B07 – 09 – 10 – DZ Area
18B08 – 18B4F – 0A – 10 – Hu Lao Guan
18B50 – 18B97 – 0B 10 Wei
18B98 – 18BDF – 0C – 10 – East of Chin Castle
18BE0 – 18C27 – 0D – 10 – Bridge to Chin Castle
18C28 – 18C6F – 0E – 10 – Wei
18C70 – 18CB7 – 0F – 10 – Wu
18CB8 – 18CFF – 10 – 10 – Wu
18D00 – 18D47 – 11 – 10 – Wu
18D48 – 18D8F – 12 – 10 – Jin Du
18D90 – 18DD7 – 13 – 10 – Wu
18DD8 – 18E1F – 14 – 10 – Wu
July 17, 2010 at 8:39 pm #38140NiahakModeratorThanks to MiDKnighT's generosity with extracting the images, I have another nifty little preview for you guys:
MiDKnighT – if I can get clearer images, these'll look nicer. As-is, I think they're functional :)
I think I'll probably be releasing an alpha soon with this feature. All you can do is see what's there, not modify it. That'd help people with mapping, at least.
As a bonus – as long as you don't modify tiles themselves, only the 'map' (as MiDKnighT's been doing) you'll be able to see what your current map looks like, assuming you know where you are :)
What I'd like to do is have some sort of map-click interface, so you don't have to keep track of areas by their X-Y. It looks like the world map areas are ordered in some strange way which makes me sad :(
July 17, 2010 at 8:44 pm #38141MiDKnighTModeratorQuote:MiDKnighT – if I can get clearer images, these'll look nicer.Yep, I'll get that for you.
July 17, 2010 at 8:54 pm #38142MiDKnighTModeratorQuote:What I'd like to do is have some sort of map-click interface, so you don't have to keep track of areas by their X-Y. It looks like the world map areas are ordered in some strange way which makes me sad :(I imagine that if we get all the areas mapped out (which is no easy task), we'll be able to sort them by their X-Y. Then we can have a table with X-Y and offset. Using that we could build a map in order (I hope).
July 17, 2010 at 9:01 pm #38143NiahakModeratorAlpha 0.95 of DoaEd is available. I'm not updating the "main" topic as this is probably only interesting to a few people :) I guess it does have an improved interface, but I have NOT tested this release at all for officer editing. I reorganized a bunch of code, so everything should be okay… should being the operative word.
http://www.niahak.org/images/DOAE/DoaEditorv095a.zip
Ideally, in DoaEd 0.95 full, I'll integrate text editing… but for now map editing takes priority. Much more interesting and all :)
/edit: Oh yeah. So this has all 227 regions I was able to find (any past that made no sense at all… maybe there's another bank that I haven't found, but I'm not sure how/where to find that second offset. Earlier it was mentioned there were over 500? Where does the 228th start (if you know?)
Can't think of anything else to add right now. I'm gonna take a break, maybe beat Suikoden 3 :)
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