Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.0.0)  (Read 466173 times)

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
« Reply #425 on: 2014-11-28 11:29:30 »
Mystere:

Have you given any thought to what I suggested before regarding dealing with the vars v actual banks?

Instead of there being [1] and [2] There would simply be [1]
Instead of [3] and [4] there would be [2]
Instead of [5] and [6] there would be [T]
Instead of [11] and [12] there would be [3]
Instead of [13] and [14] there would be [4]
and instead of [15] and [7] there would be [5]

T would be the temp bank.

You'd make it so the field var stuff is dealt with behind the scenes.  All the user would concern themselves with is the value they want to input.  This way, a TRUE reflection of the REAL memory banks can be seen, and it's neater and easier.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
« Reply #426 on: 2014-11-29 15:41:48 »
Could you add a comparison between two flevels (and for PSX dat files)? It would be a big help to compare a modified flevel against a unmodified. Even a comparison between PSX and PC would be great. There are a few differences in the scripts (I only knew gldgate has on PSX more scripts for Cloud).
I think it's enough if the difference would be highlighted with a color and should only indicate the field and the group of the field.

That's hard for now, maybe for the next major version.

[New bank mechanism]

  • I'm OK to hide 8, 9 and 10.
  • I'm OK to indicate that 5 & 6 are temporary banks.
  • Sometimes the GETDIR opcode (which store a 8-bit value) is used with a 16-bit bank, how can I detect that? (example jundoc1a > hei3 > Script 10 > Line 2)

Roden

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
« Reply #427 on: 2014-11-29 18:36:19 »
A comment system could be handy. You would have to save the comments to another file obviously.. But then you could add some handy notes to the scripting (sometimes looking at my old scripts can be a little confusing if I haven't changed it in awhile).

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
« Reply #428 on: 2014-11-29 20:15:08 »
Agree!

Roden

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
« Reply #429 on: 2014-11-29 21:11:05 »
Also another small thing I just stumbled across, the old "MMMMMMMMM" name thing (which Square used in the debug room). Maybe you can add a button in the dialog editor which adds that string to the dialog? Might be handy when getting the right size for small text boxes!

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
« Reply #430 on: 2014-11-29 22:41:09 »
In fact there are some new features in Makou Reactor 1.6.3, and one of them is the feature to change character names displayed in text preview.

Roden

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
« Reply #431 on: 2014-11-30 11:22:24 »
In fact there are some new features in Makou Reactor 1.6.3, and one of them is the feature to change character names displayed in text preview.
Great :) Sounds like you are on top of things.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
« Reply #432 on: 2014-12-07 12:46:30 »
I work hard for the next version. There is currently a crash on the last build, I try to fix it. We're close to a new release.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
« Reply #433 on: 2014-12-07 14:45:13 »

Changelog:
  • "Find all" feature
  • Text editor: Some modifications about autosize feature + configuration of margins and character names.
  • Window opcode editor: Fixing crash and bug (when changing current displayed text).
  • Window opcode editor: Adding buttons to align the window vertically and horizontally.
  • Text preview: can change page with the wheel.
  • Splitting movie list in three lists: one for each disc.
  • Search var: Fixing regression when searching without value, adding "all" operation to search every occurrences of var.
  • Text editor: renaming {VAR1}, {VAR2} and {VAR3} tags into {VARDEC}, {VARHEX} and {VARDECR}.
  • Var Manager: Adding some infos about vars (r/w, size).
  • Var Manager: Merging related banks (1/2, 3/4, 5/6, 11/12, 13/14 and 15/7) hidding unusable banks (8, 9, 10).
  • ISO: fixing FIELD.BIN update bug. (need tests)
  • Fixing bug: window.bin not opened if kernel.bin is not opened.
  • Fixing CMUSC opcode length.

Thanks to Acro, Roden and DLPB for all their bug reports.
« Last Edit: 2014-12-07 15:16:49 by myst6re »

Roden

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
« Reply #434 on: 2014-12-07 16:40:36 »

Changelog:
  • "Find all" feature
  • Text editor: Some modifications about autosize feature + configuration of margins and character names.
  • Window opcode editor: Fixing crash and bug (when changing current displayed text).
  • Window opcode editor: Adding buttons to align the window vertically and horizontally.
  • Text preview: can change page with the wheel.
  • Splitting movie list in three lists: one for each disc.
  • Search var: Fixing regression when searching without value, adding "all" operation to search every occurrences of var.
  • Text editor: renaming {VAR1}, {VAR2} and {VAR3} tags into {VARDEC}, {VARHEX} and {VARDECR}.
  • Var Manager: Adding some infos about vars (r/w, size).
  • Var Manager: Merging related banks (1/2, 3/4, 5/6, 11/12, 13/14 and 15/7) hidding unusable banks (8, 9, 10).
  • ISO: fixing FIELD.BIN update bug. (need tests)
  • Fixing bug: window.bin not opened if kernel.bin is not opened.
  • Fixing CMUSC opcode length.

