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November 1, 2011 at 1:44 am in reply to: Destiny of an Editor (permanent beta test mode active) #27073
Niahak
ModeratorHey guys,
since ROM expansion seems to be a hot topic, I've added it as a full feature in DoaEditor. It takes care of all of the work (aside from inserting new portraits and/or sprites).
To expand the ROM, go to File -> Expand ROM, when you have an un-expanded ROM open.
I have tested the ROM in FCEU, and did a raw comparison with/without portrait and sprite features. What I haven't tried (and what I'd like you all to try!) is adding portraits in these extra banks and testing the nifty portrait preview feature.
Niahak
ModeratorQuote:D. Does Niahaks Editor read portraits from the expansion section or am I going to have to hex each one in?I can get this one. It reads portraits from all expansion sections (including FD), so long as the ROM itself is the proper size.
October 30, 2011 at 3:15 am in reply to: Destiny of an Editor (permanent beta test mode active) #27068Niahak
ModeratorQuote:*edit – seems I can't expand the rom with WindHex. I go to 40000 and type 00's but it just continues zero-ing out the 40000 line of code. Guess I'll try Hexecute?In WindHex, try Ctrl-N (or Tools -> Increase/Decrease ROM Size). You'll want 80010 HEX so it's 524304.
It does fill it with FF (instead of 0) but ultimately, since the data isn't used until it's referenced, and it won't be referenced until you fill it with stuff, it doesn't matter :)
October 29, 2011 at 8:16 pm in reply to: Destiny of an Editor (permanent beta test mode active) #27060Niahak
ModeratorQuote:Interesting. I wonder how this will affect the YS mod, as I already switched Yuan Shu's portrait with DoaE II Yuan Shu and then Pang Tong's unique portrait for Cao Cao's DoaE 2 one. Maybe I'll get DA to download my rom and switch it backNo maintenance should be required, the new portraits will show up in DoaEd.
This release should be compatible with all flavors of DOAE, including expanded and already modified versions.
October 29, 2011 at 7:02 pm in reply to: Destiny of an Editor (permanent beta test mode active) #27056Niahak
ModeratorHey guys,
New release: v 0.96e adds support for expanded ROMs, including the new portrait banks (assuming your ROM is expanded).
I also added a "TODO" feature that allows manual ROM expansion (would set up portrait banks, but may not do anything with them).
This also marks the first release of Destiny of an Editor that manually reads portraits out of the ROM! It was harder to figure out than I hoped, but easier than I feared. Sprites may be an "eventual" feature, but I'm not sure that's as likely a use case.
MiDKnighT: I used your Yuan Shao mod to test this feature. Is it intended for Yu Jin's portait to be mixed up (tile wise)? Xu Chu's is also kind of weird, but it's hard to tell what the problem is on his.
Niahak
ModeratorHoly cow, no kidding about that music request. All I could find on a google search were maybe some MIDIs and a broken link to an OCRemix forum post (*tear*).
A solid mix of any of the battle themes (or the overworld theme that plays later on) would be fantastic.
October 24, 2011 at 10:58 pm in reply to: Destiny of an Editor (permanent beta test mode active) #27055Niahak
ModeratorIt's possible, but I think my priority at this point will be making the editor compatible with these nifty expanded ROMs (and possibly adding ROM expansion itself as a feature, since it sounds pretty easy).
Then maybe portrait reading/insertion.
Niahak
ModeratorHey unfy! Always good to see another coder around :)
Quote:Still have a lot of general data entry to go (date of birth, loyalty to wu/shu/wei/etc, personality traits, areas they can be found as free generals, etc) but the base stats are there. Data entry is tedious, and coders hate doing it, particularly when it comes to 400some generals.You might look for a way to extract this data from a ROM into a spreadsheet, and load it from it saved to a CSV file or something. I'm positive there are ways you can automate this somehow.
Quote:Let alone the joys of attempting to write an AII specialized in this (as much as anyone could in my school) in college, so if you're stuck on anything here I'd be glad to give pointers! I'm guessing you're going to want to build some heuristics to find a way for rulers to pick actions for each turn. That's going to be tough, but I'm sure it's very doable.
Quote:awesomeness of rotk2I'm torn here, since I loved how streamlined RTK2 is as a whole, and the music is great (even though there's so little of it!), but I thought RTK3 was where created factions started being viable and stats started to approach reasonable accuracy. It's been many years since I played RTK2 much, though. Regardless it's a noble project!
I've thought of creating an RTK-esque construction kit for some years now, since I want to see more experimentation on the subject (along the lines of Gemfire, Genghis Khan 2, and – why not – stuff like space sims and crap). I'm a sucker for any game that allows for the martial epic style of RTK.
October 22, 2011 at 9:58 pm in reply to: Destiny of an Editor (permanent beta test mode active) #27053Niahak
ModeratorQuote:One of the new underrated features with the newer versions of DoaEd has been the pointer feature. Good reminder to use those pointers to save space and also just to keep in mind where they are pointing too.Go down to the Cheng Du text though… the pointer is [Chen]g Du. How stupid is that?
Before or after DoaEd has already passed over it? I may have miffed on that one, but I know in a lot of other areas DoaEd picks up on inefficiencies and condenses the text.
Also, I'm back.
Re: Map editing issues… all I can say at this point is try to find a pattern behind them. There must be something going on there. My theory is that there were a lot of warps that were on unused terrain, and that's just "junk data" that wasn't actually used.
October 15, 2011 at 2:45 pm in reply to: Destiny of an Editor (permanent beta test mode active) #27036Niahak
ModeratorHey everyone,
I'm getting on a plane in a few hours but I wanted to wrap up a bug and add a (minor, for now) new feature.
