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 17, 2010 at 10:19 pm #38144MiDKnighTModeratorQuote:/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?)
Based on the X-Y coordinates, I estimated before that there are about 270 regions/zones on the world map. I know that there are some beyond where your tool is looking. For example, these:
189A0 – 05-10 – Ji Zhou
189E8 – 06-10 – South of Ji Zhou
18A30 – 07-10 – 2 South of Ji Zhou
It's possible that after 17B3F (where the tool stops looking) that there are cave and town layouts which would use a whole different set of tiles.
July 17, 2010 at 11:07 pm #38145MiDKnighTModeratorOK found it. Looks like the world map picks up again at 18010.
July 18, 2010 at 1:00 am #38146NiahakModeratorCool. I'll look into how many there are at that point sometime late tonight or more likely tomorrow.
Towns, houses and caves would be useful to know about too. For now I'll just worry about the world map, though.
July 18, 2010 at 4:02 am #38147MiDKnighTModeratorSounds good. I don't have the towns or caves thing figured out yet either. I just assume it's the same kind of system. I don't know what you have in mind for the map stuff or how hard it would be but I was thinking something like this for editing would be awesome:
Being able to select a block type by category (I can help categorize) then drag and drop it onto the map. That would be uber cool. Then maybe (eventually) have the ability to assign battles and castle entrances to specific locations and maybe tie in with the general tool for that… Just some idears…
July 18, 2010 at 1:05 pm #38148DragonAtmaModeratorThis is definitely awesome.
You may want to add a minimap, though; one pixel for each square produces a 304×285 minimap (at least according to http://meteorstrike.000space.com/NES/Destiny_of_an_Emperor/World_2.png ).
July 18, 2010 at 1:06 pm #38149DragonAtmaModeratorThis is definitely awesome.
You may want to add a minimap, though; one pixel for each square produces a 304×285 minimap (at least according to http://meteorstrike.000space.com/NES/Destiny_of_an_Emperor/World_2.png).
July 18, 2010 at 1:08 pm #38150DragonAtmaModeratorThis is definitely awesome.
You may want to add a minimap, though; one pixel for each square produces a 304×285 minimap (at least according to this pic).
Also LYS's forum is back to it's old tricks (i.e. interfering with Atma's posts but letting Honest Akbar's Spambots (not agents of the apocalypse!) post spam. :(
July 18, 2010 at 1:09 pm #38151DragonAtmaModeratorThis is definitely awesome.
You may want to add a minimap, though; one pixel for each square produces a 304×285 minimap (at least according to meteorstrike's pixel-perfect world map).
Also LYS's forum is back to it's old tricks (i.e. interfering with Atma's posts but letting Honest Akbar's Spambots [not agents of the apocalypse!] post spam.) :(
July 18, 2010 at 1:17 pm #38152Lord Yuan ShuKeymasterI think you guys have surpassed even SKOB's abilities lol :huohu: This has so much potential.
DA what are you talking about with the spam bots? Pretty sure that one spam thread was started by a human spammer not a bot. And how has the forum interfered with your posts?
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Huo Hu's Adventure started Destiny of an Emperor hackingJuly 18, 2010 at 1:21 pm #38153DragonAtmaModeratorI tried posting the link to the map on meteorstrike's site; it went through the standard "your post has been posted" routine, but the post never showed up; after three attempts, I threw up my hands in disgust and posted without the link.
July 18, 2010 at 1:37 pm #38154Lord Yuan ShuKeymasterPretty sure the forum allows for linking to other sites.
Quote:Then maybe (eventually) have the ability to assign battles and castle entrances to specific locations and maybe tie in with the general tool for that… Just some idears…That came to my mind too, having to write in battles for new castles (rather than existing castles moving around).
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Huo Hu's Adventure started Destiny of an Emperor hackingJuly 18, 2010 at 3:22 pm #38155MiDKnighTModeratorQuote:That came to my mind too, having to write in battles for new castles (rather than existing castles moving around).At this point I think you have to move existing castles around. Ie…remove the old location from the map, create a new castle somewhere else on the map, then assign that location to the castle entrance. Of course you could also rename said castle… A brand new castle would require creating a whole new town and we don't know how to do that yet. You also have events that are triggered by various things (like winning the Chang An battle, the Nan Yang battle, etc…) There are also a fixed number of boss battles in the game. There are something like 5 that aren't used so you could theoretically add 5 or so new boss battles to the game.
If I were to make a mod with a redesigned map right now I would move all the castles around but still mostly keep them in order. For example, the "Xu Zhou" castle would be the first one you go to, regardless of where it is on the map. That's because of the event system (Tao Qian, etc…). If at some point down the road, we figure out the event system more, we could start moving the castle order around. But then again, if you end up changing the castle order you would have to change what the weapon shop sells, etc… (which we know how to do now).
