Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.0.0)  (Read 465880 times)

myst6re

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Makou Reactor - a FF7 script editor
« Reply #25 on: 2010-05-28 22:38:48 »
Update

Makou Reactor 1.2 is released, changelog:
  • Adding field model preview
  • Adding HRC Loader Editor
  • Adding Text Viewer with "Show unused texts" option
  • Backgrounds are displayed better
  • Adding quick search field to find field file
  • Adding configuration: langage chooser, use jp encoding, dependencies paths (kernel2.bin and char.lgp)...

Bosola

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Makou Reactor - a FF7 script editor
« Reply #26 on: 2010-05-28 23:58:12 »
This is a wonderful contribution, Myst6re. I look forward to using it.

nikfrozty

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Makou Reactor - a FF7 script editor
« Reply #27 on: 2010-05-29 09:50:34 »
Wow nice job!! I'll use it right now. :D

myst6re

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Makou Reactor - a FF7 script editor
« Reply #28 on: 2010-05-29 10:15:20 »
Added mac and linux64 versions.

obesebear

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Makou Reactor - a FF7 script editor
« Reply #29 on: 2010-05-29 11:12:36 »
Downloading.

Happily downloading

Gemini

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Makou Reactor - a FF7 script editor
« Reply #30 on: 2010-05-29 12:03:15 »
Very well done. I think I've found only one bug about the Japanese encoding, but it's probably a symbol that I forgot to include in the encoding table or something (shows as '¶', in fact). I forgot where that appears, tho. <.< Are you going to add support for PSX field models for the next release?

myst6re

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Makou Reactor - a FF7 script editor
« Reply #31 on: 2010-05-29 12:13:46 »
Are you going to add support for PSX field models for the next release?

Yes, I'll see.

ultima espio

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Makou Reactor - a FF7 script editor
« Reply #32 on: 2010-05-29 15:33:01 »
This is great! I've managed to fix many bugs that i had with Meteor. Would you be able to add support for adding new texts? Meteor can do it, but If I import it back into Makou reactor after editing the text with Meteor, the new text is just a load of jibberish, like random symbols and letters.

Covarr

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Makou Reactor - a FF7 script editor
« Reply #33 on: 2010-05-29 18:42:02 »
This is great so far, exactly what I need! Thank you very much!

obesebear

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Makou Reactor - a FF7 script editor
« Reply #34 on: 2010-06-01 17:15:14 »
This program really is amazing.  Nice work!

I do have a request though.  Putting life size models in place of the chibi models requires the animations to be edited so they don't look weird.   It looks like we can give each character their own animation by renaming their animation in each scene, but is there any way to do a mass renaming so that in every case of Cloud using acfe.aki, he instead will use a custom animation like cloud.aki?

pyrozen

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Makou Reactor - a FF7 script editor
« Reply #35 on: 2010-06-03 20:53:46 »
any chance we could get a battle field viewer in the next version? so far nothing really exists to check out the battle scenes, and this project seems to be the most logical one to contain it.
here's an old thread where they discussed battle field viewers and this guy wrote one(though i have no idea how to execute the code)

http://forums.qhimm.com/index.php?topic=3152.0
just a suggestion, your doing an awesome job on this so far!

lee

jeffdamann

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Makou Reactor - a FF7 script editor
« Reply #36 on: 2010-06-07 02:50:10 »
I agree with pyrozen, this would make any work on battle scenes much easier.

Gemini

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Makou Reactor - a FF7 script editor
« Reply #37 on: 2010-06-07 08:55:13 »
Honestly, mixing up overlays is not a good idea. If Makou Reactor is meant to handle FIELD, it shouldn't also randomly include procedures for BATTLE, unless myst6re is actually planning much broader functionality for his program.

Speaking of adding features, I haven't seen any option to edit tutorial text inside maps. Any plans to implement that soon?

Bosola

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« Reply #38 on: 2010-06-07 12:02:18 »
Agreed. Keep the software apart, and keep things simple.

obesebear

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Re: Makou Reactor - a FF7 script editor
« Reply #39 on: 2010-06-11 05:52:07 »
Maybe a bug report.

