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May 24, 2013 at 5:48 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40365
ludmeister
ParticipantAlright! Cooked up some new icons, using Atma's graphics as inspiration, as well as a bit of help from Final Fantasy and Breath of Fire 2 8)
Here's the code:
@ 0x27cc0:
Code:C0E070381C0E070300007ED0E0C00000
7C82BABABA443800205068542A1A0404
1830BAFA6EE44638000C18387C6E261C
0E1C387E0C1830607C80DE401C280C08
0018187E7E1818006CFEFEFE7C381000@ 0x27d60:
Code:60909048080402003874E2F6FE7C3800@ 0x27d70 (replace):
Code:"0814227F083E2A7F" -> "384C9E8A82443800"@ 0x27da0 (replace):
Code:"00000000000104000000000000020502" -> "10A0CEE60A1020007CFEAAFE7C304000"@ 0x27db0:
Code:384492928A4438003C4298A492443800
387C547C38003800@ 0x27e08 (replace):
Code:"08107E2424FF2442" -> "3844A2928A443800"Font characters added:
0x57: Rifle
0x58: Shield
0x59: Herb
0x5a: Fire
0x5b: Water
0x5c: Lightning
0x5d: Cyclone
0x5e: Healing Cross
0x5f: Life Heart
0x6a: Curved Staff
0x6b: White Orb
0x6c: Black Orb (replaced a Chinese character)
0x72: Evasion (replaced a .. symbol)
0x73: Thwart/Silence (replaced a modified dot symbol)
0x74: Haste Clock
0x75: Confuse curly-Q
0x76: Skull
0x7f: Negate (replaced a Chinese character)
I apologize that I couldn't work in all of your hard work, Atma, and I also had other ideas for characters (like the herb, white/black orbs, and the curved staff). Hope these icons are acceptable.
When all else fails... manipulate the source code.
May 24, 2013 at 4:16 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40363ludmeister
ParticipantQuote:Great to have you back around. You should take up residence here.Thanks, man. I'm glad to help out as I can, and enjoy "hanging out" with you all. DoaE is one of the all-time greats in the RPG world (if unsung).
While I was in Lafayette, Indiana for a business trip this week, I mentioned to my boss about modding Destiny of an Emperor (he is a modding enthusiast too), and how it was a Rot3K simulation that was not published by Koei, and he asked me if I had played Inindo: Way of the Ninja. I didn't know anyone else had even heard of that game! Needless to say, my boss rocks.
When all else fails... manipulate the source code.
May 24, 2013 at 4:07 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40361ludmeister
ParticipantQuote:Any news on the icons? I wasn't going to mess with it because I figured you were doing something with it.Ah- Yeah I can get on that. That sounds good.
Actually, I have mostly been working on a v3.0 of my Remix, which is going to be a bit more ambitious of an undertaking than anything I've done previously. It'll still be a Liu Bei story, and I want it to be faithful to the original in terms of story and level of difficulty, because I want it to be a mod that a beginner could get into instead of the original.
I love the work you've done on the tactic system, and the IPS patch has provided me with numerous changes that I would never have pulled off. Duel rocks. End of story :huohu:
Quote:Also, did you look at the DoaEditor code and do you know that variation of "C" coding?I have not pulled it down yet, but will in a few days. I actually have been learning C# as part of my current job, so I'm confident I'll be able to at least figure out what is going on in the code. Now, the text ninjutsu that Niahak does… I'm pretty sure I'll be lost there. :ninja:
When all else fails... manipulate the source code.
May 24, 2013 at 3:38 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40359ludmeister
ParticipantMiDKnighT:
If you're interested, I've come up with a couple of interesting tidbits.