Thanks to Acro, Roden and DLPB for all their bug reports.
Thanks Myst6re for a great release. Regarding the ISO FIELD.BIN update bug.. I can test this. Though I don't think reallocation is suitable for expanding the field DATs of the ISO.. It will work OK for awhile but then you'll run out of space (unless you resize the ISO/delete files). Isn't that right?

Recently I resized every field DAT manually to 35KB (via FIELD.BIN) as no tool could suit my needs. I had to map each sector using my own chart, but this is handy as I can refer to the chart whenever I edit a new room (instead of changing all the offsets at the same time). I could only do it by overwriting the Shinra car movie..



Without overwriting that movie, resizing all fields to 35KB would be impossible even if you grouped all MIMs/BSX together (you would still be 7MB over the limit or 200 whole rooms, plus it would take a very long time changing those offsets).

If you're wondering why 35KB, its because most fields are unable to attain that size (it seems maximum file size is relative to the scene somewhat, but they can all handle same amount of scripting/text dialogues). It will crash the game and then self-corrupt in Makou long before then. To put 35KB into perspective, the chocobo stable is the largest scene at 33kb, it handles the viewing of six chocobos plus all the feeding, mating, riding, naming, buying greens features. And more. No other scene really comes close.

Only after the following points does the PS1 version start crashing/corrupting:
- Around 8000 lines of scripting
- An average amount of field groups in the scene
- All unused text still in the scene (in my test case, 120 or so text dialogues from the first Mako reactor mission).

So that's pretty good performance IMO.

You could also change that too:
- 13000 lines of script
- 10 text dialogues (seems to be a link there between code/text).

Roden

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #435 on: 2014-12-13 23:22:59 »
Is there a way to display arrows in the walkmesh view?

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #436 on: 2014-12-14 11:42:12 »
Is there a way to display arrows in the walkmesh view?

It's like display the background in the walkmesh view, normally it isn't hard, but I need time to learn how.

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #437 on: 2014-12-14 12:01:50 »
This is a great release!  Well done :)  ;D

A small improvement could be that when 2 byte writes occur, both bytes are marked used in the map.  So Gamemoment should cover Byte 0 and 1. 

Roden

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #438 on: 2014-12-14 14:29:06 »
It's a good release. I'm glad the walkmesh crash is gone (at least so far). I haven't noticed any problems other than the things I posted earlier "we need comments!" :P

paul

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #439 on: 2015-01-14 23:04:31 »
Field md1_2 script av_b Init is:

This group is a field model (ID=1)
Place field Model (X=3437, Y=31524, Z=642, triangle ID=47)
Deactivate contact with field model
If $GameMoment >= 8 (else go to label 1)
   Deactivate talk script for the current field model
   Deactivate contact with field model
   Hide field model
Label 1
Return

My QGears tool for conversion outputs:

0000036F: void script_av_b_2_0_init() {
0000036F:   Char(1);
00000371:   placeObject(0, 0, 3437, 31524, 642);
0000037C:   setSolid(1);
0000037C:   if (game:variable_get(2_0) >= 8) {
00000386:     setTalkable(1);
00000388:     setSolid(1);
0000038A:   }
0000038A:   setVisible(0);
0000038C:   return;
0000038C: }


From:

0000036f: CHAR 1
00000371: XYZI 0, 0, 3437, 31524, 642, 47
0000037c: SOLID 1
0000037e: IFSW 2, 0, 0, 8, 4, 7 (False target address: 0x38a)
00000386: TLKON 1
00000388: SOLID 1
0000038a: VISI 0
0000038c: RET

It seems that VISI 0 should be outside of the if statement, but your tool is including it inside of the if statement? Is this a bug in your tool or mine? I think its yours because 0x37e+7+5 = 0x38A which is the VISI 0 meaning this will be executed when the if block is not entered.

