Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.0.0)  (Read 465915 times)

myst6re

  • *
  • Posts: 639
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #500 on: 2015-08-02 13:37:44 »
Okay new version to fix this exportation bug.


TurBoss

  • 7th Heaven Crew
  • *
  • Posts: 15
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #501 on: 2015-08-10 23:04:25 »
Hi, I Found that characters are not displaying good in Tools/Field Models

I'm using windows xp

1.6.5
1.6.4 works fine

here is an example

« Last Edit: 2015-08-10 23:06:11 by TurBoss »

Ansem

  • *
  • Posts: 136
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #502 on: 2015-08-11 20:27:12 »
^ Win7 here and I can confirm this.



This happens when you select one model, then another. It doesn't seem to remove the previous model from the screen.

myst6re

  • *
  • Posts: 639
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #503 on: 2015-08-11 20:36:55 »
Yes I confirm too, don't worry I know why.

Bartz24

  • *
  • Posts: 4
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #504 on: 2015-08-30 20:16:15 »
I've got a problem with removing materia from the inventory.  The ID is the same (Restore is 53), and the AP is the same (0 in-game, and 0 in the script), so I don't know what the problem is.  I haven't seen it used so I don't have any references.
« Last Edit: 2015-08-30 23:26:03 by Bartz24 »

Dark_Ansem

  • *
  • Posts: 320
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #505 on: 2016-02-03 20:25:35 »
I'm having difficulties in understanding the BGM chosen for each scene: could you help?

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #506 on: 2016-02-03 20:48:32 »
BGM is decided on "play music #"  - and the # can be set in the sound menu in makou. Tools > tutorials/ sounds

Dark_Ansem

  • *
  • Posts: 320
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #507 on: 2016-02-03 20:54:36 »
BGM is decided on "play music #"  - and the # can be set in the sound menu in makou. Tools > tutorials/ sounds

thanks. Now I only have another problem: where do I find that list that appears, and is it possible to actually expand it with new tracks - so that Mako Reactor sees it?

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #508 on: 2016-02-03 21:07:13 »
See the menu and you'll see you can expand the list.

Dark_Ansem

  • *
  • Posts: 320
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #509 on: 2016-02-03 21:11:20 »
See the menu and you'll see you can expand the list.

I'm sorry, I should have been clearer: I am trying to add entirely new tracks, and the drop-down menu does not recognise them, of course.

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #510 on: 2016-02-03 21:22:45 »
That would likely require editing the exe and a lot of other stuff.  Not the job of Makou.

Dark_Ansem

  • *
  • Posts: 320
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #511 on: 2016-02-03 21:23:53 »
That would likely require editing the exe and a lot of other stuff.  Not the job of Makou.

I see. but at least one step can be done :)

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #512 on: 2016-02-03 22:04:38 »
Myst6re, any chance of making the field list alphabetical order by default? 

myst6re

  • *
  • Posts: 639
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #513 on: 2016-02-04 18:45:15 »
The field list on the main window? I can add an option to remember which order you chosen.
Or is it for the map list in the script editor, when you wan't to set a mapjump?

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #514 on: 2016-02-04 18:47:28 »
main "file" "id" 

In order of "file" name.  Usually, I have to click "file" tab twice.

sithlord48

  • *
  • Posts: 1632
  • Dark Lord of the Savegame
    • View Profile
    • Blackchocobo
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #515 on: 2016-02-05 13:20:50 »
Usually, I have to click "file" tab twice.
that would be how you sort by a column. i say make a setting for it.

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #516 on: 2016-02-07 22:39:34 »
Problem.  Spy_Dragon brought to my attention another difference between PSX and PC.  The field Lastmap is different in PC to PSX.  In PSX Holy appears on its own with no background at first, as Cloud sees the light.  Then the background appears.  You can see by comparing the 2 fields how their backgrounds differ to achieve this effect (from what I can see, the PSX parameter 3 state 0 blocks out the background?).

Unfortunately, importing the script and background from PSX to PC does not work.  The PC game either can't display the information like the PSX can or, more likely, the import isn't working right. 

Is there any way to import a background properly from PSX to PC?  Or even check whether this is indeed the issue?
« Last Edit: 2016-02-07 23:29:52 by DLPB »

myst6re

  • *
  • Posts: 639
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #517 on: 2016-02-08 08:11:56 »
The PSX to PC background importation was not finished completely, because I wasn't able to convert the Z-value properly. Right now MR uses an approximation to compute this value, but I really don't know how to obtain the right value from values in PS format.

That's the first problem. The second one concern the PC version: it does not support substractive blending. That's why startmap, fr_e and lastmap have issues or worst (sometimes a whole layer was removed/broken by the PC team). With Aali's OpenGL driver, substractive blending now works, but these maps are still broken.

