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Final Fantasy 7 => FF7 Tools => Topic started by: myst6re on 2010-04-09 22:36:36

Title: [PSX/PC] Field Editor - Makou Reactor (1.8.2)
Post by: myst6re on 2010-04-09 22:36:36
(https://www.ff8.fr/pub/images/1374939876-logo-shinra.png)

Hi all! Here is my best program: Makou Reactor!
It allows you to edit ff7 field map easily (scripts, texts, walkmesh, encounters, musics and models used...).
You don't need to be a programmer to modify the story of the game!

Just open a flevel.lgp archive (or the ISO of the PlayStation game) and start exploring!

Download Makou Reactor now! (https://github.com/myst6re/makoureactor/releases)

(Use Deling (http://forums.qhimm.com/index.php?topic=13050.0) for Final Fantasy VIII)

Documentation:

Notes:
Languages:

Known bugs (v1.7.1)



See also:
Deleted scenes (http://www.youtube.com/view_play_list?p=580D8DCFF7DDC126), unlocked with Makou Reactor.




(https://www.ff8.fr/pub/images/makoureactor1.png)(https://www.ff8.fr/pub/images/makoureactor2.png)
(https://www.ff8.fr/pub/images/makoureactor4.png)(https://www.ff8.fr/pub/images/makoureactor5.png)
(https://www.ff8.fr/pub/images/1324846426-snap_14_background.png)(https://www.ff8.fr/pub/images/1324846436-snap_14_encounters.png)

Old:
Title: Makou Reactor - a FF7 script editor
Post by: ff7rules on 2010-04-09 22:47:07
Hey this is pretty damn sweet! thanks! Any chance at all of having psx version added to it?
Title: Makou Reactor - a FF7 script editor
Post by: Colonel Ramsay on 2010-04-09 23:45:29
Excellent...

If I may also suggest a possible feature that doesn't show those dialogues that do not get used in game (as there are tons of dupes)  Not sure you have done that as haven't downloaded yet...

Here goes...
Title: Makou Reactor - a FF7 script editor
Post by: titeguy3 on 2010-04-10 02:58:12
Cool! If you don't already have a feature like this, it'd be neat if you could implement a method of creating "patch" files that could enable one to change certain entries automatically upon applying the way that the .PrC and .WM files work for Proud Clod and Wallmarket, respectively. This would enable one to share dialogue mods without having to distribute the entire flevel.lgp file.
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-04-10 22:06:33
Hey this is pretty damn sweet! thanks! Any chance at all of having psx version added to it?

You can edit flevel.lgp archive (ff7 PC) or .DAT files (ff7 PS). To open a DAT file, you must go to "File" > "Open FIELD dir...".

Cool! If you don't already have a feature like this, it'd be neat if you could implement a method of creating "patch" files that could enable one to change certain entries automatically upon applying the way that the .PrC and .WM files work for Proud Clod and Wallmarket, respectively. This would enable one to share dialogue mods without having to distribute the entire flevel.lgp file.

It is possible to export/import a file from the lgp, but that's all.
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-04-12 19:29:47
Added Mac OS and linux binaries (many thanks to sithlord48 :)).
Title: Makou Reactor - a FF7 script editor
Post by: refoopseman on 2010-04-26 20:09:25
Hi myst6re

Can you please make a English version of the program? Also can you add a 3d objects and walkmesh view, so it is easier to figure out the x,y,z coordinates.

Thank you very much and good luck  :)
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-04-26 22:25:28
Also can you add a 3d objects and walkmesh view, so it is easier to figure out the x,y,z coordinates.

Easier said than done :mrgreen:.
Title: Makou Reactor - a FF7 script editor
Post by: Kudistos Megistos on 2010-05-11 21:43:20
So, wait, is this a less buggy and more user friendly equivalent to meteor? It looks like it, and that would be a very good thing.

*plays around with it for a while*

Mais c'est en Français :'(

If no-one has translated it by this time next month (when my exams finish), I'll have a bash at it, assuming the translator doesn't have to actually do any reprogramming.
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-05-11 22:55:38
Timu Sumisu is doing, but I can share the translation between you two :-P.
Title: Makou Reactor - a FF7 script editor
Post by: Covarr on 2010-05-12 00:33:54
edit: nevermind
Title: Makou Reactor - a FF7 script editor
Post by: ultima espio on 2010-05-12 19:45:07
I like this ;D

Only problem is some text comes up in french, when i'm english.... ;) :P
Title: Makou Reactor - a FF7 script editor
Post by: nikfrozty on 2010-05-12 19:57:22
Many people will definitely benefit from your program if only its in english. But still nice work!  :D
Title: Makou Reactor - a FF7 script editor
Post by: Gemini on 2010-05-13 01:05:51
What about adding support for Japanese versions of the game?
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-05-13 11:39:09
I'll think about it I just need the text encoding, or menu text texture.
Title: Makou Reactor - a FF7 script editor
Post by: Gemini on 2010-05-13 12:11:21
Here (http://gemini.pastebin.com/UGrCifji) it goes, formatted and everything. The rest of the encoding (special codes, etc...) is just the same as in the other builds.
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-05-13 15:13:33
Done, I have many things to add before next release.
TODO list:
Title: Makou Reactor - a FF7 script editor
Post by: refoopseman on 2010-05-14 03:10:03
It will be excellent to be able to view field models and be able to drag the position of the models to anywhere in the walkmesh  ;D. Having the to edit the coordinates of the models like in meteor is really a pain.
Also, can you make the scripts for save points a template? So it will be easy to add new save points  :)
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-05-14 08:39:38
Also, can you make the scripts for save points a template? So it will be easy to add new save points  :)

This is an excellent idea!
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-05-16 14:38:55
(https://www.ff8.fr/pub/images/1274020628-ff7models.jpg)
Title: Makou Reactor - a FF7 script editor
Post by: ultima espio on 2010-05-16 15:26:20
That looks incredibly helpful, cant wait ;D

Cant wait for an english release either :P
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-05-22 17:25:18
Okay, the preview of field Model is ready for the release. Now, I'll translate MR in English.
Title: Makou Reactor - a FF7 script editor
Post by: ff7rules on 2010-05-22 19:41:08
Okay, the preview of field Model is ready for the release. Now, I'll translate MR in English.

Can't wait this will make PSX editing much easier!
Title: Makou Reactor - a FF7 script editor
Post by: nikfrozty on 2010-05-23 12:17:54
Okay, the preview of field Model is ready for the release. Now, I'll translate MR in English.
Finally!! Been looking forward to the english version..  ;D
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-05-23 13:24:02
After I will publish a translation file so you can correct my mistakes.
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-05-28 22:38:48
Update

Makou Reactor 1.2 is released, changelog:
Title: Makou Reactor - a FF7 script editor
Post by: Bosola on 2010-05-28 23:58:12
This is a wonderful contribution, Myst6re. I look forward to using it.
Title: Makou Reactor - a FF7 script editor
Post by: nikfrozty on 2010-05-29 09:50:34
Wow nice job!! I'll use it right now. :D
Title: Makou Reactor - a FF7 script editor
Post by: myst6re on 2010-05-29 10:15:20
Added mac and linux64 versions.
Title: Makou Reactor - a FF7 script editor
Post by: obesebear on 2010-05-29 11:12:36
Downloading.

Happily downloading
Title: Makou Reactor - a FF7 script editor
Post by: Gemini 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?
Title: Makou Reactor - a FF7 script editor
Post by: myst6re 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.
Title: Makou Reactor - a FF7 script editor
Post by: ultima espio 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.
Title: Makou Reactor - a FF7 script editor
Post by: Covarr on 2010-05-29 18:42:02
This is great so far, exactly what I need! Thank you very much!
Title: Makou Reactor - a FF7 script editor
Post by: obesebear 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?
Title: Makou Reactor - a FF7 script editor
Post by: pyrozen 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
Title: Makou Reactor - a FF7 script editor
Post by: jeffdamann on 2010-06-07 02:50:10
I agree with pyrozen, this would make any work on battle scenes much easier.
Title: Makou Reactor - a FF7 script editor
Post by: Gemini 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?
Title: Makou Reactor - a FF7 script editor
Post by: Bosola on 2010-06-07 12:02:18
Agreed. Keep the software apart, and keep things simple.
Title: Re: Makou Reactor - a FF7 script editor
Post by: obesebear 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?
Title: Re: Makou Reactor - a FF7 script editor
Post by: myst6re 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.
Title: Re: Makou Reactor - a FF7 script editor
Post by: obesebear on 2010-06-12 03:29:32
Ahhhhh you're right, I did modify the potion. 
Title: Re: Makou Reactor - a FF7 script editor
Post by: Tsetra 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.
Title: Re: Makou Reactor - a FF7 script editor
Post by: Kudistos Megistos 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)
Title: Re: Makou Reactor - a FF7 script editor
Post by: Bosola 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...
Title: Help with Makou Reactor
Post by: DLPB_ 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!
Title: Re: Makou Reactor - a FF7 script editor
Post by: Dreblin 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.
Title: Re: Makou Reactor - a FF7 script editor
Post by: Asa 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,
Title: Re: Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-10-16 10:23:31
Thanks, it will be for the next release.
Title: Re: Makou Reactor - a FF7 script editor
Post by: sithlord48 on 2011-10-16 14:46:35
While we are correcting text errors for normal latain the "Á" and "Ë" are backwards.
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-10-23 21:15:30
New Version now! (1.3)

Changelog:

Download page (http://forums.qhimm.com/index.php?topic=9658.msg133843#msg133843)
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: ultima espio on 2011-10-23 21:16:16
Woop Woop!

Off to test now :-)
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: obesebear on 2011-10-23 21:16:51
It's always awesome to see this project updated.  Walkmesh viewer?  yes, please. :?:
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-10-23 21:34:25
It's always awesome to see this project updated.  Walkmesh viewer?  yes, please. :?:

It is an unfinished viewer, we can say that is still under construction :-X.
I released now because I have not updated for too long, I almost forgot what I have changed ;D!
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: DLPB_ on 2011-10-23 21:42:18
 8)
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-10-23 21:59:55
Changelog updated, one of the main additions is the script history, I hope it works well :)
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: luksy on 2011-10-24 00:58:20
Thanks myst6re!

One thing that might be useful is automatic jump recalculation, the way I do it in touphScript is to scan the script for a list of jumps, and update them every time an opcode is added or removed; they are switched to long jumps too if necessary.
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: sithlord48 on 2011-10-24 02:46:49
is currently waiting to be build for my repo. if you have ubuntu/debian distro see the link

https://launchpad.net/~sithlord48/+archive/ff7
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-10-27 22:32:23
Text editor finished! 8)
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: Vgr on 2011-10-27 22:33:47
Hell yeah!
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: DLPB_ on 2011-10-27 22:48:08
class!

does that include all the functions?

{rainbow}, colours, mem1 mem2 mem3 etc etc
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-10-27 22:54:46
does that include all the functions?

{rainbow}, colours, mem1 mem2 mem3 etc etc

Not yet, but it will be. And I'll not create text preview for now.
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: DLPB_ on 2011-10-28 11:54:20
tbh once the window is created, ts can do a good job of editing too :)
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: Asa on 2011-11-01 08:55:54
Hi,
Makou Reactor-1.3 Japanese language file (http://island.geocities.jp/b_temhote/ff/makou_reactor_ja.html)
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-11-01 20:12:00
I love you
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-11-02 23:48:08
Current working:
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: cloudiar on 2011-11-18 02:45:19
Hello!!!
First congratulate program, really amazing colossal work. I try mod of ff7 and your utilitie it's "necessary", I'm still novice but understand somes funtions :)

Also need a little information, in case you do not mind helping(not exist topic of question of makou reactor or  database of comands?):

If $GameMoment will agree that is basic to the events of the game, my question is if possible to create "new scene",explain:

For example in sininb41 (Kalm Flashback - Shinra castle, hall library) I add the scene of cd1 in cd 3 but part only, somes text with sefirot and later active special battle...All well, but in final of battle go back to rom and scene always repeat "loop"...It's really posible fix this?

All's $GameMoment funtion it's predefined?
Not exist $GameMoment free for add new or moding other scenes? (example scenes unused)

myst6re current working:

    Jumps are automatically shifted when the scripts are changed.
    Add/Remove texts (finished)


Wow...so plan to arrive in makoureactor? News congratulations.

Sorry for molesties, and english xD

Thanks very much
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-11-18 18:08:30
There are lot of unused values for $GameMoment var, use the search window to test (in particular the researcher of variables, var[2][0]). For example, in sininb41 I've found values 370 to 376. But 377 are not used :) .


Current working:
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: Caledor on 2011-11-18 18:25:39
Is there someone that tried to restore deleted scenes and still has the corrected files from field.lgp?
I'm asking 'cause i'm trying that too in my attempt to translate the game to italian, and i want to compare some edited by me with the "originals" that were used for the videos

Edit: I've seen that Makou Reactor can export pc field levels to psx dat files. Is the reverse possible?
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-11-25 09:27:14
Edit: I've seen that Makou Reactor can export pc field levels to psx dat files. Is the reverse possible?

No, convert pc field to dat or dat to pc field is not possible with Makou. Model Loader and background are not in the same format. You can only import scripts for now.



Always stronger!

(http://s3.noelshack.com/uploads/images/5657785144902_snap_texts.png)
Title: Re: [1.3] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-12-23 16:17:39
Okay version 1.4 soon! :)
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-12-25 20:08:34
New version now! (1.4)

Changelog:

Download page (http://forums.qhimm.com/index.php?topic=9658.msg133843#msg133843)
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: sithlord48 on 2011-12-26 16:12:37
the PPA now has updated files for makou reactor, ill fire up the mac at some point and get those set for you as well .

very nice work!
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: DLPB_ on 2011-12-27 12:20:07
class  8)
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: luksy on 2011-12-27 14:00:30
myst6re you're an inspiration, there's no way I could have done anything without Makou  8)
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: Vgr on 2011-12-27 14:15:08
Shademp and I both agree : We are not worthy, you are really awesome!
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-12-27 14:51:31
Thanks! I hope my work will serve. :)
I'll return to Hyne, but if you find a bug, tell me.
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: luksy on 2011-12-28 00:34:09
One small thing, I don't think the Find->Run function is working in 1.4.
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: tysonrss on 2011-12-28 01:17:47
In a mood to make CC out of this lol.
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-12-28 11:12:07
One small thing, I don't think the Find->Run function is working in 1.4.

It works, but not completely: find previous is disabled (fixed in the next version) and it only searches in the current field.



I found a regression: The maplist file is no longer open when opening an LGP archive.
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: luksy on 2011-12-28 13:01:30
Many apologies, I only just realized you switched the group and switch fields around compared with 1.3

(http://i.imgur.com/ziBIb.png)

(http://i.imgur.com/iuH9g.png)

everything's fine.
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: myst6re on 2011-12-28 13:11:27
Many apologies, I only just realized you switched the group and switch fields around compared with 1.3

(imgs)

everything's fine.

Ok, yes this had been requested. I don't know if it's better.
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: LowRyder2005 on 2012-01-02 13:19:26
Hi there! I'd like to know if it's possible to use the tool to make a custom music play during a battle (I mean, not by editing using the Ficedula tool, because as far as I know it can only switch between music in a stock archive). I tried to skim through the various texts, and I found the battle I want to edit, but the only info regarding the battle music is something like "set music #1".
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-01-02 14:11:19
Hi there! I'd like to know if it's possible to use the tool to make a custom music play during a battle (I mean, not by editing using the Ficedula tool, because as far as I know it can only switch between music in a stock archive). I tried to skim through the various texts, and I found the battle I want to edit, but the only info regarding the battle music is something like "set music #1".

The management of music in the flevel is a twilight zone for me, I do not understand how it works. What I guess is that the opcode uses the AKAO #1 which must certainly contain the data for playing music ;).
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: bossibou on 2012-01-25 08:37:56
Is there a way of pulling up the map files with a number lower than 65? I want to edit the scripts for events on the world map such as the battle triggers for Ruby Weapon etc.
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-01-25 18:36:16
Is there a way of pulling up the map files with a number lower than 65? I want to edit the scripts for events on the world map such as the battle triggers for Ruby Weapon etc.

Nope.
Title: Re: [1.4] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-02-02 21:16:20
I will release a 1.4.1 version, that will enhance the "find" function.

Changelog:
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-02-04 20:08:38
Makou Reactor 1.4.1 released, links in the first post (http://forums.qhimm.com/index.php?topic=9658.msg133843#msg133843). See changelog above.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: Syntrel on 2012-02-25 08:21:42
I was attempting to use Makou Reactor to correct an error in some text in fship_1 for the Aeris revival patch install.  Unfortunately all I could do was look at the text, it would not allow me to actually edit the text when I had the specific text up in the editor window.

File list: '178 fship_1'
Group list: '13 ear    Aeris'
middle box: 'Script 20'
Action box: 17 Displays the dialog "{Aeris} "Let me think, {Cloud.}"" in the window #1


I was attempting to change it to {Cloud}.

It would not give me the ability to change the text in any way though.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: UGerstl on 2012-02-25 14:33:27
@Syntrel: Do you know this command line program:
                    touphScript - FFVII-PC text editor  (http://forums.qhimm.com/index.php?topic=11944.0)

                 Remember: use CMD.exe (Hint: Windows-key + R)
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-02-25 15:57:09
I was attempting to use Makou Reactor to correct an error in some text in fship_1 for the Aeris revival patch install.  Unfortunately all I could do was look at the text, it would not allow me to actually edit the text when I had the specific text up in the editor window.

File list: '178 fship_1'
Group list: '13 ear    Aeris'
middle box: 'Script 20'
Action box: 17 Displays the dialog "{Aeris} "Let me think, {Cloud.}"" in the window #1


I was attempting to change it to {Cloud}.

It would not give me the ability to change the text in any way though.

Open "Tools > Texts..." menu, in this dialog you can modify your text.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: Syntrel on 2012-02-25 16:58:37
UGerstl:

I'm not familiar with using touphscript yet.  This is all pretty new to me, but I'm slowly starting to grasp certain things. 

myst6re:

Thank you. 
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: ultima espio on 2012-03-31 21:10:53
I'm running into an error with 1.41, it crashes quite often when trying to save/open. Even if I haven't done anything at all.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-03-31 22:19:01
I'm running into an error with 1.41, it crashes quite often when trying to save/open. Even if I haven't done anything at all.

This is not normal, can you send me the file you're trying to open?
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: ultima espio on 2012-04-01 12:20:42
It's just a clean, untouched flevel.lgp.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: cloudiar on 2012-04-10 01:04:13
I want to congratulate for your incredible work with you "makou reactor", I can create new events in game, and add cutscenes!

In this link is example:

http://www.youtube.com/watch?v=MCPU9mCjqOM (cutscenes in minute 3)

When you think about upgrading makou?
You think add news specifications in "variable manager"?
Miscellaneous is in beta? I try add new gateway but crash alls :(


And small questions!

It's really possible add or show "gametime"in game?

The idea is mount or save in variable x "game time" for event
( example $BattleCount to the variable #X)

Add"game time" in Var[1][23] and add condition
Var[1][23] = Var[1][23] * 2
In field If  Var[1][23] = Var[1][23] * 2  add x-potion!

In this case active in 2 hours of game, in 4 hours apply event!
But I not understand what's variable need to apply see "game time" (in normal window not in menu)  T.T

In your makou can show the variable "free", can use for objects?
(example [1] [255] not is in use, then add with respective Set the x bit to x in Var[1][255])
It's possible or can really crash?

Sorry for english and thanks, in case not understand I can edit the message.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-04-10 20:40:10
I want to congratulate for your incredible work with you "makou reactor", I can create new events in game, and add cutscenes!

In this link is example:

http://www.youtube.com/watch?v=MCPU9mCjqOM (cutscenes in minute 3)

Yes yes, I have unlocked this scene too (http://www.youtube.com/watch?v=AjI2h9WcUqo&list=PL580D8DCFF7DDC126&index=10&feature=plpp_video).

When you think about upgrading makou?

Not yet, I'm too busy.

You think add news specifications in "variable manager"?

Which specifications for example?

Miscellaneous is in beta? I try add new gateway but crash alls :(

I'll watch it, thank you :).

It's really possible add or show "gametime"in game?

The idea is mount or save in variable x "game time" for event
( example $BattleCount to the variable #X)

Add"game time" in Var[1][23] and add condition
Var[1][23] = Var[1][23] * 2
In field If  Var[1][23] = Var[1][23] * 2  add x-potion!

In this case active in 2 hours of game, in 4 hours apply event!
But I not understand what's variable need to apply see "game time" (in normal window not in menu)  T.T

Var[1 or 2][16] => Hours
Var[1 or 2][17] => Minutes
Var[1 or 2][18] => Seconds
Var[1 or 2][19] => Tenths?

=> http://wiki.qhimm.com/FF7/Savemap#Save_Memory_Bank_1.2F2

In your makou can show the variable "free", can use for objects?
(example [1] [255] not is in use, then add with respective Set the x bit to x in Var[1][255])
It's possible or can really crash?

Some "unused" vars are used in fact by the game, but not (directly) in field scripts. In the savemap you can view some of these: http://wiki.qhimm.com/FF7/Savemap#Save_Memory_Bank_1.2F2
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: DLPB_ on 2012-04-10 21:17:47
game time in memory is always a 4 byte value converted to h,m,s, doesnt get stored as each, but I guess it stores it in those variables differently...
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-04-17 22:05:54
In the next version, I think it'll be possible to save image disk files 8-).
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: DLPB_ on 2012-04-22 21:25:58
wrong thread.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: cloudiar on 2012-05-08 15:19:40
Congratulations your information it's very nice, I can continue the mod!!!

Var[1][16] => Hours
Var[1][17] => Minutes
Var[1][18] => Seconds
Var[1][19] => Tenths?

¡¡Very nice for events in "real time"!!

Have new questions:

I have new questions:

1.I created a new "event" called "alchemist", this new event needed too much lines. The first version I coded had over 11000 lines! But your program can't handle more of 10000 lines and the number of lines isn't the correct.Finally I cut codes and is only 9739 lines.

Example of fail:

9984->Set field model direction: 120
9988->Wait 30 frame
9992->Play animation #7 of the field model and reset to previous state (speed=1)
9996->Wait 10 frame
9999->Instantly turns the field model to face the party member #0
10000->Wait 8 frame
10000->Play animation #7 of the field model (speed=1)
10000->Remove 1 item(s) Fuente suerte from the inventory
10001->Add 1 item(s) Poción to the inventory
10001->Play sound #360 (position=64/127)
10001->Play sound #360 (position=64/127)
10002->Play sound #360 (position=64/127)

In "10000" fail numeration of line and it's impossible continue link the codes T.T

The system function is you give two item's and transformation in one better object recived!(with true combination), have 25 or 30, but can't extend with this problem :(



2. It's really possible remove materia?


In option of you tool "party and inventory" and "remove materia" option...¡¡¡never deleted!!!
Need's save materia (Ap's/ ??? / ???) in variable for later uses in remove materia?

And also run the "mount materia", this failed?

Var[5][72] = amount of materia Recuperar in the inventory (AP=0, ???=0)

In first the functionally of this can change/remplace AP of materia! I want extend the "alchemist" but first need confirmation of this concept can really run.

Only function run it's "add materia", only.


