Author Topic: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)  (Read 130517 times)

genesis063

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #725 on: 2017-02-28 01:58:21 »
Is the resize all windows thing still going to incorporated would save a crap load of time.

Tsunamix

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #726 on: 2017-02-28 04:21:48 »
I would love if there was a macro in this to allow all boxes to me placed as far to the bottom left as possible. Maybe all boxes of ID X placed wherever you choose. It would help a ton for my Subtitle mod.  I agree to the auto-size all thing too.

On a side note. I'm using the reunion/because with menu overhaul on, but even if a box is auto-sized there is still a huge gap o the right end. And solution i don't know about for this?

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #727 on: 2017-02-28 12:45:03 »
Your best bet is to use ts which can autosize all dialogue just with a simple decode encode.

Until Mystere adds any option, the best way to subtitle is to use ts - then create a program to add #cy 230 to every entry. (#cy 230 will set Y to 230 and centre X).

That's how I'd do it, but I appreciate not everyone could create such a program.  Still it wouldn't be that big of an issue. You'd just add a search for '-------------------' then add the info on the line below it.
« Last Edit: 2017-02-28 16:25:01 by DLPB »

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #728 on: 2017-02-28 21:48:04 »
Yeah i remember you telling me that before. I did try it but even with your instructions i couldn't grasp it. I know it's easy but i had no luck. Just one of them things haha

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #729 on: 2017-03-18 08:58:46 »
Correction to Akao documentation. I've been testing it in the PSX version to avoid any errors brought on by PC port.  I was also notified by someone that field code allows for multiple effects to be played at the same time (like the Summon effects in battle). This isn't working in PC version.  I did some digging, and here are the amendments:

OPERATION 0x20:

The parameter is assigned to a channel. Since operation 0x20 can only take one parameter, it is in fact no different to operation 0x28.

OPERATION 0x21:

Allows 2 effects to be played using channel 1 and channel 2. This is simply a short-hand way of using operation 0x28 and 0x29.

param1=Panning,
param2=Effect ID for channel 1
param3= Effect ID for channel 2

OPERATION 0x22:

Allows 3 effects to be played using channel 1, channel 2, and channel 3. This is a short-hand way of using operation 0x28, 0x29 and 0x2A.

param1=Panning,
param2=Effect ID for channel 1
param3= Effect ID for channel 2
param4= Effect ID for channel 3

OPERATION 0x23:

Allows 4 effects to be played using channel 1, channel 2, channel 3, and channel 4. This is a short-hand way of using operation 0x28, 0x29, 0x2A, and 0x2B.

param1=Panning,
param2=Effect ID for channel 1
param3= Effect ID for channel 2
param4= Effect ID for channel 3
param5= Effect ID for channel 4

You see how ridiculous this is?  It's just to save every last byte in some really crappy way.  Again. Just confusing and useless.  If not using my DLL, you can fix these broken OPERATIONs by just using the working counterparts.  I.e., for operation 0x23, you'd use 0x28, 0x29, 0x2A, and 0x2B to set the 4 effects.

It's not even like 0x21,22,23 were even needed.  They could have just checked to see if an argument was zero and then skipped if so - but stupidly they use 0 for the "stop effect".

OPERATION 0x30

Play a sound effect on channel #4, and ignore operation 0xF1 [param1=Panning, param2=Effect ID]

http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes/F2_AKAO

Updated. I think that's everything now.
« Last Edit: 2017-03-18 10:29:52 by DLPB »

Sega Chief

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #730 on: 2017-03-18 13:50:19 »
OPERATION 0x23:

Allows 4 effects to be played using channel 1, channel 2, channel 3, and channel 4. This is a short-hand way of using operation 0x28, 0x29, 0x2A, and 0x2B.

param1=Panning,
param2=Effect ID for channel 1
param3= Effect ID for channel 2
param4= Effect ID for channel 3
param5= Effect ID for channel 4

You see how ridiculous this is?  It's just to save every last byte in some really crappy way.  Again. Just confusing and useless.  If not using my DLL, you can fix these broken OPERATIONs by just using the working counterparts.  I.e., for operation 0x23, you'd use 0x28, 0x29, 0x2A, and 0x2B to set the 4 effects.

It's not even like 0x21,22,23 were even needed.  They could have just checked to see if an argument was zero and then skipped if so - but stupidly they use 0 for the "stop effect".

When I was trying to fix the observatory SFX, the first thing I tried to do was ditch the Akao 23 and put the SFX onto four separate channels but the same issue occurred; the 4th SFX would override the other 3 and be the only audible sound. There must be something about the SFX files themselves that's causing the problem; the function itself I think might be OK as it works under certain conditions when using other SFX.

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #731 on: 2017-03-18 21:13:53 »
Are you sure that there isn't any other effect playing?  A normal "play effect" uses channel #1 for example.

If it is the sfx, I can check that too.

Kaldarasha

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #732 on: 2017-03-18 21:41:44 »
A silly question from my side, but what if the sound buffer of the game is to small? Though it really is only an idea which springs into my mind. I mean we shouldn't forget that the PCs at that time weren't so potential as they are now.
« Last Edit: 2017-03-19 02:06:59 by Kaldarasha »

Sega Chief

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #733 on: 2017-03-19 00:51:48 »
A silly question from my side, but what if the sound buffer of the game is to small? Though it really is only an idea which springs into my mind. I mean we shouldn't forget that the PC at the time weren't so potential as they are now.

Could be; the SFX in the observatory are all 1min+ in length but when I used SFX that were only a couple seconds in length it seemed to work okay.

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #734 on: 2017-03-19 05:59:25 »
I can't see the sound buffer being the issue.  Buffers are always super small.  The data is streamed from a file.

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #735 on: 2017-05-08 22:57:09 »

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #736 on: 2017-05-09 19:41:12 »
Critical issue here, I will take a look.

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #737 on: 2017-05-09 21:11:07 »
It's looking more and more like my fault to be honest haha.  But let me know if you can see any addition operations in the file (by looking at hex) that should not be there. Should only be 100 or so addition ops in group 11. 

edit.

Oh, ok, something is up.  Phew.  Thought I'd made a right mess of that.  ;D


Also note to people:

http://oi66.tinypic.com/2j4obqt.jpg


This is the general way that the field script works in game.
« Last Edit: 2017-05-11 07:25:52 by DLPB »