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #518 on: 2016-02-08 11:42:38 »
The PSX to PC background importation was not finished completely, because I wasn't able to convert the Z-value properly. Right now MR uses an approximation to compute this value, but I really don't know how to obtain the right value from values in PS format.

That's the first problem. The second one concern the PC version: it does not support substractive blending. That's why startmap, fr_e and lastmap have issues or worst (sometimes a whole layer was removed/broken by the PC team). With Aali's OpenGL driver, substractive blending now works, but these maps are still broken.

You could put Luksy on to this ;)  He may have some luck with it since he's familiar with field script.

picklejar

  • *
  • Posts: 147
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #519 on: 2016-02-08 18:39:33 »
I've recently gained a big interest in Makou Reactor again. I'm seriously considering downloading the source code and building it and using it in some closely related projects.

One improvement that I was considering was to annotate animations with friendly names, so that it says "runs" instead of "animation xyz". Similarly, help track down the purpose of all the Var[][]s.

myst6re, if you'd like me to help out in any way, please send me a PM. Maybe I can take a crack at fixing graphical bugs and/or adding features. (I actually have experience with FF7 model files and 3D gfx.)

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #520 on: 2016-02-13 17:05:48 »
Picklejar...  I did some of it here:

https://docs.google.com/spreadsheets/d/1u3oNeD2-D8_Js0FhV1nybMBAbzGKD5XUpg2_SdKZ4ik/edit#gid=867617175

And Sithlord and co have done a lot of work on all the vars.
« Last Edit: 2016-02-14 15:19:59 by DLPB »

picklejar

  • *
  • Posts: 147
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #521 on: 2016-02-13 23:45:12 »
DLPB, that spreadsheet looks like your Beacause non-dialogue translation. Is that what you intended? (Was hoping it had animations or vars.)

sithlord48

  • *
  • Posts: 1632
  • Dark Lord of the Savegame
    • View Profile
    • Blackchocobo
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #522 on: 2016-02-14 14:20:14 »
@ picklejar there are two versions of the save format sheet.. (z_values should corrispond to black chcoobo but may not have been updated after the last change in bc)

the offical one w/ not as much data
http://wiki.qhimm.com/view/FF7/Savemap

and the wip black chocobo one that could have some wrong stuff
http://blackchocobo.sourceforge.net/wiki/index.php?title=Savemap

neither of them use the offsets that the field uses. its faily simple to map the field has access to 15 blocks of 256 data. but its not really that much data it since it uses two methods for access one is 8-bit the other 16-bit.
If you look on the save you will see "save bank 1/2 or save bank 7/f" those are the ones in makou 1{x} in field will be localted in save bank 1/2 and used as 8-bit 2{x}. The var manager is vastly improved in makou since i did this kind of mapping and it shows you in makou how its used!  there are some banks that the field has access to that are not saved in the savemap. They are only tempoary storage for the field.  i forget the exact banks used as temps but if they are not on the savemap they are temp.
« Last Edit: 2016-02-14 14:48:09 by sithlord48 »

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #523 on: 2016-02-14 15:20:24 »
haha sorry picklejar...  try the link again :P 

Sithlord:  Steal my table above if you want, and add to it.  It's much neater and it also lists actual memory addresses along with the 5 banks.  Either way, you've done a great job.
« Last Edit: 2016-02-14 15:23:25 by DLPB »

picklejar

  • *
  • Posts: 147
    • View Profile
Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
« Reply #524 on: 2016-02-14 22:47:34 »
Lots of great info, thanks to both of you!

Quote
its not really that much data it since it uses two methods for access one is 8-bit the other 16-bit
Quote
The var manager is vastly improved in makou since i did this kind of mapping and it shows you in makou how its used!

That definitely explains a lot. For example, vars.cfg shows stuff like:
1|3|$AerisLovePoints
...
2|0|$GameMoment
...


But, as the Var Manager helps illustrate, Var{1}{x} and Var{2}{x} really point to the same address.

Also, for example, if I open md1stin, Group 0, script S0 - Main, line 7, I see:
Var{2}{28} = 763 (16-bit)

This is nice and clarifies that Var{2}{x} will be a 16-bit operation.

Also, when I go to Variable Manager, I see a button that says "Addresses Used". If I click this, it highlights in yellow all the addresses that are accessed, and shows whether they are read (r) or written to (w) or both (rw). This is also nice.

This is all fantastic. It seems like we're just one step away from doing something even more fantastic. What would be really cool is if I could go to the Variable Manager, then select a specific Var/address, then click a button, then it could show me specifically which scripts actually use it. Is that possible in Makou Reactor yet?

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) ..."

So much to do, so little time... ;)