Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.0.0)  (Read 469611 times)

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #625 on: 2016-03-21 20:27:11 »
It's clear that the PC version is knackered in this regard.  Nevertheless, it should be possible for someone to edit the field file a different way and get it working.   That's assuming that the Z values are correct.

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #626 on: 2016-03-31 00:43:52 »
I am not sure I know what this is doing - but it does look like another script error to me.  The code doesn't look right and it has got one part cancelling out the previous instruction.

See nivl_b1 and nivl_b12

Shade1 - Shade8

Is this supposed to be making the fire look like it's changing the light in areas?  It doesn't seem to be working at all if so.

See shade4 - s0main > Instruction 13 

That's got to be an error (and other shade's have it too)?

But even the < 62 and > 48 doesn't seem to be logical to me given how that's all working.

sithlord48

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #627 on: 2016-03-31 12:24:16 »
Code: [Select]
Load the palette #9 in the position 24 (color count=64)
Wait 4 frame
Label 1
If Var[5][11] < 62 (else goto label 2)
Var[5][11] = Var[5][11] + 1 (8 bit)
Multiply RGB(Var[5][11], Var[5][11], Var[5][11]) on the colors in a palette (sourcePal=24, targetPal=28, color count=64)
Copy palette (sourcePal=24, targetPal=28, color count=1)
Load the position 28 in the palette #9 (color count=64)
Goto label 1
Label 2
If Var[5][11] > 48 (else goto label 3)
Var[5][11] = Var[5][11] - 1 (8 bit)
Var[5][11] = Var[5][11] + 1 (8 bit)
Multiply RGB(Var[5][11], Var[5][11], Var[5][11]) on the colors in a palette (sourcePal=24, targetPal=28, color count=64)
Copy palette (sourcePal=24, targetPal=28, color count=1)
Load the position 28 in the palette #9 (color count=64)
Goto label 2
Label 3
Goto label 1

it seams fairly logical to to me .. allow me to explain.  (at least how it should work , does not be cause they set [5][11] to 66 )
1. Goto used as loop controls (oh my HS comp sci teacher would be pissed he hated when we used goto)


[5][11] starts at lest say 0. if we look at the logic flow heres whats going on ..
for the first 62 loops the top condition will be true [5][11] will be less then 62

on the 63rd loop [5][11]=62  so the first condition will fail
from loop 63 onward the second condition is true. [5][11] is indeed greater then 48.
since the second condition never changes the value of [5][11] it just become the came color over and over..

yeah its bad logic but its not the first time we have seen it and we don't know maybe after 62 loops we no longer want the change any more ..  this script is of course completely broken due to the value they set [5][11] to in s0-Init.

change in the scripts Init the value to 0 and see what happens in game...
« Last Edit: 2016-03-31 12:27:39 by sithlord48 »

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #628 on: 2016-03-31 12:27:38 »
If you look at some of the other shades they have

Var = var - 1 (8 bit)


They have the - var.  But NOT the + to go with it.

I mean:

Var[5][11] = Var[5][11] - 1 (8 bit)
   Var[5][11] = Var[5][11] + 1 (8 bit)

is just cancelling itself out, which the other shades don't do. (Check shade 1)

I'll change what you said and see.

sithlord48

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #629 on: 2016-03-31 12:29:38 »
shade 1 and shade 2 are the only shades not doing that

Var[5][11] = Var[5][11] - 1 (8 bit)
   Var[5][11] = Var[5][11] + 1 (8 bit)

btw im looking at psx copy.

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #630 on: 2016-03-31 12:34:57 »
They're identical anyway, I checked.

I don't see any change by making the init var 0.  Unless this shade business is broken in PC completely?

edit.

There doesn't seem to be any flickering in the PSX version either.  Clearly, that code is meant to make the fire seem more real - and it's failing.
« Last Edit: 2016-03-31 15:35:27 by DLPB »

Sega Chief

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #631 on: 2016-03-31 21:55:40 »
Was there ever an option to auto-adjust every text window in the one go? I could have sworn I saw something like that in Makou before but can't find it now.  Or am I thinking of Loveless?

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #632 on: 2016-03-31 22:04:07 »
Touphscript can do it. Just decode > encode.

DynamixDJ

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #633 on: 2016-03-31 22:58:44 »
When I first downloaded MR I thought that the "script editor" option tick-box within the configuration tab did exactly that. Now I realise that this option just expands the script tree by default. Perhaps you made the same error as I in thinking that this tick box was regarding the dialogue boxes (as it is placed directly underneath the Text Editor options)?