3. Your makou run in Ubuntu? In other day try use with friend he's use Ubuntu but can't run, have in the website all's files to correct use? Failed can't run :(


New's thanks and sorry for english I'm spanish native xD
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-05-08 19:55:39
1.I created a new "event" called "alchemist", this new event needed too much lines. The first version I coded had over 11000 lines! But your program can't handle more of 10000 lines and the number of lines isn't the correct.Finally I cut codes and is only 9739 lines.

Indeed I have not planned the case when scripts are huge. Please note that the position of the last script does not exceed 65,535 bytes, and my software does not warn if it does! I think you can probably find a way to factorize your code...

2. It's really possible remove materia?

I did not know that it did not work, I will check.

3. Your makou run in Ubuntu? In other day try use with friend he's use Ubuntu but can't run, have in the website all's files to correct use? Failed can't run :(

Have you installed libQt 4.7.4?
You can use the Sithlord's repository: http://forums.qhimm.com/index.php?topic=11928.0 normally, it is up to date.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: DestroGalacticmon on 2012-05-18 14:39:48
Question! Is the Tutorials/Sound section editable? I was just wondering, since there seems to be a little mistake in the BLUE_1 and BLUE_2 field files, where the script wants a specific music file, but it indeed plays out a wrong one. Both of the mistakes seem to call the Honeybee Manor theme, which is really inappropriate, considering it plays during the funeral FMV when something more sad is supposed to play...

Anyway, I compared the PC field file to the PS1 one and noticed the difference between their Sound/Turtorials section. While the PS1 file has a couple of sounds loaded, the PC file has an entry named "Tuto 0". It's full of gibberish, unlike other tutorials that actually play during the game. The PS1 did not have this false tutorial, as it loads a music file instead. In BLUE_1 it calls for kurai.mid, and in BLUE_2 I'm guessing it calls for earis.mid.

Like I said, in the PC files, the first entries are some tutorials that don't even do anything and are never played; and for some reason it plays bee.mid, which is just wrong at such a moment. I planned to fix this by taking advantage of the Export/Import buttons, but whenever I click on the false tutorial entry, the buttons are greyed out.  ???

If anyone could give me a lil' bit of information on how to make it play the right music, I'd really appreciate it!   ;D
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-05-18 14:56:19
I do not have time to watch right away, but to already give you an indication, there are fields where the AKAO part is broken.
This concerns the following files (and only the PC version!):
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: DestroGalacticmon on 2012-05-19 08:02:28
Broken, huh... so there's no way to do anything with it, unless it is fixed?

Is it even possible to fix it?  :-\
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-05-19 09:17:23
Yes, in fact each AKAO or tuto have a position in the field file:

== Field file (section 1) ==
 - Header
 - Script name list
 - AKAO/tutos position list
 - Scripts position list
 - Scripts data
 - Texts part
 - AKAO/tuto data

(more info here (http://wiki.qhimm.com/FF7/Field/Field_Script) or here (http://wikisquare.ffdream.com/ff7/technique/field/dialog))

But in the broken field, AKAO/tutos position list is false (AKAO/tuto data is OK). And there is a little padding between texts part and AKAO/tuto data. To fix it, two solutions: change position list with true values, or remove the little padding.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: cloudiar on 2012-05-27 02:10:40
Hello

Crashed game?
I'm having several issues concerning the flevel file.
The original flevel file is 124.965 kb long, but my tweaked file is 124.069 kb long. I added over 1MB of changes, but the filesize doesn't "fit"with the expected filesize.
I tried to add new IDs to the flevel file, but its filesize still decreases.
Is that normal? What happened to that?

I also have problems with scene.bin (which makes to crash the game with some animations)
Is that problem caused by flevel?
Makou fails easily, specially when I save my changes, I understand that this is normal but not always... I have many doubts of what's the real problem.

Flevel alson make the game crash in some points, for example in the chocobo dance, but the ID is the same as the original...
Can crashed IDs make crash another IDs?


======It's comment of other day =======

Have idea, I think is not possible, but want comment.

Show the values of "Table 1: FF7 Save Slot" in window message.

Reason?

In "Table 2: Character Record", the main intention is show the parametres stats changes in level up of charaters, think its parametres are "base status" of players without weapon, accesories, armour (true?) in this case can be fantastic for see progress in "real status".

In case can access create condition (in case level up, after of battle) show the new values in automatic window and compared to previous level (above save this parametres and comparison), finally you can see really true number points of stats up!

I see all memory bank and not see this table of stats :(


How can calculate offset save memory bank? (for uses respective number variable on makou)

0x0BA4    2 byte    Main progress variable  in makou is [2][0] (and [1][0] reason 16 bit?)

But later

0x0BA7            1 byte    Aeris' current love points in makou identified [1][3] but not understand system for assign offset to value of makou :(

I imagine exist method mathematic for calculate offsets memory bank to variable number uses in makou.


Sorry for molesties and bad English, thanks in advance.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: kkh6854 on 2012-06-06 10:45:08
Hello myst6re.
 I'm a FF7 fan living in Korea.
 I just want to say I'm grateful to you.
 
Thanks to your Makou Reactor you made, I succeed to make its Korea version.
 FF7 is also famous in korea so I made it laboriously for enjoying it with many other people.
 I appreciate you produced open source of program and PSX data for yourself.
 So, I could make it completely using them.
 There were not any errors in the process of making its korean ver.
 and I appreciate again that I can make it apace by your favor.
 also I give you a big hand for your passion that make you produce them and your love to FF7.
 Thank you very much. ;-)

http://www.youtube.com/watch?v=9sK_ZzTDv4Y

Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: Crazy Nova on 2012-06-08 20:03:14
I just tried this with the Japanese PSX version. Japanese compatibility was mentioned but I get indecipherable text like this:

http://imageshack.us/photo/my-images/834/screenshotat20120524105.png

The Rom is fine, I've been playing it on both linux and android  :mrgreen:

What I want to do is extract the text for easier translation. I thought it'd be a good excuse to practice my jap and replay again, it's been a while.  :evil:
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: Crazy Nova on 2012-06-08 20:10:24
Lol, my bad. I clicked on 'Japanese Characters' and now all is working fine. Myst6reさん、 どうも有難う~!

EDIT: Is there any way to extract/export multiple pieces of text into a single text file? Just the used text for example. If not I think it would be a useful feature. Being able to edit in a regular text editor as a whole then importing it rather than having to skim to each part. Thanks!
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: DLPB_ on 2012-06-08 21:41:16
Lol, my bad. I clicked on 'Japanese Characters' and now all is working fine. Myst6reさん、 どうも有難う~!

EDIT: Is there any way to extract/export multiple pieces of text into a single text file? Just the used text for example. If not I think it would be a useful feature. Being able to edit in a regular text editor as a whole then importing it rather than having to skim to each part. Thanks!

Use touphScript.  It can also place text back in.   If you want a dump of the PSX Japanese it is here >
http://forums.qhimm.com/index.php?topic=11867.msg182553#msg182553
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: bossibou on 2012-06-13 00:23:01
I am trying to create an event that only triggers if you have particular item in your inventory. I know this can be done with Key Items since those values are saved to variables. Is there a function to do this with regular items?
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-06-14 20:24:13
I am trying to create an event that only triggers if you have particular item in your inventory. I know this can be done with Key Items since those values are saved to variables. Is there a function to do this with regular items?

Party and inventory > Amount of item ... no?
You can save amount of an item in a variable, and test this variable.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: bossibou on 2012-06-30 18:17:17
Wow....I totally missed that function. Thats exactly what I was looking for. I think I may have been expecting it to be immediately under amount of gil. Sorry for the stupid question.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-07-19 14:47:42
Makou Reactor is now on sourceforge (https://sourceforge.net/projects/makoureactor/).
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-08-21 15:51:00
I finally opened the PlayStation 3D models, without textures for the moment.

Current changelog 1.5.0 (in the repository):
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: DLPB_ on 2012-08-21 15:52:36
 8-)  Excellent.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: DestroGalacticmon on 2012-08-21 17:44:05
I'm not sure if you noticed, but the Walkmesh viewer displayed height the wrong way around. I noticed this with blin_X maps where the stairs are the only height changes. What leads downstairs in the visual background would lead upstairs according to the walkmesh viewer...

Will this bug be fixed in the new version?
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-08-21 18:55:43
I'm not sure if you noticed, but the Walkmesh viewer displayed height the wrong way around. I noticed this with blin_X maps where the stairs are the only height changes. What leads downstairs in the visual background would lead upstairs according to the walkmesh viewer...

Will this bug be fixed in the new version?

You mean blinst_X? I didn't use the camera in Makou 1.4, this is fixed in 1.5 since I understand how to use it. Move the first slider in the walkmesh dialog, you'll undestand what I say.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: Bosola on 2012-08-21 20:48:49
Current changelog 1.5.0 (in the repository):
  • Fix a crash when saving LGP (nobody noticed?)
  • Can save an image disc PSX
  • [Scripts] Goto/Label system
  • [Scripts] Editor 2.0 (work in progress)
  • [Walkmesh] Full editor like Deling (http://forums.qhimm.com/index.php?topic=13050.0)
  • [3D model] PSX model viewer


Ah, this is interesting. I used to have a lot of trouble building PSX ISOs that would run with field changes. Good to know I needn't worry about this any more.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-08-21 20:52:51
Ah, this is interesting. I used to have a lot of trouble building PSX ISOs that would run with field changes. Good to know I needn't worry about this any more.

I have no guarantee that it works all the time, this is a beta feature that can be improved.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: Lazy Bastard on 2012-08-21 22:50:04
Awesome @ BSX work. No beta binary download?
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-08-21 22:55:10
Awesome @ BSX work. No beta binary download?

No ::)
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: Bosola on 2012-08-21 23:51:32
Is the 1.5 in the trunk or in a branch? And what environment do I need to compile it?
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-08-22 00:03:27
Is the 1.5 in the trunk or in a branch? And what environment do I need to compile it?

Oh, I need to remove the branch ;D, the 1.5 is in the trunk. To compile the code you need Qt and the easiest way is:

The exe is created on your build directory, you need the dlls on windows. But if you want you can compile with an other OS (linux or Mac OS).
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: Bosola on 2012-08-22 00:06:22
Nice, thanks.

With the PSX field files, does your application handle file resizing? Can files get larger than their originals? Does Makou handle any lookup changes for when files get shifted about? Also, does Makou do any CRC recalculation?
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-08-22 09:54:36
With the PSX field files, does your application handle file resizing? Can files get larger than their originals? Does Makou handle any lookup changes for when files get shifted about? Also, does Makou do any CRC recalculation?

When the field is larger, he is placed at the end of the archive, or in a space if any. I update the FIELD.BIN of course when field positions or sizes change, and the iso file structure. Aaaand... no, Makou does not CRC recalculation :(
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: Bosola on 2012-08-22 12:39:24
When the field is larger, he is placed at the end of the archive, or in a space if any. I update the FIELD.BIN of course when field positions or sizes change, and the iso file structure. Aaaand... no, Makou does not CRC recalculation :-(


No matter; CDMage can handle CRC recalculation, and emulators can be forced to ignore CRC anyway.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: vayneruel on 2012-08-22 13:46:30
Myst6re who update the field.bin?with an hexadecimal editor?its necesary decompress with gzip?
your program is amazing  :P
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-08-22 13:49:44
Myst6re who update the field.bin?with an hexadecimal editor?its necesary decompress with gzip?
your program is amazing  :P

This is Makou Reactor that will do it.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: vayneruel on 2012-08-22 16:53:02
Ok i wait the next version ;D thanks
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: spy__dragon on 2012-08-23 09:24:55
Hi Myst6re, you program is amazing, but  I have a little problem. I am editing the texts of tutorials, psx version (spanish), but when I click in Accept when I finish to translate the text, some words appears imcomple or cut, and others in white (no words) see the image.

[IMG=http://img94.imageshack.us/img94/1368/erroravj.png][/IMG] (http://imageshack.us/photo/my-images/94/erroravj.png/)

EDIT: I have been seeing the command "Move with a numbers", it is neccesary to change
for increasing the window dialogue? Because I didn't change any number and besides
were the same space and characters.


I hope your answer, thanks.

Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-08-23 10:52:25
Hi Myst6re, you program is amazing, but  I have a little problem. I am editing the texts of tutorials, psx version (spanish), but when I click in Accept when I finish to translate the text, some words appears imcomple or cut, and others in white (no words) see the image.

Thank you, I will look at this.

EDIT: I have been seeing the command "Move with a numbers", it is neccesary to change
for increasing the window dialogue? Because I didn't change any number and besides
were the same space and characters.

The command "MOVE()" change the position of the window, the size is automatically calculated by the game. I don't know if I answered your question.
Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: spy__dragon on 2012-08-23 11:16:38
Ok, thanks for your answer ^^ I will wait.

EDIT: I have other doubt, in the field frcyo (Chocobo farm). I would like to translate the "variant texts", for example,
this text:
Choco Billy
“Then{, }give
   Chocobo
   {MEMORY:var[13][98];size=6}
   a name.”

The text of variant, where could be?

Sorry my ignorace, if I don't know about the topic.
Other doubt that I had, I posted since one week, it's about autosize, but
I think that it's impossible to autosize, see the post:
http://forums.qhimm.com/index.php?topic=13438.0
(the kernel.bin is solved).

Title: Re: [1.4.1] Makou Reactor - a FF7 script editor
Post by: myst6re on 2012-08-27 20:28:25

EDIT: I have other doubt, in the field frcyo (Chocobo farm). I would like to translate the "variant texts", for example,
this text:
Choco Billy
“Then{, }give
   Chocobo
   {MEMORY:var[13][98];size=6}
   a name.”

The text of variant, where could be?

In the scripts, in frcyo > meskun. For example:
Quote
Var[13][98] = 45 (8 bits)
Var[13][99] = 65 (8 bits)
Var[13][100] = 76 (8 bits)
Var[13][101] = 69 (8 bits)
Var[13][102] = 0 (8 bits)
Var[13][103] = 0 (8 bits)

Means "Male  ". 45=M, 65=a...

Title: Re: [1.4.1] Makou Reactor - a FF7 field editor
Post by: cloudiar on 2012-09-02 00:00:13
My PC shuts down while I was saving changes in Makou Reactor. Flevel is broken and loses some .dec. If I reemplace the file "flevel" for an old one will work? other files can be affected?

Oh, one more thing, can you tell me when are you gonna launch a new version?

Thanks
Title: Re: [1.4.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-02 15:38:56
You do not have any luck, the only moment when you can break your flevel is at the end of the saving, when I delete the old archive and I renamed my temporary archive. If you replace your flevel by a valid one, you lose all your changes.

Oh, one more thing, can you tell me when are you gonna launch a new version?

No
Title: Makou Reactor 1.5 beta
Post by: myst6re on 2012-09-04 16:11:11
Since I made lot of changes, I need beta testers for the new version, so here is Makou Reactor 1.5 beta:

Makou Reactor 1.5 beta download (https://sourceforge.net/projects/makoureactor/files/Makou_Reactor-1.5b.zip/download)

Current changelog 1.5b:
Title: Re: [1.5b] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2012-09-04 20:14:33
Excellent work!

edit.  This really is superb. 


first bug though:

Tried to save map and it is broken.  Instant crash when clicking on the save icon.
Title: Re: [1.5b] Makou Reactor - a FF7 field editor
Post by: Lazy Bastard on 2012-09-04 20:29:12
I'm particularly interested in these three:

Quote from: myst6re
Can save an image disc PSX
Massive export: new feature to extract backgrounds and sounds from all fields at once
[Scripts] Goto/Label system

Great work.
Title: Re: [1.5b] Makou Reactor - a FF7 field editor
Post by: vayneruel on 2012-09-04 20:31:32
Great version i have a one question
this version update the field.bin?thanks
Title: Re: [1.5b] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-04 20:34:36
There are some incompatibilities between the jump system and the Goto/Label system. Make backups of your files before using makou reactor and do not panic when you see broken scripts.

Great version i have a one question
this version update the field.bin?thanks

Yes, to update the field positions and sizes, otherwise it will not work.
Title: Re: [1.5b] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-09-04 21:03:08
If you see a broken script, this is what you do:
Remember which the last field group is you see. If 1.5 shows up to group 6 but 1.4.1 shows up to group 13, there is a script problem in group 7 ( and maybe more later, but 100% one in group 7 )
check group 7 in 1.4.1
usually, the problem is "if...then, else jump to X"
OR
"Jump to byte X"
then X here is a byte that has to be exactly the number of an existing byte. if there is byte 234 and 236, the jump CAN NOT go to 233, 235 or 237

fixing this usually fixes the entire problem


edit:
myst6re can you reverse the order the songs are displayed?
Instead of 08 - bat
could it be
bat - 08

because that way it's easier to search for specific songs
Title: Re: [1.5b] Makou Reactor - a FF7 field editor
Post by: spy__dragon on 2012-09-07 09:02:27
I have seen a little error, but It is not very important. When you select the buttons (psx version), the cross is Triangle, and the Triangle is Cross. I enclose the image:

http://imageshack.us/photo/my-images/840/makou.png/

Now, the tutorials work perfectly in both version, PSX and PC.
Thanks you so much for your program ;), it's very good.

EDIT:
Other bug in psx version,
in the map mds7pb_2 doesn't appear the texts,
but the other version yes (1.4.1), see the image.

http://imageshack.us/photo/my-images/824/makou2.png/

I have solutioned closing the program and open again, occurs when you save a
change of text, I have changed only the text of tutorial.

Edit 2:

In this version I have seen you can change the size of windows, but
I have seen some windows that can't change, or text which protudes in the
window text, see the image, and sorry my bad English, an image explains all.

http://imageshack.us/photo/my-images/228/makou3.png/
 
During the game, the dialog will see like this?

Regards.

Title: Re: [1.5b] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-07 09:42:24
Other bug in psx version,
in the map mds7pb_2 doesn't appear the texts,
but the other version yes (1.4.1), see the image.

http://imageshack.us/photo/my-images/824/makou2.png/

I have solutioned closing the program and open again, occurs when you save a
change of text, I have changed only the text of tutorial.

I have found a critical bug, I'll fix it.

Edit: okay it's fixed, thank you for the report. I found an other bug, the iso saving don't work lol, fixed too, commited soon.
Title: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-10 13:21:13
Makou Reactor 1.5 download (https://sourceforge.net/projects/makoureactor/)

Changelog 1.5:

Changes since the beta:
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: sithlord48 on 2012-09-10 17:21:00
sweet when i get a chance ill upload it to the ppa, and do the standalone mac os/ linux binaries
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: spy__dragon on 2012-09-10 22:32:13
Thanks so much, mystere ;) I'll test this version in both version.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-09-15 01:39:39
I've poked around the walkmesh and location data and tried to make sense of how to place new locations.
I see how field models are placed ( inside a specific triangle, at a convergence point of X and Y ) but I can't make sense of actual locations, like the location space that enables the main menu at a save point
Set location (X1=-758, Y1=66, Z1=0, X2=-715, Y2=88, Z2=0)
thats the save point location group at the gold saucer, when you enter that, it enables the main menu and stuff. but how does that actually determine where that is? thats two points, right? do they connect and form a line? for a triangle, you need three points ( x1, x2, x3 ) right?
can someone shed some light on how this works?
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: vayneruel on 2012-09-15 09:28:39
The coordinates of a location, a line passing through two triangles ID, when the character crosses that line activates the saved script.

triangle
ID1  ----------------------------------------------------------------------ID2
X1,Y1,Z1                                                                               X2,Y2,Z2
If what you want is to place field models should only put the coordinates X, Y, Z and triangle ID
This is in "Fields models and animations" place field model.
Take to report a bug, when I open a BIN psx, modify a field and reinserted with Makou, the game crashes to enter that field
Thanks for you attention-
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-15 12:29:57
Take to report a bug, when I open a BIN psx, modify a field and reinserted with Makou, the game crashes to enter that field
Thanks for you attention-

Ok, thanks for the report!
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: cloudiar on 2012-09-15 14:21:26
I found some problems in 1.5 version:
-Autoadjust doesn't work very well (text assignment and size)
-It doesn't allow to put "If var" with conditions in scripts.
-File importing doesn't work very well in PC version, it should check the addition of new models automatically. I got crazy after copying fields.

Questions:
-Can be put new "gateways" without problems?
-Can be put time stops in texts? (this didn't work in the prior version)

Anyway, congratulations for this great tool
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-15 15:41:35
I found some problems in 1.5 version:
-Autoadjust doesn't work very well (text assignment and size)
-It doesn't allow to put "If var" with conditions in scripts.
-File importing doesn't work very well in PC version, it should check the addition of new models automatically. I got crazy after copying fields.

-In the script editor? Show me an example which does not work.
-If you don't have any labels in the script, it's normal. I know, I know, it's not really convenient.
-OK

Questions:
-Can be put new "gateways" without problems?
-Can be put time stops in texts? (this didn't work in the prior version)

Anyway, congratulations for this great tool

-If you put the right values, yes ;D.
-Time what?
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: cloudiar on 2012-09-15 16:43:07
I'm sorry, I didn't notice the detail of label preassign, in this case I have no worries.
The text issue is that sometimes the assignment of it, autosize option fails too, also it looks like when I save my changes aren't generated well.

The wait time means codes like [PAUSE30], time stops and auto-closing texts didn't work on 1.4 (TouphScript is the only who worked).

I'll make future comments in the topic if I find more bugs/issues.

Anyway, you made an impressive work, thanks for keeping the program alive. I'll make a great work with it  :D
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-15 18:11:24
Sithlord48 has reported a crash when saving the background as an image, I fixed the importation error (model loader).
I do not usually release a program with so many bugs, I sincerely apologize...

The wait time means codes like [PAUSE30], time stops and auto-closing texts didn't work on 1.4 (TouphScript is the only who worked).

Oh, my bad, there is a small typo in my code, now fixed! Fixed too for the {NEW PAGE 2} command.

Anyway, you made an impressive work, thanks for keeping the program alive. I'll make a great work with it  :D

Thank you too :)
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: cloudiar on 2012-09-15 19:14:42
I wanted to make this question for a long time, so I'll ask it now:

I tried to assign the memory bank in the variables with a friend (vars.cfg), but the needed process to calculate the true function of this variable isn't clear at all.
We made a list which contains buggy positions
Can you tell us the necessary formula to calculate it?

My list:

1|0|$MainProgress
1|2|$YuffieInitialLevel
1|3|$AerisLovePoints
1|4|$TifaLovePoints
1|5|$YuffieLovePoints
1|6|$BarretLovePoints
1|16|$TimerHours
1|17|$TimerMinutes
1|18|$TimerSeconds
1|19|$TimerThents
1|24|$NumberBattlesfought
1|26|$NumEscapes
1|28|$MenuVisiblityMask
1|30|$MenuLockingMask
1|32|$ItemMask
1|33|$MateriaCaveMask
1|35|$ItemMaskVincent
1|40|$ItemsCorneoShinra
1|41|$PiezasMidgar
1|48|
1|49|
1|50|
1|51|
1|52|
1|53|
1|54|
1|55|
1|64|$KeyItems
1|65|$KeyItems
1|66|$KeyItems
1|67|$KeyItems
1|68|$KeyItems
1|69|$KeyItems
1|70|$KeyItems
1|85|$ChocoboType1Catched
1|86|$ChocoboType2Catched
1|87|$ChocoboType3Catched
1|88|$ChocoboType4Catched
1|124|$ChocoboOnMap
1|167|$VictoryFortCondor
1|182|$DefeatFortCondor
2|0|$GameMoment
2|24|$BattleCount
2|26|$BattleEscaped
2|180|$GoldFortCondor
3|9|$PartyLeader
3|88|$NumStablesBought
3|89|$NumStablesFilled
4|74|$GPpoints
4|88|$ChocoboStables
4|89|$NumberOccupied
4|91|$ChocobosMask
4|92|$ChocoboMate
4|93|$ChoboBattleLimit
4|94|$AerisFlowers
4|110|$CurrentRoomTunnel
4|116|$YuffieInForest
4|120|$QuestKalm
4|145|$QuestDon
4|153|$DoorsShinra63
4|154|$DoorsShinra63
4|156|$Coupon
4|157|$DoorsShinra63
4|158|$VendingMachineHit
4|159|$PlaceMidgarPart
4|160|$MidgarModelLigths
4|166|$RetrievingCoupons
4|188|$YuffieRegulary
4|189|$EventsPilarS7
4|190|$TifaCutscenesS7
4|191|$EndEventsS7
13|31|$ErrorAddMateria
13|84|$LastCloud
13|85|$LastBarret
13|86|$LastTifa
13|87|$LastRedXIII
13|88|$LastCid
13|89|$LastYuffi
13|90|$LastCaitSith
13|92|$LastVincent
15|126|$WorldCamera
15|127|$GameCrashes

I would like to have the majority of it located to make it possible to put different conditions to other events, although another things como ask for the "character level" condition that I believe it can't be done.

