Author Topic: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)  (Read 156968 times)

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #750 on: 2017-09-28 22:31:44 »
Is there any way you can increase the amount of texts aloud in a certain area?
I've hit 255 and cant add any more. It's crucial for my project

Nope, there is a fixed limit of one byte in MESSAGE opcode.

Would it be possible to add a way to save a field script at a text file with the opcodes and arguments/parameters in text like http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes
Example
GOLDu(15)
WAIT(30)


With time, anything is possible :) Hum... I don't have this resource right now...

Tsunamix

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #751 on: 2017-09-29 02:05:34 »
Damn, thats a massive punch in the guts of my project.

Tom

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #752 on: 2017-09-30 11:32:42 »
How about adding a new field that identical with the one you maxed out on and finding a clever time in the plot to switch them so it doesn't look awkward.

Tsunamix

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #753 on: 2017-10-02 05:25:24 »
I have found a way but i need to be able to get inside the crash dump file so i can see a specific variable

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #754 on: 2017-10-04 13:36:18 »
Tsunamix, if you showed me a real script file you are working on, perhaps I could find a new way you could achieve this subtitle business.  Perhaps not.  But I'd be willing to look.


Tsunamix

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #755 on: 2017-10-04 17:11:58 »
Okay so heres my very 1st scene.
You'll see exactly how what i do works.

The other way i CAN do this is have 4 seperate flevels for each option and the player chooses what they want in 7th heaven.
But that means coding the whole game 4 times....Making the mod massive.

So i created variables from empty ones to use as my stuff. Also here too to use with Makou Reactor.

The dynamic weapons mod uses the Cloud Swords variable that Kal got from somewhere to put inside 7th heavens "7th heaven.var" to allow them to be changed on the fly.All i know is he righ clicks play in 7th heaven and use the variable option to be able to get them.

Hopefully this makes enough sense

https://www.mediafire.com/folder/6nuulpzp1chhq/DLPB
« Last Edit: 2017-10-04 17:26:16 by Tsunamix »

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #756 on: 2017-10-04 17:51:45 »
That field has an enormous bug in it - before I even get to the matter at hand.  You have put a loop in the "init" section - meaning the field will never load. The game will hang. And this is in the wrong thread. We need to take it elsewhere.
 You're also duplicating code for no reason

Code: [Select]
If Var[11][243] bitOFF 5 (else goto label 9)
Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already running
Create window #0 (X=32, Y=32, Width=125, Height=41)
Displays the dialog "“C’mon,newcomer! Follow me.”" in the window #0
Label 9
If Var[11][243] bitON 5 (else goto label 10)
Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already running
Create window #0 (X=8, Y=198, Width=191, Height=25)
Displays the dialog "C’mon,newcomer! Follow me." in the window #0
Label 10

is the same as

Code: [Select]
Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already running
If Var[11][243] bitOFF 5 (else goto label 9)
Create window #0 (X=32, Y=32, Width=125, Height=41)
Displays the dialog "“C’mon,newcomer! Follow me.”" in the window #0
Goto label 10
Label 9
Create window #0 (X=8, Y=198, Width=191, Height=25)
Displays the dialog "C’mon,newcomer! Follow me." in the window #0
Label 10

Text will have to be duplicated in order to do subs and no subs... But there should be no reason why (unless there are 128 texts in one field), this will pose a problem.
« Last Edit: 2017-10-04 17:58:18 by DLPB »

Tsunamix

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #757 on: 2017-10-04 17:58:37 »
Okay not sure where to take the thread but ill explain why this code has to be exactly the way it is

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #758 on: 2017-10-04 18:14:56 »
What I'd say is this current way will take you years.  Even if you can get it working.  The best way I can find for subs would be to just use an installer.  Have 2 sets of touphscript field files.  You can position the dialogue and ts will do any autosizing. You can use {NEW} if the line is too big for screen.  The issue then is if you want the dialogue boxes removed.  That can be done with a simple exe edit.

Tsunamix

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #759 on: 2017-10-04 18:27:42 »
Okay that makes sense. i already have all areas coded up to Aeriths church this way now.
But scenes like tin_1, mds7 ect have way too many lines to be able to duplicate them all.

The scene doesnt crash so not sure what that loop is for.
If you know how i can get the variables from the crash.dmp so i can ad them too 7th heaven.var it's all done. Its ready and i can release pretty much right now a playable demo.

Toughscript is still unclear to me, i did try it before and just couldnt do it. No idea why because it looks simple haha.

OH ALSO
The {NEW} thing doesnt work because it's not a new box so it doesnt have a seperate ID. I cant link Ultrasound to it to play a seperate file
« Last Edit: 2017-10-04 18:37:55 by Tsunamix »

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #760 on: 2017-10-04 18:45:04 »
What you'd be forced to do there is make the window time match audio.  Or do it in parts as you prob have been doing.  Either way, it's a colossal task.  It may be better for you to just give up with Subtitles when it's WITH audio - or give up with normal boxes. Choose one or other.  Trust me... Not even I would attempt that.
« Last Edit: 2017-10-04 18:46:42 by DLPB »

Tsunamix

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #761 on: 2017-10-04 18:53:57 »
I know what you mean, but at this point im dedicated.
It is colossal work and im still doing it alone.

But on other forums and stuff people have raged at the subtitles so i wanna do my best to make it all optional to keep a good size crowd happy.

All i need is that variable thing. Thats it. And were good again. It will be finished because i can make 2 seperate versions of each area with too many texts and 7th heaven will use it instead based on the variable. Its all good

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #762 on: 2017-10-04 19:02:52 »
That's a fatal flaw in your logic.  FFX didn't add caption boxes - because it was using audio. And no-one raged.  The people raging are asking you to - in my view - do a totally unrealistic amount of work simply to cater to their nostalgia for normal boxes.

If you are using audio... then you have every right to treat it as FFX.  FFX creators did not say "We better add normal boxes".  It's up to you, of course, but catering to both camps may make this job impossible to finish.

Good luck :)

Tsunamix

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #763 on: 2017-10-04 19:22:08 »
Maybe, maybe,,,
I prefer the subtitles personally. And i want to do them over the normal boxes.

The followers are complaining because they dont want the subs.
Im choosing to do them for many reasons though.
I'll get it eventually

resinate

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #764 on: 2017-11-24 09:46:56 »
this is newb to ask this but how do u add a party member lol, im trying to re-add aeirth after cloud says LETS GO but its not working when adding/creating her.

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #765 on: 2017-11-24 09:47:38 »
Look at places where party members are added.  This thread isn't for questions on things like this.