Ragna

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #440 on: 2015-01-15 03:05:05 »
My QGears tool for conversion outputs:

0000036F: void script_av_b_2_0_init() {
0000036F:   Char(1);
00000371:   placeObject(0, 0, 3437, 31524, 642);
0000037C:   setSolid(1);
0000037C:   if (game:variable_get(2_0) >= 8) {
00000386:     setTalkable(1);
00000388:     setSolid(1);
0000038A:   }
0000038A:   setVisible(0);
0000038C:   return;
0000038C: }


From:

0000036f: CHAR 1
00000371: XYZI 0, 0, 3437, 31524, 642, 47
0000037c: SOLID 1
0000037e: IFSW 2, 0, 0, 8, 4, 7 (False target address: 0x38a)
00000386: TLKON 1
00000388: SOLID 1
0000038a: VISI 0
0000038c: RET

It seems that VISI 0 should be outside of the if statement, but your tool is including it inside of the if statement? Is this a bug in your tool or mine? I think its yours because 0x37e+7+5 = 0x38A which is the VISI 0 meaning this will be executed when the if block is not entered.


Not related, but, isn't that code redundant?

Kaldarasha

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #441 on: 2015-01-15 05:28:28 »
It has to be inside because the model will only be visible if the game moment isn't 8 or higher. If it would be outside then the model wouldn't be seen in no condition. So it will run the main script with an invisible model.

@Artema
Code: [Select]
   Deactivate talk script for the current field model
   Deactivate contact with field model
   Hide field model
This has to be seen as one command 'Disable model'. So redundant code has to be seen as a logical limitation of the code compiler of the script tool for their engine.
I guess MR needs to run the script itself to find such code to highlight it. ???

paul

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #442 on: 2015-01-15 11:59:20 »
Ah the bug is mine - the IFSW is longer than the IFUB, thats what I get for using the same logic for both.

Roden

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #443 on: 2015-01-17 14:31:02 »
Is there some sort of correct procedure for adding walkmesh? I was just joining the dots, and noticed some triangles work, some don't and some crash the game when you run into a joining point.

Edit: Never mind, figured it out. The order of the points and the joining line order seems to be important.  As if it wasn't annoying enough already :P
« Last Edit: 2015-01-17 14:49:44 by Roden »

EditorMaster

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #444 on: 2015-01-18 11:01:53 »
I need help please  :(

When I edit anything not able to start NEW GAME, example I changed add 2 item inventory  :-(



Thanks

Roden

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #445 on: 2015-01-18 12:59:46 »
I need help please  :(

When I edit anything not able to start NEW GAME, example I changed add 2 item inventory  :-(



Thanks
Need more info.. PS or PC? If PC, I can't help since I don't use that version.

EditorMaster

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #446 on: 2015-01-18 14:46:42 »
Need more info.. PS or PC? If PC, I can't help since I don't use that version.

My subject is (when I edited anything and save I run the game but not complete when I start (NEW GAME) only black screen....?

How I can edit without any problem  when I saved ?

Thanks

Roden

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #447 on: 2015-01-19 14:20:17 »
To myst6re: A feature that would help for walkmesh would be a button to flip the position of the points. So for example, you can change point 1 to point 3 (and point 3 to point 1) with one button click, rather than copying/pasting & remembering a bunch of numbers. This could be handy for quite a few reasons, one of them fixing walkmesh errors if you don't put them in the right order.

Another thing that would be handy is if it tells you the coordinates of the center of the triangle, so its easy to move characters there and such without too much messing around.

I know before you said its hard to display things on that 3D view, so I deliberately left out a lot of those suggestions (such as numbering of points etc).. ;)

EditorMaster

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #448 on: 2015-01-19 16:20:41 »
To myst6re: A feature that would help for walkmesh would be a button to flip the position of the points. So for example, you can change point 1 to point 3 (and point 3 to point 1) with one button click, rather than copying/pasting & remembering a bunch of numbers. This could be handy for quite a few reasons, one of them fixing walkmesh errors if you don't put them in the right order.

Another thing that would be handy is if it tells you the coordinates of the center of the triangle, so its easy to move characters there and such without too much messing around.

I know before you said its hard to display things on that 3D view, so I deliberately left out a lot of those suggestions (such as numbering of points etc).. ;)

I'm only change numbers to 2 and saved but not start game ?

spy__dragon

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
« Reply #449 on: 2015-02-18 17:28:10 »
I have a question.
It is possible to autosize all text windows?
It's some tedious to size each one.