I want to ask the formula as I don't want to disturb you with making it but I think that it could be useful for everybody. Thanks again :D

Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: ultima espio on 2012-09-16 14:35:52
After saving once, no more changes will be saved. So all the work from my last half hour hasn't saved at all.

It seems to crash if you try to load another lgp as well.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-16 14:39:54
After saving once, no more changes will be saved. So all the work from my last half hour hasn't saved at all.

Yeah, you can go to another field and return to avoid this bug. Again, sorry for all these annoying bugs.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: ultima espio on 2012-09-16 14:44:26
It's not a big problem then if we can get around it that way :P Thanks :)
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-16 14:46:55
Anyway, 1.5.1 version is coming soon.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: JBedford128 on 2012-09-16 18:28:52
Is it possible to allow things copied from one Makou Reactor window to be pasted into another? Or can there be made a way(if there isn't already)? I am aware I can export field files, however if I then import them into the flevel.lgp I want to use the single script in it will replace the entire field file. I figure it would be possible to implement a system where scripts can be exported and imported.

But if there isn't such a function I don't mind re-writing it, it's not that major for me.

Edit: Also when I click the "Save" button on a background image, Makou Reactor crashes.

Edit2: Also seem to have a problem changing the third Z value on Walkmesh triangles. The other two Z values change while the third one remains the same.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-16 20:42:59
Edit: Also when I click the "Save" button on a background image, Makou Reactor crashes.

Edit2: Also seem to have a problem changing the third Z value on Walkmesh triangles. The other two Z values change while the third one remains the same.

- Already reported

- Fixed, thanks :)
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-19 11:24:01
Makou Reactor 1.5.1 is almost ready.

Changelog:
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: Kaldarasha on 2012-09-19 15:04:17
Could you please implement a function to dump model size and reinsert it again?
Because I changed nearly all model sizes (Great northern crater is still to do) so they don't look so ridiculous littel and I would like to share it,
I think this would be nice way to do it. I hope that's possible...  :|
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2012-09-19 15:34:29
Map ithos does not display walkmesh without having to move about the window first to get it in view.  Perhaps a better viewer is needed?
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-19 15:37:23
Map ithos does not display walkmesh without having to move about the window first to get it in view.  Perhaps a better viewer is needed?

Works fine with me :?
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2012-09-19 15:54:30
I went to map shows black until I move about the area first.  Kinda looked weird.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-19 15:58:19
If you push the "reset" button, the viewer is black again?
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2012-09-19 16:05:37
no, reset is ok.  Only black very first time I opened bg.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-19 16:08:43
Maybe you have moved the camera in another field, because the camera is not resetted when changing field.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2012-09-19 16:12:16
Yeah think so....  but shouldnt it reset automatically on entering new map?
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-19 16:14:04
I can reset it easily, if you want, is that better?
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2012-09-19 16:14:58
 8) yup.  This is trivial though, in any case.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-09-19 17:00:38
been using 1.5.1 for about 2 hours, crashed 4 times during saving in that time
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-09-21 03:09:14
figured out a critical crash
MR doesn't put copied code into memory, it seems to just mark the specified part and then pull it from there when you paste
if you copy a line of code, then change that line and try to paste the old one without copying the changed line again, it will always crash
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2012-09-21 08:52:56
Makou isn't always updating properly.  I changed the scroll and deleted the whole group "Camera" in mrkt2 and nothing changed in ff7.  Loaded flevel up again and the changes I made are gone.

I think this is to do with how you are leaving things in memory.  It is bad practice and causes problems.  8)
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-21 12:22:23
figured out a critical crash
MR doesn't put copied code into memory, it seems to just mark the specified part and then pull it from there when you paste
if you copy a line of code, then change that line and try to paste the old one without copying the changed line again, it will always crash

Fixed.

Makou isn't always updating properly.  I changed the scroll and deleted the whole group "Camera" in mrkt2 and nothing changed in ff7.  Loaded flevel up again and the changes I made are gone.

I think this is to do with how you are leaving things in memory.  It is bad practice and causes problems.  8)

I've already fixed the problem in mr 1.5.1. And as I said previously:

Yeah, you can go to another field and return to avoid this bug. Again, sorry for all these annoying bugs.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-09-21 13:27:28
If you try to add new location or field item in 1.5.1, it will always crash at saving
I add the model in the model loader, add one animation for it, then add the script, save -> CRASH

doing the above via importing a field works fine though

ALSO
some fields are very, very allergic to being altered in MR. In some cases, adding field models to a field will cause the scene to break. some earlier field models will vanish ( adding locations seems to work )
I tried to change script in ealin_12 but it broke the whole scene
I'm not sure what exactly causes this

in 1.5.1, if you import a normal field file ( not a decompressed one ) it doesn't update the model loader. I can't tell if it's because it doesn't export right or doesn't import right.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: tomek_n on 2012-09-23 14:41:58
I have a list of dialogues in txt, can I replace them with those in the game? (PC version)
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-23 15:45:28
I have a list of dialogues in txt, can I replace them with those in the game? (PC version)

You mean a mass importation? No, but I think about it for the next versions.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: tomek_n on 2012-09-23 15:47:35
When can we expect the next version?
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-09-23 15:57:51
I have a list of dialogues in txt, can I replace them with those in the game? (PC version)

just use toughscript for that? because it does exactly THAT
replace text ingame with text in txt files
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: tomek_n on 2012-09-23 16:00:10
you can insert your link?
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-09-23 16:07:32
you can insert your link?

You can pretty much insert any text into the game
obviously you wont be able to click links


edit:
latest update you gave me still has field files corrupted on occasion ( only very specific field files. I'm thinking this has something to do with messy code and MR corrupts the field because it cant save the bad code properly )
also, you can no longer save edits to the model loader. wtf?
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-24 12:27:10
latest update you gave me still has field files corrupted on occasion ( only very specific field files. I'm thinking this has something to do with messy code and MR corrupts the field because it cant save the bad code properly )

OK, no release as this bug is still alive.

also, you can no longer save edits to the model loader. wtf?

Yeah.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: cloudiar on 2012-09-25 04:08:33
Problem about "amount" and "remove" materia is solved?  ::)

Thanks
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-25 10:05:30
Yes, these opcodes are not implemented in the PC version.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: cloudiar on 2012-09-25 12:38:39
Oh, really works now? You apply opcodes for run these comand in pc?  :P

This is really great news.

Long ago I did not attempt anything that could put as example of asking or remove materia?

Thankssss
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-25 13:13:23
Not but what I mean is that it will never work on PC, so problem solved, I can't do anything :evil:

Edit: I have not managed to run theses opcodes on PS either...
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: cloudiar on 2012-09-25 13:55:52
AAARRRRGGGGGG!!!

Not possible fix this problem in future?

It's epic fail not run this comand in game  :-\

This is a problem for me, events designed to "ask materia" for continue or need master! Or exchange materia.

Then deleted possible changes in "pot alchemist"?

Not exist solution? :cry:
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-09-26 02:43:00
I wonder why these opcodes don't work
Do they have no actual functional code implemented or do they just not work ingame? If they check in the wrong place ( item menu ) then of course the value coming back would always be 0
I assume the opcodes actual code is handled in the .exe? if so, shouldn't there be a way to insert the missing opcode / correct the code to make this work?
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: spy__dragon on 2012-09-26 09:44:10
Hi Mystere,

I have a doutb about the font which you use in your program, I would like to change for
other small font, I have seen in your sourcecode, it could change the size of the font?

Thanks
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-26 12:58:31
Not exist solution? :cry:

I'll look at the instructions of these opcodes in the q-gears, maybe I'll understand the problem.

Hi Mystere,

I have a doutb about the font which you use in your program, I would like to change for
other small font, I have seen in your sourcecode, it could change the size of the font?

Thanks

Doubt? What doubt?
If you change the texture, this is not enough to change the size of the font.
Title: Re: [1.5] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-09-27 22:35:51
OK! Makou Reactor 1.5.1 is now online. Download it! (https://sourceforge.net/projects/makoureactor/files/latest/download)

Changelog:
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-09-28 07:24:45
Model loader has some problems
for example, adding a model ( fabb ) and the animation to that model ( byhc ) in 1.5 works fine but in 1.5.1 it doesn't display the whole thing as a valid combination ( this even happens with a lot of vanilla models )

edit 1:
FINALLY FIGURED OUT WHAT CORRUPTS THE FIELD LOL
it's some kind of issue with preload_map opcode
I only ever hit that kind of problem after I edited a map that contained that opcode
ealin_12 contains the code, and so does blin60_2
after editing either map, entering said map = game crash

edit2: seems to be fixed in 1.5.1

edit 3: New bug
when you add a new music via ctrl+q menu, it no longer saves the folder it last checked for the to-be-imported akao file. in 1.5 it remembered the last folder it was in
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-10-02 12:26:15
the auto-sizing is quite off
I suspect that is due to MR auto-sizing it for non-menu overhaul field and me actually using menu overhaul
so the text boxes are all too huge
sample
(http://i.imgur.com/mw8fg.jpg)
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2012-10-02 12:57:21
edit 3: New bug
when you add a new music via ctrl+q menu, it no longer saves the folder it last checked for the to-be-imported akao file. in 1.5 it remembered the last folder it was in

OK

the auto-sizing is quite off
I suspect that is due to MR auto-sizing it for non-menu overhaul field and me actually using menu overhaul
so the text boxes are all too huge
sample
[nice snap]
Same parameters, different result:
(http://image.noelshack.com/fichiers/2012/40/1349182510-window-test.png)

Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-10-02 13:16:29
It is as I suspected.

The font is different, so you're not using Menu overhaul
Menu Overhaul apparently makes the font smaller and less spacious

This is purely speculation but I assume you have some function based on font that calculates how big the window needs to be
If you make an option in the option menu ( Menu Overhaul, yes / no ) and activating that switches the function to a different one ( essentially the same but with the Menu Overhaul font ) then both people who don't use it and people who use MO can get the right size boxes.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2012-10-02 21:43:57
Menu overhaul has a smaller font and changes certain other values like "MAX" tag in script (this is used to space characters equally like prize menu at gold saucer).

Most problems would be solved by reading window.bin table which is really all the font spacing data is.  Of course you'd also need to use my font as well in the preview screen (scale your own font is prob better idea).  I am not sure how much smaller my font is in terms of size. 

Luksy has done work with ts to make the boxes resize to menu overhaul font, but has not yet tackled the GUI version of ts.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2012-10-02 22:36:34
If you have a lot of text, it's SUBSTANTIALLY smaller.
Just look at how extreme it is in the screens
the box is like 20% bigger than it appears in MR
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: spy__dragon 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.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: sithlord48 on 2012-10-07 05:44:08
Makou Reactor 1.5.1 is now on my ppa (http://forums.qhimm.com/index.php?topic=11928.msg165409#msg165409).

Soon i will look at what i need to do to my Mac to build an updated version for macOS (hyne as well).
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Ragna 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?  ::)
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re 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.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Mirrorman95 on 2013-01-03 15:44:03
Where can I download Makou Reactor 1.5.1 for Mac?
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-01-03 16:01:14
Nowhere, you need to compile it! Yeah, I don't have mac...
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: sithlord48 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.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: meesbaker 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
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: meesbaker 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 ?
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re 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.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: meesbaker 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?
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: _Ombra_ 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 (http://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
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re 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).
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: _Ombra_ on 2013-01-19 15:40:12
Here are a few from fship scene:

www.sadnescity.it/backup/ombra/fship_ita.zip (http://www.sadnescity.it/backup/ombra/fship_ita.zip)
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: meesbaker 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
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-01-19 17:04:43
Here are a few from fship scene:

www.sadnescity.it/backup/ombra/fship_ita.zip (http://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.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: _Ombra_ on 2013-01-19 21:13:48
What about a parameter switch? That way it won't affect how the program works
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-01-19 22:38:20
OK, this will be available for the next version, and now in the repository.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: _Ombra_ 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
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: wolverinecarnage on 2013-02-17 16:55:04
Im having trouble compiling also.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-02-17 18:19:28
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Mirrorman95 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'
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re 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.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Mirrorman95 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
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re 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 (http://sourceforge.net/projects/makoureactor/files/Version%201.5.1/Makou_Reactor-1.5.1.zip/download).

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
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Mirrorman95 on 2013-02-18 16:43:29
To clarify, the language files are from the latest 1.5.1 Windows build. The files I copied from the Mac 1.3 build are probably cosmetic. If Makou Reactor ever updates again, I'd be fine making a new build.
Also, the char.lgp viewer works now, thanks for the instructions! Now I have a FF7 model viewer I don't need to boot from Parallels or Bootcamp to use.
A final thought; could Makou Reactor be used to re-insert the deleted scenes back into the game, like Sephiroth explaining Summon Materia at the Temple of the Ancients, if I get them flagged?
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-02-18 17:38:55
A final thought; could Makou Reactor be used to re-insert the deleted scenes back into the game, like Sephiroth explaining Summon Materia at the Temple of the Ancients, if I get them flagged?

If these scenes are disabled, it is possible by changing some variables or in the worst case, some script lines. But if these scenes are completely removed, it's harder because you must recreate some scripts... But possible nonetheless.



Small request...  the "labels" font colour being red instead of grey.

Ok
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-02-19 08:44:02
Small request...  the "labels" font colour being red instead of grey.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-02-22 09:21:30
Another request... that the scripts can stay expanded after you have expanded them rather than keep closing.  And an option to auto expand ALL expandable lines.

Bug:  Mass export of backgrounds into jpg does not place files in target folder.

Bug2: "Random" crashes. When saving then opening another flevel, generally some crash.  When going through lots of maps, generally some crash.  When editing values after it says I need a long jump, crash.  Not sure if there's any relation, but program (and it is an awesome program despite this) seems unstable.

Bug3:  Program said that I needed to use a valid label but I had... so I saved and reloaded and now there is no error.
The label went out of range because it was a short jump but it should still warn me when I reload and doesnt.  The label also changed to "Forward 12 bytes"

Dan
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-02-22 16:27:33
Another request... that the scripts can stay expanded after you have expanded them rather than keep closing.

I do not quite understand, this is not already the case?

And an option to auto expand ALL expandable lines.

Mokay, added to the TODO list.

Bug:  Mass export of backgrounds into jpg does not place files in target folder.

I have not been able to reproduce this bug. Is the fields that you want to export are selected in the list on the left?

Bug2: "Random" crashes. When saving then opening another flevel, generally some crash.  When going through lots of maps, generally some crash.  When editing values after it says I need a long jump, crash.  Not sure if there's any relation, but program (and it is an awesome program despite this) seems unstable.

Bug3:  Program said that I needed to use a valid label but I had... so I saved and reloaded and now there is no error.
The label went out of range because it was a short jump but it should still warn me when I reload and doesnt.  The label also changed to "Forward 12 bytes"

I'll look at it, thanks for the report.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-02-22 16:30:00
Yup.  It exports png but not jpg. It still has the progress bar but did not place them in the target folder.  I have no idea where they ended up.  :-D

As for expandables... no.. when I edit script, they automatically collapse.  They also dont auto expand when I open a script (perhaps some sort of option?)
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Kaldarasha on 2013-02-22 19:27:54
@myst6re
Is it possible that you create a 'Mass Export fields' and a 'Mass Import fields' same powerful as the
'Export current field' and 'Import current field'? I manly need this function to patch the model loader of the english flevel.lgp with my tweaked one from my german flevel.lgp. It would be a pain to do it manual for every field. My second reason is to make my german flevel.lgp workable with toughscript again.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-02-23 01:48:40
bug:

Displays the dialog (No text) in the window #0

This appeared in all the text box parts of the lines in my map (jetin1). When I went out of the map and clicked back in, the correct entries were again shown.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-02-23 21:19:33
bug:

Displays the dialog (No text) in the window #0

This appeared in all the text box parts of the lines in my map (jetin1). When I went out of the map and clicked back in, the correct entries were again shown.

This can happen when you export texts or when you import texts of one PC field. Is it one of these cases?

@myst6re
Is it possible that you create a 'Mass Export fields' and a 'Mass Import fields' same powerful as the
'Export current field' and 'Import current field'? I manly need this function to patch the model loader of the english flevel.lgp with my tweaked one from my german flevel.lgp. It would be a pain to do it manual for every field. My second reason is to make my german flevel.lgp workable with toughscript again.

Mass import is in my todo list.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-02-24 02:06:54
No this happened during editing I think....

Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: spy__dragon on 2013-03-21 18:59:10
Mystery, I have some questions,

This program does configure automatically the FIELD.BIN in the psx version?
And the other question and I think I said before,
it could be edited the "ASCII table" of this program? I want to
edit the "size" and the "space".

Regards.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-03-21 19:31:22
This program does configure automatically the FIELD.BIN in the psx version?

Sure.

And the other question and I think I said before,
it could be edited the "ASCII table" of this program? I want to
edit the "size" and the "space".

This is in my TODO-list. (and yes, already asked before)
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: genesis063 on 2013-04-08 20:18:06
Question so I am trying to make a mod where Sephiroth has his own story which will be completely different than the core story.  Well not a hundred percent but close enough to be fresh and hopefully fun.  So anyway I plan to replace Biggs, Wedge and Jessy to Shinra soldiers.  I also plan to change Cloud into a completely new character since his combat model match what I want the new guy's to be.  So can I edit where his model shows up on the map threw Makou or do I also need something else?  I know that I need to edit the model through Kimera so I got that part covered.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-04-12 00:59:24
Your gateway destination point data shows X Y and Z.  In fact these are X Y and T (Triangle).  Z is probably calculated by FF7 and not needed.  There are numerous examples of where Z is simply ignored in script. The world map script (prob in the .ev files in World_us) decides the destination point when entering from world map.

Your gateway data shows 1 Unknown.  This is the direction the model will face at the destination point.  It is the model direction.  It should be ONE byte, but yours shows 4?  For example, the model direction when exiting the Costa Del Sol Pub is 20202020.  In fact this is just 20 (model direction 32).
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: genesis063 on 2013-04-12 19:54:26
Was the directed to me because it seemed like it was kinda generic.  I was thinking you where giving me an answer in a technical way but not to sure.  Sorry still kind of a noob to this stuff.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Lazy Bastard on 2013-04-12 19:57:24
genesis063: He's talking to myst6re.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: genesis063 on 2013-04-12 19:59:01
oh okay glad I asked must of missed where he said it in a text.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: cloudiar on 2013-04-16 19:36:42
Hello!

Have a question for you Mr. myst6re haha!

I have located all the memory addresses used by the makou reactor, but with some contradictions.

The memory bank [9] and [10] does not appear anywhere in makou only says that the variable is used [9] [2], but I can not see, either from memory hacking, any reason?

The memory bank [15] be clone or same as [7] and [8]? Sample values ​​exactly the same, for example:

I put [15][0] = 100 and same as [7][0] and [8][0] = 100

You not plan to access saveslot (Character Record)  from makou? I really think if you can access to see their value (and modify, for example you have some module, example in memory 0x10EC Message Speed or PHS Locking Mask and visibility mask...) may also be accessed to ask questions like "current level" charater & others  :-X


Finally comment for some problems in makou, with the case in mathematics-> binary operation ->"addition":

Var [3] [255] = Var [3] [255] + 1 (8-bit)

Add this is dangerous, makou crash some times, also for some reason is assigned to 16 bits when actually be 8 bits, if you change some may crash...the rest in makou reactor normally works great.


You think in future update makou reactor or this latest version forever?

Thanks for your time  :)
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-04-22 21:24:14
I have located all the memory addresses used by the makou reactor, but with some contradictions.

The memory bank [9] and [10] does not appear anywhere in makou only says that the variable is used [9] [2], but I can not see, either from memory hacking, any reason?

The memory bank [15] be clone or same as [7] and [8]? Sample values ​​exactly the same, for example:

I put [15][0] = 100 and same as [7][0] and [8][0] = 100

If you look at how banks are stored in the savemap (http://wiki.qhimm.com/view/FF7/Savemap), you can understand a little more why some banks are "equals".
According to the wiki, you have:

It's a strange concept that I don't completely understand. I have to do some tests to be sure of how it works.

Finally comment for some problems in makou, with the case in mathematics-> binary operation ->"addition":

Var [3] [255] = Var [3] [255] + 1 (8-bit)

Add this is dangerous, makou crash some times, also for some reason is assigned to 16 bits when actually be 8 bits, if you change some may crash...the rest in makou reactor normally works great.

It was a hard to find bug, but now it's fixed! Thanks you for the report.

You think in future update makou reactor or this latest version forever?

Thanks for your time  :)

Me? Stop? Not yet. ;)
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Laggy on 2013-04-26 21:43:33
Hello,

I'm attempting to import individual field files (as XXXX.DAT) and then re-import them back in to apply my changes across the three different ISOs for the PSX version.

However every time I attempt to import, it throws me an "Invalid file" error. Even stranger, this happens even if I export and re-import the exact same file I just exported onto the same scene!

Any idea what I might be possibly doing wrong, or is this a known bug? I'm trying not to have to do the exact same field script edits across 3 different images, so I was hoping export/import would do this (since you cannot import onto other ISOs directly as the sizes of the imported files are changed with editing).

EDIT: Never mind, solved the issue... was not aware you had to specify Uncompressed DAT file when picking the file type for import. Works now. Sorry for the trouble, and kudos for your hard work, Makou Reactor's an amazing tool :)
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Template on 2013-06-28 03:16:29
Mass import is in my todo list.

I think this would be really exciting. There is at least one sizable project awaiting this development. I myself am just starting to learn to use this utility, but it is amazing and I wanted to say thanks for the considerable and continued effort on this program.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: ultima espio on 2013-07-12 21:55:34
Little request if you don't mind, it would be cool to copy and paste models and animations from one field to another without having to manually set them. Like copy Red XIII's model and animations from bugin2, and paste it into mds5_1 for example.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-07-12 22:07:21
Little request if you don't mind, it would be cool to copy and paste models and animations from one field to another without having to manually set them. Like copy Red XIII's model and animations from bugin2, and paste it into mds5_1 for example.

Copy and paste for everything really...
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-07-15 20:31:49
Little request if you don't mind, it would be cool to copy and paste models and animations from one field to another without having to manually set them. Like copy Red XIII's model and animations from bugin2, and paste it into mds5_1 for example.