July 18, 2010 at 3:52 pm #38156MiDKnighTModeratorAddresses for all boss battles (this also gives us the mailing address for most towns and gates):
BattleID Location Vert VertZone Horiz HorizZone
0 – Qing Zhou – 05 06 07 12
1 – Mt. Da Xing – 0A 07 02 11
2 – Tie Man Xia – 0C 09 04 12
3 – Qing Zhou (Cave) – 00 00 00 00
4 – Ma Yuan Yi – 00 00 00 00
5 – Qing Zhou (Front) – 05 06 07 12
6 – Si Shui Gate – 07 18 07 07
7 – Hu Lao Gate – 08 0A 04 10
8 – Luo Yang (Gate 1) *1* – 07 0A 08 0E
9 – Luo Yang (Gate 2) *2* – 03 0A 06 0E
A – Luo Yang – 03 1A 07 07
B – Yang Zhou – 01 0A 01 0D
C – Chang An (Gate 1) – 0B 08 00 0B
D – Chang An – 09 08 0A 0A
E – Yuan – 03 0B 06 0C
F – Huai Nan – 09 0C 01 0B
10 – Chen Cang Fortress – 03 0B 01 0B
11 – Nan Yang (Gate 1) – 05 09 02 09
12 – Nan Yang (Gate 2) – 01 09 00 09
13 – Nan Yang – 0B 08 02 09
14 – Bo Hai – 05 07 01 0B
15 – Xu Shou’s Fortress – 0D 07 0D 0C
16 – Guan Zhong – 03 20 07 08
17 – Yuan Shang (Town) – 00 00 00 00
18 – Ji Zhou (Gate 1) – 09 05 0D 10
19 – Ji Zhou (Gate 2) – 0B 05 0D 10
1A – Ji Zhou – 0D 05 0D 10
1B – Gui Yang – 00 00 00 00
1C – Ling Ling – 07 10 0D 09
1D – Ling Ling (Gate 1) – 03 10 0B 09
1E – Wu Ling – 09 0E 0F 0A
1F – Chang Sha – 07 10 01 0E
20 – Liu Kui’s Fortress – 07 14 0D 04
21 – Fu Shui – 0D 10 09 07
22 – Fu Shui (Gate 1) – 00 11 09 07
23 – Luo (Gate 1) – 01 0E 09 06
24 – Luo Castle – 03 0E 09 06
25 – Mian Zhu Guan Fortress – 05 0D 06 05
26 – Cheng Du (Gate 1) – 0D 0C 01 07
27 – Cheng Du – 0B 0C 01 07
28 – Ling Ling (Wu) – 07 10 0D 09
29 – Wu Ling (Wu) – 09 0E 0F 0A
2A – Jian An – 0B 14 05 0B
2B – Hui Ji Fortress – 05 16 09 0B
2C – Yan Xun *3* – 00 00 00 00
2D – Wu – 0D 14 01 0F
2E – Po Yang – 08 0F 07 0F
2F – Po Yang (Gate 1) – 0B 0F 07 0F
30 – Jin Du – 0D 12 0F 10
31 – Jin Du (Gate 1) – 0A 12 0F 10
32 – Lu Meng (Town) – 00 00 00 00
33 – Jian Ye (Gate 1) – 04 11 09 13
34 – Jian Ye (Gate 2) – 01 11 0A 13
35 – Jian Ye (Gate 3) – 0D 10 0A 13
36 – Jian Ye – 09 10 0D 13
37 – Guang Ling – 0B 0E 0F 15
38 – Guang Ling (Gate 1) – 0E 0E 0E 15
39 – He Nei Fortress – 0C 0B 09 15
3A – He Nei Fortress (Gate 1) – 05 0C 08 15
3B – Ru Nan (Gate 1) – 05 0D 02 13
3C – Ru Nan (Gate 2) – 08 0D 01 13
3D – Ru Nan – 0B 0D 01 13
3E – Chen Liu Fortress – 06 0D 0C 0E
3F – Chen Liu Fortress (Gate 1) – 08 0D 0C 0E
40 – Chen Jiao *4* – 00 00 00 00
41 – Xu Huang *5* – 00 00 00 00
42 – Chin – 0B 0B 09 0E
43 – Luo Yang (Gate 1) – 0B 0A 08 0E
44 – Luo Yang (Gate 2) – 07 0A 08 0E
45 – Luo Yang (Gate 3) – 03 0A 06 0E
46 – Luo Yang (Sima Zhao and Shi) – 0D 09 05 0E
47 – Luo Yang (Sima Yi) – 0D 09 05 0E
48 – Yuan Shao (Ambush) – 08 08 02 09
49 – Zhou Cang *6* – 00 00 00 00
4A – Huang Zhong and Wei Yan *7* – 00 00 00 00
4B – Pang Tong (Ambush) – 00 00 00 00
4C – Pirate Inn – 00 00 00 00
4D – Jian Ye (Taishi Ci) – 09 10 0D 13
4E – Ru Nan (Sima Yi) – 0B 0D 01 13
4F – Lu Bu (Shu Ambush) – 00 00 00 00
The battles with 0 0 0 0 address are triggered by an event (ie…talking to someone) or in Lu Bu and Pang Tong's case it comes as a random battle. For explanations on the *'s see: http://kongming.net/doae/rom_hacking/battles/
July 19, 2010 at 3:32 am #38157NiahakModeratorSounds like you've put more thought into this than I have for sure ;)
I like the interface mock-up you put together. I was planning on having a similar drag-and-drop interface, although we'd have to duplicate-list some things (i.e. 'Plains' and 'Forest' would have to both contain some tiles that have both land features.
As for battles and warps… I'm not sure how I want those to work interface-wise. Maybe I can have a "place battle" then click on the location?
I should probably have a "Battles" tab either way, since so many people have worked with them some in the hex.
Probably won't get a chance to put much into this over the next couple days… hopefully I'll be able to do something this week, since I'll be busy with a work trip this weekend.
July 19, 2010 at 4:36 am #38158MiDKnighTModeratorQuote:As for battles and warps… I'm not sure how I want those to work interface-wise. Maybe I can have a "place battle" then click on the location?You'd have to also place the warp. And you'd have to have some way of seeing/knowing the ones that are already there and the ones you have placed. Maybe a little box or flag with a number on it or something?
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