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October 17, 2007 at 12:38 am in reply to: Destiny of an Editor (permanent beta test mode active) #26711
Niahak
ModeratorI’m pleased to announce the 0.1 release of Destiny of an Editor!
Download here. No documentation yet, sorry – still in alpha! If you have questions either post them here or AIM me (Niahak).
Some directions LYS helped me to remember:
1. When you’re done editing an officer, click Save. If you do not, you will lose the changes when you switch officers selected! I can fix this in a future release if anyone wants that.
2. When you’re done with all the officers you want to edit (or you want to make an interim ROM, so as to not lose work), click File->Export to ROM.
It is still in alpha for good reason. Export often, don’t overwrite your original, et cetera.
This *will* crash on you. It crashed on me 3 times (two were issues I fixed – the third was… uh… actually I don’t remember) as I was making the bit featured below. It will not crash gracefully, either (though if you, say, try to give someone 256 strength it will gently prod you instead of crashing).
Changelog (since the screenshot above)
-AC/DP issue has been fixed.
-Also, the officer list now sorts automagically (I can work around this… but I’m a lazy programmer right now and it’s a hack as it is).
-One mystery change! The original is a piece of the screenshot (not the buttons) posted previously. If you can name it, you win a cookie.
I made this in about 20 minutes with DoaEditor (most of which was crashing & bugfixing):

OMG! No Wei!
Actually, mods would be pretty easy to make. Every reference to Liu Bei from now on refers to Cao Cao, et cetera.
Oh, another note – there are a bunch of minor things (enemy AP not actually corresponding to real values, background colors without names) – I’m sorry, they will be fixed in the next version.
Please post future suggestions here.
/edit: Oh yeah, this thing’s still called MainForm. Ignore that (I was lazy), it’s really going to be Destiny of an Editor in future versions.
October 16, 2007 at 2:02 am in reply to: Destiny of an Editor (permanent beta test mode active) #26709Niahak
ModeratorLooks like 80 is just another shortcut for "blank", not sure about the others.
Final screenie before I get into exporting.
October 15, 2007 at 11:22 pm in reply to: Destiny of an Editor (permanent beta test mode active) #26708Niahak
ModeratorKeep in mind 12 corresponds to level 18 (since these are hex values).
I may take a look over that later; I’m not even sure if any generals have a 12 for tactics.
Any thoughts on the ZGL-having-01 bit?
Also, I’ve run into some strange values on portrait backgrounds. Some characters have values of 80, some others have increasingly odd values.
It seems like if they have a special portrait (and thus a special background) they wouldn’t need a background color corresponding to it… could this be used somewhere else as well?
October 15, 2007 at 10:46 pm in reply to: Destiny of an Editor (permanent beta test mode active) #26706Niahak
ModeratorHere’s the quick table I built for tactics: should be at appropriate levels.
00=(none)
01=(none)
02=Lian Huo (Fire lv1)
03=Wuo Jian (Fire prot)
04=Shui Tu (Water lv1)
05=Chi Xin (Heal lv1)
06=Cheng Nei(Reduce Castle def)
07=Qi Shou (Agility up)
08=Ye Huo (Fire lv2)
09=Shui Jian(Water prot)
0A=Shui Xing(Water lv2)
0B=Jie Ce (Counter enemy effect)
0C=Fu Bing (Extra attack)
0D=Tong Xian(Heal lv2)
0E=Yan Re (Fire lv3)
0F=Shui Lei (Water lv3)
10=Yin Xian (Heal lv3)
11=Ji Rou (Reduce enemy attack)
12=Bei Ji (Attack up)
13=Yi Xin (Enemy loses turns)
14=Li Jian ("Charm" enemy)
15=Hong Shui(Water lv4)
16=Da Re (Fire lv4)
17=Wan Fu (Heal lv4)
18=Ji Mian (Prevent enemy attack)
19=Tui Lu (Chance of retreat)
1A=Gui Huan (Auto retreat to LB)
1B=An Sha (Destroys enemy general)
1C=Shui Long(Water lv5)
1D=Huo Shen (Fire lv5)
1E=All Except Jin Xian/Ce Mian
1F=Jin Xian (Heal lv5) & Ce Mian (prevent enemy tactic)
/edit: Tactic dropdown implemented. Poor Guo Tu and Zhang Ren don’t get any tactics! Meanwhile Song Yong has Wuo Jian :)
Something’s very wrong here. Zhu Ge Liang and Xu Zhe both have a value of 01 for that… rather odd. Si Ma Yi has 1E, at least…
October 15, 2007 at 12:59 am in reply to: Destiny of an Editor (permanent beta test mode active) #26702Niahak
ModeratorNo, by "fun" I meant it’ll be fun building up the table for it :) The actual drop-down should be easy compared to, say, soldiers.
I thought about doing the alphabetizing thing, but I’m going to make sure saving’s working first. Once that’s done, alphabetizing should be pretty simple.
October 14, 2007 at 9:49 pm in reply to: Destiny of an Editor (permanent beta test mode active) #26700Niahak
ModeratorOK, here’s what I’ve got now:

The officer portrait bit will probably just be plaintext entry for now, with improvements coming later.
I filled out all the soldier values (thanks to your tables, it was pretty easy, actually)… and actually very few enemy DP values are used. I thought it was pretty strange.
So sprites, sprite color, enemy DP and the soldier amounts are all drop-downs, as I had hoped would be possible.
The highest-tactic drop-down should be fun (would anyone happen to have a plaintext list of all the tactics?)… other than that, it should just be outputting back to the ROM that’ll be tough.
May continue later tonight, but in any case I’ll hopefully have something to show (i.e. for you to download :) ) in a few days.
Niahak
ModeratorThis is actually the only GBC game I ever beat. I have a copy of the DW3 remake, and it is excellent, but my older brother (a DW/DQ freak) pilfered it from me before I got very far.
For a GBC game, L:TLR is definitely pretty good. The GB has never had any really great RPGs (aside from FFL2)… and although it’s very little like the other Lufia games this is decent.
One part of the game that I do like is all the random hidden content. The 100-floor dungeon is actually decent (since you can find awesome stuff there, and it’s really not that bad… unless you have the game freeze on the 50th floor like I did), the hidden weapons are really neat, the fact that you can beat *any* of the Sinistrals the first time you fight them (when you’re supposed to lose) is really cool…
Also, the new game + is awesome. Screw money/levels carrying over… this one gives you 4 times the money and XP! It’s the same game, but you’ll never have to grind again!
The only downside of the game is a few of the characters are utterly worthless. Randolph was one of my favorite characters story-wise (because there aren’t enough random crotchety old guys whooping monsters left and right), but his low defense and accuracy make him completely useless, and he’s strictly worse than any of the other good fighters (Wain, the girl monk, and the pirate). Since you can only use one character per column per turn, I found I put a lot of characters in there just to soak up damage and use force skills if they had useful ones… or to add the synergies for skill-learning.
October 13, 2007 at 9:33 pm in reply to: Destiny of an Editor (permanent beta test mode active) #26697Niahak
ModeratorUpdate!
I didn’t mention it earlier, but the parsing’s mostly done.
The tough part now will be setting up all the drop-downs for stuff like soldier amounts… and then there’s writing back to the ROM, but that shouldn’t be too bad as long as I remember to deal with those goofy Pirate guys and their not-following-rules.
I am planning to not include portrait-changing in the first release (though there will be portrait-color-changing), since I don’t have a preview function it’s just too unpredictable. Not really useful.

Probably will be busy tonight; with some luck I’ll have motivation to work on this and hopefully finish the first release tomorrow!
October 13, 2007 at 1:43 am in reply to: Destiny of an Editor (permanent beta test mode active) #26695Niahak
ModeratorI’d like to see said Ghost Cao in the game :)
I’ve been working on this editor for the last few hours. Once I figured out the early stuff, the parser was easy… except that FF doesn’t always come before the name (triple-names, like Tai Si Ci and Zhu Ge Liang *never* have it)… and there is one officer (the Pirate guys who steal the sword) that has an extra 8ish bytes. I’m leaving those guys out, as I have no idea what those extra bytes do yet.
So far all it does is parse the names (honestly, that’s the hard part ;) )…

Alas, I have no visual editor for the UI, so the UI will need lots of tweaking. That’s why it looks ugly right now.
Time for a break for dinner… I’ll probably continue this some tomorrow.
October 12, 2007 at 4:22 am in reply to: Destiny of an Editor (permanent beta test mode active) #26693Niahak
ModeratorI’m going to have to include "clown barf" in there.
Does 00 blank out the portrait regardless of what you actually chose?
October 12, 2007 at 2:18 am in reply to: Destiny of an Editor (permanent beta test mode active) #26690Niahak
ModeratorSo what does determine defense? Is it actually in the officer stats section? That would certainly make things a lot easier…
October 11, 2007 at 11:17 pm in reply to: Destiny of an Editor (permanent beta test mode active) #26687Niahak
ModeratorGreat, that helps me out a lot!
First: font is here.
I got it from a friend, actually. I’m not certain what RTK it goes to, but it looks like 3’s to me.
I have not figured out how to edit defense; I assumed it was hidden in there somewhere, but it might be region-based.
Thanks for the info. With that, I should be able to figure out most of what I need for soldier values, and STR/INT/AGI is easy too.
/edit: While posting this, you replied with what I needed. Thanks again!
Niahak
ModeratorIt would definitely be possible. Space would still be limited but the officer stats sections are all standard, really.
You couldn’t really alter game order or anything… that would definitely be out of my league :P but text possibly, officers definitely.
Niahak
ModeratorXian Zhu Xuande said:
Nothing, really. I
Niahak
ModeratorWe had it, along with all associated equipment, in my dorm lobby freshman year. It was pretty awesome, but we didn’t get very far before the owner took it back to his room (I think he got addicted to Mario Kart).
I’d love to play it again, but I’d have to get 4 GBAs and 4 of those damn cords (not that they’re horribly expensive… but that’s still upwards of $100 with everything).
I’m looking forward to the DS version, though. Several friends with DSs, it should be a good action-coop time.
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