First of all: The game only allows Rebel Forces to attack you in Shu/Wu/Wei. If the game determines that the battle that is taking place is in one of these regions, normal encounters will be with Rebel Forces. I wanted to change this behavior, and allow the other "forces" to attack me. Here's how you do this:
Code:0x3b315: "06" -> "09"Also, if you want a different force to default to attack you when officers attack, here's where you'd change that:
Code:0x3b319: "04" ->
"01" for Pirate Force
"02" for Brigand Force
"03" for Bandit ForceSecond, I found a slight logic error in your Focus code, which allows officers to regain lost TP. There were two places where you were subtracting values, and before you did, you executed an "CLC". When subtracting, to get proper values, you need a "SEC". The effect of this was that officers could only regain TP up to (Max – 1). This isn't a problem as long as you require players to name a strategist.
Here's the changes to the algorithm I made:
Code:0x595e: "18" -> "38"
0x5972: "18" -> "38"Third, I noticed that Protect wasn't working for me as I expected it to. Namely, Fire tactics would be reduced by half, but Water tactics would not be, and neither would any other element (element > 2). I think what was going on, is that the algorithm checked which slot the tactic was filed under (00 for Fire, 01 for Water). I'm sure that's what stock DoaE did in determining whether Wuo/Shui Jian was to be effective. At any rate, I edited the algorithm to reduce all tactic damage by half, if the elemental value of the tactic was anything other than 00. Here's what I did:
Code:0x397bf: "B9A1B8 F010 D014" -> "B96CBB D010 F014"
0E:97AF:B9 6C BB LDA $BB6C, Y @ $BB75 = #$02 <– Load elemental byte
0E:97B2:D0 10 BNE $97C4 <– If not 00, halve damage
0E:97B4:F0 14 BEQ $97CA <– Otherwise, Protect check failsHope this helps!
When all else fails... manipulate the source code.
May 23, 2013 at 3:19 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40357ludmeister
ParticipantQuestion for all you modder types. Do you know of a byte in DoaE memory that is somehow is always something when in battle, but always something else when not?
For instance, 0x001b always seems to be #$b0 when in battle, and is usually different when not in battle, but sometimes can be #$b0 when not in battle.
Any ideas? A memory location within the first page (0x0000 to 0x00ff) would be preferable.
When all else fails... manipulate the source code.
May 23, 2013 at 2:20 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40356ludmeister
ParticipantQuote:I only see room for a few more icons when I look at the PPU viewer. Lud what do you think?Looks like we do have room for 14 icons more:
$57-$5f: 9
$6a,$6b: 2
$74-$76: 3
So, we're all in luck! There's probably a couple more font characters that might be swappable… Don't know what $6f, $7f, $72, or $73 do, or if they are ever referenced… :?:
When all else fails... manipulate the source code.
May 22, 2013 at 3:38 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40349ludmeister
ParticipantAtma~
Yeah, that's exactly what I had in mind for tactic icons. I can translate your stuff into hex in (at worst) a couple of days if needed… I'm checking in out of state, and am replying via smartphone :moogle:
Quote:OK ya, it's not the IPS patch, it's the menu enhancement. Looks like I wasn't done just yet.Will check back Thursday on this. I think I have this working, though not optimally. On subsequent item operations, the item list for the same officer is opened, but the menus that were opened before the item list are obliterated, so the player has to remember what they were doing.
Is your version of item menu persistence attempting to do something more ambitious than this?
When all else fails... manipulate the source code.
May 17, 2013 at 9:04 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40337ludmeister
ParticipantI think I fixed the critical walking bug… looks as though a different function was called, which used the same code that I replaced. Here's a fix for the above, that doesn't immediately crash and burn:
0x7f1d7: (old code: "a900 8571 20d5c0 a584")
Code:"4cecff ea 20d5c0 a584"0x7fffc: (old code: "0000 0000 5ae4 0000" ). I hope that no one has already modified this…
Code:"a91e 2082c4 4ca0af"0x7afb0:
Code:A501D01EA500C90EF01BC910F017C911
F013C913F00FC914F00BC923F007C90F
F0034CE0AFA54AA200A00086004CFC86
00000000000000000000000000000000
A900857120D5C0A5844AB0034CD3F14C
D6F10x7870c:
Code:a90e 2082c4When all else fails... manipulate the source code.
