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
- This topic has 135 replies, 9 voices, and was last updated 12 years, 5 months ago by Lord Yuan Shu.
-
AuthorPosts
-
July 19, 2010 at 3:59 pm #38159MiDKnighTModerator
Here are some idears:
Ability to see and "label" locations like castles, gates, fortresses. This would add the "warp" for that location. Something labeled with "7E" would warp to Xu Zhou town/castle if you walked in.
Can assign a battle to a defined location (see first screenshot) which would auto-fill the address. Or if it's a field battle have the ability to not pick a location and just put in the address.
July 20, 2010 at 4:17 pm #38160MiDKnighTModeratorMore about warps…
It looks like warps are stored starting from 0x1c370. They are stored in a format of "world map address" "town entrance address" "location ID". So for example the one for Xu Zhou is at 0x1c38b:
0B070712 0E080F01 7E
Note that there are a lot of addresses with location ID = 01. I think these are houses and such. Castles, fortresses, and such have an ID > 01.
As we just found out, there are also addresses for gullwings. These are generally 1 below the castle address. So Xu Zhou's gullwing address is 0C070712 and is stored at 0x38E04. After this the other "gullwing" castle addresses are stored. So after Xu Zhou's address is one tile south of Yang Zhou's address.
Special considerations for warps:
– LuoSang village has 2 locations stored (09070613 and 09070713). 09070613 is the first warp and is at 0x1c370 while the other address is listed at 0x35564 and 0x36001. Not sure why they do this…probably just to be annoying.
– There are at least 3 locations that I can think of that have 2 warps. Fan Shui Guan (Hua Xiong), Luo Yang (first Dong Zhou fight), and Guang Zong (Zhao Yun). These warp from the world map to another screen then to the castle. So for example Luo Yang's warps are:
0D09050E 0E1A0707 21 (warp to the field where you talk to Yuan)
C31A0707 0D0E001D 71 (warp to the entrance of the castle)
July 20, 2010 at 9:50 pm #38161NiahakModeratorSorry I didn't get a chance to respond yesterday, I'll probably be busy much of the week :/
I like the battles layout! It'll need lists / drop-downs to select battles, but hopefully that won't be too tough to implement.
Maybe there's another reason Luo Sang has two locations? Cui Zhouping (who is never home), pre/post Liu Bei taking over for Tao Qian?
July 20, 2010 at 10:11 pm #38162MiDKnighTModeratorNiahak,
I know you're busy. If you need any data on the back end just ask and I can get it.
I'm already working on getting X-Y coordinates for each zone/region. Pretty far with that…just need to do the ones after 18010. I also e-mailed you categories for the blocks.
July 20, 2010 at 11:16 pm #38163DragonAtmaModeratorIIRC those three all have changes; one is from Dong Zhuo going hostile, one is from Zhao Yun hearinhg his sister is okay, and one is from Sima Yi taking over Luoyang.
July 30, 2010 at 10:07 pm #38164NiahakModeratorAll right, everyone – new release with a demo of the map-tile selection (categorization provided by MiDKnighT).
I load in the second bank of maps now – it seems to be just 40 additional ones.
It does NOT yet allow you to modify the map. That's a not-yet-hopefully-this-weekend. Seeing/modifying/editing battles and such is still further off.
I'd like to make it a drag-and-drop interface, but I wonder if that's too slow for heavy editing? Could some keyboard interaction maybe make it faster (tab between each tile of the map and click your desired tile from the right)?
http://www.niahak.org/images/DOAE/DoaEditorv095b.zip
And a screenshot.
Updates:
-Now map categories are loaded.
-Separated grid to make it clearer where 'drop' will take place.
-Added new set of regions (40 total).
-General clean-up: removed hex-y things where the people who care about it can generally find them anyway.
-Cleaner 'install' directory (no more .tbl files, just the exe and the readme and a bunch of directories).
Known issues:
-The bottom half of the last row, which does not show up in game, is currently displayed.
-The loading for the image categories is pretty slow. Reloading them each time keeps the memory footprint low (sub 30k), let me know if anyone's annoyed by the loading speed and I'll cache them instead.
I ran into an odd issue in the Generals section when testing that may have been in the previous version (if you select a normal general then a bandit/rebel, all hell breaks loose). It is fixed but there may still be some other problems in there.
July 31, 2010 at 6:54 pm #38165MiDKnighTModeratorLooking good Niahak,
Comments on what you said:
Quote:I'd like to make it a drag-and-drop interface, but I wonder if that's too slow for heavy editing? Could some keyboard interaction maybe make it faster (tab between each tile of the map and click your desired tile from the right)?I originally thought drag and drop but if your method is easy to implement and efficient for editing then sure…
Quote:General clean-up: removed hex-y things where the people who care about it can generally find them anyway.