Done, thanks for the suggestion.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-07-26 20:55:28
Makou Reactor 1.6 will include many changes, mostly internal. Current changelog for the next version:

Main changes




Other changes




Various fixes

Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: sithlord48 on 2013-07-26 21:12:53
FF7 is launched by WINE in other OSes than Windows [Thanks Sithlord]. - see i can be useful :P

Qt update (4.8.5) - FYI, might have to use Qt 5.1 to build on mac os.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-07-26 21:40:58
@myst6re

Impressive.  Most impressive.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Vgr on 2013-07-26 22:48:36
Looking forward to this new release!
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Kaldarasha on 2013-07-26 23:36:03
Looking forward to this new release!

I go crazy...  :-D
(http://imageshack.us/a/img854/784/wiv.gif)
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-07-27 15:56:00
Download Makou Reactor 1.6 (https://sourceforge.net/projects/makoureactor/files/Version%201.6/)

(http://image.noelshack.com/fichiers/2013/30/1374939876-logo-shinra.png)

Changelog (http://forums.qhimm.com/index.php?topic=9658.msg203356#msg203356)



What's next?

Makou Reactor is a really big project, it uses a lot of my time... but I want to continue, one day, to improve it! Before I have other projects to finish (Néo Midgar, a french retranslation project, FF8.fr, a website... I think you imagine what it's talking about :)).

Anyway, I have created some tickets on SourceForge (https://sourceforge.net/p/makoureactor/tickets) with new features or fixes, if you have other ideas, you can tell me.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: ultima espio on 2013-07-27 15:59:34
Thanks a lot, myst6re ;D I've only just opened it and there's a lot of nice little touches. Very much appreciated :)

I see entities on the walkmesh...*dies*

Bug report, can't delete animations from the model loader.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-07-27 17:27:22
Bug report, can't delete animations from the model loader.

Ok, I'm going to do something that should never be done: I will apply a hot fix without change the version. Thanks for the (fast) report.



Edit: OK it's uploaded, please redownload Makou Reactor 1.6
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Template on 2013-07-27 17:44:20
My only complaint is that I can't [like] this more than one time per day.  :D
@Kaldarasha I almost posted that same gif yesterday when I saw the changelog went up.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: ultima espio on 2013-07-27 17:46:32
Sorry, another one  :P

It seems to crash a lot during saves. Mostly if I've copied an entity. I just changed one part of the code of an npc and it crashed.

If I were to clone a Cloud entity, and try to change it to Yuffie, it'll crash.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-07-27 17:56:10
Sorry, another one  :P

It seems to crash a lot during saves. Mostly if I've copied an entity. I just changed one part of the code of an npc and it crashed.

Well... I have a crash when I save twice, whatever I do. I'm sorry about it, this should not happen in a release.  :-[
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Acro on 2013-07-27 18:42:55
I love you.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Vgr on 2013-07-27 18:47:49
I love you.

Same.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-07-27 20:09:42
It seems to crash a lot during saves. Mostly if I've copied an entity. I just changed one part of the code of an npc and it crashed.

Fixed. You can reredownload it. I hope everything will work like a charm now.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: ultima espio on 2013-07-27 22:19:05
Thanks a lot, this makes things so much easier :)
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-07-27 22:42:24
Build for Linux 32-bit added.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: sithlord48 on 2013-07-27 23:05:40
im currently updating  the ppa (https://launchpad.net/~sithlord48/+archive/ff7).
the daily ppa (https://launchpad.net/~sithlord48/+archive/ff7-daily) well is built daily so it has 1.6 already.

Use of the PPA is reccomended for all users of Ubuntu and its dirivatives (kubuntu, lubuntu,etc...) and Users of Debian or Ubuntu Based distros (i.e linux mint, and many more)

i will also be uploading a 64-bit linux build

there also will be a Mac Os binary coming.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: ultima espio on 2013-07-28 17:18:03
The PS to PC conversion works great:
(http://i85.photobucket.com/albums/k61/ultima_espio/ff72013-07-2817-30-13-676_zps408b9a5a.jpg~original) (http://s85.photobucket.com/user/ultima_espio/media/ff72013-07-2817-30-13-676_zps408b9a5a.jpg.html)

Though Cloud's kinda stuck xD

I'm not sure if this has something to do with Makou Reactor, but I think some maps might have a group limit on them. I tried adding all characters to the restaurant place in Wall market (mkt_s2), and it stayed on a black screen. I did some testing, and it stops working after 25 groups.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-07-28 19:34:02
Though Cloud's kinda stuck xD

Add Place field Model (X=120, Y=286, Z=25, triangle ID=11) in 17: cloud > S0 - Main.

About the background conversion, in fact there is one value that I do not know how to convert, just one.

I'm not sure if this has something to do with Makou Reactor, but I think some maps might have a group limit on them. I tried adding all characters to the restaurant place in Wall market (mkt_s2), and it stayed on a black screen. I did some testing, and it stops working after 25 groups.

It's possible, I have not tested every game limitations. In general, Makou uses file format limits.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: cloudiar on 2013-07-30 02:37:29
Congratulations myst6re, I am currently testing your upgrade, first problems:

Some problems to delete all contents of a dlc (also deleting a line if you continue erasing eventually crash)
Some problems also copying content dlc to another (main or any script)
Some problems copying groups (minor)
Problems managing animations that version 1.5.1

In many of these cases makou crash, otherwise it's a great job, very useful to see models and locations in walkmesh, icons to define and differentiate by color groups "label" and "go to label" is really comfortable to use.



Moment of questions haha!

Last espio show onna_1 importing of "psx jap" but it has to be original ID "215", the ideal would be to add the original ID without replacing any file of the game, I could only replace the file.

Unable to import could be added to the original ID?

Imagine that you still have something to work for correct import of layers, think end all ready in next version?

Continuing without knowing what variable explanation why [7] and [15] to be same?

Actually possible can add new arrows in any field correctly?

To end tell one thing, you have created a universal editor fields in this great game, option to import PSX fields be completed I seriously think build a statue haha, but...you ever thinking about adding some function for background animations?

I think if you definitely add option to add new field "ID", is to have everything tools already, except one thing, the only tool that would be something to add new "background animations", knowing that all fields have a lot slots free, could be great!


Thanks newly, nice work myst6re!
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-07-31 17:51:28
Congratulations myst6re, I am currently testing your upgrade, first problems:

Some problems to delete all contents of a dlc (also deleting a line if you continue erasing eventually crash)
Some problems also copying content dlc to another (main or any script)
Some problems copying groups (minor)
Problems managing animations that version 1.5.1

Can you be more specific? How I can reproduce these bugs?


Last espio show onna_1 importing of "psx jap" but it has to be original ID "215", the ideal would be to add the original ID without replacing any file of the game, I could only replace the file.

onna_1 is already referenced by the "maplist" file. The only thing you need to do is add a field file called "onna_1" in the lgp archive (use the new archive manager: file -> Archive Manager...).

Edit: I have not yet written the code to update maplist quickly, but this is planned.

Imagine that you still have something to work for correct import of layers, think end all ready in next version?

Continuing without knowing what variable explanation why [7] and [15] to be same?

I do my best to understand these mechanisms.

Actually possible can add new arrows in any field correctly?

Correctly?

To end tell one thing, you have created a universal editor fields in this great game, option to import PSX fields be completed I seriously think build a statue haha, but...you ever thinking about adding some function for background animations?

Yes I have thinking of many things, like play background animations :).
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: vayneruel on 2013-07-31 17:56:27
This version is amazing, psx viewer fields model and animations, the new walkmesh show the fields models, great!I think this is the best version of makou reactor, a lot of thanks myst6re
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: cloudiar on 2013-08-01 11:34:05
Quote
Can you be more specific? How I can reproduce these bugs?

You can check fails moving code between "groups" without being specific, I happen to anywhere, just do that, but if you remove all code for "main" normally can fail, erasing lines one to one also very easy to fail, if you insist you can check all these errors, I assure you that in all these cases eventually fails, doing this in 1.5.1 makou never fail, great code to move, copy, or delete code by lines or masse without any type of problem, if I find more specific information back here to comment.


Quote
onna_1 is already referenced by the "maplist" file. The only thing you need to do is add a field file called "onna_1" in the lgp archive (use the new archive manager: file -> Archive Manager...).

Edit: I have not yet written the code to update maplist quickly, but this is planned.

I try to put new ID there but not updated, now understand, everything then I expected :)

Quote
Yes I have thinking of many things, like play background animations :).

Excellent  ::)


Edit: My question by arrows refer to add extra "arrow" in the fields, it works fine now?



Thanks for answer :)


Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Ragna on 2013-08-01 20:23:32
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?  ::)

Those bolds are my only petitions, thank you!!!
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: spy__dragon on 2013-08-01 21:59:03
Surely you change the char table in window.bin.
It would be great to add this program, to configure easily a font char table
and to configure the widht, it would be great ;)

But I don't want to press nobody.

Congratulations, Mystere!
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: zerotacg on 2013-08-25 20:28:37
nice tool :)
maybe I could lend you a hand with PC Field Models to get shading? :D
I saw you commented out the reading of the normals, not sure why though, and as I have it working for Q-Gears, maybe I can help :)
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Kaldarasha on 2013-08-29 02:24:24
It doesn't import the Model loader anymore. I also get a warning Message, if I leave the Background checked when I want to import a field.
Another small cosmetic bug is, when I save my changes it doesn't green out the the edited fields they stay red.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: ThunderPeel2001 on 2013-09-15 19:47:13
This is an amazing tool! Thanks for version 1.6, the Search/Replace function is much appreciated.

One thing: The REPLACE ALL doesn't work at the moment. Also, it would be fantastic if you could do a Search/Replace across ALL the scripts. For example if I wanted to replace all instances of [SWITCH] or [ASSIST] with the actual names of the buttons in my configuration. Thanks!
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Ansem on 2013-09-15 20:00:46
What exactly is Window.bin dependency supposed to do? Is it now possible to autosize text windows according to the Window.bin character width table?

...Thing is, it seems to fail for me.  ??? Earlier, I thought it affects something I don't need to mess with, but just now I accidentally left FF7Music open while doing stuff with Makou, and it intercepted several instances of a debug message stating "Cannot open window.bin."

Any idea why it can't open it? I have even manually directed Makou into the window.bin folder, but it didn't work either way.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: RedXIV on 2013-09-23 12:40:10
Hi,

I've a quick question regarding changing a text entry? I tried to add an additional piece of text to a conversation using the texts menu and it seemed to save it correctly. However when I create the event to place the text in a window, the text is not available for selection, only pre-existing pieces of text are available.

I may just be missing something stupid here but would appreciate anyone's thoughts?
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Grimmy on 2013-09-29 18:03:26
Would it be possible to add support for the Final Fantasy VII Interactive Sampler CD (tobal no.1 bonus disc). The field files on that demo are not the the dat and mim files found on all the other psx discs. It seems to have the dat file broken into 5 files. ate/bsc/ca/id/map and a mim file that is also different.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-09-29 18:52:53
Would it be possible to add support for the Final Fantasy VII Interactive Sampler CD (tobal no.1 bonus disc). The field files on that demo are not the the dat and mim files found on all the other psx discs. It seems to have the dat file broken into 5 files. ate/bsc/ca/id/map and a mim file that is also different.

I have this demo, but this is not a priority. I add your request to the TODO list anyway.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-09-29 19:30:09
Requests :)

1.  That MR stops using C syntax  in overviews wherever possible (because it overcomplicates things).  i.e. instead of

if  !(Var[1][51] & (1 << 4)) (else go to label 1)"  it would be

If Var[1][51]{Bit 4}= 0 (else go to label 1)

and

"If Var[1][51] & (1 << 4) (else go to label 1)"  it would be

If Var[1][51]{Bit 4}= 1 (else go to label 1)

This is MUCH more pleasant and easy to read and use.

2.  Set the 3 bit to 0 in Var[3][129] to be

Set bit 3 to 0 in Var[3][129]

3.  When searching for something in script , the highlighted line to be filled yellow.

===============
4.  Luksy also reports that the syntax you have used is a little bit wrong.  You have used ^ erroneously.

Quote
if  (!(Var[1][51] & (1 << 4)))
 is what it should be
 http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes/14_IFUB

9    A & (1<<B)
A     !((A & (1<<B))


Imho the key to a great app lies in its simplicity.  The easier you can make the GUI, the better.   8-)
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-10-02 21:42:19
Pertinent requests, I agree with this.

2.  Set the 3 bit to 0 in Var[3][129] to be

Set bit 3 to 0 in Var[3][129]

Ouch, this is a translation error.

Quote
4.  Luksy also reports that the syntax you have used is a little bit wrong.  You have used ^ erroneously.

Yeah... he's right :cry:
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: ThunderPeel2001 on 2013-10-03 00:02:20
Nice catch!
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Mirrorman95 on 2013-10-14 00:03:20
I've got a problem with the Mac version of Makou Reactor 1.6. "FF7 couldn't be launched wine". Maybe it's because I installed it with Crossover?
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-10-14 19:35:36
Yes, there is no workaround for now. I should change the custom FF7 path by a custom FF7 command.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-10-29 22:47:51
Makou always crashes when I try to remove entries from Kuro_4. (haven't checked other fields)
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Grimmy on 2013-11-05 22:45:56
Just use the cut function instead of the delete. Using delete will crash on virtually anything, but cut has no problems on anything in any field.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Theclad on 2013-11-07 08:44:49
Hello Fiston !

I saw this article earlier : http://thelifestream.net/ffvii-the-original/unused-fields-of-ffvii/

It would be great to do a french version for this for FFDream.com, don't you ?

I just came back from Canada, see you soon in Paris bro' ! :)

Bravo for the work ! ;)
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Thisguyaresick2 on 2013-11-08 16:17:43
Hi, myst6re. I have two requests. It looks like Makou Reactor can't use the autosize feature for all windows. Some of these windows appear in blank, no text at all, and the autosize button is disabled. I don't know what causes this, but could you fix it?

(http://i816.photobucket.com/albums/zz89/Thisguyaresick2/blankwindow_zps388ca830.png)

The other request is to add an extra feature that would update the game font used in this program. Unfortunately, Makou Reactor can only use the default game font. A few months ago I modified my Window.bin (reduced the font size), and because of this change, the autosize feature won't work properly.

(http://i816.photobucket.com/albums/zz89/Thisguyaresick2/makou_zps3b325998.png)

Nonetheless, this is a wonderful tool. I really love it!
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Ansem on 2013-11-08 21:08:34
Hi, myst6re. I have two requests. It looks like Makou Reactor can't use the autosize feature for all windows. Some of these windows appear in blank, no text at all, and the autosize button is disabled. I don't know what causes this, but could you fix it?

I have some additional info on how this happens. It would appear that when previewing the last text entry in a field, the autosize becomes disabled.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Grimmy on 2013-11-08 21:35:58
Correct so add another text entry and leave it blank. Now you can resize the box for the previous text entry.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Thisguyaresick2 on 2013-11-08 22:17:08
Yeah, it looks like you're right. But wouldn't that take more space in the files?
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Grimmy on 2013-11-08 22:37:52
It is an empty text, so not really. But if it bothers you just remove the empty text after resizing the text box.  I remove mine for cleanliness on my mods. as can be viewed here.

https://www.youtube.com/watch?v=BwMO4PVg4-Y

The power of makou reactor, proud clod and kimera. Actually with these tool an entire new game could be made out of ffvii, just following the same major beats.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Thisguyaresick2 on 2013-11-09 15:33:27
Cool mod, dude. It's amazing how you put KH characters in the game (especially Sora).

To myst6re: please disconsider request no. 1.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Ansem on 2013-11-09 19:31:01
Umm... Makou just crashed on me when I tried to save after creating a new location.  :-\ After which, I tried to import the scripts and texts from another version of that field file, and it crashed again. The field I tried to modify was sango1, if that makes a difference.(likely not)

I'll try once again to see what happens.

EDIT: Okay, so this time I removed the scripts and groups that weren't in the imported file, and it worked. Seems Makou has become really sensitive, but that's still better than nothing. :P
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-11-17 22:06:11
Is there any way to get Japanese text (in game text) to show up properly or is it not supported with Makou yet?
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: JBedford128 on 2013-11-17 22:15:30
You mean like Settings > Japanese Characters?
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2013-11-17 22:18:08
You mean like Settings > Japanese Characters?

Don't know how I missed that....  It shouldn't need an option though, so I request auto detection :)

edit.  I do know how I missed it now.  There is a small bug here.  Sometimes when you select the option it doesn't change any text.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: genesis063 on 2013-12-20 00:03:30
Sorry to ask what people probably already brought to your attention.  It seems when I try to use windows 8 the models don't appear when you open the editor.  I ask for a solution because I have to leave soon because my grandma passed away and will be stuck on my laptop for 20 days that has windows 8.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Vgr on 2013-12-20 02:42:51
[...] my grandma passed away and will be stuck on my laptop for 20 days that has windows 8.

Get your priorities right (http://xkcd.com/970/)
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-12-20 08:02:26
Sorry to ask what people probably already brought to your attention.  It seems when I try to use windows 8 the models don't appear when you open the editor.  I ask for a solution because I have to leave soon because my grandma passed away and will be stuck on my laptop for 20 days that has windows 8.

Maybe that's because the char.lgp file is not found, go to the options and set the char.lgp path manually.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: ultima espio on 2013-12-20 10:45:30
Random thought, would it be possible to transfer backgrounds/cameras/walkmesh from FF8/9 fields? Just a thought.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2013-12-20 13:05:30
Yup, with time all is possible. And camera and walkmesh format is almost the same for FF7 and FF8.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: genesis063 on 2013-12-21 22:03:59
Get your priorities right (http://xkcd.com/970/)
I still need to get work done the world keeps on moving.  She wouldn't want me to be depressed 24/7.

Edit: Okay the models are unsupported with windows so you cannot view them at all.  Tested with Char thing in there and it did not solve the problem.  So you'd have to regress to windows 7 or wait until the update for windows 8 to allow for compatibility to be finished if it isnt already.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Kaldarasha on 2014-01-09 22:31:22
Say, is it possible to add a patch file ability to Mokou Reactor? My idea is a comparison between an original flevel.lgp and another flevel.lgp, so the editor writes only the scripts in the patch which are changed. It would be really awesome to have a 'Create Patch' and an 'Apply Patch' button. I would like to ask you other things, but this needs to be the most urgent for me at the moment.

Thanks for taking the time to think over it.

Edit: Looks like Luksy is already planing a tool for this.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: sithlord48 on 2014-01-09 22:49:57
Say, is it possible to add a patch file ability to Mokou Reactor? My idea is a comparison between an original flevel.lgp and another flevel.lgp, so the editor writes only the scripts in the patch which are changed. It would be really awesome to have a 'Create Patch' and an 'Apply Patch' button. I would like to ask you other things, but this needs to be the most urgent for me at the moment.

Thanks for taking the time to think over it.
there are tools for this look for a "binary diff" and "binary patch" programs many exsist already.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Kaldarasha on 2014-01-09 23:47:14
there are tools for this look for a "binary diff" and "binary patch" programs many exsist already.

My PC is now full with junk!  :-D
But WinMerge looks interessting.

Thanks!
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Kaldarasha on 2014-01-28 13:54:09
Now, where Luksy is try to make a flevel patcher, I want to ask you for a comfort feature. It would be great if we could create and load script templates. My imagine of it is to select a script, right click on it and choose create template. A window will pop up and ask you for the name of the the template. After I named it, Makou Reactor should write a file in a template folder. Load a template should be as easy as paste a copied script, simply right click, choose load template, a window will pop a where you can choose a template.
It is a simple, but powerful feature, because the templates are separate files we could share with each other.

One last question: Is it possible to change the global light direction? I also would like to know, if it is possible to make local lights.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: spy__dragon on 2014-03-03 20:52:21
Hi, we are having problems with the makou reactor.
We edited many maps which contain tutorials, but if you try in a PSP or PSX (No emulator) the game crashes when you enter in that map. When you edit a DAT the file becomes uneven and the original files are pairs, and PSX and PSP reads only archives pairs.
We added some bytes to the archives, but it doesn't work, any suggestion?
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: JBedford128 on 2014-03-15 17:52:29
I am experiencing a bug. Whenever I change a jump type from 8-bit to 16-bit it crashes soon after. So if I try to save it or change something else it just crashes.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2014-03-15 17:57:23
With 1.6 version?
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: JBedford128 on 2014-03-15 19:04:53
Yeah. And I tried with other flevel.LGPs and a PS IMG and I'm getting the same results. I decided to test on my laptop with 1.6 and the results seem to be the same.  Although the copy I have on my computer was transferred from my laptop so the problem could still potentially be on my end.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Tenko Kuugen on 2014-03-15 22:30:00
I can confirm that this also happens to me
Changing the jump type from short to long ( 8 to 16 ) it crashes within seconds
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Acro on 2014-03-16 12:44:28
It doesn't happen to me at all.
Can you give more details?
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: JBedford128 on 2014-03-16 14:33:02
Uh. not really. I'm on Windows 7.

Here's a sample from event log if it helps:
Code: [Select]
Faulting application name: Makou_Reactor.exe, version: 1.6.0.0, time stamp: 0x51f42731
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x080e0a54
Faulting process id: 0x165c
Faulting application start time: 0x01cf408097af3c3d
Faulting application path: E:\User\Desktop\HAX\sware\Makou_Reactor-1.6\Makou_Reactor.exe
Faulting module path: unknown
Report Id: e38317d4-ac73-11e3-a360-001a7dda7113

-----

Fault bucket , type 0
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: Makou_Reactor.exe
P2: 1.6.0.0
P3: 51f42731
P4: StackHash_0a9e
P5: 0.0.0.0
P6: 00000000
P7: c0000005
P8: 080e0a54
P9:
P10:

Attached files:
E:\User\AppData\Local\Temp\WER8681.tmp.WERInternalMetadata.xml

These files may be available here:
C:\Users\Username\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_Makou_Reactor.ex_85a23c99d238975d0fc898cf329663aadb1d3_0b838cd7

Analysis symbol:
Rechecking for solution: 0
Report Id: e38317d4-ac73-11e3-a360-001a7dda7113
Report Status: 1

And a slightly different one which I think happened for the same "change-jump to-16-byte" crash:
Code: [Select]
Faulting application name: Makou_Reactor.exe, version: 1.6.0.0, time stamp: 0x51f42731
Faulting module name: Makou_Reactor.exe, version: 1.6.0.0, time stamp: 0x51f42731
Exception code: 0xc0000005
Fault offset: 0x0015897a
Faulting process id: 0x12b4
Faulting application start time: 0x01cf40770497cd95
Faulting application path: E:\User\Desktop\HAX\sware\Makou_Reactor-1.6\Makou_Reactor.exe
Faulting module path: E:\User\Desktop\HAX\sware\Makou_Reactor-1.6\Makou_Reactor.exe
Report Id: 778849b7-ac6a-11e3-a360-001a7dda7113

--------------

Fault bucket , type 0
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: Makou_Reactor.exe
P2: 1.6.0.0
P3: 51f42731
P4: Makou_Reactor.exe
P5: 1.6.0.0
P6: 51f42731
P7: c0000005
P8: 0015897a
P9:
P10:

Attached files:
E:\User\AppData\Local\Temp\WERC766.tmp.WERInternalMetadata.xml

These files may be available here:
C:\Users\Username\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_Makou_Reactor.ex_737e2bcf71964924cbc10418c44f28cf34c2bd_1419cc46

Analysis symbol:
Rechecking for solution: 0
Report Id: 778849b7-ac6a-11e3-a360-001a7dda7113
Report Status: 1

I have Microsoft Visual C++ 2012 Redistributable (x64) and (x86) 11.0.60610 if hey mean anything. Also 2010 10.0.40219, 9.0.30729.4148, 9.0.21022, 9.0.30729.6161, and 9.0.30729.17.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Kranmer on 2014-03-19 14:13:14
I just took a quick look at this crash and the same thing happens to me in 1.5.1 and 1.6 and when i compiled 1.6.1 from source and the same crash happens on all versions.
Here is a video showing the crash while using the default debugger in QT
http://www.youtube.com/watch?v=GNsPzYo0FT8

This seems to happen on Windows 7 but if you change the compatibility of the EXE to "Windows XP SP3" it doesn't appear to happen so to work around the problem you can just do that.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2014-03-19 17:10:31
Thanks for this complete report, I think this will be fixed soon. :)
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Kranmer on 2014-03-19 19:38:28
Thank you myst6re, i just saw 1.6.1 r260 code posted just now so i compiled it and it seems to be working now :), nice work thanks for this.
1 small thing though, when i use the English translation the text that is supposed to say "If $GameMoment" now says "Si $GameMoment" is this because the translation files haven't been updated yet ? (just letting you know, i know its probably because its a SVN and the default language is French but just incase it wasn't i thought i should say)
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2014-03-19 21:47:58
1 small thing though, when i use the English translation the text that is supposed to say "If $GameMoment" now says "Si $GameMoment" is this because the translation files haven't been updated yet ? (just letting you know, i know its probably because its a SVN and the default language is French but just incase it wasn't i thought i should say)

Yes, I don't update the translations files until the release.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2014-03-19 22:04:33
is makou pretty much done in terms of features / script?  Or is there more? 

Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2014-03-19 22:22:19
Oh... no there is lot of more...

What I plan for the future:
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: sithlord48 on 2014-03-21 14:55:47
Oh... no there is lot of more...

What I plan for the future:
  • Like the "edit text" button, I want add an action for each possible associations (jump -> label -ready for the next version-,  field model -> model editor, sound id -> sounds 'editor', ...)
  • When an id has changed (text id, triangle id, model id... this is already done for some) automatically updating ids in the script
  • In the editor window, finish to implements some pages to edit opcodes easily (for example the text window creation is implemented, but not to move a window, other examples: I want to show a preview of the field model animations, or the background parameters...)
  • Some goto/labels can be converted into if/else/while...
  • And what if I add a text editor mode? With comments?
  • Unknown opcode parameters
  • Real documentation
  • ... more ?

if you assign me any tasks via sourceforge i will get emails telling me to do them so please do assign some tasks :D.
Documentation is a really good idea there are so many things that Makou does that people dont know about. The code is pretty well commented but could aways be better as well. Also Makou Reactor could have a installer for windows (pretty easy with NSIS.) if intrested let me know the black chocobo script should provide all the needed functions for makou's install. What about adding kernel editing stuff ? i think vegetta_ss4 has a kernel Object for FF7tk mostly done Perhaps it can be used with Makou so you can do simpler kernel stuff like change kernel stored strings. In the future maybe more can be done with it .
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Green_goblin on 2014-03-28 01:38:40
Hello myst6re

How does MakouReactor handles word/dword alignment? Some people are experiencing problems with that, as the PSX needs a proper memory alignment in order to insert the .DAT files into the game. Please let me know.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2014-03-28 19:12:45
Hmmm, no I have not thought about that. That's explain some things... I'll look at this, I promise.



Edit: To me, there are paddings between the texts part and the sounds/tuts part. And paddings are possible between AKAOs (but not between tutorials!). To summarize, AKAOs are 4 bytes aligned.

Edit 2: Paddings in camera and walkmesh parts are already supported by Makou Reactor.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2014-04-20 14:52:44
Download Makou Reactor 1.6.1 (https://sourceforge.net/projects/makoureactor/files/Version%201.6.1/)

(http://image.noelshack.com/fichiers/2013/30/1374939876-logo-shinra.png)

Changelog:



And... that's all. Yes I know it is a minor release, but I don't have enough time to do more.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: DLPB_ on 2014-04-20 23:37:57
All updates are a welcome update.  I'll test later :)
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: sithlord48 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.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Mayo Master 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.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: Ansem 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
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2014-05-27 19:28:46
Maybe one day...
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: ultima espio 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 :)
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: DLPB_ 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.
Title: Re: [1.6] Makou Reactor - a FF7 field editor
Post by: myst6re on 2014-07-13 21:02:38
Ok :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: Green_goblin 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!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: DLPB_ 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?





 

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: NFITC1 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: myst6re 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: DLPB_ 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"
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: Kaldarasha 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. :-\
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: DLPB_ 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]
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: myst6re 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: DLPB_ 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).
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: Vgr 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: myst6re on 2014-09-08 13:06:38
Or just an inconsistency.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: DLPB_ 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.

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: sithlord48 on 2014-09-17 15:59:23
bug tracker is here : http://sourceforge.net/p/makoureactor/tickets/
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: Jeet on 2014-09-19 08:51:02
I noticed a bug for the psx version

When i modify something in a DAT  and i save the file, makou reactor write an additional "00" between the animation script and the akao, this change nothing for those who play on emulator, but for the PSP and material PSX that make the game crash 100%

Im not sure if the additional byte is the only difference, but for real PSX and PSP just adding or deleting a byte can cause the game crash
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: meesbaker on 2014-09-19 18:48:48
Did you actually test that? Normally zero padding is no issue whatsoever. Try inserting the “00“ on a unmodified .DAT file just at the location that you mentioned and change nothing else. Repack and check on your PSP, I can not imagine that it will hang up.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: Jeet on 2014-09-19 19:02:52
i cannot guarantee there is only "00"  as difference , i know we can fill the end of a file with 00 without changing the file, but this one is between the animation script of the field and the akao section

when i change a dat file manually with an hex editor(without makou reactor) the game works fine on PSP, when i do exactly the sames change using the tool the game crashes, i dont understand why makou reactor rewrite the file this way , since its possible to have any changes and still having the game working
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: meesbaker on 2014-09-20 02:29:05
Whether its at the end or not is all irrelevant, you can put “00“s between any sectors as long as offsets are right Im using this a lot with no trouble. The 00 being between animation and whatever is optimal, only an extra byte inside a set of data would be damaging. But in between zeroes are ok. I assumed that you made the conclusion that 00 at that location causes crashes as you noticed that difference from a MR edit and received a crash thus but I maybe test if that's really it.

Other than that you can also use a compare function in your hex editor to see what MR did to your file ;)
I've used edited DATs a lot on my physical PSX already.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: Jeet on 2014-09-20 11:02:26
yes i compared them already, and i think this "00" is moving the offsets, but now im not so sure because in that case even epsxe would crashes

i cant tell you all the difference because there is another problem, when i uncompress a dat file and then i compress it ( without even modify the file) the values are not the same than the original, so i checked in the wiki and its said that the DAT files use the same lzs compression, but these differences dont make my game crashes, but with these existing differences, i cannot tell you what other difference makou reactor did, the only noticeable one is the "00" just before the akao section

to solve this i just edit the dat with hex editor but thats a lot of works , if i could use makou reactor that would be so much faster
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: Green_goblin on 2014-09-20 11:06:32
The word/dword alignment has been al old issue with Makou Reactor, I thought it was fixed already  :|
Let's see if myst6re can do something about it.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: Jeet on 2014-09-20 12:39:11
thats why i downloaded the latest version, all these bugs occurs when i was using 1.5.1, but i tried with 1.6.1 and its the same
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: meesbaker on 2014-10-03 18:48:41
Sheesh, Jeet you are actually right. The modified fields I used on my real PSX were hex edited after all. I just worked a field with MR and saved it in the ISO which crashed the game on PSX but not on epsxe.

This is truly bad as Im currently building a mod using it and I got my models and Kernel/Battle/Menu files perfectly working so it would be pretty sad to throw away physical compatibility for using MR.

Mystre6 can you please look at this? We love MR and we wanna use it :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: Jeet on 2014-10-04 00:46:37
Yes but i solved it, changing everything manually with an hex editor, since i dont know well the structure of the DAT file, i use  makou reactor as an "example" , i keep an unaltered version of the DAT, i modify the other with wallmarket, then i compare the two dat file and change ONLY the desired changes, with this way its works perfectly on PSP, the problem is that it very time consuming.Because you have te re insert every files one by one too.

If makou reactor could works with PSX and PSP i could finish my mod in probably 2 or 3 days, using my "manual" method tooks me 3 weeks....its now finished but ruined my patience lol, look like PSX version is unloved for modders, probably because the difficulty , one bad step and everything crashes
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: meesbaker on 2014-10-04 02:08:35
Wallmarket DOES work with the physical consoles I'm using heavily modded Kernels on my PSX. I explained to you how to fix the kernel pieces and yamada, that's all it takes  ;)

On the .dat files did you actually compare a MR edited .dat file to your manually edited final product which was working? The changes would be interesting maybe it has sonething to do with the recompression or the tool saving directly into the ISO. Maybe we just have to edit the .dat files from a FIELD folder and reinsert manually.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: Jeet on 2014-10-04 02:14:20
Ooh yes sorry i meant "makou reactor" , wallmarket works perfectly !

Yes if you change it manually its works,  i think its because makou reactor change the lba and many offset of the files when u modify it, and the psx dont like it
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: meesbaker on 2014-10-04 02:31:01
Interesting, I see. I'll do some experiments tomorrow as well.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: myst6re on 2014-10-04 10:50:46
So DAT file format is correct, but the offset of the file is wrong? When a modified DAT file is bigger than the original, I try to find a place for the file inside the ISO, maybe that's the problem.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: ultima espio on 2014-10-04 13:51:10
Does anyone know how to hide a particular background layer? I'm trying to hide the Highwind in the Hill scene, 771.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: myst6re on 2014-10-04 14:01:33
Change the Z value for the background layer 4, like in script  "sky > S0 - Init" and put it behind the layer 3.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: ultima espio on 2014-10-04 14:19:30
Thanks, got it to work :) It was a little confusing though, the background viewer lists it as layer 4, but the script has it listed as layer 3.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: Jeet on 2014-10-04 18:43:01
myst6re> Most of the file when saved are more modified that they should be , im not sure because im not familiar with the file structure of the DAT, but looks like all the offset are moved ( i noticed that the lba havebeen modified too?)

its maybe because when i modified only the desired value, the file size change, most of time its smaller than the original but when its bigger, the file cant be inserted anymore in the iso, i have found a way to solve this by replacing the name of the area with "000000"

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6)
Post by: meesbaker on 2014-10-04 19:12:47
I must also confirm that unfortunately it is not just the ISO insertion that causes trouble. When editing a FIELD folder and inserting the modded .dat files manually the same crashes appear. As for now MR produces .dat files that only work in emulators.

The filesize thing is not even an issue, one can insert files that are bigger than the original ones. It is the same mistake that cdmage does truncating and destroying files just because they exceed the original size. The only thing that matters is the size of the sector and often that is not the same. Im using a lot of files on my physical psx that cdmage wanted to truncate but they work using cdprog which only cares for sector size and thus allows slight filesize increments.

For the .dat files it is the same, no edit that I made actually made it impossible to cdprog the file back in, maybe the problem lies somewhere around there. Jeet reported that dat files are getting more edits than needed maybe check this again?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.1)
Post by: shikulja on 2014-10-09 07:13:59
need
text.cpp
const char *FF7Text::caract[256] =
add functon in program editing (or .ini)

and edit the width and position of letters.
Would also help user to compile a windows. readme in src no (
Title: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-10-11 20:36:57
Download Makou Reactor 1.6.2 (https://sourceforge.net/projects/makoureactor/files/Version%201.6.2/)

(http://image.noelshack.com/fichiers/2013/30/1374939876-logo-shinra.png)

Changelog:

Thanks to sithlord48, DLPB, Jeet and meesbaker for all their bug reports.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: ultima espio on 2014-10-11 21:22:56
It seems to be stuck in French by default, I can't get it to use English. It just shows a blank error box.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: sithlord48 on 2014-10-12 00:22:54
check that you have the file Makou_Reactor.qm in the same path as makou reactor.exe

edit: i noticed the new variable search methods. of course after i finish processing them all you add something to make it easier lol.

i will do my build stuff asap. just been very busy lately.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Green_goblin on 2014-10-12 09:15:18
It seems to be stuck in French by default, I can't get it to use English. It just shows a blank error box.

I have the same problem:

(http://i101.photobucket.com/albums/m67/Control_2006/makou.png) (http://s101.photobucket.com/user/Control_2006/media/makou.png.html)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: sithlord48 on 2014-10-12 13:38:58
the version on the my PPA works correctly here on my linux machines.
so either its a packaging issue for the windows version or the windows version was released without the last few commits to the source.

please download the translation file

https://drive.google.com/file/d/0BxqH9L8_QubjU01NMFpWQ3VMS28

place this file in the same path as the makou reactor executable .

if that doesn't work you will have to wait for myst to  build a fixed windows binary..

(ususally if you dont' have langs you get only one option in the language menu. so possible programing defect)

@myst6re . i see you have updated the debian/changelog that is good :D .. i did have to change the manintaner to me for the ppa build so that it can be signed with a known key and not break the chain of trust.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: ultima espio on 2014-10-12 13:41:24
Thanks, that works :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Green_goblin on 2014-10-12 13:43:13
Yes now it works, it looks like the "Makou_Reactor_en.qm" included in the 1.6.2 release is not ok.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-10-12 14:22:47
Mystere, did you look at the bug I mentioned before, where when saving over fields on your harddrive (or whatever), it adds on the current field to the existing saved field?  It doesn't do a proper overwrite.  In order to get a proper save, I have to delete the existing field and then save.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-10-12 14:30:02
Mystere, did you look at the bug I mentioned before, where when saving over fields on your harddrive (or whatever), it adds on the current field to the existing saved field?  It doesn't do a proper overwrite.  In order to get a proper save, I have to delete the existing field and then save.

More or less, I added the truncate flag where it lacks, but I have not tested.



I reuploaded Makou 1.6.2 with correct qm files, I think it was compiled for Qt 5, not 4.8.5.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-10-12 14:43:47
When you save over a file though, why not just issue a delete to the current one?  Why is it adding data to a file you are trying to overwrite?  Most overwrites simply delete the old and write the current?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-10-12 14:57:21
When you save over a file though, why not just issue a delete to the current one?  Why is it adding data to a file you are trying to overwrite?  Most overwrites simply delete the old and write the current?

Yes, the truncate flag is a shortcut to do that.  I forgot to use it for iso file (that's your bug?) and AKAO/tuto file exportation.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-10-12 15:06:17
I see :)

Yeah, that sounds about right!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: meesbaker on 2014-10-21 22:18:36
Hey myst6re, thx again for updating your tool. I modded more than half the game by now and all issues are gone. ;)

Now Im needing a little help. Im trying to give Wutai the initial status that it usually has after the episode with Yuffie. That means I want the tower and the stores to work and so on...it's easily done with a save edit but I want Wutai to behave that way when visiting it for the first time.

Any ideas?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: vayneruel on 2014-10-22 15:50:14
If you set to bit 4 In var 3- 189 and bit on 6 in var 3- 207 you close Yuffie side quest so Wutai works normally.
Bit on 16 in var 3- 189 close the tower event.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: meesbaker on 2014-10-23 00:17:53
Thx that worked.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-10-23 01:10:42
Is there a way to play only parts of movies? Or a hack (displaying something over it, etc).. I want to reduce the length of intro. Not sure if the movie controls allow this though.

Also is there an easy way to fade music (in and out)? I have seen the fade music transition function (such as in Shinra mansion when Sephiroth throws materia at Cloud), but not sure how it operates, when I use it, it just seems the same as changing the volume.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-10-23 07:46:35
The intro movie is hardcoded in the exe (or at least parts of it are) if I remember...  The others are editable in Makou.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-10-23 15:37:40
The intro movie is hardcoded in the exe (or at least parts of it are) if I remember...  The others are editable in Makou.
I'm only developing for PS1, I was able to skip it (at least in an emulator) but then it just shows you at the train station straight away so it looks a little weird. I'll see if I can come up with another solution..
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-10-23 15:40:09
My apologies.  :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-10-23 22:53:29
By the way, your Japanese encoding is great myst6re, its the only program I can use for changing text in the JP versions. I know its only a field editor, but is there a way to also change the text for items & menus without corrupting everything (while wallstreet is great, it can't be used with JP versions)?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-10-23 23:06:18
Use touphScript.

See tools.
Though it doesn't work with PSX... :( yet.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-10-23 23:33:25
Use touphScript.

See tools.
Though it doesn't work with PSX... :( yet.
Yeah, I would of thought text formats would be quite similar. Though no idea to be honest. Well, I hope someone can do it sooner or later. As well as maybe font extract/importation, don't think that can be done on JP version either with current tools..
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-10-24 23:22:53
Hi Mystere, it's getting late here and I've had a few beers, but I think I can do this  :-D

Earlier today I had an idea of how to get round this silly var /byte issue with the banks.

Basically... get rid of the vars.

For the user, let's deal in banks (1-5) and "Temp" (field [5] and [6]) being temporary.

So when a user uses a 16 bit write, you'd make it so Makou used the correct code, but to the user it would look like 16 bit write to a bank.  So  "Bank [2][222]" instead of "Var [3][222] or Var[4][222]".  And with this method, the actual bytes used can be verified.  The user would be dealing with actual bytes and the actual banks.
Title: Re: [1.5.1] Makou Reactor - a FF7 field editor
Post by: Roden on 2014-10-30 17:20:14
Quote
Little request if you don't mind, it would be cool to copy and paste models and animations from one field to another without having to manually set them. Like copy Red XIII's model and animations from bugin2, and paste it into mds5_1 for example.

Done, thanks for the suggestion.
I just noticed the above posts, but I can't seem to do this, how do I copy for example, a chest or potion field model, into another field? When I try it doesn't show the correct model preview (or none at all). This is for all PS versions. If I just save it, does it show up in-game? Or is this a PC only feature? Thanks! :)

Edit: No worries, figured it out!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-11-02 22:12:26
Can someone check Woa_3 > drctr > s0-main

It looks to me like this entire scene is never seen.  I don't think it's supposed to be seen either, since the screen it would have to come after doesn't allow for it.  I'm chalking this one down to a redundant conversation.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Sega Chief on 2014-11-03 03:25:17
That conversation doesn't play and it's definitely redundant in any case; the dialogue from Text 68-70 in Field 293 more or less performs the same function but in less words.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-11-03 21:17:34
This one definitely was intended :) >

trnad_2 > 1 > s0 - main

Var check for ID has been set to 68 instead of 69.  Both are highwind main bridge, so script coder (kyonen) has gotten confused. 

The scene sees Cloud say "So... Rufus is here too."

I've placed it back into the Reunion retranslation.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-10 22:57:09
I just came across maybe a major bug with the PS1 version. I was using the open ISO feature on a clean ISO, I removed all the unused text from rootmap.dat (the train screen in midgar), and started adding some new text and dialog display. It worked fine (both in-game and in editor), at least for awhile... after making a few extra changes I went to play the game again and my changes stopped showing up. Makou saved the file and scripts fine, but the game would only show me my old version (not any new changes).

Why would the game show the old version when it clearly saves a new one? I checked the LBA of the Rootmap.dat and it was moved to 1227.

So I exported the script from Makou and inserted it using MassIsoUpdate on a different ISO and it worked fine as it should.. so the script is saving correctly. So I inserted 30kb of script and the LBA changed to 1570. But the Makou ISO is just always stuck showing me the old version (I don't even know where it could possibly store that old script since its saving the new script?). Weird huh! It must not be updating Field.dat properly or something?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: meesbaker on 2014-11-10 23:14:34
MR auto deletes unused text, so if you create new dialogue but never call upon it in a field script the dialogue will just be erased.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-10 23:24:40
MR auto deletes unused text, so if you create new dialogue but never call upon it in a field script the dialogue will just be erased.
Nah, that's definitely not the issue, for a couple of reasons:
1. I only touched this field manually.
2. I never use that auto function, doesn't sound useful to me (plus too risky).
3. I made changes not to do with dialogue also.
4. Obviously I did call upon it.

I just copied a fresh ISO and inserted that same script, and now the game just displays the game's default script without any changes at all, though the script IS inserted and viewable in Makou (again at LBA 1227, but its not linking to it). The script isn't even that much bigger than original either. So just seems a litttle strange MassIsoUpdate can handle this properly and Makou can't (since Makou can do everything else ;D)..
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: meesbaker on 2014-11-10 23:38:15
Strange, did you try inserting the new field file using cdprog? As long as your file is only slightly larger than the original one it will still fit into the sector.

Mostly that is the safest way to go. Extract your whole FIELD directory using cdmage, then mod the directory using MR and finally insert the modded files in cdprog, that's 100%.

Another issue when using a different method like Hack7 or MassIsoupdate is increasing the ISO size. As I know that you are creating mods you should know that it is pretty tricky to have the image size increased as you can't make small ppfs anymore.

For MR this may be a small bug in the save ISO function.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-11 00:03:16
Strange, did you try inserting the new field file using cdprog? As long as your file is only slightly larger than the original one it will still fit into the sector.

Mostly that is the safest way to go. Extract your whole FIELD directory using cdmage, then mod the directory using MR and finally insert the modded files in cdprog, that's 100%.

Another issue when using a different method like Hack7 or MassIsoupdate is increasing the ISO size. As I know that you are creating mods you should know that it is pretty tricky to have the image size increased as you can't make small ppfs anymore.

For MR this may be a small bug in the save ISO function.
Yes most definitely a bug IMO. Because as soon as it tries to move it to a new sector the game just doesn't use it, instead it just uses the old script. I never noticed before because I always used MassIsoUpdate.  I also replicated the problem with original Japanese version,  as soon as it changes the sector for rootmap.dat (this time to LBA 202) it just uses the original script and not the updated one.

So with Makou iso save feature it seems it doesn't like an increase in filesize... to replicate just open the ISO, copy and paste the existing script a few times over in rootmap.dat (until it moves the file to new sector) and now Makou will only see the new script, but the game will default to whatever old script was in the original sector. Now the question is does Makou do this with all fields or just this one?

meesbaker: Yes, it is strange... CDProg is not option due to filesize. And yes MassIsoUpdate increases the ISO size by 2 bytes, but at least it always works and I can insert decent amount of text, which is probably what people using a field editor want to do otherwise they would use translation tools. A lot of people can download like 10 GB in like a minute now anyway.

Edit: Yes it seems this occurs with all fields unfortunately, as I added some very explicit text which did not appear.  ;D

Also some other smaller bugs I found:
1. If you add a new text to the end of the list (for example, there's 15 texts, and you add number 16), then you can't use it for a window autosize preview. At least not until you add number 17 (and then 16 works).
2. If you save an ISO and its busy (such as with CDmage) it returns an error about being busy. If you then close CDmage and then try to save it, it will just fail over and over again. So basically you will lose all your work if your ISO is accidentally busy.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-11-11 17:35:05
MR auto deletes unused text, so if you create new dialogue but never call upon it in a field script the dialogue will just be erased.

Completely false, only ghost texts are erased.

I just came across maybe a major bug with the PS1 version. [...]

It seems that is a rellocation bug when the field is bigger than the original.

1. If you add a new text to the end of the list (for example, there's 15 texts, and you add number 16), then you can't use it for a window autosize preview. At least not until you add number 17 (and then 16 works).

