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FF7 Tools / Re: [PSX/PC] Field Editor - Makou Reactor (1.8.4)
« on: 2021-04-27 11:29:02 »
I'm on the Discord of Qhimm, of course
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Now I can't change the fields back to 1.6.X because they are 1.8.X, this will cause more errors, so I feel trapped
Pd: What does it mean "Fix text autosize for VARDEC / VARDECR / VARHEX and MEMORY commands"
Now using this do the numerical values line up correctly? (this non-alignment problem is very annoying)
For those of you with issues using hyne in not french
I have uploaded a new zip for windows that now contains the translations to the release.
Hi, been using MR for a while now, you did a great job with it, btw! I've been trying to put the materia tutorial in a different place, but I can't get it to start. The menu just comes up but nothing happens. I've got the tutorial text added to the list and "Tutorial #2" in the commands list, but it won't run. Is there a step I'm missing? How do I know which number to use, because on the 7th Heaven field, "Tutorial #3" is the command used, but it's labeled "Tuto 4" in the list.
This release has not been moved over to CMake ?
Thank you for making such a great piece of software! Thought I should mention some of the glitches I've encountered:
-The white text in dark mode turns black whenever you edit a script.
-It sometimes crashes when you switch between flevel files and then edit something.
-Opening the walkmesh viewer marks the file as having unsaved changes, even if you didn't actually change anything.
-The "Red XIII is named Nanaki" custom opcode doesn't seem to work. I tried using it and the game just hung. (It also didn't create a collapsible code block like if statements usually do.)
-Looks like Cloudiar reported this already, but I noticed, when working with large amounts of if statements, that the game started behaving strangely. When I closed and reopened the file, all the goto statements were changed to "forward %n bytes", with all the corresponding labels missing:
(That screenshot also shows the black text issue I mentioned)
And one suggestion I have, I've noticed that animation type 2 usually waits for the animation to finish before continuing (while type 1 doesn't), but for "play animation and return to previous state," it's reversed. It would be nice if that were fixed—or, better yet, if it actually said something like "waiting for end to continue" on the frontend, so you don't have to memorize which is which.
Keep up the good work!