Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.0.0)  (Read 465815 times)

spy__dragon

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #200 on: 2012-10-04 18:02:15 »
Sorry my misunderstanding, mystere ;)

I meant to the autosize, for example, I have edited the window.bin, the window.bin contains three archives,
one of them is to adjust the width of the characters.

The user The Rocket Kuugen, he has introduced different font, which if he inserted the text with your program, but your program is configured with the parameters of original font, not edited font, and that is the reason for the "large text window".

I would know if it could edit that parameters in your program

Greetings.

sithlord48

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #201 on: 2012-10-07 05:44:08 »
Makou Reactor 1.5.1 is now on my ppa.

Soon i will look at what i need to do to my Mac to build an updated version for macOS (hyne as well).

Ragna

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #202 on: 2012-12-31 19:25:03 »
Great, great, great program there! It does open all possibilities for field editing!!!

But I'd like to point out some useful (and not REALLY hard to implement) features for PSX translation support:
Custom font char table definition, as well as reading font graphics from window.bin, also, configurable char height and per-char width.

That would help me a lot, since I'm translating the Japanese International version, and I have changed
the font size (and rendering code) to be 16x16 instead of 12x12.

Oh, and this might be dreaming but... what about a small field interpreter to test fields?  ::)

myst6re

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #203 on: 2013-01-03 12:09:54 »
But I'd like to point out some useful (and not REALLY hard to implement) features for PSX translation support:
Custom font char table definition, as well as reading font graphics from window.bin, also, configurable char height and per-char width.

That would help me a lot, since I'm translating the Japanese International version, and I have changed
the font size (and rendering code) to be 16x16 instead of 12x12.

I started a similar work for Deling (ff8 field editor). I put it in my TODO list.

Oh, and this might be dreaming but... what about a small field interpreter to test fields?  ::)

LOL. When Makou Reactor will be complete, if one day it is, this is what is expected.

Mirrorman95

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #204 on: 2013-01-03 15:44:03 »
Where can I download Makou Reactor 1.5.1 for Mac?

myst6re

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #205 on: 2013-01-03 16:01:14 »
Nowhere, you need to compile it! Yeah, I don't have mac...

sithlord48

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #206 on: 2013-01-03 22:54:50 »
Where can I download Makou Reactor 1.5.1 for Mac?
sorry , When i fix my mac os machine i will build it for mac os like i have for previous versions.

meesbaker

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #207 on: 2013-01-13 23:42:02 »

EDIT : As always I keep searchin stuff for ages and right after I post into a forum I find the answer myself. I was a little confused at first that the battle ids went into high 3 digit numbers the answer is simple: Just in case you havent found out,  each scene in proudclod can keep 4 formations which  is also why there can be more enemies than just bosses in the same scene. Now the formation ids are hex but converted to dec just match the battle ids from makou reactor. So creating optional bosses is actually a cake even on psx which is my department:

Just add your enemy to some scene where theres a free slot. Give it whatever stats and model and attacks you like while attacks can also be newly created, then put a formation only containing your boss and a nice background and then put Start battle #formationid on some activator in Makou Reactor. I guess im the only one who didnt know but maybe not so ill put it here for everyone :)

Thx again for The nice program you rock qhimm :D
« Last Edit: 2013-01-14 00:24:57 by meesbaker »

meesbaker

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #208 on: 2013-01-17 17:55:45 »
Hi I am using Makou Reactor 1.5 for modding the PSX Version of FFVII. My aim was to replace Clouds Field Model with Sephiroths one to bring Sephiroth patch to PSX. However the Field Model menu is grey and unusable for me. CTRL+M Doesnt work either. Whats the problem here ?

myst6re

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #209 on: 2013-01-17 18:02:10 »
Hi I am using Makou Reactor 1.5 for modding the PSX Version of FFVII. My aim was to replace Clouds Field Model with Sephiroths one to bring Sephiroth patch to PSX. However the Field Model menu is grey and unusable for me. CTRL+M Doesnt work either. Whats the problem here ?

Sorry, Makou Reactor does not support Model loader editing for PSX.

meesbaker

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #210 on: 2013-01-17 18:23:28 »
This explains at least why this hasnt been done, I didnt even think I was the first one to try it. Well is there any other way to replace the Field Models? When I change the scripts it doesnt seem to have an effect. I want simply to have sephis model loaded when Clouds actually is. Is there a way?

_Ombra_

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #211 on: 2013-01-18 17:30:14 »
Hey myst6re,

i'm working on porting our translation of FF7 psx to the 2012 PC version but for some reason when i open the patched ISO or the FIELD folder but it doesn't work. all the translated fields just don't open, not even the preview of the bg.

Do you think you can look at it? Our patch for the us version is www.sadnescity.it/patches/ff7psx/it_patches_ff7ntsc_uc_210.7z

Hope you can figure out what's wrong

BTW, if you try to open the FIELD folder directly from the CD it says nothing found... guess because the files are hidden. Just wanted to let you know but probably you know already :P
« Last Edit: 2013-01-18 19:47:27 by _Ombra_ »

myst6re

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #212 on: 2013-01-19 14:22:44 »
Sorry, I don't have the us version, can you send me one of these field files? (*.DAT).

