Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.0.0)  (Read 468108 times)

Kaldarasha

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #275 on: 2013-08-29 02:24:24 »
It doesn't import the Model loader anymore. I also get a warning Message, if I leave the Background checked when I want to import a field.
Another small cosmetic bug is, when I save my changes it doesn't green out the the edited fields they stay red.
« Last Edit: 2013-08-29 02:30:27 by Kaldarasha »

ThunderPeel2001

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #276 on: 2013-09-15 19:47:13 »
This is an amazing tool! Thanks for version 1.6, the Search/Replace function is much appreciated.

One thing: The REPLACE ALL doesn't work at the moment. Also, it would be fantastic if you could do a Search/Replace across ALL the scripts. For example if I wanted to replace all instances of [SWITCH] or [ASSIST] with the actual names of the buttons in my configuration. Thanks!

Ansem

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #277 on: 2013-09-15 20:00:46 »
What exactly is Window.bin dependency supposed to do? Is it now possible to autosize text windows according to the Window.bin character width table?

...Thing is, it seems to fail for me.  ??? Earlier, I thought it affects something I don't need to mess with, but just now I accidentally left FF7Music open while doing stuff with Makou, and it intercepted several instances of a debug message stating "Cannot open window.bin."

Any idea why it can't open it? I have even manually directed Makou into the window.bin folder, but it didn't work either way.

RedXIV

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #278 on: 2013-09-23 12:40:10 »
Hi,

I've a quick question regarding changing a text entry? I tried to add an additional piece of text to a conversation using the texts menu and it seemed to save it correctly. However when I create the event to place the text in a window, the text is not available for selection, only pre-existing pieces of text are available.

I may just be missing something stupid here but would appreciate anyone's thoughts?

Grimmy

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #279 on: 2013-09-29 18:03:26 »
Would it be possible to add support for the Final Fantasy VII Interactive Sampler CD (tobal no.1 bonus disc). The field files on that demo are not the the dat and mim files found on all the other psx discs. It seems to have the dat file broken into 5 files. ate/bsc/ca/id/map and a mim file that is also different.

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #280 on: 2013-09-29 18:52:53 »
Would it be possible to add support for the Final Fantasy VII Interactive Sampler CD (tobal no.1 bonus disc). The field files on that demo are not the the dat and mim files found on all the other psx discs. It seems to have the dat file broken into 5 files. ate/bsc/ca/id/map and a mim file that is also different.

I have this demo, but this is not a priority. I add your request to the TODO list anyway.

DLPB_

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #281 on: 2013-09-29 19:30:09 »
Requests :)

1.  That MR stops using C syntax  in overviews wherever possible (because it overcomplicates things).  i.e. instead of

if  !(Var[1][51] & (1 << 4)) (else go to label 1)"  it would be

If Var[1][51]{Bit 4}= 0 (else go to label 1)

and

"If Var[1][51] & (1 << 4) (else go to label 1)"  it would be

If Var[1][51]{Bit 4}= 1 (else go to label 1)

This is MUCH more pleasant and easy to read and use.

2.  Set the 3 bit to 0 in Var[3][129] to be

Set bit 3 to 0 in Var[3][129]

3.  When searching for something in script , the highlighted line to be filled yellow.

===============
4.  Luksy also reports that the syntax you have used is a little bit wrong.  You have used ^ erroneously.

Quote
if  (!(Var[1][51] & (1 << 4)))
 is what it should be
 http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes/14_IFUB

9    A & (1<<B)
A     !((A & (1<<B))


Imho the key to a great app lies in its simplicity.  The easier you can make the GUI, the better.   8-)
« Last Edit: 2013-09-30 13:51:19 by DLPB »

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #282 on: 2013-10-02 21:42:19 »
Pertinent requests, I agree with this.

2.  Set the 3 bit to 0 in Var[3][129] to be

Set bit 3 to 0 in Var[3][129]

Ouch, this is a translation error.

Quote
4.  Luksy also reports that the syntax you have used is a little bit wrong.  You have used ^ erroneously.

Yeah... he's right :cry:

ThunderPeel2001

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #283 on: 2013-10-03 00:02:20 »
Nice catch!

Mirrorman95

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #284 on: 2013-10-14 00:03:20 »
I've got a problem with the Mac version of Makou Reactor 1.6. "FF7 couldn't be launched wine". Maybe it's because I installed it with Crossover?

