Destiny of an Emperor Hacking Notes

Discussion of other Three Kingdoms games (e.g. Destiny of an Emperor and Dynasty Tactics) and other games by Koei (e.g. Samurai Warriors).

Re: Destiny of an Emperor Hacking Notes

Unread postby James » Wed Feb 11, 2009 5:07 pm

Tarrot wrote:I am actually shocked the programmers had enough forsight to put that in there even though theoretically it would've been impossible (although I'm not sure if in the period after Guan Yu and Zhang Fei leave your party that you could theoretically check billeting before Zhuge Liang was put back into your party).

My guess is that this was put in also to catch an attempt to throw your last living officer into billeting. It probably checks, each time you use billeting, to see if you will be left without any active officers, and throws that message if you wouldn't be. Though yeah... I suppose you could get to a point before Wu where all of your officers could be placed into billeting if not for this limitation!
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Re: Destiny of an Emperor Hacking Notes

Unread postby CaoJay » Thu Feb 12, 2009 4:42 am

I'm just moving my hacking pic post over here
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*convert them to add to your game *

1) If you open the rom in tile layer you should notice that everything looks wierd all the portraits are side to side there should be 6 lines for each portraits and the size of the portraits are 6 squares.

(2) You should also see that the colours of each portrite are Green, Blue, Black, and White when making a portrait you will have to use the SAME!!!! colours or it will not work I find that if a portrait did not come out right is beacuse most people forget to change the black.

(3) the best thing you can do when making a portrait is to Export a character portrait copy the colour and then inport it agian to do this right click over a portrait lets say the top of liu beis head make a bit file and name it Liu Bei 1 and do this intell you you have all of his portrait should end at Liu bei 6, then lets say you want to add Cao Cao take the top of Cao Cao's head and past it where the top of liu beis head is and change the colours *DONT FORGET BLACK!!!!* also make sure it fits right or it will not work. if you do this right the top of cao cao's head should look like the other image's in this format if it's blue where it should be black the you forgot to add the black.

(4) If you do this right add change liu bei to cao cao then Whla! you did it

Pre done one *if you want to use it save it as a bit*
If you do it right the time your done converting the pic it should look like this.

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Re: Destiny of an Emperor Hacking Notes

Unread postby James » Fri Feb 13, 2009 7:51 am

Kong Zi wrote: How did you change Sima Yi 's soldiers more than 40972 ?

Soldier values start at 33EE2. Each level's soldier count is stored in two hexadecimal entries, for example 64 00 represents level 1. To translate that into a real value, take the second hexadecimal value for an entry, flip it in front of the first, and the hexadecimal number represented is going to be your soldier count for that level (e.g. 64 00 becomes 0064, or 64, which is 100 in decimal; or A9 05 becomes 05A9, or 5A9, which is 1449—a familiar number in Yuan Shao's land).

Unfortunately no program or reference table exists for this, so you've got to do all the work by hand.

Thanks go out to Niahak for discovering this a while ago!
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Editing Guide for Rebels, Bandits, Brigands and Pirates

Unread postby James » Sat Feb 14, 2009 10:32 pm

Editing Guide for Rebels, Bandits, Brigands and Pirates
Below you can find all the information you need to edit strength, intelligence, agility, attack power, defense power, and soldiers for the Rebels, Bandits, Brigands and Pirates through the game. Thanks go out to MeteorStrike! If not for his research this would not be possible.

Random Enemies' Strength/Intelligence/Agility
Strength, Intelligence and Agility values for Bandits, Brigands, Pirates and Rebels are stored in two tables, one for Bandits, Brigands and Pirates, and another dedicated to Rebels, with eight entries—one for each chapter—and three hexadecimal values for each entry. Each entry’s hexadecimal values correspond to Strength, Intelligence and Agility. Strength and Agility are modified by a variance factor (see STR/INT Variance Factor below) but Agility is assigned as a raw value. Please note that if Strength or Intelligence are increased above 255 by the variance factor they will reset to 0 and start counting up from there. Values below 213 for Strength and Intelligence are probably safe unless a higher variance has been entered.

Image

0x3E45B = Pirate/Brigand/Bandit Force
Code: Select all
Ch.1  20 17 04 = 32 23 04
Ch.2  24 1A 0C = 36 26 12
Ch.3  2A 1E 14 = 42 30 20
Ch.4  30 22 1C = 48 34 28
Ch.5  37 27 28 = 55 39 40
Ch.6  3F 2D 38 = 63 45 56   * Rebel Force only in Shu
Ch.7  49 34 48 = 73 52 72   * Rebel Force only in Wu
Ch.8  54 3C 58 = 84 60 88   * Rebel Force only in Wei

