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May 26, 2013 at 6:52 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40396
ludmeister
ParticipantHere's a better demo of the font now that it is finished:
When all else fails... manipulate the source code.
May 26, 2013 at 6:37 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40395ludmeister
ParticipantAlright, I've got the Atma's font all done. I did change up a few letters in a very cosmetic way, and I took the liberty of shading the horse, and creating a different wing. One more palette swap:
This palette swap is essential so that you can read the title screen. :smirk:
Code:0x7c69c: "0F200F0F0F200F0F" -> "0F2021110F202111"Here is the hex code for the font, to be placed in 0x8010 to 0x880f (0x800 bytes):
Code:7C0000D6E60000007CC6CE0000C67C00
30000030300000003070300000307800
7C00000C180000007CC606000030FE00
7C00001C060000007CC6060000C67C00
1C00008CFE0000001C2C4C00000C0C00
FE0000FC06000000FEC0C00000C67C00
7C0000FCC60000007CC6C00000C67C00
FE00001830000000FE060C0000303000
7C00007CC60000007CC6C60000C67C00
7C00007E060000007CC6C60000C67C00
00000000000000000000000000000000
38383C3F1F0F4000505456582F304F00
0000FFFFFF00000000FF00FF00000000
000000FFFFFF000000000000FF00FF00
00104410104410000010542828541000
1000BA38382800821010C64400544482
3800006CFE00000038386C0000C6C600
FC0000FCC6000000FCC6C60000C6FC00
7C0000C0C00000007CC6C00000C67C00
FC0000C6C6000000FCC6C60000C6FC00
FE0000FCC0000000FEC0C00000C0FE00
FE0000FCC0000000FEC0C00000C0C000
7C0000C0CE0000007CC6C00000C67C00
C60000FEC6000000C6C6C60000C6C600
30000030300000003030300000303000
06000006C60000000606060000C67C00
CC0000F0F8000000CCD8F00000DCCE00
C00000C0C0000000C0C0C00000C0FE00
C60000D6D6000000C6EEEE0000C6C600
C60000DECE000000C6E6F60000C6C600
7C0000C6C60000007CC6C60000C67C00
FC0000C6FC000000FCC6C60000C0C000
7C0000C6D60000007CC6C600007C0E00
FC0000FCD8000000FCC6C60000CCC600
7C00007C060000007CC6C00000C67C00
FC00003030000000FC30300000303000
C60000C6C6000000C6C6C60000C67C00
C60000C66C000000C6C6C60000381000
C60000D6FE000000C6D6D600006C6C00
C600001038000000C66C3800006CC600
CC00007830000000CCCCCC0000303000
FE00003870000000FE0E1C0000E0FE00
3C0000A1A100003C3C4299000099423C
3C0000A5B900003C3C42B90000A5423C
000000CCCC00000E0000780000CC7C0E
000000706000000000006C0000606000
000000E07800000000007C00001CF800
30000030300000003030FC0000301800
0000000C7C0000000000780000CC7600
C00000CCCC000000C0C0F80000CCF800
000000CCC00000000000780000CC7800
0C0000CCCC0000000C0C7C0000CC7C00
000000CCFC0000000000780000C07C00
18000030FC0000001834300000303000
000000CCCC0000780000780000788C78
C00000D8EC000000C0C0C00000CCCC00
00000000300000000000300000301800
00000000180000300000180000185830
600000787000000060606C0000786C00
30000030300000003030300000301800
000000B6B60000000000EC0000B6B600
000000CCCC0000000000F80000CCCC00
000000CCCC0000000000780000CC7800
000000CCCC0000C00000F80000F8C0C0
004040402C1816060000203010000002
C0A0512B160C1A30004020110A060D13
0060703E121E1E00E0908A442C1A2503
004020301D0F060D4000402024110106
107050F81C0E0703C0D03068140A0502
2070B09884C2613C605028647A251201
883030089C0E07022040C878340A0503
3866422123224682002A00420240A240
001CB89CCE67230000322C743A050200
00403A322A003800C08F182060464440
00082418540C01021040008E1B331F0E
00427E7E7E00242442A58100245A3C3C
44AA54287C2844006CFEFE7C007CEE44
42993C1818187E189924427E002424DB
01285A8D8D0C10100952A55200050800
0000387C3C381C007C06448222440200
3C182452A1A1817E000000105E5E7E00
01021F3F3F7F6100021C28404080D060
000082C468300000008244AA44281000
180C106D566C7C102412290180820028
1E267E5A7E5A7C002064001000080200
000002FFAD27020000000402548A0400
804020100804020140A05028140A0502
00003C70E0C00000000042A000400000
FE828282EE6C38008200383854280000
0028542814240C0420586C542A3A0800
10202A8050983A001830BAFA6EE44638
0008000440000000000C183C7C6E261C
0408387E0C1020400A14204204081020
BA80582008100008C680642014100808
3030F0FE1E1818002828EE00EE282800
287CFE7CFE3800004492008282001000
66000000000000006666880000000000
18000000000000001818200000000000
00000000000000200000000000181820
00000000000000000000000000181800
000000CCCC0000000000CC0000DC6C00
000000C66C0000000000C600006C3800
000000D6D60000000000D60000EE4400
00000078300000000000CC000078CC00
000000663E00003C000066000006463C
00000018300000000000FC000060FC00
60F0D048080402000060480004000402
385CBEBE9A4438003864C2C2E67C3800
384C968A82443800384C9E8A82443800
00400F1F3F3C3838004F302F58565450
