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
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February 8, 2012 at 1:29 am #41843sonic.penguinModerator
Updated link @ the top of this page. It is safe to overwrite your previous file w/ the current one.
February 8, 2012 at 10:26 pm #41844MeteorStrikeParticipantHey.
No, sorry, I'm not a mod player… I had mentioned this as part of my 9000-byte rant about mods which I had decided not to post because it might come across as a little bit… what's the word… bitchy? :)
I think the only mod I've ever played was Outlands for Zelda 1, and the only reason I played it was to complete my Zelda 1 map generator. ( OK, I guess I've messed around a little bit with some of those Metroid hacks for a few minutes, etc. ) I'm more of a "purist" when it comes to playing games. It's one of the reasons I have no interest in editors. ( Although there are some very-few exceptions but I'll leave it at that. )
As far as your question, I understand what you said about Tile Layer Pro, but if you open up the game using it, you can scroll down to that ROM address and see the title Patterns. Then, you can figure out which Pattern is used for which section of the title screen, and based on that, you can figure out all the start addresses for each Pattern. ( The 8×8 pixel images )
You can then use that info with your fidian program, I suppose, but the point is, the Patterns are not stored from left to right and top to bottom as they show on the screen, so you need to figure out that on your own. However, simple visual inspection should let you know this info pretty easily.
For example, if the title Pattern images were literally:
"D E S T I N Y"
then it might be stored in the ROM as:
"E S T N Y D I"
So the Pattern at B810 is "E" the Pattern at B850 is "S" the Pattern at B890 is "T" and so on. Then you can figure out what to insert where…
EDIT: I don't remember the exact size of a Pattern right now, but I think it's -not- 0x40. It should be 8 x 8 pixels and each pixel is 2 bits, so I -think- it was 16 bytes per Pattern… using Tile Layer Pro, you should be able to see the start address of each Pattern though…
February 8, 2012 at 10:34 pm #41845sonic.penguinModeratorYoure missing out, considering its a lot of the code everyone has worked on here in motion :unibrow: The Path of Heaven is calling you…. and actually, my best mod tweaks have come from the moaning and… you know, since telling me "good job" doesn't exactly help me change anything for the better even though it is nice to hear.
Anyways, yeah I did try some of those editing tricks. The actual strips for portraits are stored in 8×16 strips and whatnot, at least for portraits. I see how the DOAE title is but thats not as huge of a deal as the "peach garden" picture. BUT, any clue on how to put colors behind the portraits in the opening bio screen?
February 8, 2012 at 10:40 pm #41846MeteorStrikeParticipantColors can literally be stored anywhere. There is no "color" format the way there is a "Pattern format" hence the reason programs like Tile Layer Pro can't auto-detect the colors used for the Patterns, even for Patterns that only use 1 color set.
Anyways, your best bet might be to add a breakpoint on the section the game notoriously uses for loading the Palettes, but I forget the address. My laptop is off right now so I can't check. What exactly do you want to edit? Just the colors of the picture that shows up when the brothers make their oath? I'm guessing you changed that picture and now you want to change the colors too?
EDIT: From pure memory, I think it might have been something like 0x1E0 -> 0x1EF in RAM or something similar… but I'm not sure…
February 8, 2012 at 10:44 pm #41847sonic.penguinModeratorNope, I want to change the "oath" picture and I wanted to change the colors on the portraits in the opening bio screen. Download the Rise of Ieyasu mod, take a look at the bio screen, then start a new game and see that they dont pull the data from the portrait backgrounds in game. It's the same for the ending credits (which is why you should play to see your special part in that).
I tried changing things via TLP but it was horrible and like I said that
oath" portrait is in two pieces in the ROM as far as I can tell.
February 8, 2012 at 10:50 pm #41848MeteorStrikeParticipantOHHH wait, so when you say "opening bio screen" do you mean if you don't press anything for a few minutes in the title screen and then they show you all the important generals, and they have a little bit of info for each one? Like "Zhang Fei – The only man in ancient China strong enough to face Lu Bu in hand-to-hand combat" type of thing?
I thought those would have used the same colors and everything as they would in-game.
And the "oath" picture is the one they show right after the 3 come together at the intro and they say "we shall die on the same day, blabla" right?
February 8, 2012 at 11:04 pm #41849DragonAtmaModeratorThere's obviously some programming that changing palettes — "AB CD EF 01 aa bb cc dd changes palette 01 to color aa, bb, cc, and dd" or something, although I don't know what the coding would be. MeteorStrike, you likely do, though, so if you shared it with us we can just do a search on the appropriate bytes — even if it returns multiple results, it'll cut down the number of possible locations from 262,144 possibilities to a lot less than that!
February 8, 2012 at 11:08 pm #41850sonic.penguinModeratoryes, that would be the one, they all are standard "white" but my new and improved portraits use color backgrounds.
February 9, 2012 at 4:50 pm #41851MiDKnighTModeratorI'm back. I've been lurking the last few days but haven't posted because I know I have work expected of me and didn't have much time.
Good work on this mod from the pics, etc… I have seen so far!
February 9, 2012 at 9:14 pm #41852sonic.penguinModeratorAh thats alright, most things have been managed, other than our recent adventure to figure a way to mass edit the "peach garden picture" instead of TLP q.q
If you've been skulking about then you probably know about the gold/level issue w/ the patch. Other than that, keep us posted on whats been up in your neck of the woods
February 9, 2012 at 9:38 pm #41853MiDKnighTModeratorYa I looked at the gold/level thing a bit today. I've got some ideas. For level it looks like it sets to a value of 01 then adds another value to it to give the current level. When I moved the "Level" box up one that process stopped working. So just have to backtrack that.
February 9, 2012 at 9:38 pm #41854MiDKnighTModeratorYa I looked at the gold/level thing a bit today. I've got some ideas. For level it looks like it sets to a value of 01 then adds another value to it to give the current level. When I moved the "Level" box up one that process stopped working. So just have to backtrack that.
February 9, 2012 at 11:32 pm #41855sonic.penguinModeratorJust to note, I did manage to plot a few special addresses that have to do with sprites, when I get the chance I will try and plot more:
Sprite Addresses
Shopkeepers
3112C Inn/Merchant/Save
31117 Weapons/Food/Billet
First Village
31AB4 Northmost Person
31ABB Zhang Shi Ping
31AC2 Horse
31AC9 Song Ren
31AD0 Song Yong
31AD7 Cui Zhou Ping Stalker
31ADE First Villager
e
Xu Zhou
31AA5
31A9E
31A97
31A90
31A89 (changes 2 sprites)
31A82
31A7B
Castle North of XuZhou
31A6C
31A65
31A5E
Pirate House sprite
33A61
and thanks to meteorstrike for chasing this sucker down, the actual address area for changing the soldier bars, but I've added some specifics:
3ADF8= default value 25 = (pinkish)
3ADF9= default value 27 = (orange)
3ADFA= default value 38 = (pale green)
3ADFC= default value 21 = (light blue)
3ADFD= default value 2A = (neon green)
February 9, 2012 at 11:45 pm #41856MeteorStrikeParticipantThere was a post MidNight made a while ago where he copy-pasted the message I sent him from youtube. It contains information on how to find NPC sprite data for any map, given the map ID.
February 10, 2012 at 12:27 am #41857sonic.penguinModeratorYeah, but this gives a way to "quick search" a sprite in a given town w/out having to trace the map address, and doesnt it make it difficult once people walk a step or two?
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