May 17, 2013 at 8:20 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40336ludmeister
ParticipantArgh. Yeah, this seems to really bork walking around. Not sure why. Will need to revisit this later. Unless you figure it out before me :wink:
When all else fails... manipulate the source code.
May 17, 2013 at 7:36 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40333ludmeister
ParticipantI have had success in figuring out how to keep an officer's item menu constant until the user presses the <B> button! :sunny: It's actually not too bad of an edit:
0x7f1d7: (old code: "a900 8571 20d5c0 a584")
Code:"a91e 2082c4 4ca0af ea"0x7afb0:
Code:A501D01EA500C90EF01BC910F017C911
F013C913F00FC914F00BC923F007C90F
F0034CE0AFA54AA200A00086004CFC86
00000000000000000000000000000000
A900857120D5C0A5844AB0034CD3F14C
D6F10x7870c:
Code:a90e 2082c4It will allow players to trade all items away or drop all items, without closing the window. Even still, this does not seem to create problems. When doing multiple item operations, you'll need to remember who's backpack is open.
Let me know if any of you have problems introduced by this. I'm nowhere near testing this exhaustively.
When all else fails... manipulate the source code.
May 17, 2013 at 5:09 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40331ludmeister
ParticipantThanks! In my humble opinion, I think that the default borders are just fine, for the purposes of the IPS patch.
When all else fails... manipulate the source code.
May 17, 2013 at 6:44 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40329ludmeister
ParticipantThat's cool. I just fixed another issue so I redid the patch again. Blasted enemy officers were showing a Base AC in their status screen, even though it wasn't active. Grrr.
When all else fails... manipulate the source code.
May 17, 2013 at 3:48 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40327ludmeister
ParticipantQuote:It's set up. Sent you an email via the contact system on your site. Feel free to make any edits you like, as I'm not sure how often I can make updates to the tool now. Let me know of any questions you have.Thanks Niahak. I don't know how much I'll be able to be of service with this, but I'll certainly look at it. It's an honor.
When all else fails... manipulate the source code.
May 17, 2013 at 3:46 am in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40326ludmeister
ParticipantHi MiDKnighT…
It's about that time… sorry bad pun. I've been up to long, but it's been too much fun modding :drunk:
I found a bug in my item expansion patch… The shops were drawing from the wrong item list to determine how much gold charge when buying an item. It displayed the correct sum… and charged something different. I've re-uploaded the IPS file. Sorry about that.
Download Base AC and Item Expansion patch v1.01
When all else fails... manipulate the source code.
May 16, 2013 at 9:20 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40323ludmeister
ParticipantAh. I should probably note that I edited the box borders, as well. Instead of giving the code, I'll tell you how to make your own:
Each font character is 8×8, and so each is 8 bytes in size. Row 1 is first bit, Row 2 is second, etc.
So, a DoaE 1 "zero" looks like this:
Code:-*** **– 7c
**– -**- c6
**– -**- c6
**– -**- c6
**– -**- c6
**– -**- c6
-*** **– 7c
—- —- 00This is found @ 0x27a10, where the first character in the font set is stored in the ROM (zero is char ID #00).
Here's where the box borders are:
Bottom-Left: 0b (0x27a68)
Top: 0c (0x27a70)
Bottom: 0d (0x27a78)
Top-Left: 6d (0x27d78)
Top-Right: 6e (0x2d80)
Bottom-Right: 6f (0x27d88)
Left: 7d (0x27df8)
Right: 7e (0x27e08)
I suggest firing up a graphics program (Paint will work fine), create an 8×8 bitmap. Magnify it so you can see all the pixels, and start playing around to see what looks good. When you like it, hex-edit the character, using the graphic you created.
When all else fails... manipulate the source code.
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