Home › Forums › Destiny of an Emperor › [MOD] Destiny of an Emperor Rise of Ieyasu 2.0
Tagged: Destiny of an Emperor Mods, Ieyasu, sonic.penguin
- This topic has 401 replies, 18 voices, and was last updated 3 years, 7 months ago by
MiDKnighT.
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March 6, 2013 at 1:35 pm #42107
MiDKnighT
ModeratorI reproduced the all-out thing with tracing on. What appears to be happening is…
It is playing some kind of sound then pulling a number from the accumulator (01) and switching to that page. It may be the wrong page or the wrong location since it executes bad/wrong code there.
Why was 01 there? It was stored in $ED then pushed onto the stack:
$EF08:A5 ED LDA $00ED = #$01 A:00 X:FC Y:00 S:0B P:nvUBdIZC
$EF0A:48 PHA A:01 X:FC Y:00 S:0B P:nvUBdIzC
Have to trace again to see how $ED is getting populated.
March 6, 2013 at 9:32 pm #42108sonic.penguin
ModeratorQuote:Actually… since I've only handled 1 or 2 Heaven spiked tiles / gates / castles … and looking at the breadth of enemies available… it's looking like ALL of Heaven is going to be a royal PITA hehehe. Enemy generals have high tactic stuff (better than Kanbei even) … and most have decent STR, high AP (250/255?!) and decent AC. It looks like it'll be a fair amount of save state before encounter and then trying the fights repeatedly. I refuse to stoop to save stating mid battle.Ever play an enix game? They had some of the greatest bonus sections after their games that were darn near impossible. I thought I would incorporate that trend into the mod as I often found myself enjoying the bonus sections more than the original game. Hopefully with the new adjustments being made it'll be a little more reasonable.
Quote:I reproduced the all-out thing with tracing on. What appears to be happening is…It is playing some kind of sound then pulling a number from the accumulator (01) and switching to that page. It may be the wrong page or the wrong location since it executes bad/wrong code there.
Why was 01 there? It was stored in $ED then pushed onto the stack:
$EF08:A5 ED LDA $00ED = #$01 A:00 X:FC Y:00 S:0B P:nvUBdIZC
$EF0A:48 PHA A:01 X:FC Y:00 S:0B P:nvUBdIzC
Have to trace again to see how $ED is getting populated.
Indeed. Did the vid help to recognize it?
March 6, 2013 at 9:44 pm #42109MiDKnighT
ModeratorQuote:Indeed. Did the vid help to recognize it?Ya, this is looking like it will be a tough bug to figure out though…
March 6, 2013 at 9:47 pm #42110sonic.penguin
ModeratorQuote:Ya, this is looking like it will be a tough bug to figure out though…March 7, 2013 at 1:22 am #42111sonic.penguin
ModeratorThings updated in this release (download on 1st page):
*Additional officer rebalancing
*Tactic Damage balancing
*Adjustment in tactic learned level
*Tactic cost balancing
*New Tornado effect for Tsunami/Cyclone
*New Flame effect for Flare/Cannons/Barrage
*New officer sprites
*New additional officers added to PoH
Things to come!
A bugfix that causes the game to lock up during some battles
March 7, 2013 at 12:24 pm #42112unfy
Moderatorre: updates
I'll be attempting to finish it with my older ROM. A bit nervous about balancing changes made hehe. If it turns out to be too harsh I'll try updating.
re: enix games
am a big fan of the dq/dw series by far. still need to play 7 and 9 though. prefer dq/dw to ff, too heh. although ff1 is pure awesome sauce (the original, not bastardized later remakes). anyhoo, bonus areas were harder aye, but I don't recall every fight in the bonus areas to be impossible :P.
re: bug
dunno how most nes games are coded, or 6502 in general.
does it use some kind of cooperative multitasking kernel (unlikely given the low speed of the chip) ?
does the sound chip generate interrupts ?
basically, is there a bank switch caused by an external interrupt or cooperative task that doesn't proper restore the machine state on an x86-equivalent iret ? how expensive would a push/pop of $ED be ? 4 instructions ? how nasty is this ? executable / rom hacking in a fixed address space makes that nigh impossible to deal with, i know (unless ya have everything jump to new areas.
March 8, 2013 at 12:51 am #42113sonic.penguin
ModeratorQuote:dunno how most nes games are coded, or 6502 in general.does it use some kind of cooperative multitasking kernel (unlikely given the low speed of the chip) ?
does the sound chip generate interrupts ?
basically, is there a bank switch caused by an external interrupt or cooperative task that doesn't proper restore the machine state on an x86-equivalent iret ? how expensive would a push/pop of $ED be ? 4 instructions ? how nasty is this ? executable / rom hacking in a fixed address space makes that nigh impossible to deal with, i know (unless ya have everything jump to new areas.
I'm not too big on 6052 assembly. MiDKnighT does all the heavy lifting around here when it comes to that. I put in the legwork with other things.