0002F0F8FC3C1C1C00F20CF41A6A2A0A
1C1C3CFCF8F002000A2A6A1AF40CF200
5028349A3428500030188CC68C183000
0010826CBA54281000381082C66C3810
38F0EEEE1E3810002850200814283000
FEFEAAFEFE1800008200000082284000
386CC682C66C3800002854104C280000
3C66D8ACD66C38000024400844280000
7C7C5438383838004400004400380000
00000040400000000078400000000000
00000000180000000000000000000000
000000007E0000000000000000000000
1800001818000018183C3C0000001818
3C00001C180000183C66060000001818
00000008100000000002040000204000
38383838383838385050505050505050
1C1C1C1C1C1C1C1C0A0A0A0A0A0A0A0A
386CF6BADE6C38000028542854280000That was a bit of work, but was well worth it. Looks great! Perhaps this might inspire others to play with the palettes some more…
When all else fails... manipulate the source code.
May 26, 2013 at 11:44 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40393ludmeister
ParticipantQuote:Can't get you a savestate, as I did not use ppu viewer or hex editor; I used ms paint. Sorry.But again, you can just paste them in with tile layer pro and use it to get the locations.
Doh. That's okay. I'm not familiar with Tile Layer Pro, so I'll stick with good ol' fashioned hex editing. That's some great MS Paint work; painstaking detail. Again, thanks a ton for your work, if you hadn't created your font graphic, I don't think I would be tackling this task.
When all else fails... manipulate the source code.
May 26, 2013 at 5:19 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40391ludmeister
ParticipantAtma and MiDKnighT-
Success! :huohu:
I have successfully hacked the font loading routines, and set the stage for a 2-bit font-set. Here's a litany of what I've changed. Keep in mind, this requires an expanded font-set in 0x8010-0x880f (0x800 bytes).
0x7c39b: This will make font load 2-bytes-per-character at a time
Code:"20B9C3 20CEC3" -> "4C7DC3 EAEAEA"0x7defb: This pointer originally pointed to Page 09, BA00. Pointing to Page 2, Starting at 8000.
Code:"00BA" -> "0080"0x7deed: Page switch to 02, rather than 09.
Code:"A909 2082C4" -> "A902 2082C4"0x7c687: Palette swap for status/army/battle screen. Not sure how much more. Other palettes will likely need tweaking.
Code:"01200F200F200F200F170F170F372621" -> "012021110F2011210F220F320F372621"0x7c3a7: Font data changed slightly when going into status/army/battle screens. This guards against that.
Code:"38" -> "60"For 0x8010-0x880f, go into FCEUX's PPU with DoaE running, while your party is in the overworld, and copy 0x1000-0x17ff. Paste those bytes directly into the DoaE ROM.
EDIT: Here's a screenshot of just enough done of the new font to take care of the numbers:

Atma, all we need to make your font a reality is for you to get me a savestate that contains your coloring work. You really have done great work! Otherwise, I have your fontset graphic open in a graphical editor, so I can translate it by hand, which I can also do. The numbers didn't take long at all to do.
When all else fails... manipulate the source code.
May 26, 2013 at 12:58 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40390ludmeister
ParticipantAwesome, MiDKnighT.
@ Atma-
What are the hex codes for that font set? I think I understand what you're doing now… painting using the PPU Viewer, and the Hex editor. This may be be a trick to work through, programatically, since there is 0x400 bytes set aside for the font, and doing a 2-bit font set would require 0x800 bytes (obviously).
EDIT: I found a spare 0x800 bytes (exactly!!) in page #0x02 in the Rom, in the space 0x8010-0x880f. I have to believe that this is a sprite page. I figure this is perfect for placing Atma's enhanced font, and I am in the process of testing to see if I can move the font to page 0x02 without totally borking everything. I am actually confident that this could be pulled off! :nod:
Font character #0x41 is a horse, and #0x42 is a wing (though it came out like a winged boot).
Perhaps you could send me a Save State that you used to mock this up?
When all else fails... manipulate the source code.
May 25, 2013 at 5:52 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40385ludmeister
ParticipantMiDKnighT:
There was indeed a buggy, but it wasn't actually getting to the Base AC portion of the algorithm! I had forgot to change the pointer to the replaced Weapon Damage list, which was part of the Item Expansion edit. It now works as it should. The patch has been updated at my site.