Fixed recently, thanks anyway!

2. If you save an ISO and its busy (such as with CDmage) it returns an error about being busy. If you then close CDmage and then try to save it, it will just fail over and over again. So basically you will lose all your work if your ISO is accidentally busy.

Strange, I'll look at it.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-11 18:35:31
Thanks for the quick reply on this. Other than those bugs, the program is perfect :D

It seems that is a rellocation bug when the field is bigger than the original.
Yes, it does seem so. I'm willing to help test it if you need it, I hope it can be fixed. :)

Fixed recently, thanks anyway!

Strange, I'll look at it.
Great!  ;D
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: meesbaker on 2014-11-11 18:55:03
What do you mean by ghost texts? When I delete the command to display a certain dialogue it is gone from the texts section after saving and reloading.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-11-12 23:39:14
Bug?

The "set movie" opcode list seems to be wrong?  The wrong movie tags are listed.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-11-14 21:33:36
Bug?

The "set movie" opcode list seems to be wrong?  The wrong movie tags are listed.

Maybe there are three lists: one per disc.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-11-15 14:27:49
In Makou when I look at which movie is being told to play (like the one when Corel trainc rashes), the correct movie is being played (The ID must be correct), but the text is wrong.  It is stating another FMV.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: JBedford128 on 2014-11-15 14:53:54
There are three lists, one per disc ;)

If your game thinks you're on a different disc then a different FMV will play, or the game will crash. I don't know where Makou's full list of FMVs come from, but here (http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes/F8_PMVIE) is D1's FMVs. Don't know if anyone's documented a list of D2's or D3's.

Makou would have to list three FMVs for each ID, for each disc.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-11-15 15:34:52
 :-P  I see.  Thanks for that!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-16 21:31:53
Does anyone know what's up with displaying coordinate variables in a dialogue box? The triangle ID comes up OK, so does X coord (at least most of the time), and then Y is in hexadecimal for some reason (though it oddly worked out OK a few times.. and sometimes not OK, unless I interpreted it wrong). Added them as 16-bit variables. Seems to be buggy when you display more than one variable in a window at the same time, though didn't try one at a time yet..

Reason is I was just using it for testing positions and directions and such, but still its quite a pain :P
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-11-16 21:50:48
{VARN} is not a good name for this tag. In fact there is one which display a variable in decimal, another wich display in hexadecimal, and I don't remember for the third.
So there is a confusion with the opcode "set window variable" which set a variable in the order of appearance in the text.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-16 23:40:06
{VARN} is not a good name for this tag. In fact there is one which display a variable in decimal, another wich display in hexadecimal, and I don't remember for the third.
So there is a confusion with the opcode "set window variable" which set a variable in the order of appearance in the text.
Interesting. That makes more sense. Thanks!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-11-18 22:51:10
How does the model animation speed and model movement speed value work?  There is very little documentation on how these work?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-19 12:57:57
How does the model animation speed and model movement speed value work?  There is very little documentation on how these work?
Always thought these were quite simple? Here's what I know, sorry if you were looking for more detailed answer :D

Model animation speed = 1 means play it at normal speed. At 2 it plays it at maybe half-speed (i.e. slower). Beyond that I didn't experiment (I guess it becomes ultra slower?).
Model movement speed: Around 3000 is running, and 1500 is walking IIRC. Lower or higher than that then you start moving at non-human speeds obviously, which can be useful at times. I just used a 5000 myself.

myst6re: I also found another bug in the text editor, this one is quite annoying, when using the memory option to pull string data from variables, you can only set the memory to use banks 1 or 11. If you do change it to something else, it won't be saved when you go to another text box and then come back, it will just reset to 1 or 11.

If you check the game scripts you can see they use banks other than 1 and 11, so it is bug IMO. For example, Chocobo Farm uses: {MEMORY:var[15][74];size=1}, but this would be impossible to set using your text editor. You could only have [1][74] or [1][#whatever] or [11] [#whatever].
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-11-19 14:36:54
"Around" isn't really what I was looking for.  I need a proper picture of what's happening and what the correct values are overall.  How they are used.  Movement speed works on both walking and running.

Also
Mystere
Your Gateways text is still confusing

Destination point X Y ID
Should be X Y T

Also, these should be permanently marked, since they are hardcoded for use with the timer:

1[20] Hours
1[21]Minutes
1[22]Seconds
1[23]Frames (30 frames = 1 second)

@Sithlord
Save map needs updating, http://wiki.qhimm.com/view/FF7/Savemap#Save_Memory_Bank_1.2F2

BB7 is 0-29 (At least it should be, but it can fluctuate due to the bad time limiter.  But it def is the frame count).
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-11-21 14:31:30
Hi Mystere, any chance of an urgent update?  I need to get cracking updating the entire savemap into a database, but to do that I need to scan variables.  The new makou does not allow seaarching for variables that are read / written to on their own.  You have to provide a value.  Any chance of making this so that if value box is empty, it searches for the read / write var only, without having to need to provide the value.

I need to be able to search for a variable on its own... read/write/bit/byte.  All matches returned.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-11-21 21:37:02
myst6re: I also found another bug in the text editor, this one is quite annoying, when using the memory option to pull string data from variables, you can only set the memory to use banks 1 or 11. If you do change it to something else, it won't be saved when you go to another text box and then come back, it will just reset to 1 or 11.

If you check the game scripts you can see they use banks other than 1 and 11, so it is bug IMO. For example, Chocobo Farm uses: {MEMORY:var[15][74];size=1}, but this would be impossible to set using your text editor. You could only have [1][74] or [1][#whatever] or [11] [#whatever].

MEMORY does not work natively with 15 banks, but with only 5. Makou shows 15 banks for consistency.
Code: [Select]
0 -> 1 & 2
1 -> 3 & 4
2 -> 11 & 12
3 -> 13 & 14
4 -> 7 & 15

Makes sense? (DLPB?)
I tested, and edit {MEMORY:var[15][74];size=1} seems to work. You replace 15 by what exactly?

Hi Mystere, any chance of an urgent update?  I need to get cracking updating the entire savemap into a database, but to do that I need to scan variables.  The new makou does not allow seaarching for variables that are read / written to on their own.  You have to provide a value.  Any chance of making this so that if value box is empty, it searches for the read / write var only, without having to need to provide the value.

I need to be able to search for a variable on its own... read/write/bit/byte.  All matches returned.

I seen that, it a regression since the last version. So you can use the version 1.6.1 if it possible.

Your Gateways text is still confusing

Destination point X Y ID
Should be X Y T

What is the difference between T and ID? Is it Triangle ID in both cases?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-11-21 21:40:41
I'll post a better explanation about how you can deal with banks and get rid of variables (for the user) altogether later.

As for the going back to earlier Makou...  the earlier one will still not show up all occurrences of a variable.  So I'll wait until your new one is released  8)

edit... hmm perhaps the older one does show up all vars?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-11-21 21:59:26
I'll post a better explanation about how you can deal with banks and get rid of variables (for the user) altogether later.

As for the going back to earlier Makou...  the earlier one will still not show up all occurrences of a variable.  So I'll wait until your new one is released  8)

edit... hmm perhaps the older one does show up all vars?

Oh sorry I read through, I found a bug with the search and I was thinking that you were talking about that.

So you need a global search... I remember that a feature like this was in Seto, the ancestor of Makou Reactory, but it was... long time ago :D

I'll see when I can do this search feature.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-11-21 22:01:08
Yeah basically, if I search for [1][122] it will go through ALL occurrences, regardless of type.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-22 02:48:14
I tested, and edit {MEMORY:var[15][74];size=1} seems to work. You replace 15 by what exactly?
I don't think you understood what I meant. If you create a new text dialogue box, and use the memory feature, it's impossible to use any number in the first variable box except 1 or 11. I'm not talking about editing that chocobo one. For example try to set {MEMORY:var[5][74];size=1} to a new text box and look what happens after you click OK and come back to it. It will switch to {MEMORY:var[1][74];size=1}
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-11-22 10:19:54
That's because bank 5 is a temporary bank and can't be used in the memory tag.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-22 10:43:23
That's because bank 5 is a temporary bank and can't be used in the memory tag.
I see, that makes more sense. I did not know this tag was restricted to certain banks. I actually needed it for a temp reason, but 11[0] serves my purpose well anyway as I found out its the temporary Chocobo name from the Gold Saucer.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Kaldarasha on 2014-11-27 12:10:56
Could you add a comparison between two flevels (and for PSX dat files)? It would be a big help to compare a modified flevel against a unmodified. Even a comparison between PSX and PC would be great. There are a few differences in the scripts (I only knew gldgate has on PSX more scripts for Cloud).
I think it's enough if the difference would be highlighted with a color and should only indicate the field and the group of the field.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-27 20:01:02
Could you add a comparison between two flevels (and for PSX dat files)? It would be a big help to compare a modified flevel against a unmodified. Even a comparison between PSX and PC would be great. There are a few differences in the scripts (I only knew gldgate has on PSX more scripts for Cloud).
I think it's enough if the difference would be highlighted with a color and should only indicate the field and the group of the field.
Yeah, not sure how important it is to you, but some extra helper functions for the script editor would be handy.. anything that saves some time. Such as..

1. Perhaps a better way to add If statements and labels? It's a little awkward using it currently. Especially when you copy and paste and it does a major freak out messing up your view of the script until you fix the labels. And then when you fix it, it leaves behind an extra if statement for some reason. It's rather simple to fix, but takes a little time..
2. I think before you mentioned a text editor? That might be handy for some things if you can switch in and out easily. Possibly for the above point.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: DLPB_ on 2014-11-28 11:29:30
Mystere:

Have you given any thought to what I suggested before regarding dealing with the vars v actual banks?

Instead of there being [1] and [2] There would simply be [1]
Instead of [3] and [4] there would be [2]
Instead of [5] and [6] there would be [T]
Instead of [11] and [12] there would be [3]
Instead of [13] and [14] there would be [4]
and instead of [15] and [7] there would be [5]

T would be the temp bank.

You'd make it so the field var stuff is dealt with behind the scenes.  All the user would concern themselves with is the value they want to input.  This way, a TRUE reflection of the REAL memory banks can be seen, and it's neater and easier.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-11-29 15:41:48
Could you add a comparison between two flevels (and for PSX dat files)? It would be a big help to compare a modified flevel against a unmodified. Even a comparison between PSX and PC would be great. There are a few differences in the scripts (I only knew gldgate has on PSX more scripts for Cloud).
I think it's enough if the difference would be highlighted with a color and should only indicate the field and the group of the field.

That's hard for now, maybe for the next major version.

[New bank mechanism]

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-29 18:36:19
A comment system could be handy. You would have to save the comments to another file obviously.. But then you could add some handy notes to the scripting (sometimes looking at my old scripts can be a little confusing if I haven't changed it in awhile).
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-11-29 20:15:08
Agree!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-29 21:11:05
Also another small thing I just stumbled across, the old "MMMMMMMMM" name thing (which Square used in the debug room). Maybe you can add a button in the dialog editor which adds that string to the dialog? Might be handy when getting the right size for small text boxes!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-11-29 22:41:09
In fact there are some new features in Makou Reactor 1.6.3, and one of them is the feature to change character names displayed in text preview.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-11-30 11:22:24
In fact there are some new features in Makou Reactor 1.6.3, and one of them is the feature to change character names displayed in text preview.
Great :) Sounds like you are on top of things.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-12-07 12:46:30
I work hard for the next version. There is currently a crash on the last build, I try to fix it. We're close to a new release.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: myst6re on 2014-12-07 14:45:13
Download Makou Reactor 1.6.3 (https://sourceforge.net/projects/makoureactor/files/Version%201.6.3/)

(http://image.noelshack.com/fichiers/2013/30/1374939876-logo-shinra.png)

Changelog:

Thanks to Acro, Roden and DLPB for all their bug reports.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.2)
Post by: Roden on 2014-12-07 16:40:36
Download Makou Reactor 1.6.3 (https://sourceforge.net/projects/makoureactor/files/Version%201.6.3/)

(http://image.noelshack.com/fichiers/2013/30/1374939876-logo-shinra.png)

Changelog:
  • "Find all" feature
  • Text editor: Some modifications about autosize feature + configuration of margins and character names.
  • Window opcode editor: Fixing crash and bug (when changing current displayed text).
  • Window opcode editor: Adding buttons to align the window vertically and horizontally.
  • Text preview: can change page with the wheel.
  • Splitting movie list in three lists: one for each disc.
  • Search var: Fixing regression when searching without value, adding "all" operation to search every occurrences of var.
  • Text editor: renaming {VAR1}, {VAR2} and {VAR3} tags into {VARDEC}, {VARHEX} and {VARDECR}.
  • Var Manager: Adding some infos about vars (r/w, size).
  • Var Manager: Merging related banks (1/2, 3/4, 5/6, 11/12, 13/14 and 15/7) hidding unusable banks (8, 9, 10).
  • ISO: fixing FIELD.BIN update bug. (need tests)
  • Fixing bug: window.bin not opened if kernel.bin is not opened.
  • Fixing CMUSC opcode length.

Thanks to Acro, Roden and DLPB for all their bug reports.
Thanks Myst6re for a great release. Regarding the ISO FIELD.BIN update bug.. I can test this. Though I don't think reallocation is suitable for expanding the field DATs of the ISO.. It will work OK for awhile but then you'll run out of space (unless you resize the ISO/delete files). Isn't that right?

Recently I resized every field DAT manually to 35KB (via FIELD.BIN) as no tool could suit my needs. I had to map each sector using my own chart, but this is handy as I can refer to the chart whenever I edit a new room (instead of changing all the offsets at the same time). I could only do it by overwriting the Shinra car movie..

(http://i992.photobucket.com/albums/af42/_Roden_/sec_zps43f0992e.png)

Without overwriting that movie, resizing all fields to 35KB would be impossible even if you grouped all MIMs/BSX together (you would still be 7MB over the limit or 200 whole rooms, plus it would take a very long time changing those offsets).

If you're wondering why 35KB, its because most fields are unable to attain that size (it seems maximum file size is relative to the scene somewhat, but they can all handle same amount of scripting/text dialogues). It will crash the game and then self-corrupt in Makou long before then. To put 35KB into perspective, the chocobo stable is the largest scene at 33kb, it handles the viewing of six chocobos plus all the feeding, mating, riding, naming, buying greens features. And more. No other scene really comes close.

Only after the following points does the PS1 version start crashing/corrupting:
- Around 8000 lines of scripting
- An average amount of field groups in the scene
- All unused text still in the scene (in my test case, 120 or so text dialogues from the first Mako reactor mission).

So that's pretty good performance IMO.

You could also change that too:
- 13000 lines of script
- 10 text dialogues (seems to be a link there between code/text).
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Roden on 2014-12-13 23:22:59
Is there a way to display arrows in the walkmesh view?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: myst6re on 2014-12-14 11:42:12
Is there a way to display arrows in the walkmesh view?

It's like display the background in the walkmesh view, normally it isn't hard, but I need time to learn how.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: DLPB_ on 2014-12-14 12:01:50
This is a great release!  Well done :)  ;D

A small improvement could be that when 2 byte writes occur, both bytes are marked used in the map.  So Gamemoment should cover Byte 0 and 1. 
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Roden on 2014-12-14 14:29:06
It's a good release. I'm glad the walkmesh crash is gone (at least so far). I haven't noticed any problems other than the things I posted earlier "we need comments!" :P
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: paul on 2015-01-14 23:04:31
Field md1_2 script av_b Init is:

This group is a field model (ID=1)
Place field Model (X=3437, Y=31524, Z=642, triangle ID=47)
Deactivate contact with field model
If $GameMoment >= 8 (else go to label 1)
   Deactivate talk script for the current field model
   Deactivate contact with field model
   Hide field model
Label 1
Return

My QGears tool for conversion outputs:

0000036F: void script_av_b_2_0_init() {
0000036F:   Char(1);
00000371:   placeObject(0, 0, 3437, 31524, 642);
0000037C:   setSolid(1);
0000037C:   if (game:variable_get(2_0) >= 8) {
00000386:     setTalkable(1);
00000388:     setSolid(1);
0000038A:   }
0000038A:   setVisible(0);
0000038C:   return;
0000038C: }


From:

0000036f: CHAR 1
00000371: XYZI 0, 0, 3437, 31524, 642, 47
0000037c: SOLID 1
0000037e: IFSW 2, 0, 0, 8, 4, 7 (False target address: 0x38a)
00000386: TLKON 1
00000388: SOLID 1
0000038a: VISI 0
0000038c: RET

It seems that VISI 0 should be outside of the if statement, but your tool is including it inside of the if statement? Is this a bug in your tool or mine? I think its yours because 0x37e+7+5 = 0x38A which is the VISI 0 meaning this will be executed when the if block is not entered.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Ragna on 2015-01-15 03:05:05
My QGears tool for conversion outputs:

0000036F: void script_av_b_2_0_init() {
0000036F:   Char(1);
00000371:   placeObject(0, 0, 3437, 31524, 642);
0000037C:   setSolid(1);
0000037C:   if (game:variable_get(2_0) >= 8) {
00000386:     setTalkable(1);
00000388:     setSolid(1);
0000038A:   }
0000038A:   setVisible(0);
0000038C:   return;
0000038C: }


From:

0000036f: CHAR 1
00000371: XYZI 0, 0, 3437, 31524, 642, 47
0000037c: SOLID 1
0000037e: IFSW 2, 0, 0, 8, 4, 7 (False target address: 0x38a)
00000386: TLKON 1
00000388: SOLID 1
0000038a: VISI 0
0000038c: RET

It seems that VISI 0 should be outside of the if statement, but your tool is including it inside of the if statement? Is this a bug in your tool or mine? I think its yours because 0x37e+7+5 = 0x38A which is the VISI 0 meaning this will be executed when the if block is not entered.


Not related, but, isn't that code redundant?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Kaldarasha on 2015-01-15 05:28:28
It has to be inside because the model will only be visible if the game moment isn't 8 or higher. If it would be outside then the model wouldn't be seen in no condition. So it will run the main script with an invisible model.

@Artema
Code: [Select]
   Deactivate talk script for the current field model
   Deactivate contact with field model
   Hide field model
This has to be seen as one command 'Disable model'. So redundant code has to be seen as a logical limitation of the code compiler of the script tool for their engine.
I guess MR needs to run the script itself to find such code to highlight it. ???
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: paul on 2015-01-15 11:59:20
Ah the bug is mine - the IFSW is longer than the IFUB, thats what I get for using the same logic for both.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Roden on 2015-01-17 14:31:02
Is there some sort of correct procedure for adding walkmesh? I was just joining the dots, and noticed some triangles work, some don't and some crash the game when you run into a joining point.

Edit: Never mind, figured it out. The order of the points and the joining line order seems to be important.  As if it wasn't annoying enough already :P
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-01-18 11:01:53
I need help please  :(

When I edit anything not able to start NEW GAME, example I changed add 2 item inventory  :-(

(http://i.imgur.com/wJrYhxn.png)

Thanks
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Roden on 2015-01-18 12:59:46
I need help please  :(

When I edit anything not able to start NEW GAME, example I changed add 2 item inventory  :-(

(http://i.imgur.com/wJrYhxn.png)

Thanks
Need more info.. PS or PC? If PC, I can't help since I don't use that version.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-01-18 14:46:42
Need more info.. PS or PC? If PC, I can't help since I don't use that version.

My subject is (when I edited anything and save I run the game but not complete when I start (NEW GAME) only black screen....?

How I can edit without any problem  when I saved ?

Thanks
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Roden on 2015-01-19 14:20:17
To myst6re: A feature that would help for walkmesh would be a button to flip the position of the points. So for example, you can change point 1 to point 3 (and point 3 to point 1) with one button click, rather than copying/pasting & remembering a bunch of numbers. This could be handy for quite a few reasons, one of them fixing walkmesh errors if you don't put them in the right order.

Another thing that would be handy is if it tells you the coordinates of the center of the triangle, so its easy to move characters there and such without too much messing around.

I know before you said its hard to display things on that 3D view, so I deliberately left out a lot of those suggestions (such as numbering of points etc).. ;)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-01-19 16:20:41
To myst6re: A feature that would help for walkmesh would be a button to flip the position of the points. So for example, you can change point 1 to point 3 (and point 3 to point 1) with one button click, rather than copying/pasting & remembering a bunch of numbers. This could be handy for quite a few reasons, one of them fixing walkmesh errors if you don't put them in the right order.

Another thing that would be handy is if it tells you the coordinates of the center of the triangle, so its easy to move characters there and such without too much messing around.

I know before you said its hard to display things on that 3D view, so I deliberately left out a lot of those suggestions (such as numbering of points etc).. ;)

I'm only change numbers to 2 and saved but not start game ?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: spy__dragon on 2015-02-18 17:28:10
I have a question.
It is possible to autosize all text windows?
It's some tedious to size each one.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Kaldarasha on 2015-02-18 18:31:06
ToughScript can do it...
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Odysseus on 2015-02-19 19:36:56
Hi, I'm new here. I've been having trouble using the PSX to PC field conversion. All of the scripting, walkmesh, and text converts fine but when I try to import the background I get an "error reopening file" message. I'm trying to restore the onna_1 field, but right now it's stuck with the onna_2 background (I used a copy of onna_2's archive data to import onna_1). I've tried a few things but I get the error message every time, does anyone know what I'm doing wrong?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Ansem on 2015-02-23 16:28:39
The Doors tab in the Walkmesh editor is bugged. When you set, for example, door 0 where you want to set it and then begin work on door 1, the door 1 coordinates will actually modify those of door 0. It's more annoying than death serious, but it would be nice to be able to just place a door position rather than script it there. :/
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: DLPB_ on 2015-03-07 05:49:04
2 bugs:

1. When file is closed, Makou is still using char.lgp
2. When changing models, you have to close flevel and reopen to see changes
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: dessertmode on 2015-03-08 00:03:07
When editing opcodes with color dialogs (SWCOL, NFADE, FADE, others?) the RGB order is reversed either when committing the dialog or re-entering it.

Ex:
I enter R=6, G=7, B=8 in the dialog and commit it
Entering the dialog again I see R=8, G=7, B=6
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: myst6re on 2015-03-08 18:25:48
The Doors tab in the Walkmesh editor is bugged. When you set, for example, door 0 where you want to set it and then begin work on door 1, the door 1 coordinates will actually modify those of door 0. It's more annoying than death serious, but it would be nice to be able to just place a door position rather than script it there. :/

Which version? 1.6.3?

2 bugs:

1. When file is closed, Makou is still using char.lgp
2. When changing models, you have to close flevel and reopen to see changes

1. When you close the flevel, that doesn't mean char.lgp should be closed too.
2. There is a caching system to open models quickly

When editing opcodes with color dialogs (SWCOL, NFADE, FADE, others?) the RGB order is reversed either when committing the dialog or re-entering it.

Fixed, thanks.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Ansem on 2015-03-09 16:23:35
Which version? 1.6.3?