Raziel80

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #634 on: 2016-04-01 15:32:31 »
Error message on start: "Makou_Reactor.exe is not Win32 program". Error in the version 1.7.0, but version 1.6.5 works. File makoureactor-1.7.0-win32.zip downloaded from github. ( OS Windows XP sp3 ).
« Last Edit: 2016-04-01 15:34:31 by Raziel80 »

Sega Chief

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #635 on: 2016-04-01 18:54:16 »
Touphscript can do it. Just decode > encode.

Will it work on a modded game? I thought it was for reunion/default script only. I'll give it a shot.

When I first downloaded MR I thought that the "script editor" option tick-box within the configuration tab did exactly that. Now I realise that this option just expands the script tree by default. Perhaps you made the same error as I in thinking that this tick box was regarding the dialogue boxes (as it is placed directly underneath the Text Editor options)?

Maybe that's what it was. I hope touphscript can help otherwise I'm gonna lose a lot of time.

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #636 on: 2016-04-02 15:21:24 »
Looks like I was right...

If you remove the addition operation in nivl_b1 shades, you end up with fire that has extra fading effects.  I think the programmer just made an error by leaving the addition.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #637 on: 2016-04-02 15:38:14 »
Error message on start: "Makou_Reactor.exe is not Win32 program". Error in the version 1.7.0, but version 1.6.5 works. File makoureactor-1.7.0-win32.zip downloaded from github. ( OS Windows XP sp3 ).

I'm afraid MR is not compatible with Windows XP anymore :(
If it is really needed, I can make special builds for this OS.

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #638 on: 2016-04-02 16:09:43 »
A few more corrections:

1. Animation (loop) / Animation 1 / 2 etc isn't stated in the script window - so you can't tell what it is until you double click on it.

2. Eyes Open / closed  seems to have a huge array of default values.  The correct way to open / close eyes is only 4 parameters, and usually begins 2 2 0 0 to close.

3. Currently, you cannot copy paste script from one map to another.  It would also be good if you could copy paste between different instances of Makou Reactor.

Ansem

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #639 on: 2016-04-02 22:03:17 »
3. Currently, you cannot copy paste script from one map to another.  It would also be good if you could copy paste between different instances of Makou Reactor.

I must agree. It would be an awesome feature, and would most likely ease a lot of frustration with moving scripts about.

Kaldarasha

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #640 on: 2016-04-05 06:20:51 »
More or less this is what I mean to be able to export and import text scripts in/from a text file. This way we could make templates and are able to share script fixes or improvements more easily.

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #641 on: 2016-04-06 23:58:45 »
Just noting for documentation purposes and maybe you'll need this too Mystere:

The fade (6b) speed is basically seconds = 256 / speed /  30 (30 because this is field frames in one second)

So when speed is 1 (slowest)  you get 256 / 1 / 30 = ~ 8.5s fade in.

The fastest fade in would be 1/30 of a second. One frame (by setting speed to 255).

Fade out probably works along same idea.  A lot of this has hard-coded initial values.  For example, the 256 above is set there (I think always set to this).

For mem addresses see functions 63B464 and 63B84B
« Last Edit: 2016-04-07 00:01:10 by DLPB »

Amber

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #642 on: 2016-04-08 15:38:01 »
So the background of lastmap is fixed in the viewer but not in game?

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #643 on: 2016-04-08 19:10:45 »
We're not sure if it really is "fixed"  - but for whatever reason lastmap and fr_e will not work correctly in game.

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #644 on: 2016-04-08 23:04:24 »
You have "music lock / unlock" as "on / off" as the main drop down title.

Your music IDs are all offset incorrectly by 1, because you have two zeroes at the start of the list.  Unless this is how it is in script?  It isn't in memory - the correct ID shows up.
« Last Edit: 2016-04-09 05:49:09 by DLPB »

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #645 on: 2016-04-16 08:32:09 »
Bug.  Akao drop down menu isn't working right.  I can't change the operation.

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #646 on: 2016-04-17 12:59:01 »
Me again.  2 issues.

1.  I am not sure "priority 1/6 etc" is the right description for what is happening.  As far as I can tell, there are simply a number of slots available (7?).  When one is taken, another call to it cannot be made. This should really then be called "Slot 0" "slot 1" etc?  Is this how it works?

2. Makou crashes if you delete a script AFTER reloading flevel.  So - open flevel - open another flevel - delete script (or delete certain entries)  = crash.  It always happens.

I am going to go through Makou at some point and make an extensive list of issues.

Sega Chief

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #647 on: 2016-04-21 22:37:01 »
Got a request; is there any way for copy-pasting scripts/groups to be possible between two separate flevels?

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #648 on: 2016-04-21 22:37:35 »
Got a request; is there any way for copy-pasting scripts/groups to be possible between two separate flevels?

Already asked :P It is possible, but I hope it is implemented ;)

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« Reply #649 on: 2016-04-24 20:13:19 »
That is a regression since the 1.7.0, I fixed it for the next release.