_Ombra_

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #213 on: 2013-01-19 15:40:12 »
Here are a few from fship scene:

www.sadnescity.it/backup/ombra/fship_ita.zip

meesbaker

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #214 on: 2013-01-19 16:00:30 »
Just found this thread here on qhimm:

http://forums.qhimm.com/index.php?topic=13597.msg190190#msg190190

It shows how to extract the model data from the BSX/BCX files using a hex editor, so using this information I should be able to strap Sephis model over Clouds in Cloud.bcx.
Just cant find sephiroths bcx I start to believe that as he is not appearing to often that his model is contained inside each scene he appears. Sigh....Gotta be some work :D

myst6re

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #215 on: 2013-01-19 17:04:43 »
Here are a few from fship scene:

www.sadnescity.it/backup/ombra/fship_ita.zip

Makou Reactor checks if the size of the compressed file correspond to the compressed file header, in these files, this is not the case. I can make a less strict test, but I do not prefer.

_Ombra_

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #216 on: 2013-01-19 21:13:48 »
What about a parameter switch? That way it won't affect how the program works

myst6re

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #217 on: 2013-01-19 22:38:20 »
OK, this will be available for the next version, and now in the repository.

_Ombra_

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #218 on: 2013-01-20 01:59:12 »
I'm going nuts trying to compile it xD

While i try... what about mass import? Is it too much? :P

Btw, thanks for modifying the soft

wolverinecarnage

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #219 on: 2013-02-17 16:55:04 »
Im having trouble compiling also.

myst6re

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #220 on: 2013-02-17 18:19:28 »
  • Install Qt 4.8 with Qt Creator
  • Open Makou_Reactor.pro file with Qt Creator
  • Configure the project (default parameters are enough)
  • Run the project

Mirrorman95

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #221 on: 2013-02-17 22:55:32 »
I'm trying to compile this with Qt Creator on Mac OS X 10.7.5. The only issues with it is that I've had to replace every reference to <GL/glu.h> with <OpenGL/glu.h>, it keeps giving me warnings that "This version of Mac OS X is not supported", and I'm getting a fatal error:
Quote
Undefined symbols for architecture x86_64:
  "_gzclose", referenced from:
      GZIP::decompress(QByteArray const&, int)in GZIP.o
      GZIP::compress(QByteArray const&) in GZIP.o
  "_gzopen", referenced from:
      GZIP::decompress(QByteArray const&, int)in GZIP.o
      GZIP::compress(QByteArray const&) in GZIP.o
  "_gzread", referenced from:
      GZIP::decompress(QByteArray const&, int)in GZIP.o
  "_gzwrite", referenced from:
      GZIP::compress(QByteArray const&) in GZIP.o
ld: symbol(s) not found for architecture x86_64
collect2: ld returned 1 exit status
make: *** [Makou_Reactor.app/Contents/MacOS/Makou_Reactor] Error 1
make: Leaving directory `/Users/[My Username]/Downloads/Makou_Reactor-build-desktop-Desktop_Qt_4_7_4_for_GCC__Qt_SDK__Debug'
The process "/usr/bin/make" exited with code 2.
Error while building project Makou_Reactor (target: Desktop)
When executing build step 'Make'

myst6re

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #222 on: 2013-02-17 23:02:55 »
Replace:
Code: [Select]
macx:ICON = images/Makou_Reactor.icnsBy:
Code: [Select]
macx {
ICON = images/Makou_Reactor.icns
LIBS += -lz
}
In Makou_Reactor.pro (line 167). Run qmake and retry.

Mirrorman95

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #223 on: 2013-02-17 23:20:40 »
Thank you! The build worked, but it won't let me switch to English.

EDIT: I managed to fix that, too. I copied some missing files from the 1.5.1 Windows release of Makou Reactor to the new build.

I assume the fact that there is no model viewer is just an inevitable problem with the Mac version.

If anyone else wants this app, I have the finished 1.5.1 build at: http://www.mediafire.com/?9fdta5521o6kgm9
« Last Edit: 2013-02-18 16:17:43 by Mirrorman95 »

myst6re

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Re: [1.5.1] Makou Reactor - a FF7 field editor
« Reply #224 on: 2013-02-18 09:27:01 »
Thank you! The build worked, but it won't let me switch to English.

EDIT: I managed to fix that, too. I copied some missing files from the 1.3 Mac release and 1.5.1 Windows release of Makou Reactor to the new build.

No no no, use the qm files from the last windows build archive.

I assume the fact that there is no model viewer is just an inevitable problem with the Mac version.

For the PC version of FF7? Makou Reactor needs the char.lgp file, you can specify its path in the config window. If it is to edit an ISO, it should work....

If anyone else wants this app, I have the finished 1.5.1 build at: http://www.mediafire.com/?9fdta5521o6kgm9

Ok, thanks! I may add it on sourceforge if you will.

Edit: I've tagged the 1.5.1 version in tags/1.5.1
« Last Edit: 2013-02-18 10:21:54 by myst6re »