Yep, although I seem to remember earlier versions doing the same as well. I just never really edited doors that extensively so the bug slipped my mind before I could actually report it here.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: DLPB_ on 2015-04-06 03:37:38
Just to note that in memory, the temp bank starts 00CC14D0.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: genesis063 on 2015-04-09 04:03:07
I am having trouble making the chests open right for my mod.  I have them set in Nibel basement which will not open and stay open.  One is in the Kalm flashback hotel before the flashback opens just shows it is open but will play the animation and give you the item.  The third one will probably have the same effect as the first but wont show until the other two items are looted.  Is it a case of the map or its just being difficult?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Ragna on 2015-04-09 13:34:54
I am having trouble making the chests open right for my mod.  I have them set in Nibel basement which will not open and stay open.  One is in the Kalm flashback hotel before the flashback opens just shows it is open but will play the animation and give you the item.  The third one will probably have the same effect as the first but wont show until the other two items are looted.  Is it a case of the map or its just being difficult?
Can't you just copy an entire treasure chest setup and script from another field into yours? :?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: genesis063 on 2015-04-09 13:38:54
Yeap tried that though it may just be the one I copied over.  I'll look into it more if my idea's don't work.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Zara9 on 2015-04-09 16:33:53
hey genesis063

i hope you get your chest problem fixed soon on your mod
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: genesis063 on 2015-04-12 14:45:11
Weird now the chest stays open even of other saves without it being opened to begin with.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: shOcKmAnz on 2015-04-12 17:11:08
Sorry , , i'm newbie , , how to use Makou Reactor for edit scenes ?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Tom on 2015-05-03 07:19:21
I was wondering if its possible to define new fields with Makou Reactor?  If yes then how do you add new fields into it and if no what are the limitations? ff7.exe won't recognize them?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: meesbaker on 2015-05-03 07:28:10
If you want to make a story mod and you need free slots to work with, note that there are many bg fields only used for dialogue display. Also there are many useless fields like the cave in junon or houses in towns and villages.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Kaldarasha on 2015-05-03 15:09:25
I was wondering if its possible to define new fields with Makou Reactor?  If yes then how do you add new fields into it and if no what are the limitations? ff7.exe won't recognize them?

Grimmy and Jusete have done this already.
http://forums.qhimm.com/index.php?topic=15964.msg224548#msg224548
I assume the game has some unassigned slots.

Even if there is a limitation in the exe with 7H it would be possible to bypass it with some tricks.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: NFITC1 on 2015-05-03 21:39:13
Even if there is a limitation in the exe with 7H it would be possible to bypass it with some tricks.

I'm going to mark this for further investigation later this week.

EDIT:
I can't find any limiting value to it. It does appear to be signed, however.

I DID find an interesting string in the original vanilla exe. "on_line.sav" It would copy the current save game into that file. No telling what it would be for. There are two copies of that string, but only one reference to one of them.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: quantumpencil on 2015-05-04 00:57:50
Question about music in this utility... Is it possible to add an additional music track to a scene without having the .akao file? (By which I mean, if a scene only has two slots for music -- can I add a new slot and then use another piece of music in that scene?)

Thanks -- and tremendous work on this tool. Truly -- I feel as though it has made things possible I'd only dreamed of doing.

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: myst6re on 2015-05-04 08:31:51
On the pc version, you can add a new music without the akao file. You only need to change the music ID.
On the ps version, you need an akao file, which can be found in the other fields.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Tom on 2015-05-05 20:43:16
 I was
Grimmy and Jusete have done this already.
http://forums.qhimm.com/index.php?topic=15964.msg224548#msg224548
I assume the game has some unassigned slots.

Even if there is a limitation in the exe with 7H it would be possible to bypass it with some tricks.
I mean completely new fields with my own 3d model renders as backgrounds and their own walk meshes.  So far i have only found relative info on ff8/9.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Kaldarasha on 2015-05-05 20:53:10
I was I mean completely new fields with my own 3d model renders as backgrounds and their own walk meshes.  So far i have only found relative info on ff8/9.

That's what they had done. I have seen that they have implemented a rendered picture of a crisiscore dungeon, but so far i havent seen a tutorial for that.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Tom on 2015-05-06 15:15:41
That video shows there's a walkmesh for that field too, I wonder where he made that.  However there don't seem to be instructions on how to add fields :(
On the other side, he could have replaced a current field background with Palmer program and added links to it behind the snake and to the Mythril mines with Makou Reactor
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: genesis063 on 2015-05-09 00:20:32
On the pc version, you can add a new music without the akao file. You only need to change the music ID.
On the ps version, you need an akao file, which can be found in the other fields.

BTW it was said this new version allows you to see what song is in the field but I just see the number.  I want to add One Winged Angel to the reactor in nibelhiem using reactor 5.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Tonfa on 2015-05-14 20:59:03
In 1.6.3 I can no longer save the PSX ISOs I work on. It says "invalid archive".
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: myst6re on 2015-05-15 06:49:29
I fixed this recently, no release date for now
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-05-20 19:45:47
I fixed this recently, no release date for now

Next new version can I save PSX ISO/BIN after edited without any problem or error ?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: myst6re on 2015-05-20 19:56:44
Yeah this problem will be resolved too.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-05-21 14:25:22
Yeah this problem will be resolved too.

Yeahhhhhhhh !

Good job, when you will release it ?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: DLPB_ on 2015-05-21 15:47:47
Quote
Yeahhhhhhhh !

Good job, when you will release it ?

Quote
I fixed this recently, no release date for now

A mod gets released when ready :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-05-25 17:43:22
Hello guys

I wonder why when I add (Sephiroth available) not added in my PHS party?  I'm tired for add him with my party, Please I need help for that. :|

Thanks
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-05-29 09:53:29
Hello guys

I wonder why when I add (Sephiroth available) not added in my PHS party?  I'm tired for add him with my party, Please I need help for that. :|

Thanks

Sorry for double post but no anyone help me ? Please....:(
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-06-06 17:15:33
 I add Sephiroth available, But not added in my PHS party?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-06-07 11:02:50
I wonder why no anyone reply to my request?...If that is impossible to available Sephiroth  in PHS party, why not tell me that to close my mouth and not add double posts. :(
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: genesis063 on 2015-06-09 05:16:52
Remember that Vincent and Sephiroth share the same data and character slot.  You will have to replace Sephiroth with someone else or him to make him show up with or without Vincent.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-06-09 12:32:20
Thanks 
Remember that Vincent and Sephiroth share the same data and character slot.  You will have to replace Sephiroth with someone else or him to make him show up with or without Vincent.

Thanks for reply :), but how without him ?, I want let Sephiroth Available in PHS party, I add Sephiroth in PHS and when I out then back to take him with me he is Removed from PHS...I wonder how I can let him not remove from PHS...I want Sephiroth original  without replace him by Vincent, I have question can I change Vincent by Sephiroth in coffin ?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Ansem on 2015-06-09 12:43:08
Sephiroth will always vanish from the PHS menu because he doesn't have a slot there to begin with. That really can't be helped.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-06-10 13:09:12
Sephiroth will always vanish from the PHS menu because he doesn't have a slot there to begin with. That really can't be helped.

Watch this video then you will change your mind  :|

https://www.youtube.com/watch?v=YBoHLclgr6k (https://www.youtube.com/watch?v=YBoHLclgr6k)

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Ansem on 2015-06-11 11:07:10
Watch this video then you will change your mind  :|

https://www.youtube.com/watch?v=YBoHLclgr6k (https://www.youtube.com/watch?v=YBoHLclgr6k)



Yes? In that mod, Sephiroth has been placed in another character's slot. A character that also has a PHS slot. What I'm saying is the original Sephiroth character slot doesn't have a PHS slot at all, that's why he always vanishes. The only way is to replace another character with Sephiroth.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-06-11 20:13:26
Yes? In that mod, Sephiroth has been placed in another character's slot. A character that also has a PHS slot. What I'm saying is the original Sephiroth character slot doesn't have a PHS slot at all, that's why he always vanishes. The only way is to replace another character with Sephiroth.

Ok then can I replace monster  like jenova without missing ? and how replace it with same size ?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: Mirrorman95 on 2015-06-15 16:38:55
Out of curiosity, is it just that the recent fixes to the app won't be uploaded as compiled releases yet, or have the fixes not been uploaded to the GitHub repository either?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: myst6re on 2015-06-18 22:39:28
For now I'm too busy with the Néo-Midgar project.
My last changes are in the github, on the "develop" branch.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: EditorMaster on 2015-06-18 23:10:50
For now I'm too busy with the Néo-Midgar project.
My last changes are in the github, on the "develop" branch.

Then what about Makou Reactor update ? you told me before, you are fixed missing save as ISO/bin.....
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: sithlord48 on 2015-06-22 12:51:54
Quote
My last changes are in the github, on the "develop" branch.

https://github.com/myst6re/makoureactor/tree/develop

you should only need qtcreator working to build it.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: myst6re on 2015-07-10 17:24:57
Neo-Midgar 1.1 (http://ff7.fr/neo-midgar/) is released, so it's time to update Makou Reactor:

Download Makou Reactor 1.6.4 (https://sourceforge.net/projects/makoureactor/files/Version%201.6.4/)

(http://image.noelshack.com/fichiers/2013/30/1374939876-logo-shinra.png)

Changelog:
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.3)
Post by: sannoki on 2015-07-11 18:07:25
Neo-Midgar 1.1 (http://ff7.fr/neo-midgar/) is released, so it's time to update Makou Reactor:

Download Makou Reactor 1.6.4 (https://sourceforge.net/projects/makoureactor/files/Version%201.6.4/)

(http://image.noelshack.com/fichiers/2013/30/1374939876-logo-shinra.png)

Changelog:
  • Some fixes for a better modified ISO
  • Open FF7 Demo disc (experimental)
  • Text changes for opcodes SPTYE and NFADE
  • Hiding models scale field in field models editor (merged with walkmesh editor -> "Field scale")
  • Adding frcyo2 to the list of maps (PS FR version)
  • Text preview: Fixing key icons alignment
  • Music/tutos editor: Hiding akao infos
Hi! what's new???
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: mr_nygren on 2015-07-13 14:03:01
Is there something like this for the battle-model animations?

I am trying to use enemies animations when replacing main characters with enemies in battle.
And while the battle stance worked for an enemy replacing Aerith, the attack animation didn't. How can i choose wich animation will be used in wich move?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: sithlord48 on 2015-07-13 17:27:51
there are now builds of makou reactor 1.6.4 in my stable ppa

https://launchpad.net/~sithlord48/+archive/ubuntu/ff7
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: EditorMaster on 2015-07-14 07:16:57
Thanks a lot !!! :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: EditorMaster on 2015-07-14 07:40:39
Quote
Next new version can I save PSX ISO/BIN after edited without any problem or error ?

Yeah this problem will be resolved too.



When I edit then saved same problem file BIN/ISO corrupt not start game  :o :|
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: joca.bt on 2015-07-21 21:18:34
I think there are some issues with the 'Export the current field' functionality because (i) the size of the file is different from the one obtained when using ulgp (http://forums.qhimm.com/index.php?topic=12831.0) and (ii) Palmer can't open the file.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: myst6re on 2015-08-02 13:37:44
Okay new version to fix this exportation bug.

Download Makou Reactor 1.6.5 (https://github.com/myst6re/makoureactor/releases/tag/1.6.5)

(http://image.noelshack.com/fichiers/2013/30/1374939876-logo-shinra.png)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: TurBoss 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

(http://s2.postimg.org/jmdl1potl/bug.png)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: Ansem on 2015-08-11 20:27:12
^ Win7 here and I can confirm this.

(http://i218.photobucket.com/albums/cc143/Shadow_Saix/makou_glitch.png)

This happens when you select one model, then another. It doesn't seem to remove the previous model from the screen.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: myst6re on 2015-08-11 20:36:55
Yes I confirm too, don't worry I know why.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: Bartz24 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: Dark_Ansem on 2016-02-03 20:25:35
I'm having difficulties in understanding the BGM chosen for each scene: could you help?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ 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
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: Dark_Ansem 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?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ on 2016-02-03 21:07:13
See the menu and you'll see you can expand the list.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: Dark_Ansem 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: Dark_Ansem 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 :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ on 2016-02-03 22:04:38
Myst6re, any chance of making the field list alphabetical order by default? 
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: myst6re 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?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ on 2016-02-04 18:47:28
main "file" "id" 

In order of "file" name.  Usually, I have to click "file" tab twice.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: sithlord48 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ 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?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: myst6re 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: picklejar 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.)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: picklejar 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.)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: sithlord48 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: picklejar 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... ;)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ on 2016-02-14 22:50:39
Remember that Makou "find all addresses" is only true of field.  It cannot find ones read/written to by world map and other modules (which is why I made mine).
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: picklejar on 2016-02-15 14:30:42
DLPB: Regarding your spreadsheet: https://docs.google.com/spreadsheets/d/1u3oNeD2-D8_Js0FhV1nybMBAbzGKD5XUpg2_SdKZ4ik/edit#gid=867617175 (https://docs.google.com/spreadsheets/d/1u3oNeD2-D8_Js0FhV1nybMBAbzGKD5XUpg2_SdKZ4ik/edit#gid=867617175)

You have a column called "Use". For the benefit of sithlord and myself and others, can you let us know (perhaps add a tab!) the meaning of the different letters? Something like:

Also, how are you determining the address usages? I'm assuming for Field you're using Makou Reactor, but what about WorldMap and the other modules? Are you using a tool that does reverse assembly? (And if so, which tool, and is it for PSX or PC version?)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ on 2016-02-15 19:16:33
The world map etc all use the Savemap.  The savemap there is the main 5 banks.  Don't think of the savemap as that crappy "1/2" and "7/15" nonsense.  That's just how the field code writes/reads.  It's just 5 blocks, each 256 bytes.

I can't remember my own key :P

M is minigame.

U is Menu... I think. Although I have no idea why U.

H is probably Hardcoded.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: picklejar on 2016-02-15 21:37:18
(You can't use M for Menu because you're already using M for Minigame, so that's why you're using U for Menu.)

The last thing I was trying to ask you was, how do you know which addresses the WorldMap uses? Is it just based on your intuition/understanding, or are you using some tool?

I just discovered that we have a Wiki page that describes the WorldMap opcodes (http://wiki.qhimm.com/view/FF7/WorldMap_Module/Script/Opcodes) (and the WorldMap Module (http://wiki.qhimm.com/view/FF7/WorldMap_Module) in general), but did Tonberry or Ficedula or anybody ever create a tool that actually uses this? I tried Makou Reactor, but it doesn't seem to work, at least not when I try 1.6.5 against the PC version of the worldmap files.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ on 2016-02-15 21:43:12
Aali worked out exactly which ones world map uses, and I added them to it.  Ochu would tell you what they are all doing too, if you have time:)  That document is complete in terms of what is used or unused.  At least I think so.


Nobody has created a tool to edit the World Map script.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: picklejar on 2016-02-15 22:17:07
Okay, just wanted to make sure nobody has created a tool before re-inventing the wheel. I'm kinda thinking about writing a tool to read the WorldMap script and export the data/opcodes. Might be a nice way to confirm the data that you have. (I'm guessing this is essentially what Aali did.)

BTW, I just discovered that Ficedula created a tool called Reeve (never saw it on this forum, but found it on this Ficedula programs mirror page (http://mirror.mypage.sk/ficedula/php/programs3a9a.html)) that is able to open a FF7 world map file and display it in 3D, similar to what you would see in-game. It even lets you fly around and navigate using the mouse. Pretty slick. The textures looks pretty good with the main world map. It can even open the other 2 maps (underwater map and snowfield map) but doesn't look quite as good. Nice program, but it doesn't do anything with the WorldMap script.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: picklejar on 2016-02-15 22:19:30
Hmm, I just found a tool to dump WorldMap script, maybe I'll just try this:
https://github.com/cebix/ff7tools/blob/master/worldinfo (https://github.com/cebix/ff7tools/blob/master/worldinfo)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: myst6re on 2016-02-16 08:04:36
I think this tool dump texts and update text references in WM scripts. I can plan to integrate WM scripts and texts in Makou Reactor, that will be not so complicated.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: Kaldarasha on 2016-02-16 12:53:15
Yes, please do it!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: Sega Chief on 2016-02-16 20:32:53
WM Scripts would be pretty hype.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ on 2016-02-17 20:03:12
Myst6re:

When I change model animation text (to say CCDD.chi - bad example), it is not saved.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: myst6re on 2016-02-17 20:18:00
I created a new issue here (https://github.com/myst6re/makoureactor/issues/37).
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ on 2016-02-18 03:09:00
Thanks.

And does anyone know how Game Over works?  I see that it's only ever set from field once...  when Bombing Mission fails.  But where is the music being set?  It isn't in the music list.  When I try to add my own Game Over (for Weapon)  - there is no Game Over music.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DynamixDJ on 2016-02-18 23:25:38
I just wanted to say, that I DLoaded Makou Reactor a few months back, and it really has helped me tremendously with my walkthrough (http://www.neoseeker.com/final-fantasy-vii/faqs/1733032-dynamixdj.html) in so many ways, I use MR pretty much on a daily basis. I've been able to prove/disprove certain common mis-conceptions, such as how the Huge Materia is distributed; the obscure Potion in Sector 7, and its counter-part in Junon which shares the same flag; and the fact that Bahamut ZERO is permanently missable, as the box will give you nothing if you have obtained the Huge Blue Materia (which is news to me), amongst many other things. MR is the most exciting thing to happen to my guide, and it will really help me to make it as accurate as is possible (for field scripting, that is, Proud Clod is my second favorite  ;)), and you have been duly credited in the Special Thanks section Myst6re.

Anyway, I just wanted to ask, on the screenshot in your first post, I can see that you have the option to add and remove field models, as well as resize them. I however cannot, and it would really help me if I were able to, as I'm trying to create a precise map of Bone Village (excluding dig spot 8, as it's never used), and the blue orbs that are already in place would be perfect as a starting ground. I'd like to then try place a 3D model if a black line (if there is one) over the three lines of the triangle ID of the dig spots. The other option off course would be for me would be to overlap the bonevil2 map with the walkmesh, whilst highlighting the triangle ID of a particular dig spot in photoshop...


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) ..."

I'm currently in the process of doing just that, however character space limitation means that I have to abbreviate each bit as a 3 character reference.
Check out this screenshot to get an idea of what I mean. (http://i1308.photobucket.com/albums/s615/DynamixDJ/Variable%20Manager_zpsz2t5ltfk.png)
What's really cool is the fact that I can use the other memory bank to store a note against the variable itself; only the initial "bit legend" is shown in the scripts (and not the note nor the address).
So, in variable [1][134] (Junon, Icicle Inn and Gaea's Cliff events - 0x0C2A), the script would just appear as:

Bit 0 ON in $E 0~RDT 1~SGM 2~SSS 3~Shv 4~BCS 5~CIM 6~PBC 7~PAC

I have a separate Read Me file that contains the Bit legend. So, Bit 0, "RDT" means "Run Down Town" when Cloud first enters Junon. "SGM" means "Steal Glacier Map", "SSS" means "Screen Shakes, then Schizo fight". You get the picture.

I plan to spend time with every single bit of every single byte, to completely map out the Variable Manager in this way. Once I've finished, I plan to create my own savemap, and stick it in my guide. Memory Bank 5 & 6 are no-go areas, as they are "temporary" variables, and are used frequently in most scripts for a million different things. I do however plan to add a section to the Read Me file in which I note the use of every single variable from 5 & 6, map by map. Don't expect this to be done anytime soon...
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ on 2016-02-19 04:26:57
Oh ok...  "over2" is game over and is there.

Still... I can't understand how Bombing Mission sets this music.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DynamixDJ on 2016-02-19 20:30:03
Ah! I've just figured out how to add/remove field IDs - by loading up the flevel.lgp file with the Steam version, as opposed to the image file of the NTSC PSX version that I have. I can now work on my Bone Village map.

I need to ask someone a favour. Does anyone have an end game save file for the Steam version that they don't mind sharing? I don't have time to play myself just yet, for very justifiable reasons (I don't play FFVII recreationally anymore, and I don't think I'll ever be able to again... it's all testing now, and I'm currently mad busy with my guide). Obviously I don't want to create a save via from Black Chocobo, as it would probably be quicker to just play the game than it would be to figure out and set all of the variables correctly.

It doesn't need to be an end-game save file, just a file in which I have the Highwind in is good enough. If at all possible, a save file in which yuffie hasn't been recruited would be ideal, as there are a million and one Yuffie Warping tests that I wish to conduct.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ on 2016-02-19 20:38:48
Use Ochu.  It has save state capability and some are there preloaded.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: DLPB_ on 2016-02-19 21:21:30
Mystere:

Other small bug.  When adding text and assigning them, the text is still marked as unused until you reload flevel.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: myst6re on 2016-02-19 21:53:56
Ok, fixed. Thank!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: jusete on 2016-02-20 03:17:32
Hi guys, I managed this with map2obj converter:

https://www.youtube.com/watch?v=ZJyjSLkKok4 (https://www.youtube.com/watch?v=ZJyjSLkKok4)

I Only need to edit the gateway in kalm for match with the new coordinates. I need to replace wm1(2) values to the new coordinates.

(http://i84.servimg.com/u/f84/18/57/87/17/captur10.jpg)

 Would be possible change the value in the sourcecode of makou?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: genesis063 on 2016-02-20 03:24:25
Is 1.6.5 one fixed now or should I go with 1.6.4 that the topic says the version is at?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.4)
Post by: myst6re on 2016-02-20 09:49:03
Would be possible change the value in the sourcecode of makou?

If you want to make modifications of makou, you can clone the repo on github and create a pull request.

Is 1.6.5 one fixed now or should I go with 1.6.4 that the topic says the version is at?

The last downloadable version on github or sourceforge is the best. Don't follow this topic title in case I forget to update it.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: jusete on 2016-02-20 11:23:37
If you want to make modifications of makou, you can clone the repo on github and create a pull request.


Ok but I need help, please. Where are the coordinate values for wm1?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DynamixDJ on 2016-02-20 13:52:47
I'm having trouble assigning an ID to a field model. I am trying to insert DJFA.HRC, which is an unused field model within "mds6_1":

(http://i1308.photobucket.com/albums/s615/DynamixDJ/2a776c86-e329-493a-b9fd-5b661c684535_zpsd8anuauc.jpg) (http://s1308.photobucket.com/user/DynamixDJ/media/2a776c86-e329-493a-b9fd-5b661c684535_zpsd8anuauc.jpg.html)

When I try to use this field model in "bonevil2", the game just crashes when I jump to that map. I can't see where to assign a field ID # to this field model. I would like to use it to create triangles to show the exact triangle IDs used as dig spots.

The other alternative would be to use the green/red lines that are used as gateways. Is there any way to make these lines visible?

Oh, and DLPB. Ochu is great, it's just what I needed
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: myst6re on 2016-02-20 14:19:40
Ok but I need help, please. Where are the coordinate values for wm1?

I guess coordinates are stored in the worldmap lgp file, in field.tbl file.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: jusete on 2016-02-20 17:54:34
Thanks for the info but field.tbl file Its for world to field. For example if I change some values,  when I enter to midgar the model appears in kalm´s entrance. I want to find otherwise, if I leave a town the model appears in other world coordinates. You know what I mean?

Thank you so much for your support.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: picklejar on 2016-02-20 21:30:46
I wrote a program that decodes the World Map script assembly and displays it in a format very similar to how Makou Reactor will probably do it.

Here is a sample output result from Final Fantasy VII International PSX version World Map 0:

http://kujatas-picklejar.rhcloud.com/wm0.html (http://kujatas-picklejar.rhcloud.com/wm0.html)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: genesis063 on 2016-02-20 22:41:58
Not sure if this was not fixed but I am still getting the model bug where the one first selected stay on and animations dont play.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: jusete on 2016-02-20 23:55:34
I wrote a program that decodes the World Map script assembly and displays it in a format very similar to how Makou Reactor will probably do it.