Version 0.96d should fix sonic.penguin's text bug. I was finally able to get it to occur, and I think it's a timing issue combined with (oddly) a bug in the .NET framework… either way, I found a work-around, so it should be fixed now.
It also adds map chapter preview: when you select a map in the editor, it now displays the Chapter number to which it belongs (0-8) for random encounters. In the next version, I plan to add expanded ROM support and modification of the chapters for each map.
In case anyone wants to twiddle their chapter numbers manually, here's how I calculated the chapter for a region:
* Chapters start at 0x37df5
* Chapters end at 0x37eef (arbitrary)
* Each byte contains the Chapter for two maps
* Here is the formula to get a relative chapter for a map:
Code:int mapChapterNumber = (vert-4)*24 + (horiz);If you take mapChapterNumber and divide by 2, you'd get the index of the chapter; add that to 0x37df5 and you get the absolute index in the ROM. If mapChapterNumber is odd, you change the second half of the number (e.g. 0x44 -> 0x48); if it's even, change the first half (fun fact; these are called 'nibbles' of a byte). The updated value will appear in DoaEditor next time it's opened.
Niahak
ModeratorThis is pretty cool stuff! Being able to deal with an expanded ROM is actually easy to do (… in fact, expanding it in the program sounds easy enough from your description).
With this, should I bump dynamic portrait loading up a bit in priority? I wouldn't be able to do it until I get back, most likely… but I don't think it'd actually be that hard to do. Just have to buckle down and do it :)
Niahak
ModeratorCool stuff with the crit chance :)
Quote:BTW, who the heck is Kenji?He's your first social link in Persona 3. He's not a bad guy, but he gets really annoying because he keeps calling you about hanging out on the weekends.
October 9, 2011 at 3:43 pm in reply to: Destiny of an Editor (permanent beta test mode active) #27031Niahak
ModeratorNew release: version 0.96c.
No major changes, just little ones:
-Now has column/row markings. If you shrink the map too much, they won't be visible, though.
-Improved failure cases in text editing; now informs the user when things go wrong, instead of crashing (hopefully).
Quote:Also, if you made no changes to the text editor, there were a lot of crashes I experienced in it. The only stable one seems to be the standalone version.Sorry about that. I've added increased logging in this version. Assuming it's failing where I think it is (*cross fingers*) you'll see a dialog box pop-up saying it couldn't save the text, and some debug information you can provide for me. It'll also fail gracefully, meaning you can keep on editing other lines :)
Quote:Suggestion. can you add to the mini map editor some line names grid names. Ie: Row 1 column A, get what i mean? Kind of like an excel document labeling of cells.I added this, but I went with Row A, Column 1. If that doesn't feel natural, I can swap them really easily.
Quote:(1) You condensed some of the event groups into single events. Anyway to undo that? It'd be nice to take out some events (such as removal of Liu bei or the equivalent) without breaking the whole chain.Can you elaborate on this? I'm not sure how to tell which are groups versus independent events.
Quote:(2) There used to be fifty or so blank lines at the end; they'd be an awesome palce to add customized battle taunts. 96c completely omits them, though.Hmm. I think I just trimmed any blank ones because there were a bunch at the beginning too. I'm not confident that changing those lines would do much, but I'll think about this one. It sounds like text editing already has a few side effects, and I'd rather not do anything to make things worse.
Quote:(3) I still think grabbing both graphics and palettes from the game itself would be a good idea. It'll respect any changes people did to faces, and it'd prevent you from having to include two hundred and fifty chunks of faces with DoaEd!This one's been on the back burner for some time, but it's still planned functionality. I learned quite a bit about graphics while stitching together the minimap, so I'm more inclined to give this a shot than I was before. Portraits would come first, certainly, then probably palettes and sprites.
Quote:(4) A list of line codes (for assigning taunts and such) would be useful. If we've added new taunts, surely we want to add them without having to guess which lines are where!If taunts are assigned per-battle, I can just add the list of taunts to a drop-down selection box. Just need a way to figure out which are taunts :)
Quote:(5) Adding more sections (battle lineup editors, shop editor, etc.) would be useful.Battle lineup is already planned. I was actually going to do it before all this mapping stuff came up.
October 8, 2011 at 5:00 pm in reply to: Destiny of an Editor (permanent beta test mode active) #27024Niahak
ModeratorQuote:is there something special about the section of map above xu zhou? Whenever I edit that area it never saves the map.Sorry I didn't check on this earlier.
Could it be that there are two forms of this map – pre-event, post-event? I'm only speculating, I haven't gotten a chance to debug this problem just yet.
I've got another release for you all – 96b, which adds a separate-window minimap function with zoom in and out. It's a little clunky (I wrestled with a way to fix the panel sizing for about an hour) but I'm pretty happy with the performance and intuitiveness of it.
Planned other features (for the map editing)
-A way of highlighting the currently selected map in the selector
-Uneditable tiles for nearby regions (where applicable)
-Better zoom functions
-Possibly adding multi-region edit
-Auto switch back to the main window when selecting a region
-Display on-map where "tunnels" / "warps" are, if not a way to edit them
-Display on-map where battles are
No promises on when I'll get to these, though :)
October 7, 2011 at 3:09 am in reply to: Destiny of an Editor (permanent beta test mode active) #27020Niahak
ModeratorWow, that would do it. I hadn't even remembered that I was reading those out of a file (that's how long it's been since I did anything with this stuff)…
As for the other sections, let me know if you run into any trouble. It shouldn't be too hard to find them using James' DOAE Map.
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