Forum Replies Created
-
AuthorPosts
-
Niahak
ModeratorHmm. Would that also apply to saving the existing text you edited?
It can be done (and, honestly, makes it easier on me).
Niahak
ModeratorFor the time being, I've uploaded a version that allows you to use all lines:
http://www.niahak.org/images/DOAE/DoaEdv098b.zip
You can search in the drop-down by clicking the arrow, then typing in the start of the line you want. The interface is a little finicky, but it's mostly functional.
Niahak
ModeratorAwesome. Happy birthday (a day early).
Quote:Issue #1, you only included the battle taunts already in game. In my mod already I have cleared up 16 additional lines from townspeople that are not being used and I cannot select them to put in more customized taunts.Yeah, this is an interface issue. I don't want the battle selection menu to include every single line from the game – so I use only taunts that are currently in place.
I can switch it up to load from a table file or something – or have an "add taunt" button that lets you add a line to the list of taunts/closers. But I really don't want people to have to choose from 700+ lines for taunts.
Niahak
ModeratorYeah, I was thinking of only displaying the 'new' sprites when using an expanded ROM.
Well, for now it should handle things fine – you just won't have certain names :)
I've posted an alpha version of DoaEditor with Taunt/Closer editing. It should all be in decent shape, but I've only actually tested a couple battles… so standard backup recommendations apply.
Niahak
ModeratorThere will not be duplicate names appearing in DOAEditor, but now the only names loaded will be directly from the .tbl file. The rest will have some placeholder with just a hex-byte representation.
If you can provide a .tbl file with the new hex values/names, I can integrate that with the editor.
Niahak
ModeratorQuote:Question, why does DOAEditor have two sprites of the same thing and some cases of only one? IE: two Liu Bei's but only one old man (hat)?Appears to be an artifact of how sprite table population worked. DoaEd started off populating the list from the ROM itself – using a table to look up names – then eventually loaded it directly from the table as well. It was doing both, so the same name would pop up twice for any used sprite. I just fixed it to only use the table.
Niahak
ModeratorYeah, I've got the officer stuff in place. No parentheses since I didn't want to take up room, so it's something like
6a-Lu Bu
7c-Li Ru
etc. That should fix any issues with uniqueness in those lists causing auto-selection to bork.
For battles the modification should be the same – fairly easy.
Also, I would definitely play a DoaE where you fight that trio in a battle. That would have to be one hell of a story.
Niahak
ModeratorOK. I tried reproducing it again, but no dice… I changed how the line listings work so that I could reuse the same structures in the Text tab and Battle taunts/closers, so it may already be fixed.
It's been a little unstable (I also switched programming environment and some screen layouts) so I'm not sure about a release yet… if I do make a release, it'll come with lots of warning labels. But when I do make a release, I'll put in some handling for that error to log it in more detail.
May 24, 2012 at 10:49 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40052Niahak
ModeratorI have a suggestion for the guide here… how about a "map" of the ROM?
I'm looking for a list of hex locations and where things are, in order of appearance.
Doesn't have to be exhaustive (no need for entries where we don't know the content).
e.g.
0x0-0x80 Header (nothing)
0x10000-0x20000 Sprites
0x20000-0x30000 Portraits
0x30000-0x40000 Text
Non representative values above, of course :)
Reason: I often load a file in DoaEditor, then save it as a sort of test that I'm not breaking anything. When I see differences between the original ROM and what I saved, I panic and try to figure out what changed. Usually it's something innocuous like condensing text (which DoaEditor does automatically), but it'd be useful to have something like this to double-check. Plus I think it'd be cool and possibly useful for other people.
Niahak
ModeratorProposed UI for next additions:

Thanks DA for the UI suggestions. I just reduced the Tile/Region labels a bit and scrunched them together a bit more, and I was able to fit everything in with a bit more room.
Will also consider the general indexing thing. It shouldn't be too bad, actually… I'm just not sure I like the way it will look.
May 24, 2012 at 10:10 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40051Niahak
ModeratorHm. Yeah, that does make sense and sounds consistent with my recollection of the game. So that'll have to be a flag on each battle, I suppose:
Code:( ) Don't show portrait during tauntCode:( ) Don't show portrait during closerNiahak
ModeratorUh, oops.
I'll look into that when I pick it back up again… should be tonight or tomorrow.
Is there a message with the crash? I can't seem to reproduce it on my machine.
Niahak
ModeratorI haven't actually been able to find a way to make a combo-box multi-line (unfortunately)… I did find a way to squeeze in a bit more real-estate for it so I'm a bit happier with it.
re: your concerns, sonic penguin…
The tactable probably does load both values, but it may always use the same one for "None" (for the same reason it uses the same hex value for certain generals that actually have two or three markers where their name is used). What's the 0x00 option for tactics mean? I can just update my table next time I release.
The Generals with the same name bit… that's a consequence of using the controls the way I am. I might be able to find a way to handle that stuff better.
Niahak
ModeratorAll right, I'll plan on going with a variant of the above, then.
I do have one other question regarding battle taunts. How do you want the selection box for them to be generated? Any normal line of dialogue can potentially be a battle-taunt (although obviously most won't be), but I don't want to just bog down the selection box with a bunch of townsperson dialogue. Nor do I want to restrict people if they choose to add more closers. Right now, it just sucks in all ones used for opener/closer dialogue, but that doesn't allow for expansion and if you leave one unused, it'll disappear from the selection options.
Can you expand a bit on the 71/77 issue? Is this the region that they're denoted as in the Maps section? It could be that we don't understand something about it…
May 20, 2012 at 11:20 pm in reply to: Destiny of an Emperor RH Guide ( MOVED! to http://doaerhguide.wikidot.com ) #40049Niahak
ModeratorJust to make sure someone does answer it eventually, I still need an answer to the first-byte set on the battle closers. Summarized:
Code:Text banks for those are at 0x3B0FB:0000 00FF FF80 FF01 FFFF 01FF FF81 FFFF
FFFF FF01 FFFF FFFF FFFF 81FF 83FF FF03
FFFF FFFF 02FF FF83 0303 FFFF FFFF FFFF
FFFF FFFF FFFF 02FF FF02 FFFF FFFF 02FF
FFFF 02FF FFFF 0202 01FF FF03 FF02 0202What's up with 80 and 81 being valid values? Is there something about these closers that is different from the rest? Hopefully someone has the time to look into this one a bit.
-
AuthorPosts