DOAEditor and Romhacking for Destiny of an Emperor

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Re: DOAEditor and Romhacking for Destiny of an Emperor

Unread postby sonic.penguin » Thu Feb 20, 2014 3:06 am

It's funny how in about 2-3 weeks its already up to revision 52 :P

I like how the battle page looks with the battle layout and showing the portrait of the officer up front, however, it's pulling background colors improperly, aka, it's changing them randomly between a bunch of different colors reminiscent of the random changes to shops and text :shock:

I wish there was a way to PICK which portrait shows in the battle opener/closer manually rather than just the default enemy leader.

Also, I keep getting cccccccccoins in the item menu which makes discovering '103 coins" in a treasure chest turn into 103 ccccccccccc which is really goofy. Sometimes it glitches too.

Also the "item' icons are randomly turning into other icons as well.

I haven't had any sprite color changes yet with the new version.
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Re: DOAEditor and Romhacking for Destiny of an Emperor

Unread postby MiDKnighT » Thu Feb 20, 2014 1:09 pm

The portrait background thing I noticed shortly after I uploaded the last version. It will be fixed in the next version.

I'll check on the ccccccoins and icons thing today.
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Re: DOAEditor and Romhacking for Destiny of an Emperor

Unread postby MiDKnighT » Thu Feb 20, 2014 2:35 pm

The item name/price/icon bug was kinda bad so I went ahead and uploaded a new cut (r53).

New version uploaded with some bug fixes: http://www.niahak.org/doaed/DoaEditor.zip

- Battles page portrait backgrounds fixed
- Can follow warps and go back multiple levels now
- Item name/price/icon fix - before using the new version make this change:

0xfb110:
000053323E383D2EFF00000000000000
000053323E383D2EFF00000000000000
000053323E383D2EFF00000000000000
000053323E383D2EFF00000000000000
000053323E383D2EFF00000000000000
000053323E383D2EFF00000000000000
000053323E383D2EFF00000000000000
000053153E3E33FF0000000000000000
000053153E3E33FF0000000000000000
000053153E3E33FF0000000000000000
000053153E3E33FF0000000000000000
000053153E3E33FF0000000000000000
000053153E3E33FF0000000000000000
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Re: DOAEditor and Romhacking for Destiny of an Emperor

Unread postby MiDKnighT » Thu Feb 20, 2014 3:35 pm

I wish there was a way to PICK which portrait shows in the battle opener/closer manually rather than just the default enemy leader.


I traced this. The Sun Quan battle is the only one where the enemy portrait is overridden by another value. Ie...when you fight Taishi Ci at Jian Ye Sun Quan's portrait shows up. Here's where it happens:

A:1E X:BC Y:01 S:2C P:nvUbdIZc $AE5E:A6 75 LDX $0075 = #$0B <-- Battle ID (Lu Bu gemsword battle)
A:1E X:0B Y:01 S:2C P:nvUbdIzc $AE60:E0 4D CPX #$4D <-- Special Sun Quan battle
A:1E X:0B Y:01 S:2C P:NvUbdIzc $AE62:F0 F2 BEQ $AE56 <-- Take a different code path

Then if it goes that direction, it loads Sun Quan's officer ID directly:

0E:AE56:A9 57 LDA #$57 <--- Sun Quan
0E:AE58:20 A9 CF JSR $CFA9

Using a debugger I swapped the value at $0075 and had Sun Quan talk instead of Lu Bu.

Still a couple more things we'd have to find:

1. What about closing taunts?
2. Where to step in and divert the code to look up who talks for each battle. The logical place seems to be $AE5E for opening taunts.

EDIT:

1. For closing taunts:

Load 1st enemy officer:

1F:CF96:A4 4A LDY $004A = #$07
1F:CF98:B9 A8 60 LDA $60A8,Y @ $60F0 = #$00

OK we can totally do this. I can give the ability to choose any officer you want to do the opening or closing taunt in DoaEditor (with a ROM enhancement). This will be in the next DoaEditor cut (and IPS patch update).
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Re: DOAEditor and Romhacking for Destiny of an Emperor

Unread postby sonic.penguin » Thu Feb 20, 2014 4:25 pm

Awesome, I was also going to say that the battle where Sima Yi kills Cao Pi is one that pulls specific officer ID values and was thinking it would simliar to that. So the question is, would we be able tp pick a closer that is different from the opener or does it have to be the same?
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Re: DOAEditor and Romhacking for Destiny of an Emperor

Unread postby MiDKnighT » Thu Feb 20, 2014 4:30 pm

sonic.penguin wrote:Awesome, I was also going to say that the battle where Sima Yi kills Cao Pi is one that pulls specific officer ID values and was thinking it would simliar to that. So the question is, would we be able tp pick a closer that is different from the opener or does it have to be the same?


Nope, I'll have 2 tables. One for opening taunts and one for closing. You'll be able to choose any officer for either one. This would also be good for those forced officer leave events. After battle he could be like "Sorry dude, gotta run".
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Re: DOAEditor and Romhacking for Destiny of an Emperor

Unread postby MiDKnighT » Thu Feb 20, 2014 6:21 pm

The ROM enhancement is done. I documented it here:

http://doaerhguide.wikidot.com/start#toc22

So you can manually play with the feature now. Next DoaEditor will allow you to edit it there.
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Re: DOAEditor and Romhacking for Destiny of an Emperor

Unread postby MiDKnighT » Thu Feb 20, 2014 8:35 pm

And the DoaEditor part is done. Will include in next release unless you need it sooner:

Image
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Re: DOAEditor and Romhacking for Destiny of an Emperor

Unread postby sonic.penguin » Thu Feb 20, 2014 9:41 pm

No rush, but those were my thoughts exactly. The 'officer leave' event will be now even more believable now that the officer's portrait can show up. It will also make the storyline a lot more realistic too since I don't need to put some weakling at the front lines just to have him talk at the end of a battle, but can hide behind the troops (Jin Xuan XD)

Cool setup now with the battle lineup and portraits, its come a long way.

The item icons in the item tab still change randomly as you click through the item names.
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Re: DOAEditor and Romhacking for Destiny of an Emperor

Unread postby MiDKnighT » Fri Feb 21, 2014 1:49 pm

The item icons in the item tab still change randomly as you click through the item names.


From what I can see this one isn't so bad. If an object doesn't have an icon tied to it then the icon display might be messed up for the next couple of items but it's just a display problem, it's not changing the actual icon. I'll fix this in the next cut which will be to assign a default icon (pouch) to an item if it doesn't have an icon.
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