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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Lord Yuan Shu.
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August 6, 2010 at 12:20 pm #38189
DragonAtma
ModeratorKeep in mind that they do the same with castle battles; for the first half almost everyone is one of Cao Cao's relatives, and then there's none at all for the second half.
More specifically…
Before: (13/14 are relatives)
Cao Ang
Cao Chun
Cao Pi (twice)
Cao Ren
Cao Xiu
Cao Zhang
Cao Zhen
Cao Zhi
Xiahou De
Xiahou Dun
Xiahou Mao
Xiahou Shang
Xiahou Yuan
Zhang Liao
After: (0/22 are relatives)
Chen Qun
Cheng Yu
Dian Wei (twice)
Hou Cheng
Jiang Gan
Le Xin [Yue Jin]
Li Dian
Liu Ye
Liu Dai
Lu Wen
Mao Jie
Niu Jin
Sima Shi
Sima Zhao
Sima Yi (thrice)
Wang Can
Wang Shuang
Wei Xu
Xu Zhu (twice)
Xun Huo [Xun Yu]
Yang Xiu
Yu Jin
August 6, 2010 at 1:25 pm #38190MiDKnighT
ModeratorYa so it seems like they should have had a chapter 9 but didn't. Lazy developers :x
August 6, 2010 at 3:40 pm #38191DragonAtma
Moderator
It's not perfect, but it's a pretty good split of the Wei/Jin area, especially if you move the first bridge southwest a bit.
Fans had no trouble moving sections around in FF1; it's quite likely they can do something similar for the few ordered lists (such as rebel force amounts), and they can simply change a bunch of 8's into 9 to handle most of the things.
Atma's no programmer, but I've seen enough data that I think it's possible.
August 6, 2010 at 3:58 pm #38192MiDKnighT
ModeratorYou could split Wei like that for sure but you can't have a chapter 9. Part of the reason is that all the rebel force, bandit force, etc… are broken up into 8 groups. See this post for reference. There is no 9th group defined. So in order to split Wei into 2 chapters you have to consolidate 2 other chapters into 1 chapter. Then Wei would seemingly be chapters 7 and 8 unless you moved the order of the map/chapters around.
You'd have to be an assembly/rom hacking guru or a former or current Capcom employee to truly add a chapter 9. It's the same kind of problem as adding more custom portraits than the game currently allows. I'd love to do it but all 255 pointers are already taken up and it's too crazy complicated to try to add more.
Changing the subject… I am curious about your "Jin Xuan" mod problem… Ie…custom battle taunts for every battle. I think this may actually be possible without major headache but it would take some digging.
Currently I know how to move battles around so theoretically you could put custom taunts where you want them but not for every battle… Only the battles that already have custom taunts. So for example, we know for sure that the Chang Sha battle has a custom taunt "This castle will be difficult to conquer" or something like that. So if you wanted to put a custom battle taunt somewhere else you could swap the addresses of the battles so that the Chang Sha battle actually happens somewhere else and that the generic battle taunt goes to Chang Sha.
Now, how to have a custom battle taunt for every battle? That's a harder problem… I *think* the taunts for each battle are stored in the battle definitions.
EDIT: OK the battle definitions are in the 36###-3B### area of the ROM.
For example… The Chang Sha battle is battle ID "1F". I *think* that somewhere in it's definition is a reference to the taunt text but I don't know what that reference is yet.
Figuring out how to add a chapter 9 or how to add more custom portraits is out of my league but if I figure out the custom taunts thing for every battle do I get a prize? 8)
August 7, 2010 at 3:05 am #38193DragonAtma
ModeratorCustom taunts are more than possible; all we need to do is (1) find the location of the taunts-per-battle chart and (2) use DoaTEd to add more taunts and assign them properly.
And yes, I will leak another Jin Xuan Mod avatar when someone provides Atma with a solution for the taunt issue.
And for the feasibility moving stuff, see this thread.
