I just wanted to say, that I DLoaded Makou Reactor a few months back, and it really has helped me tremendously with my
walkthrough in so many ways, I use MR pretty much on a daily basis. I've been able to prove/disprove certain common mis-conceptions, such as how the Huge Materia is distributed; the obscure Potion in Sector 7, and its counter-part in Junon which shares the same flag; and the fact that Bahamut ZERO
is permanently missable, as the box will give you nothing if you have obtained the Huge Blue Materia (which is news to me), amongst many other things. MR is the most exciting thing to happen to my guide, and it will really help me to make it as accurate as is possible (for field scripting, that is, Proud Clod is my second favorite
), and you have been duly credited in the Special Thanks section Myst6re.
Anyway, I just wanted to ask, on the screenshot in your first post, I can see that you have the option to add and remove field models, as well as resize them. I however cannot, and it would really help me if I were able to, as I'm trying to create a precise map of Bone Village (excluding dig spot 8, as it's never used), and the blue orbs that are already in place would be perfect as a starting ground. I'd like to then try place a 3D model if a black line (if there is one) over the three lines of the triangle ID of the dig spots. The other option off course would be for me would be to overlap the bonevil2 map with the walkmesh, whilst highlighting the triangle ID of a particular dig spot in photoshop...
Yet another idea would be to create separate var names for individual bits, so that we could show something like "if (BITSET $HiPotion_mds7st1_PickedUp) ..."
I'm currently in the process of doing just that, however character space limitation means that I have to abbreviate each bit as a 3 character reference.
Check out this screenshot to get an idea of what I mean.What's really cool is the fact that I can use the
other memory bank to store a note against the variable itself; only the initial "bit legend" is shown in the scripts (and not the note nor the address).
So, in variable [1][134] (Junon, Icicle Inn and Gaea's Cliff events - 0x0C2A), the script would just appear as:
Bit 0 ON in $E 0~RDT 1~SGM 2~SSS 3~Shv 4~BCS 5~CIM 6~PBC 7~PAC
I have a separate Read Me file that contains the Bit legend. So, Bit 0, "RDT" means "Run Down Town" when Cloud first enters Junon. "SGM" means "Steal Glacier Map", "SSS" means "Screen Shakes, then Schizo fight". You get the picture.
I plan to spend time with every single bit of every single byte, to completely map out the Variable Manager in this way. Once I've finished, I plan to create my own savemap, and stick it in my guide. Memory Bank 5 & 6 are no-go areas, as they are "temporary" variables, and are used frequently in most scripts for a million different things. I do however plan to add a section to the Read Me file in which I note the use of every single variable from 5 & 6, map by map. Don't expect this to be done anytime soon...