I was browsing in colne_b1 and looking at the field models.   Both a materia and potion appear in this scene, except, when trying to view the potion, it doesn't load anything.  It just stays at whatever model was last selected.

I was also wondering if the animations they load are supposed to display that shine effect they do in the game?

myst6re

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Re: Makou Reactor - a FF7 script editor
« Reply #40 on: 2010-06-12 00:11:46 »
Maybe a bug report.

I was browsing in colne_b1 and looking at the field models.   Both a materia and potion appear in this scene, except, when trying to view the potion, it doesn't load anything.  It just stays at whatever model was last selected.

I was also wondering if the animations they load are supposed to display that shine effect they do in the game?

I have no problem. Are you sure that you have not modified char.lgp?
And Makou don't show shine effects.

obesebear

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Re: Makou Reactor - a FF7 script editor
« Reply #41 on: 2010-06-12 03:29:32 »
Ahhhhh you're right, I did modify the potion. 

Tsetra

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Re: Makou Reactor - a FF7 script editor
« Reply #42 on: 2010-06-14 14:09:45 »
This is exactly what I've been wishing for, thank you. I'll give this a try and if it works out well enough, I may finally pick my restoration project back up.

Kudistos Megistos

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Re: Makou Reactor - a FF7 script editor
« Reply #43 on: 2010-06-14 14:40:04 »
This is exactly what I've been wishing for, thank you. I'll give this a try and if it works out well enough, I may finally pick my restoration project back up.

I wondered what had happened to that project ;D

(and I can sympathise with anyone who got sick of trying to use meteor)

Bosola

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Re: Makou Reactor - a FF7 script editor
« Reply #44 on: 2010-06-14 17:43:22 »
I think I used it, like, twice, before switching to Lasyan's tools instead. Props to Synergy Blades for making it, but...

DLPB_

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Help with Makou Reactor
« Reply #45 on: 2011-06-17 10:38:12 »
I had a look and didn't see any help file for it, but maybe I am just being blind.  Does Makou Reactor have a full readme somewhere?

In any case this is the issue:

I plan on hiding 99 1:35 Solider around the game for people to collect.  It is incredibly simple to do with Makou reactor the only issue is the actual placement.  The X,Y,Z,triangle values.  I can't just guess at them, we need a way to do this by having a map / walkmesh reference.  Simply guessing at the numbers will take a few years if you get me :P

I decided to merge this topic into the older tool thread - Bosola

cheers, makes sense. edit.  Dan!
« Last Edit: 2011-06-17 12:52:22 by DLPB »

Dreblin

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Re: Makou Reactor - a FF7 script editor
« Reply #46 on: 2011-09-07 00:31:03 »
Can this program be used to replace party leaders? From what I can tell only Cloud, Tifa, and Cid can be party leaders and I would like to have others characters take this position instead.

Asa

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Re: Makou Reactor - a FF7 script editor
« Reply #47 on: 2011-10-16 07:11:19 »
There's a some typos in Japanese table of txt.cpp.

E1:  "―" => "-"      &#xFF0D;
FCBF: "閲" => "問"   &#x554F;
FD73: "堂" => "党"   &#x515A;
FE7C: "物" => "価"   &#x4FA1;
FE7D: "価" => "欠"   &#x6B20;
FE8E: "練" => "緒"   &#x7DD2;
FEBD: "棊" => "幕"   &#x5E55;
FEBE: "平" => "和"   &#x548C;
FEBF: "和" => "平"    &#x5E73;

Regards,

myst6re

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Re: Makou Reactor - a FF7 script editor
« Reply #48 on: 2011-10-16 10:23:31 »
Thanks, it will be for the next release.

sithlord48

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Re: Makou Reactor - a FF7 script editor
« Reply #49 on: 2011-10-16 14:46:35 »
While we are correcting text errors for normal latain the "Á" and "Ë" are backwards.