August 8, 2010 at 10:07 pm #38194MiDKnighT
ModeratorHey Dragon, I got what you've been looking for! The current text pointer for a battle (or any other text) is loaded into memory to $0014. So for example, the first battle (Qing Zhou – battle ID 00) is loading text line A6 into $0014. Using your windows calculator you can translate hex to dec – A6 translates to 166. It just so happens that the opening script for that battle is on the 166th line if you open the rom in the text editor and sort it by occurrence. The opening line pointers for all battles are stored at 0x3AF21:
A6B7 AE00 0000 2324 8187 2628 8507 8081
8385 8387 8486 8200 8187 6D00 8084 8500
8084 8285 0086 8180 8582 8780 8683 8186
8180 0084 8182 FF86 82B9 8085 84BE D882
8386 DE84 8081 E7ED 5E00 0006 0060 D000
So A6 is the Qing Zhou battle, B7 is the Mt. Da Xing battle, AE is the Tie Man Xia battle, etc… The order of the battles can be found on page 2 of this thread. Which text bank it will use is at 0x3AF79:
0000 00FF FFFF 0101 0202 0101 0201 0202
0202 0202 0202 02FF 0202 02FF 0202 0203
0202 0202 0202 0202 0202 0202 0202 0202
0202 FF02 0202 FF02 0202 0202 0202 0202
0202 0202 0202 0202 0100 0003 FF02 02FF
Closing comments (like "Retreat they are too strong", etc…) are stored at 0x3B0A3:
CACA CA00 00D6 FF25 0000 27FF 0008 0000
0000 0058 0000 0000 0000 CF00 1000 0001
0000 0000 0100 0017 1B1A 0000 0000 0000
0000 0000 0000 6200 00BA 0000 0000 D900
0000 DF00 0000 ECEE 5F00 0007 0061 D3FA
Text banks for those are at 0x3B0FA:
0000 00FF FF80 FF01 FFFF 01FF FF81 FFFF
FFFF FF01 FFFF FFFF FFFF 81FF 83FF FF03
FFFF FFFF 02FF FF83 0303 FFFF FFFF FFFF
FFFF FFFF FFFF 02FF FF02 FFFF FFFF 02FF
FFFF 02FF FFFF 0202 01FF FF03 FF02 0202
Testing a new line of text… Added a new text line right after Lu Bu's death speach: "Oh my life comes to an end…etc…" which according to the above charts is at FA in Bank 02. So my new line should be at FB in Bank 02. I changed the Qing Zhou battle (the first one) to point to this text/bank and…IT WORKS!
Now every castle and fortress battle in the game can have custom opening and closing remarks.
August 9, 2010 at 9:49 am #38195DragonAtma
ModeratorGood! At last, Jin Xuan mod can be revived!
…and Niahak can add it to DoaEd or DoaTEd! (maybe they should be fused into one editor?)
August 9, 2010 at 1:23 pm #38196MiDKnighT
ModeratorPoor Niahak. We keep giving him more stuff to add… But wow what a tool it will be if he gets it all in. Opening and closing battle comments would be sweet on that "battles" page.
August 9, 2010 at 4:26 pm #38197Paulberios
ParticipantAt least nobody has asked for voice command yet…
August 9, 2010 at 9:22 pm #38198Niahak
ModeratorYikes.
So, uh, which should I focus on? Map stuff (warps, row/column/etc) or Battle stuff (general battle editing)?
And yes, DA, I am planning to merge the Text and current editors. Eventually. I seem to recall the text editor code being a complete mess…. but maybe it's salvageable ;)
I should note I'm pretty busy over the next few weekends… but I'll see if I can't sneak something into the next couple.
August 10, 2010 at 1:20 pm #38199MiDKnighT
ModeratorQuote:So, uh, which should I focus on? Map stuff (warps, row/column/etc) or Battle stuff (general battle editing)?All of them :P
OK OK I'd say go for the low hanging fruit first, whatever that may be.
EDIT: The row/column thing is the most annoying to me right now so hopefully that fruit is pretty low :lol:
August 14, 2010 at 3:39 am #38200MiDKnighT
ModeratorSo I had started a new mod but found it to be too tedious to do so many things via hex… Waiting on some tool enhancements to make it easier. Niahak you gotta get your priorities straight my man. Destiny first, real life second. So what if you lose your job and your wife/girlfriend. You'd have an awesome tool and awesome mods to show for it! :lol: Right guys? :paranoid:
August 14, 2010 at 1:23 pm #38201Niahak
ModeratorSorry, job's been a little stressful lately so I haven't been feeling the coding.
I'll try and put something together this morning. Planning on the row/column thing – that shouldn't be too bad.
August 14, 2010 at 3:53 pm #38202Niahak
ModeratorLow-hanging indeed. I took the opportunity to clean the code up a bit too…
This has horizontal/vertical sorting with the map entries you provided.
Region 0 wasn't mapped, so I gave it 00/00 (it always turns up first).
Some other regions weren't either but I don't think most are on the world map. They have 153/153 (actually 99/99).
Sorry about using decimal displays rather than hexadecimal. I'd like to keep things easy for the people not used to using hex.
Given that I have horiz/vert now, I wonder how easy it would be to do warps (at least marking them, if not moving them)… but that would probably come tomorrow at the absolute earliest.
And, just 'cause, a little treat that I found in my images folder…

This has got to be the one moment I enjoyed the most of the game the second time I played it (the first time I didn't think to try pursuing the matter ;))
Sorry LYS!
August 14, 2010 at 4:10 pm #38203MiDKnighT
ModeratorYay! I'll give it a shot.
EDIT: One minor thing. Does it makes sense to name each region (Region ##). I think it makes more sense to name them by their Horiz / Vert / Hex. Something like what you have under the map display. That would help to quickly find a zone you're looking for.
Quote:I wonder how easy it would be to do warps (at least marking them, if not moving them)I approve of this plan.
:thumbsup: :thumbsup: :thumbsup:
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