Quote:I'll be attempting to finish it with my older ROM. A bit nervous about balancing changes made hehe. If it turns out to be too harsh I'll try updating.I'm doing balance tweaks with what I've learned to work w/ Flames of Wu. Once I get to PoH, I'll see if it matches well with the new updates.
March 8, 2013 at 5:45 pm #42114RabanMaur
ParticipantI'm currently trying to get past Masamune, not easy, don't seem to have the right tactic(i'm at level 33). What's up with Ina? She has a ''man's'' portrait….huh……what's the deal…in the old version she was cool but it's weird now……
Anyhow…shock really helps ehn you get it, but now i'm searching for ways to trim th HP difference with the opposition.
RM
March 8, 2013 at 7:31 pm #42115unfy
ModeratorI went through Masamune before the recent balance changes…soooo… dunno if this applies or not.
We were about the same situation, although our party line ups were different (I skipped the body double general acquisitions… pre balance changes they weren't too useful). For me, guard'd / protect'd and war edged my way to victory.
Oh, and just to note extreme luck that made my fight completely easier… masamune dueled me and both generals died :P
I will note, that I hex edited my rom to make Steed's work (not necessary in updated rom on first page), and they are a god send. If ya aint got them on your thumpers, I'd suggest them.
Speaking of Steed mechanic.
Question for sonic penguin and midknight.
It's a table of items that grant a second attack, right ?
I've not tried it, but can I have a halberd / sword equipped, and simply HAVE a bow in my inventory and be granted the second attack ?
March 8, 2013 at 7:54 pm #42116MiDKnighT
ModeratorQuote:It's a table of items that grant a second attack, right ?Yes that's the way ludmeister designed it. A modder can put any item there. Ie…you could make Elixir A create a double attack if you wanted it to.
Quote:I've not tried it, but can I have a halberd / sword equipped, and simply HAVE a bow in my inventory and be granted the second attack ?No. When an item is equipped it adds 0x80 to the item number. So in this mod the 3 items in the table are essentially equipped bow, equipped crossbow, and non-equipped steed. A non-equipped bow won't add the double hit.
March 8, 2013 at 8:45 pm #42117RabanMaur
ParticipantSo i guess i need war edge to proceed then…and I got steeds to work and have equipped them to 4 of my generals, so i should be ok eventually.
my lineup is
Tadakatsu(250 str..monster in duels)
Hanzo(255 spd…200 str…can dish pain or guard before the ennemy reacts)
Muneyoshi (244 str, low spd tough..but not bad)
Ieyasu (with sunfire 241 spd, 230 int…)
Kanbei (balanced character, a bit slow at 199 spd, but very good int/str)
240 int/160st/150spd strategist (guy you get when visiting double after Kyushu is taken..i always use an offscreen character as strategist..because if your strategist dies you lose all your tp!).
I remember a time where Tadaoki and Ina where really useful in this mod because of their spd lv and the fact they had soldier growth…. Ina still is over 200 spd but is not a lor superior to Yoshiaki in this version of the game. I tend to keep general who have soldier growth about until the path of heaven section because they eventually outgrow their ''superior'' counterparts…keeping Dossetsu (awesome stats) around when you get to 10 000 soldiers doesn't make much sense to me.
March 8, 2013 at 11:38 pm #42118unfy
ModeratorHow my fight would have gone without the lucky duel, I dunno.
War Edge was indeed godly with the earlier version of the mod. Three thumpers being able to dish out near-crit always-hit damage to everyone was just soooooo useful. I loaded up the newer rom and noted that war edge wasn't as prolific. This definitely changes a lot of game play so I don't necessarily have a suggestion with the new tweaks :/. Although, with the tweaks, my Kanbei didn't have Thwart I don't think. But that's using the battery backed sram from a diff rom version so …. that don't count cause it'll obviously be wonky.
Dossetsu was indeed handy for a long while, especially with lotsa folks having revive but no remedy etc. By the Masamune fight, not so much sadly.
I never used Tadaoki in my play through… lower soldier counts and lower stats… he just wasn't useful.
When I wrap up my play through of the somewhat older of RoI, I'll have to give RoL another go (given the changes that have taken place), as well as other mods that have been tweaked as well heh…. and obviously FoW when it gets finished.
March 9, 2013 at 2:30 am #42119sonic.penguin
ModeratorRabanMaur, you'll have to update to the latest version to fix the bugs w/ Ina's portrait alone w/ a lot of other changes. Latest version release 3/8/13
Quote:I never used Tadaoki in my play through… lower soldier counts and lower stats… he just wasn't useful.finding the right match for Tadaoki is hard. Having him too smart or too weak is a toughie. I might give him more agility to supplement.
March 9, 2013 at 4:25 pm #42120sonic.penguin
ModeratorCurrently making a video for this mod. Stay tuned.
March 10, 2013 at 12:26 am #42121sonic.penguin
ModeratorNew video featuring some highlights of the mod has been uploaded to youtube. Check it out if you get the chance and let me know if I should make any changes to it.
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