0x3E473 = Rebel Force
Code: Select all
Ch.1  2A 1E 08 = 42 30 08
Ch.2  30 23 18 = 48 35 24
Ch.3  38 28 28 = 56 40 40
Ch.4  40 2E 38 = 64 46 56
Ch.5  49 34 50 = 73 52 80
Ch.6  54 3C 70 = 84 60 112
Ch.7  61 45 90 = 97 69 144
Ch.8  6F 50 B0 = 111 80 176

0x3E48B = STR/INT Variance Factor
Strength, Intelligence and Agility values for Bandits, Brigands, Pirates and Rebels are randomized based on one of sixteen hexadecimal values stored at 0x3E48B, which are, by default, 00 = 0, 19 = 25, 26 = 38, or 33 = 51. There are many duplicate entries. To determine the variance this value is applied to the equation 1+($value/256). Please see below for formulas for the game’s default values. And also note that if your multipliers create numbers larger than 255 they will cycle down to 0 an start counting up again.

Image

Code: Select all
00 = 1 + ( 0 / 256 ) = 1.00
19 = 1 + ( 25 / 256 ) =~ 1.10
26 = 1 + ( 38 / 256 ) =~ 1.15
33 = 1 + ( 51 / 256 ) =~ 1.20


Random Enemies' Attack
Attack values are stored with one hexadecimal entry per chapter per unit of Pirate, Brigand, Bandit and Rebel Force. Pirates, Brigands and Bandits share attack values, but Rebels have their own table. To change defense values enter the desired value from the Weapon Selection Table below. Please note that the hexadecimal values entered correspond to a weapon in the game, not to a raw value (e.g. 09 would give the unit the same attack power as the Sword, which is 120 assuming you haven’t changed it elsewhere in the ROM).

Image

0x3E49B = Pirate/Brigand/Bandit Force
Code: Select all
Ch.1  03 = 20 (Ax)
Ch.2  04 = 30 (Club)
Ch.3  04 = 30 (Club)
Ch.4  05 = 50 (Spear)
Ch.5  05 = 50 (Spear)
Ch.6  06 = 70 (Sabre)      * Rebel Force only in Shu
Ch.7  07 = 100 (Trident)   * Rebel Force only in Wu
Ch.8  08 = 80 (Bow)        * Rebel Force only in Wei

0x3E4A3 = Rebel Force
Code: Select all
Ch.1  02 = 15 (Flail)
Ch.2  03 = 20 (Ax)
Ch.3  03 = 20 (Ax)
Ch.4  04 = 30 (Club)
Ch.5  04 = 30 (Club)
Ch.6  05 = 50 (Spear)
Ch.7  05 = 50 (Spear)
Ch.8  06 = 70 (Sabre)

Weapon Selection Table
Code: Select all
00 =   0  (N/A)
01 =  10  (Dagger)
02 =  15  (Flail)
03 =  20  (Ax)
04 =  30  (Club)
05 =  50  (Spear)
06 =  70  (Sabre)
07 = 100  (Trident)
08 =  80  (Bow)
09 = 120  (Sword)
0A = 140  (Battleax)
0B = 150  (Scimitar)
0C = 130  (Crossbow)
0D = 170  (Lance)
0E = 190  (Wan Sheng)
0F = 190  (Bo Ye)
10 = 240  (Qing Guang)
11 = 240  (Nu Long)
12 = 240  (Qing Long)
13 = 250  (Halberd)


Random Enemies' Defense
Attack values are stored with one hexadecimal entry per chapter per unit of Pirate, Brigand, Bandit and Rebel Force. Pirates and Brigands share defense values, but Bandits and Rebels have their own tables. To change defense values enter the desired value from the Defense Selection Table below.

Image

0x3E4BB = Pirate/Brigand Force
Code: Select all
Ch.1  00 = 10
Ch.2  00 = 10
Ch.3  01 = 20
Ch.4  02 = 25
Ch.5  03 = 35
Ch.6  04 = 40   * Rebel Force only in Shu
Ch.7  05 = 45   * Rebel Force only in Wu
Ch.8  06 = 48   * Rebel Force only in Wei

0x3E4C3 = Bandit Force
Code: Select all
Ch.1  00 = 10
Ch.2  00 = 10
Ch.3  01 = 20
Ch.4  01 = 20
Ch.5  02 = 25
Ch.6  03 = 35   * Rebel Force only in Shu
Ch.7  04 = 40   * Rebel Force only in Wu
Ch.8  05 = 45   * Rebel Force only in Wei

0x3E4B3 = Rebel Force
Code: Select all
Ch.1  00 = 10
Ch.2  01 = 20
Ch.3  02 = 25
Ch.4  03 = 35
Ch.5  04 = 40
Ch.6  05 = 45
Ch.7  06 = 48
Ch.8  07 = 50