When all else fails... manipulate the source code.
May 25, 2013 at 5:10 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40384ludmeister
ParticipantQuote:I don't know what code you changed so I'll let you look into it further. To find it just use your patch, set the debugger to break on a bad opcode, and go all-out in battle.I'll look into that now in the next hour. Just apply the 1.2 patch, and then apply the 1.3 patch?
Quote:And I've got the tactic name stuff ready to go soon. After the bug above is fixed I'll stick it in the version 1.3 IPS patch. I'm gonna go ahead and make room for 255 tactic names for my future tactic expansion project. 9 characters per name (including icon) is the max right?Yes, at least as we have the Status menu coded. You actually could get away with 10 characters, if you were okay with tactic names overflowing there, over the right border. The battle menu would be fine with 10 characters, with no problems.
Quote:I also noticed that you didn't put the icons in the default expanded item names. I'll go ahead and do that for the 1.3 IPS patch.Thanks, I hadn't done that. I also don't have icons in the tactic names, either (especially since those were created just yesterday). :-)
When all else fails... manipulate the source code.
May 25, 2013 at 5:50 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40380ludmeister
ParticipantI was curious about where the item gains were defined during events, and I think I found many of them:
This one is tested, and I was able to change the reward:
Code:0x37333: "51" <– Item ID for Qinglong, gained after Pirates defeated, in Jin DuI found four other event item gains by doing a search for "206FE9", which translates to
Code:20 6F E9 JSR $E96FThis subroutine gives the item to the first officer with space to carry it. Here are four others item gains:
Code:0x366dd: "1A" <– Get Intro Letter
0x3680f: "18" <– Get Silver Key after paying 4000 gold
0x368a2: "1B" <– Get Gunpowder after talking to Sima Hui
0x368dc: "22" <– Get Zhou Letter from Zhao Yun's sisterWhen all else fails... manipulate the source code.
May 25, 2013 at 2:49 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40379ludmeister
ParticipantOne more little tidbit that controls the cash flow of the game, especially as your army begins swapping out expensive weapons/armor for more expensive ones… the sell rate that item shops observe. The multiplier is 75%, and this is found in the code here:
Code:0E:8F17:A9 C0 LDA #$C0 <– Rate of selling, out of 255.Therefore, to change this rate of exchange, edit this byte:
Code:0x38f28: "c0""40" would be 25%, "80" would be 50%, and so on.
When all else fails... manipulate the source code.
May 24, 2013 at 8:38 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40376ludmeister
ParticipantQuote:Oh ok, I didn't realize the item expansion was already done.:oops:
Yeah, I totally get that, since I haven't done a full write-up of the hex changes that I made yet for the Item expansion enhancement, but I can do that in the next few hours if you'd like that. It was somewhat extensive
When all else fails... manipulate the source code.
May 24, 2013 at 8:34 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40375ludmeister
ParticipantAk. I found that I still hadn't fixed the TP gain function. Here's an extra change that should do the trick:
Code:0x5976: "6900" -> "18ea"Sorry that I didn't get it right the first time. :|
When all else fails... manipulate the source code.
May 24, 2013 at 7:55 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40373ludmeister
Participant@ MiDKnighT:
Yeah, the item expansion enhancement allows each item string has more than enough space to add icons, so that's already been done. I have not done tactics though, if you'd like to do that. I'm having to re-think a couple of my tactic names that were 9 characters long… adding an icon makes the maximum name length 8 characters. :(
@ Atma:
Icon 0x46 is a mace. It looks better when in front of something that says "Mace" :lol:
As far as hex is concerned, it's one thing to know the hex to make fonts pretty, it's another thing to code that into the ROM at the correct place, especially if the ROM is only programed to load in 1-bit color fonts. That's the only issue that I can see.
When all else fails... manipulate the source code.
May 24, 2013 at 7:10 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40370ludmeister
ParticipantExactly. That's the kind of thing I'm talking about, your mockup looks great. The question is how to do this in hex. As far as I can tell, the fonts are determined by one-bit color, but I may be mistaken there. Any ideas, anyone?
When all else fails... manipulate the source code.
May 24, 2013 at 6:15 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40368ludmeister
ParticipantQuote:hmm… I wonder if the palette for the text coiuld be changed; if it can, I could make the icons much better…I was wondering the same thing. As is, DoaE fonts are two color deals… on/off. Other NES titles had four color fonts (like DoaE portraits) and as such implemented drop shadowing on their letters. We could totally make awesome looking icons, not to mention make the letters look awesome, if DoaE allowed 2 bit color in their fonts.
Not sure how we'd convert the DoaE font to two-bit color, though.
When all else fails... manipulate the source code.
May 24, 2013 at 5:55 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40366ludmeister
ParticipantHere's a preview of my font set that I'm working from, as seen from FCEUX's excellent PPU Viewer:
When all else fails... manipulate the source code.
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