Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.0.0)  (Read 466122 times)

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #325 on: 2014-04-20 14:52:44 »

Changelog:
  • Clearer biton/bitoff tests syntax.
  • Fixing crash when SPECIAL and KAWAI opcodes are copied.
  • Fixing crash when group is removed.
  • Updating group IDs in the current field scripts when a group is added/removed/moved.
  • Model loader editor: adding animation id column in animation list (PC).
  • Script viewer: new action to jump between gotos and labels.
  • Script editor: Fixing crash after an opcode conversion.
  • Tuto editor: Fixing text cleared bug, and some other bugs related to the syntax.
  • Word alignment needed for AKAOs (PSX version).



And... that's all. Yes I know it is a minor release, but I don't have enough time to do more.
« Last Edit: 2014-04-20 16:50:53 by myst6re »

DLPB_

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #326 on: 2014-04-20 23:37:57 »
All updates are a welcome update.  I'll test later :)

sithlord48

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #327 on: 2014-04-21 14:57:31 »
PPA has been updated and new linux binaries are ready.

Mac os build will come if/when i fix my mac.

Mayo Master

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #328 on: 2014-05-17 18:19:47 »
I'm discovering this tool only now, and this is seriously awesome  :D   I'd dare say "C'est la fete du slip!"
In my works regarding the HD redesign of field screens using 3d modelling, scaling objects is a recurring issue. Sometimes the scale of the whole scene causes problem. In that respect, this tool will be a huge help. Besides, it's very user-friendly. Thank you.

Ansem

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #329 on: 2014-05-26 17:15:43 »
Will there ever be an option to translate PSX field model animations into PC version? I'm just asking because the original Japanese Honeybee Manor rooms have some field model animations which don't seem to exist in the PC char.lgp at all. It would be very tedious to re-create these by hand, and I'm very eager to integrate the original Honeybee Manor scenes into the PC port because the current Honeybee Manor is just crap. :D

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #330 on: 2014-05-27 19:28:46 »
Maybe one day...

ultima espio

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #331 on: 2014-06-04 00:02:15 »
I have a few more feature requests if you don't mind :)

Replace all function - replace all execute script 4 in cloud no1 to script 4 in tifa no2

Wrap text in speech marks button - highlighted text gets wrapped in speech marks

More specific copy and paste - copy lighting and individual scripts, as well as drag them to rearrange them.

View walkmesh, entities and arrows over the actual background. That would make placing objects easier.

Sorry if that's a lot, these are things i've been thinking about for a while :)

DLPB_

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #332 on: 2014-07-13 20:19:57 »
2 bugs


1. When adding a new animation to a model, you cannot delete the first animation.

2. When updating a model the field does not update the model image preview (in script window) even when you exit / enter a field.  you have to close the entire field/flevel in makou and then reopen.

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #333 on: 2014-07-13 21:02:38 »
Ok :)

Green_goblin

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #334 on: 2014-07-26 15:00:21 »
Hello myst6ere

Is it possible to export all the field files using the PSX format?
I mean... the PC format has one single file with all the info in it, while the PSX version has that file divided in 3 sub-files (DAT, MIM & BSX/BCX). Do you think that will be easy to code?

Regards!

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #335 on: 2014-09-03 16:10:12 »
Suggestions:

1.NFITC1 pointed out that banks 8, 9 and 10 are unused, cannot be used, and are never saved. They are dummies.  I suggest you grey these out (and give an error message "This bank cannot be used) or simply remove them from your var manager etc.

2. "Follow" script.  If I right click on Execute Script 25, it should allow me to choose "follow" and then move me to the destination.

3. English issues:

a. Execute the script 25 (for example)  should be Execute Script 25

b. if Var[15][33] bit on 7.  This looks wrong... 
   Better way:   if Var [15][33] Bit7 ON  (note: capitals ON)

c. Triangle accessible via la ligne = via the line (2-3, 3-1)

d. Set bit7 to 1 in Var [15][33]  better as Bit7 ON in Var [15][33] (note: capitals ON and no "set")

4. Possible that copying a group also copies other stuff?  For example, if I copy a potion, the model is added to the model list, text is added to text list?

Question:

It isn't possible to execute a script within the same group?  i.e., Cloud group init cannot run script3?  It HAS to be external?





 

« Last Edit: 2014-09-03 16:12:55 by DLPB »

nfitc1

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #336 on: 2014-09-03 18:48:48 »
...1.NFITC1 pointed out that banks 8, 9 and 10 are unused, cannot be used, and are never saved. They are dummies...

It's more accurate to say they literally don't exist. Any code attempting to read/write to them will just be ignored. It's still valid code, just no function.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #337 on: 2014-09-03 20:55:11 »
Suggestions:
[...]