Defense Selection Table
Code: Select all
00 = 10
01 = 20
02 = 25
03 = 35
04 = 40
05 = 45
06 = 48
07 = 50
08 = 60
09 = 70
15 = 80
0B = 85
16 = 90
28 = 95
0D = 100
0A = 110
43 = 130
0C = 160
0E = 170
0F = 180
48 = 185
59 = 200
C3 = 215
C8 = 230
51 = 244
1F = 255


Random Enemies' Soldiers
There are four possible soldier values for Bandit, Brigand, Pirate and Rebel Forces in each chapter. Whenever a unit is generated it is assigned one of the values below. Values are stored in two pairs. To convert to decimal reverse each hex value, treat as a single value, and convert to decimal (e.g. 0E 01 = 10E = 270). Do this in reverse to make a proper two-party hexadecimal entry into the ROM.

Image

Chapter 1 0x3E41B
Code: Select all
64 00 = 100
64 00 = 100
78 00 = 120
8C 00 = 140

Chapter 2 0x3E423
Code: Select all
78 00 = 120
78 00 = 120
96 00 = 150
B4 00 = 180

Chapter 3 0x3E42B
Code: Select all
C8 00 = 200
DC 00 = 220
E6 00 = 230
FA 00 = 250

Chapter 4 0x3E433
Code: Select all
E6 00 = 230
FA 00 = 250
0E 01 = 270
2C 01 = 300

Chapter 5 0x3E43B
Code: Select all
2C 01 = 300
40 01 = 320
5E 01 = 350
7C 01 = 380

Chapter 6 0x3E443
Code: Select all
BC 02 = 700
52 03 = 850
84 03 = 900
E8 03 = 1000

Chapter 7 0x3E44B
Code: Select all
E8 03 = 1000
4C 04 = 1100
B0 04 = 1200
14 05 = 1300

Chapter 8 0x3E453
Code: Select all
DC 05 = 1500
72 06 = 1650
08 07 = 1800
6C 07 = 1900


Many thanks to MeteorStrike for making this possible!
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Re: Destiny of an Emperor Hacking Notes

Unread postby Xiahou Mao » Sat Feb 14, 2009 10:57 pm

One thing to note for the above, while you're saying that only Rebel Forces appear in Wu and Wei, when in Liu Zhang's Shu you also only encounter Rebel Forces. The last time you see Bandits/Brigands/Pirates in random encounters is in Jingzhou.
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Re: Destiny of an Emperor Hacking Notes

Unread postby James » Sat Feb 14, 2009 11:16 pm

Xiahou Mao wrote:One thing to note for the above, while you're saying that only Rebel Forces appear in Wu and Wei, when in Liu Zhang's Shu you also only encounter Rebel Forces. The last time you see Bandits/Brigands/Pirates in random encounters is in Jingzhou.

Thanks for reminding me. I was walking around the entrance to Shu where you can still find Pirates from Jingzhou so I forgot!
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Re: Destiny of an Emperor Hacking Notes

Unread postby Lordyuanshu » Sat Feb 14, 2009 11:53 pm

Xiahou Mao wrote:One thing to note for the above, while you're saying that only Rebel Forces appear in Wu and Wei, when in Liu Zhang's Shu you also only encounter Rebel Forces. The last time you see Bandits/Brigands/Pirates in random encounters is in Jingzhou.


This is true. I miss the bandits, pirates and brigands..... It bothered me that they took them out after Jing Zhou. :huohu:
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Re: Destiny of an Emperor Hacking Notes

Unread postby Kong Zi » Sun Feb 15, 2009 4:57 am

How can I beat rebels like this :(
ImageImage

Thanks for figuring everything out , James and Meteorstrike ><>
Last edited by Kong Zi on Sun Feb 15, 2009 10:44 am, edited 2 times in total.
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Re: Destiny of an Emperor Hacking Notes

Unread postby James » Sun Feb 15, 2009 5:22 am

Now that is a hard-core Rebel Force you've created! :lol:

You would have to get very very lucky with An Sha. :huohu:
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Re: Destiny of an Emperor Hacking Notes

Unread postby Tarrot » Sun Feb 15, 2009 7:55 am

Well, assuming you had bows equipped, that's 10 damage/turn. That would be, assuming no misses, about 6000 turns. During that time, assuming the troop does about 2000-3000 damage/turn (I'll go 2000), that is give or take 12,000,000 damage over that time period. Assuming you have Jin Xian, and everyone at around 40,000 health, and max TP that gives you 37 times where you can use Jin Xian. Assuming it heals for 4500 per unit, making it heal 22,500 if it heals everyone equally, multiply that by 37, you get 832,500 health healed. Add on the 200,000 health you already have, it gives you a health of approximately 1 million soldiers. So you die on about turn 500, well short of the time that you need to take him down with physical attacks.

Thus, An Sha would be your best bet, assuming you can break through equal int at a 1/16 rate.
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