I liked having the hex reference (just the starting location) like 0x18010, etc… in there but if it takes up too much space that's ok.
Quote:The loading for the image categories is pretty slow.I thought it was fine.
Also, almost all of the zones/regions are mapped (see page 1 of this thread). Using that we should be able to sort zones/regions either by horiz/vert or vert/horiz? Should be easy to implement.
August 1, 2010 at 6:00 pm #38166NiahakModeratorAll right everybody,
I somehow managed to get image drag-n-drop and saving to ROM working this morning.
Version 0.95c: Here
PLEASE test this, but I know for a fact drag and drop is a bit flaky. Do not expect it to work 100%, keep backups, etc. If you run into a bug, please post it here.
It did pass the tests I gave it, and I made sure it only modified the region(s) given.
Note I didn't fix the "bottom half of the last line" bug. That's planned before a 'real' release. I did re-add the hex location given for the region you pick.
Here was a simple test case:
Ye gods, Zhang Fei! We have been struck by a blizzard and Cao Cao built a fortress out of the ice in a single day! Good thing he didn't make a very good one…
August 1, 2010 at 6:46 pm #38167MiDKnighTModeratorExcellent. I'll definitely give it a run through.
EDIT: The drag and drop is working GREAT for me so far. Great job! The next thing that could speed things up is being able to sort zones by horiz/vert or vert/horiz. That would help me find my zone faster.
Just some idears to keep you busy :P
EDIT2: Wow I love this. Editing the map is WAY WAY easier now.
August 2, 2010 at 1:46 pm #38168MiDKnighTModeratorTrying this with a mod. Things were going great… I was doing map edits, I was moving battles and towns (which is still tough to do manually), and everything was going great until… I realized that when starting in a non-Xu Zhou region area, experience and gold accumulates much faster even if the number of soldiers you are fighting is the same as the Xu Zhou area. So much so that you level up after every fight…arg… So it's not just the number of soldiers that affect experience/gold gained after battle. It also has to do with the chapter you are in (on the map). Now I have the tough job of trying to figure out what's controlling this. So far it looks like some kind of complex mathematical formula…arg…
August 2, 2010 at 4:04 pm #38169PaulberiosParticipantI thought that would be the case. If you know the codes for the regions, it shouldn't be too hard to see if there is an exp modifier associated with them. Good luck.
As for villages having two portal IDs, that is because they have two portals. There is a left and right side of the house. You can go in/out of either. So when you move a village, make sure you put the portals on each side.
August 2, 2010 at 9:36 pm #38170NiahakModeratorUgh, I hadn't thought that would happen with the EXP thing.
If it's a formula, hopefully it's not too tough to figure out. Try the same soldier count in each region and graph? Certainly not easy to find the modifiers based on region given they're just numbered as far as I can tell…
I wonder if you can find the bounds of a region (what areas of the map are what region)?
MiDKnighT, regarding the x/y coordinates of each region – do they follow a pattern? Do you have a list? I checked the first post and it looks like the same old map (which isn't sufficiently large to actually see what's-where).
Portals may take a bit… I've gotten sucked into both Starcraft 2 and Dragon Quest 9 at the same time :/ if it's not time, it's
lazinessaddictiontotally not my fault. Yeah, that's right :roll:August 2, 2010 at 9:52 pm #38171MiDKnighTModeratorQuote:I wonder if you can find the bounds of a region (what areas of the map are what region)?I have that:
http://meteorstrike.000space.com/NES/Destiny_of_an_Emperor/World_Chapters.png
Quote:MiDKnighT, regarding the x/y coordinates of each region – do they follow a pattern?No
Quote:Do you have a list?Yes, it's in the 11th post of this thread. It's mostly complete…enough to test at least.
August 3, 2010 at 12:54 am #38172MiDKnighTModeratorI fear that this gold/experience algorithm is gonna be a beast to figure out. I posted a thread on Gamefaqs, hopefully to get the attention of Meteorstrike who figured this out for Dragon Warrior (and a bunch of other DoaE stuff). Here's the thread:
http://www.gamefaqs.com/boards/563402-destiny-of-an-emperor/55835108
So far it looks like each enemy unit has its own values for experience and gold. The experiences are adding up to a total experience that makes sense but the gold part isn't adding up. Still can't find where it's getting these values from either…
August 3, 2010 at 2:02 am #38173DragonAtmaModerator…and there was much rejoicing! *yoink*
-
AuthorPosts
- You must be logged in to reply to this topic.