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #285 on: 2013-10-14 19:35:36 »
Yes, there is no workaround for now. I should change the custom FF7 path by a custom FF7 command.

DLPB_

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #286 on: 2013-10-29 22:47:51 »
Makou always crashes when I try to remove entries from Kuro_4. (haven't checked other fields)

Grimmy

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #287 on: 2013-11-05 22:45:56 »
Just use the cut function instead of the delete. Using delete will crash on virtually anything, but cut has no problems on anything in any field.

Theclad

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #288 on: 2013-11-07 08:44:49 »
Hello Fiston !

I saw this article earlier : http://thelifestream.net/ffvii-the-original/unused-fields-of-ffvii/

It would be great to do a french version for this for FFDream.com, don't you ?

I just came back from Canada, see you soon in Paris bro' ! :)

Bravo for the work ! ;)

Thisguyaresick2

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #289 on: 2013-11-08 16:17:43 »
Hi, myst6re. I have two requests. It looks like Makou Reactor can't use the autosize feature for all windows. Some of these windows appear in blank, no text at all, and the autosize button is disabled. I don't know what causes this, but could you fix it?



The other request is to add an extra feature that would update the game font used in this program. Unfortunately, Makou Reactor can only use the default game font. A few months ago I modified my Window.bin (reduced the font size), and because of this change, the autosize feature won't work properly.



Nonetheless, this is a wonderful tool. I really love it!
« Last Edit: 2013-11-08 16:42:50 by Thisguyaresick2 »

Ansem

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #290 on: 2013-11-08 21:08:34 »
Hi, myst6re. I have two requests. It looks like Makou Reactor can't use the autosize feature for all windows. Some of these windows appear in blank, no text at all, and the autosize button is disabled. I don't know what causes this, but could you fix it?

I have some additional info on how this happens. It would appear that when previewing the last text entry in a field, the autosize becomes disabled.

Grimmy

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #291 on: 2013-11-08 21:35:58 »
Correct so add another text entry and leave it blank. Now you can resize the box for the previous text entry.

Thisguyaresick2

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #292 on: 2013-11-08 22:17:08 »
Yeah, it looks like you're right. But wouldn't that take more space in the files?

Grimmy

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #293 on: 2013-11-08 22:37:52 »
It is an empty text, so not really. But if it bothers you just remove the empty text after resizing the text box.  I remove mine for cleanliness on my mods. as can be viewed here.

https://www.youtube.com/watch?v=BwMO4PVg4-Y

The power of makou reactor, proud clod and kimera. Actually with these tool an entire new game could be made out of ffvii, just following the same major beats.
« Last Edit: 2013-11-08 22:41:22 by Grimmy »

Thisguyaresick2

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #294 on: 2013-11-09 15:33:27 »
Cool mod, dude. It's amazing how you put KH characters in the game (especially Sora).

To myst6re: please disconsider request no. 1.
« Last Edit: 2013-11-09 15:40:21 by Thisguyaresick2 »

Ansem

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #295 on: 2013-11-09 19:31:01 »
Umm... Makou just crashed on me when I tried to save after creating a new location.  :-\ After which, I tried to import the scripts and texts from another version of that field file, and it crashed again. The field I tried to modify was sango1, if that makes a difference.(likely not)

I'll try once again to see what happens.

EDIT: Okay, so this time I removed the scripts and groups that weren't in the imported file, and it worked. Seems Makou has become really sensitive, but that's still better than nothing. :P
« Last Edit: 2013-11-09 19:35:44 by General Ironside »

DLPB_

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #296 on: 2013-11-17 22:06:11 »
Is there any way to get Japanese text (in game text) to show up properly or is it not supported with Makou yet?

JBedford128

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #297 on: 2013-11-17 22:15:30 »
You mean like Settings > Japanese Characters?

DLPB_

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #298 on: 2013-11-17 22:18:08 »
You mean like Settings > Japanese Characters?

Don't know how I missed that....  It shouldn't need an option though, so I request auto detection :)

edit.  I do know how I missed it now.  There is a small bug here.  Sometimes when you select the option it doesn't change any text.
« Last Edit: 2013-11-19 10:10:08 by DLPB »

genesis063

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #299 on: 2013-12-20 00:03:30 »
Sorry to ask what people probably already brought to your attention.  It seems when I try to use windows 8 the models don't appear when you open the editor.  I ask for a solution because I have to leave soon because my grandma passed away and will be stuck on my laptop for 20 days that has windows 8.