Thanks, I need more english reviewers :)
And "Triangle accessible via la ligne" is in french, I think the translation is missing.

It isn't possible to execute a script within the same group?  i.e., Cloud group init cannot run script3?  It HAS to be external?

Have you tried every types of execution opcodes? (Async no wait, Async wait and Sync).
I see a way with a byte jump, but this isn't possible with Makou 1.6.

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #338 on: 2014-09-03 21:05:34 »
Yeah tried all 3...  the game did not like it. 

Is there documentation on execute script?  I don't understand the differences between the 3, or the "priority"

Kaldarasha

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #339 on: 2014-09-04 06:18:33 »
Yeah tried all 3...  the game did not like it. 

Is there documentation on execute script?  I don't understand the differences between the 3, or the "priority"

This would be really interesting. As far as I understand ....wait and ....no wait is that the game waits until a script is fished or it plays the script without to wait for the end of the script, so it plays multiple scripts at once. But when to use Async and Sync is beyond my understanding for now. :-\

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #340 on: 2014-09-04 07:54:36 »
Well even with "async" there has to be a limit to the number it can do at once.  Perhaps 6? [hence priority out of 6]

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #341 on: 2014-09-04 15:26:06 »
request 2.

I have just found out that bank 1 and 2, bank 3 and 4, bank 5 and 6, and bank 7 and 15 are in fact, the same memory.

Therefore, when editing Bank 2 byte 0, I am actually using 2 bytes from bank 1 byte 0.

Maybe use 2 colours to show this?  If I edit "bank 2 byte 0", then "bank 1 byte 0" and "bank 1 byte 1" should show as already used.  Colour 1 would show those addresses allocated to the actual bank, and colour 2 would show those addresses allocated from the second bank.

At the moment, Makou gives the absolute impression that there are 15 separate banks of 256 bytes, which is not the case.

issue


Last night I decided to try and place some code in "init" but it would not work.  However, it worked fine when copied into "main". Is this an ff7 thing?  Do certain opcodes not work when in init?  I also noticed that showing dialogue messages and so forth will not work from init either.
« Last Edit: 2014-09-04 15:31:31 by DLPB »

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #342 on: 2014-09-04 20:11:31 »
request 2.

I have just found out that bank 1 and 2, bank 3 and 4, bank 5 and 6, and bank 7 and 15 are in fact, the same memory.

Therefore, when editing Bank 2 byte 0, I am actually using 2 bytes from bank 1 byte 0.

Maybe use 2 colours to show this?  If I edit "bank 2 byte 0", then "bank 1 byte 0" and "bank 1 byte 1" should show as already used.  Colour 1 would show those addresses allocated to the actual bank, and colour 2 would show those addresses allocated from the second bank.

At the moment, Makou gives the absolute impression that there are 15 separate banks of 256 bytes, which is not the case.

Yes I know, I don't really know how to merge these banks, I'll consider your suggestion.


issue


Last night I decided to try and place some code in "init" but it would not work.  However, it worked fine when copied into "main". Is this an ff7 thing?  Do certain opcodes not work when in init?  I also noticed that showing dialogue messages and so forth will not work from init either.

Some opcode can't work in init, I already disabled some in the editor (basically 3d model moves, text and modules calls -menu, minigame, change disc-), but I don't think there are disabled when you copy/paste a script.

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #343 on: 2014-09-04 20:31:34 »
You don't need to merge banks... just use 2 colours to show the person that they are used vars.  Let's say colour red means "this byte is referenced from this bank var " and blue is "this byte is referencing in the second bank var"

Obviously when writing to bank 1 var, this is a 1 byte colouring.  And when writing to bank 2, its 2 bytes that need to be coloured/

This sounds really more complicated than it is.  I'll provide a pic later.

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #344 on: 2014-09-07 23:56:44 »
Small issue:

Your "Background" state list starts at 1 (i.e. State 1).  It should start at 0. (i.e. State 0).

Vgr

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #345 on: 2014-09-08 01:11:23 »
The way it looked like to is that State 0 is when all are unckecked (default or something). I don't know if this was intended, and this is just a guess anyway.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #346 on: 2014-09-08 13:06:38 »
Or just an inconsistency.

DLPB_

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #347 on: 2014-09-08 14:02:32 »
It's just an inconsistency.  Since the actual byte uses 0, the State should be 0.  No biggie, but it threw me when I set the wrong state because of it.


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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #348 on: 2014-09-17 12:53:22 »
Possible big bug...
When exporting script files and the file already exists , makou prompts to replace the file... it does so.. but the resulting file is double what it should be.  It may be adding the data to the file in some fashion or other, not just replacing it.  Please check.

sithlord48

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
« Reply #349 on: 2014-09-17 15:59:23 »