Here is a sample output result from Final Fantasy VII International PSX version World Map 0:

http://kujatas-picklejar.rhcloud.com/wm0.html (http://kujatas-picklejar.rhcloud.com/wm0.html)

woo and with your program could I make the changes I need? Any release date? xD
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DynamixDJ on 2016-02-22 21:56:23
When using the "find all" feature, is it possible to arrange the results by field ID, as opposed to alphabetically by map name?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: picklejar on 2016-02-23 12:26:01
Thanks for the info but field.tbl file Its for world to field. For example if I change some values,  when I enter to midgar the model appears in kalm´s entrance. I want to find otherwise, if I leave a town the model appears in other world coordinates. You know what I mean?

Yes. When you go from worldmap to field, the worldmap script uses field.tbl to determine which field to go into. But when you go from field to worldmap, how does it know where to place the character?

I think I know the answer, or at least part of it. There's a large section of code in the worldmap script that does a series of checks like this: "If GetSpecial(6) = 1, put the character at this coordinate facing this way; If GetSpecial(6) = 2, put the character at that coordinate facing that direction; etc." So, I'm assuming that when you exit a field, either the kernel or the field will populate that special variable with an ID that the worldmap can use to determine where they came from.

I don't know if this is fully understood yet by anyone on this board. Our Wiki for that worldmap script opcode says that the purpose of Special address 6 is "Unknown":
http://wiki.qhimm.com/view/FF7/WorldMap_Module/Script/Opcodes/117 (http://wiki.qhimm.com/view/FF7/WorldMap_Module/Script/Opcodes/117)

So, what I just said above might be an important discovery for this community? :) However, the complete answer is definitely more complex. There are a lot of other factors that come into play.

woo and with your program could I make the changes I need? Any release date? xD

Showing script data is one thing; editing script data is something completely different. There are a few things that will make this difficult in the short term:
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: sithlord48 on 2016-02-23 13:08:17
Quote
But when you go from field to worldmap, how does it know where to place the character?

from what i have seen there are two sets of coordinates for the player one is for field and the other for world only. when you leave the field you enter world the field value is set to map id 3 and the location id is set depending on you point of entry to the world . the field settings for xytd don' seam todo anything on the world map your direction always seams to be facing away from the entry point. Once your on the world map the world map coordnates get updated and take over untill you hit another field. when you enter a field the map id is set to 1 and the location id is set to the fields id (xytd are set to gateway values) that op code could very well be setting the initial "gateway" into the world map.

you can play w/ this in black chocobo by manually changing the map id to 3 and trying different location ids. you first need to go in to options and enable show XYTD for the location viewer  in this mode changes to the map id, loc id  xytd will be auto saved.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: picklejar on 2016-02-23 17:38:25
Thanks sithlord, I didn't know a lot of that stuff. Good point about playing with Black Chocobo, you can just edit your save game and put whatever coordinates you want, and experiment that way. Also, I bet Ochu can be used in a similar way, and in fact it has a lot of pre-defined locations for you to choose from.

Anyway, thanks again, I plan to use this info and to keep playing around with it...

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-02-23 18:01:23
The world map script will decide world map positions, unless they are always fixed based on ID.  If you set debugger on the character direction upon entering world map, this would be fairly simply to see.  I might test later.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: jusete on 2016-02-24 12:47:49
Thanks guys, I wilk play with  black chocobo and see what happens.

Enviado desde mi D6503 mediante Tapatalk

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-02-24 20:07:02
The world map script decides direction as I thought, and can set any direction and position - same as normal field and fieldgate jumps.

The direction is set from world to field at 63C094.

Each model has 0x88 bytes of information (I already know a lot of this for Ochu - X Y Z T is also set here and other immediate data) starting at CC16A8.  There must be an upper limit to the number of models allowed on screen or it would overrun into other data.  It's likely 16 models maximum (this includes ALL models - such as treasure chests and Save Points and NPC and Characters and so on).

Field to World Map is done with the Field.  You can set that in Makou, either script code or exit gate.  Direction can be set here also.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: picklejar on 2016-02-25 14:22:07
DLPB: Thanks, that clears up a lot!

All: I've added some new features to my worldmap script disassembler:

So, the World Map script is becoming much easier to understand now.

I've updated the example I posted earlier:
http://kujatas-picklejar.rhcloud.com/wm0.html (http://kujatas-picklejar.rhcloud.com/wm0.html)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-02-25 15:09:43
You should probably also know that the world map has a maximum of 16 (although it looks like 15... so maybe it is)  IDs for models.  I am not sure what decides the order - in field order is determined by ID number... but with world map, for example, object coords can shift to a different area (one of the 15 areas for coord data in this example).  When new Ochu comes out, you'll be able to see this better. Certain vehicles share the same ID - so you can't have all vehicles on screen at once. The 15 areas I am talking about above are records, 0xC0 long - so they likely contain a lot of other data about the model.

World map jumps to field by placing the location map and X Y T  in the SAME place as the field does (like with field to field, Z is calculated based on this).  It uses a different method of calling the jump. 

You've also got the undersea area and the great glacier - which are part of the world map code.

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: myst6re on 2016-02-27 14:18:06
Hello everyone, I released a 1.7.0 beta version on GitHub (https://github.com/myst6re/makoureactor/releases/tag/1.7.0-beta).
There are lot of internal changes: the source code is reencoded to UTF-8, every strings is now in English in the code (the main language was french). Qt version is updated from 4.8 to 5.5.

Please let me know if you find bugs or crashs.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-02-28 00:52:42
Super! In the coming days I'm going to go through Makou Reactor and document anything I think could help.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-02-28 15:52:16
1. When changing model and animation, the new model does not show up in the preview window.  You have to close and reopen the flevel. This happened to me while removing an item bag and replacing it with a red materia on map anfrst_2 (complete with correct anim).

2. Walkmesh Gateway shows X Y ID for Destination Point.  This would be better as X Y T (for triangle). Less confusion.

3. 'Show 3D models' option in Walkmesh is always ticked when Makou is opened.  Makou doesn't remember user preference.

4. I'd personally remove the Save icon from the tool bar.  It can be clicked by accident very easily.  I've done it :P

5. Akao and Akao2

Argument 7 decides the action.  Argument 7 currently shows numbers rather than their operation.  For example, 192 should be "set music volume" in the drop down menu / argument text.

Parameter 1-5 (argument 8 to 12) also need renaming. For example, Argument 8 /Parameter 1 is Volume.  Its maximum is 127 when setting absolute volume (although, for some reason, 255 is used in some places - perhaps by accident?). 

When playing a sound effect, Argument 8 is the volume and Argument 9 is the ID of the effect.

Argument 7 should be renamed "Operation" or something similar.

Are arguments 1-6 used for setting values based on mem addresses? If not, they can be hidden.  I don't think they're ever used in FF7?

I am not sure how Akao and Akao2 differ?   They look exactly the same in their functionality.


6. Language.

It may be better if I look at the source code and change it myself rather than trying to explain every small English niggle.

7. When selecting "find script > opcode" - makou no longer automatically selects the correct opcode you have highlighted in the script window.

8. Feature request: Archive manager to import more than one file at a time?

9. Feature request: "Recently opened" list on file menu.

10. Should not be able to add more than 0-15 Field models to one map.  Anything over this will likely cause a crash or just be ignored.  Maximum model ID is 15 (this is seen very rarely; for example, in cos_btm). There will be limits to location lines and so on, as well, but I don't know what they are.







Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-02-29 00:45:15
11. Lastmap still does not work correctly.  It does look ok now compared to the mess it used to when importing, but Holy is still not being shown on its own (showing background param 3 and 4 should do that - and do on PSX).  It's being shown always with the red background.  So Z value calculation still off?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: myst6re on 2016-02-29 08:06:37
The Z issue when converting PS background to PC is still there.
You can repair the background directly on the flevel.lgp, did you use the repair button on the background viewer dialog? If yes, I'm afraid that the best I can do for now.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-02-29 11:21:15
I Don't see no repair option....  ?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: spy__dragon on 2016-02-29 11:47:44
You can use this option in a PC version clean, not edited with psx port.

This option is in the background, here:
https://gyazo.com/55456c8f224f9a4c8bf4e98afa1772e1

But I don't get how to hide red rocks...

Edit:
It doesn't work the changes I make...
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-02-29 11:49:38
Mine doesn't have the repair button and I'm using 1.7.0b

The red rocks are hidden when importing the psx version (the code is there in PC probably too).  But something isn't working right,
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: spy__dragon on 2016-02-29 11:57:38
If you use option "Repair", dissapear "red rocks" and it's like psx version and you won't have the Z's issue.
But to hide... red blocks... I don't get... it's like if aren't compatible in pc version the options of background,
or that field is special.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: myst6re on 2016-02-29 12:59:26
Sometimes opcodes are not fully implemented on the PC version, for example you can't remove materia and a special fade in a cut scene at nibelheim is different on the PC version.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: Kaldarasha on 2016-02-29 14:12:58
Mine doesn't have the repair button and I'm using 1.7.0b

The red rocks are hidden when importing the psx version (the code is there in PC probably too).  But something isn't working right,

Does it also display wrong in software mode?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-02-29 16:26:04
Very likely, since this is a PC issue all over.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-02-29 16:27:07
Sometimes opcodes are not fully implemented on the PC version, for example you can't remove materia and a special fade in a cut scene at nibelheim is different on the PC version.

The hide and show background states are compatible, but they are not working for that map properly.  The preview window looks fine, but in game it simply isn't doing what it should on that map.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: myst6re on 2016-02-29 21:53:39
1. When changing model and animation, the new model does not show up in the preview window.  You have to close and reopen the flevel. This happened to me while removing an item bag and replacing it with a red materia on map anfrst_2 (complete with correct anim).

2. Walkmesh Gateway shows X Y ID for Destination Point.  This would be better as X Y T (for triangle). Less confusion.

3. 'Show 3D models' option in Walkmesh is always ticked when Makou is opened.  Makou doesn't remember user preference.

4. I'd personally remove the Save icon from the tool bar.  It can be clicked by accident very easily.  I've done it :P

5. Akao and Akao2

Argument 7 decides the action.  Argument 7 currently shows numbers rather than their operation.  For example, 192 should be "set music volume" in the drop down menu / argument text.

Parameter 1-5 (argument 8 to 12) also need renaming. For example, Argument 8 /Parameter 1 is Volume.  Its maximum is 127 when setting absolute volume (although, for some reason, 255 is used in some places - perhaps by accident?). 

When playing a sound effect, Argument 8 is the volume and Argument 9 is the ID of the effect.

Argument 7 should be renamed "Operation" or something similar.

Are arguments 1-6 used for setting values based on mem addresses? If not, they can be hidden.  I don't think they're ever used in FF7?

I am not sure how Akao and Akao2 differ?   They look exactly the same in their functionality.

6. Language.

It may be better if I look at the source code and change it myself rather than trying to explain every small English niggle.

7. When selecting "find script > opcode" - makou no longer automatically selects the correct opcode you have highlighted in the script window.

8. Feature request: Archive manager to import more than one file at a time?

9. Feature request: "Recently opened" list on file menu.

10. Should not be able to add more than 0-15 Field models to one map.  Anything over this will likely cause a crash or just be ignored.  Maximum model ID is 15 (this is seen very rarely; for example, in cos_btm). There will be limits to location lines and so on, as well, but I don't know what they are.

I started to fix/implement your requests, I think it can be done for the 1.7.0 release. Except for "6. Language", this is on your side :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-03-01 21:18:11
Explain to me how the background Z values / data is different in PSX and PC.  And where are the Z values in PC?  Is it possible to add option to change manually?  Perhaps then I can test better.

Also on akao.... leave argument 8 etc with maximum 255.  I am going to do some serious testing with it soon and find out exactly what's going on.  Parts of the game do use 255... so I guess it has to be left as that.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: myst6re on 2016-03-01 21:31:33
Z values are in each tile. It is hard to test, but you can see standard Z values (used in PS version) on the new "Sections" tab in the background viewer (select a section to see the Z-value in the field below). And for the strange PC Z value, I cannot show it easily... almost each tile in layer 1 have a different value.

I modified the editor for AKAO to display the list of "operations". AKAO is different to AKAO2, because the first param is 8-bit, instead of 16-bit. It is possible that affect vars too, but like you said AKAO is never used with variables.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-03-01 21:38:51
is akao2 ever used with vars?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: myst6re on 2016-03-01 21:40:07
As I know, no.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DLPB_ on 2016-03-01 21:48:37
I think it was added in case... but it really is redundant, because sounds and musics can always be set based on "if" statements.  I can't think of a time where you'd want the parameters set using vars.  It would become very confusing, very fast.

Perhaps it's best to just skip argument 1-6 and hide them - or give an option to show them?  They seem to just get in the way.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DynamixDJ on 2016-03-02 22:52:24
If it's possible, could you increase the character limit within the Variable Manager from 50 to say, 60? it would really help me to map out each bit of every variable, without it looking like a convoluted mess on the screen.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: sithlord48 on 2016-03-03 12:31:08
how does a limit of 255 sound?

and done : https://github.com/myst6re/makoureactor/pull/42
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DynamixDJ on 2016-03-03 21:29:59
Thanks! Now I can make:

$1~36 [0HiP 1EcS 2Ptn 3Eth 4HiP 5Ptn 6Ptn 7HiP]

Appear as

$(1~36) [0~HiP 1~EcS 2~Ptn 3~Eth 4~HiP 5~Ptn 6~Ptn 7~HiP]

Still looks a mess on screen, but much less of a mess than previously; I can definitely work with this, although I'll probably end up changing the visual format again at some point!

Much obliged
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: sithlord48 on 2016-03-04 19:45:33
@ DynamixDj . i have some notes from my run thru of the vars (mostly looking at the field items) they might be of use to you . you can view them here https://drive.google.com/open?id=0BxqH9L8_Qubjak1SMzVoUDRyeEk
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
Post by: DynamixDJ on 2016-03-04 21:34:52
Hey Sithlord, thanks for that, it'll definitely come in handy. I like how you've noted which field scripts the events/item occurs on. Naturally I'm currently using the savemap (http://wiki.qhimm.com/view/FF7/Savemap#Save_Memory_Bank_) that you referred me to a while back as my bible, however there are many blanks, and a few in-corrections. Obviously I can work out for myself what's happening by staring at Mk Rc long enough, but it's nice to have a 2nd reference; I intend to create my own savemap and stick it in my guide. (http://www.neoseeker.com/final-fantasy-vii/faqs/1733032-dynamixdj.html)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-03-05 17:12:51
Download Makou Reactor 1.7.0 (https://github.com/myst6re/makoureactor/releases/tag/1.7.0)

(http://image.noelshack.com/fichiers/2013/30/1374939876-logo-shinra.png)

Changelog:
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-06 19:40:02
Might be some serious issue with your archive importer. I deleted Lastmap then added a new Lastmap - and all other fields are broken.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-03-07 17:48:53
Okay, I'll find why. :(

Edit: I can't reproduce...
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-07 20:40:57
Hmmm  well, it def did it with me.  I think did it with Spy_Dragon too.  Weird.  Anyway, I keep backups of everything in multiple places.  So I am not planning on suing.  :-D
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-03-07 21:25:41
I tried to remove a field and add a different file (with different size) and save, I also tried to remove, save and add, save.
If it happened, is that the bug exists. Is it appeared with v1.7.0? With the beta? Before?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-07 21:31:43
The latest release above 1.7.  I removed LastMap, Added new.  Saved.,  And then all other fields were empty.  I will try to do it again and send you the file and the flevel
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: genesis063 on 2016-03-08 00:19:23
I had a similar issue with older ones as well.  If I remember what caused it i'll edit this post.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-10 05:53:52
Also, Expand all lines by default is not working properly.  When I switch away from a script / talk etc, some lines close off again. Haven't tested much, but certainly you can see this on talk script
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-11 10:24:05
Is it normal that junonl2 starts at background parameter 16?  Is that just how they did it?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: spy__dragon on 2016-03-11 10:47:11
Hi, I have a problem... I don't get how to solve on psx version in the field junbin4.
I removed Barret from party while is hadcuffied and Cait Sith fights alone. After battle, I added again Barret but it doesn't display his model. I tried to display his model in the script but I don't get it.

This fix I did if it works proplery in PC version. Does have a problem in psx version about the command remove and add party members?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: genesis063 on 2016-03-12 01:49:30
I unfortunately I have bad news.  The model bug has just popped up for me.  It came out of nowhere it was working correctly now just out of the blue they stopped moving then tried to reopen and then it overlap each other again.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: vayneruel on 2016-03-12 09:27:26
I have the same problem spy_dragon, i solved this when the battle ends jump to other map and then jump to the first map, the field models appears.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: spy__dragon on 2016-03-12 10:01:53
That method is a mess in my point of view because you need more scripts to come back and come back again in the same place.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: jusete on 2016-03-15 22:47:06
Hey myst6re, I can not run the new makou version in w10 64 bits. Double click in the exe and nothing. Any ideas?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: genesis063 on 2016-03-16 01:59:55
Loaded the dll in the right folder?  Should still be in the sys32 folder or something like that.  You should be able to find how to do it easily on Google.  It works fine on my end.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: jusete on 2016-03-16 14:03:08
Hi! Which dll I need to put in that folder? I copied all dll that comes with the program in system32 and syswow64 but makou still not run.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: genesis063 on 2016-03-16 14:42:25
You'll have to run the cmd and install it that way.  Look up the guide on google and be sure to run as admin.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: jusete on 2016-03-16 16:27:54
I tried to register the dlls but regsvr32 gives me an error with all of them. I ran cmd  in admin mode
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-03-16 21:41:37
Hey myst6re, I can not run the new makou version in w10 64 bits. Double click in the exe and nothing. Any ideas?

If that is an error with dlls, you should see an error message. Try download vcredist_x86.exe (x86 because MR is not a 64-bit application) on microsoft website and run it.

If if does not work, modify/create the file Makou_Reactor.ini and add the line "OpenGL=false" to disable OpenGL.


Oh, and that is not needed to move dlls in another folder.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: jusete on 2016-03-16 21:53:57
If that is an error with dlls, you should see an error message. Try download vcredist_x86.exe (x86 because MR is not a 64-bit application) on microsoft website and run it.

If if does not work, modify/create the file Makou_Reactor.ini and add the line "OpenGL=false" to disable OpenGL.


Oh, and that is not needed to move dlls in another folder.
thanks for the tips myst6re but I can´t install vcredist_x86.exe and I created the line "OpenGL=false"in the .ini but still not working
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: genesis063 on 2016-03-17 17:06:01
I found some applications just plain dont work on this new windows.  There should be a way to use the old ones on here.  You can always get a emulation for the older ones.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-03-17 21:50:20
Windows 10 is not an issue.

thanks for the tips myst6re but I can´t install vcredist_x86.exe and I created the line "OpenGL=false"in the .ini but still not working

Why vcredist_x86.exe cannot be installed?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-17 21:54:14
Hi Myst6re.  Seems that the model viewer does not load Kaldarasha's models properly. Parts of the models are missing.  Can this be fixed?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: sithlord48 on 2016-03-19 13:09:15
can you link the model pack so we can easily find the models to attempt to fix (our search sucks alot as im sure you know)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DynamixDJ on 2016-03-19 15:32:28
Some of the field names do not match up with the names given to them in MR - field IDs 88 - 91 (Gelnika) i.e. "qa" should be called "q_1".
I'll list any more that I find
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-19 17:59:02
Compared to what? QA must be correct because it is listed in the main index and that's what the file is called in flevel.lgp.  If it were wrong, the game would not load the file. 

@sith - I'll supply the files later.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DynamixDJ on 2016-03-19 18:37:53
Goto the "miscellaneous" tab for "qa" and you'll see that field name is "q_1". Also, look in BC, it's called q_1 there too.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: Ansem on 2016-03-19 19:01:55
It was called q_1 and so forth in the PSX version. The PC port renamed some of the fields. As for the the name tab in the misc window... I think that's irrelevant for the game itself.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-19 22:37:11
@dynamix:  The flevel files are named correctly.  They are named that way by index and by the actual file inside flevel.lgp - which is what the index references. If you extract the archive you will see this.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DynamixDJ on 2016-03-20 00:29:09
Yes, looking at the flevel.lgp that came with the Steam version, I can see that the names within MR do correlate to the names within the archive, Ansem is correct; when I opened my NTSC PSX version the names were q_1, q_2 not qa, qb.

So, what that means is that the field names are displaying correctly on the main tab within MR, however the field name within the "misc" tab are displaying the previous versions field name (previous FFVII version, not previous MR). The only reason I spotted this is because I'm citing which map each enemy formation appears on, and it's safer to copy and paste from the misc tab than it is to copy it visually; at least I know that it is down to a platform variation!!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-20 03:09:41
@Sith

Here is an example.  This is Cloud and Sep, and you'll see what I mean.

https://drive.google.com/file/d/0B3Kl04es5qkqRkVMTUpyem8wZDA/view?usp=sharing
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-03-20 12:45:11
Goto the "miscellaneous" tab for "qa" and you'll see that field name is "q_1". Also, look in BC, it's called q_1 there too.

I use filenames from lgp archive by convenience. The reason why fields are renamed in PC version is related to LGP format.

@Sith

Here is an example.  This is Cloud and Sep, and you'll see what I mean.

https://drive.google.com/file/d/0B3Kl04es5qkqRkVMTUpyem8wZDA/view?usp=sharing

Do you play the game with these directories or with a repacked char.lgp?

Edit: Ok I reproduced the bug, thanks for the report.
Edit2: Kaldarasha uses Vertices with type = 0 (http://wiki.qhimm.com/view/FF7/P#.P_File_Header), I did not allow that.

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: Kaldarasha on 2016-03-20 16:00:17
How can we correct that? Because it's kimera which is writing the models data. Does it have an effect ingame?
I would like to experiment with the different Vertices types.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-03-20 16:03:40
The game always uses the 1 value, but when VertexType is 0, the rendering is the same. I modified makou to accept that.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: Kaldarasha on 2016-03-20 16:17:37
The game always uses the 1 value, but when VertexType is 0, the rendering is the same. I modified makou to accept that.

Well I would love to test it because we have a problem with the blend mode ingame (Sephiroth hair is to visible seen from the front). If I remember it right, the converted models from battle to field were displayed correctly, but after a recolor of these models the bug does occur.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-03-20 16:39:27
Open p files in a hex editor, and change the value at offset 0x8 like the image below.

(http://image.noelshack.com/fichiers/2016/11/1458491890-2016-03-20-17-37-59-hxd-c-program-files-square-soft-inc-final-fantasy-vii-data-field-charmod-aa.png)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: spy__dragon on 2016-03-21 16:59:39
Myst6re, I have a question.
I repaired the field "lastmap" background PC version, why doesn't hide the state? It does have something special that map or special functions in PC?

Edit:
In 98 PC version crashes when the first white light apears, only I repaired the background.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-03-21 18:41:06
I guess there are changes in scripts (that is not what DLPB said?), and some opcodes are not fully implemented in PC version.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-21 20:27:11
It's clear that the PC version is knackered in this regard.  Nevertheless, it should be possible for someone to edit the field file a different way and get it working.   That's assuming that the Z values are correct.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-31 00:43:52
I am not sure I know what this is doing - but it does look like another script error to me.  The code doesn't look right and it has got one part cancelling out the previous instruction.

See nivl_b1 and nivl_b12

Shade1 - Shade8

Is this supposed to be making the fire look like it's changing the light in areas?  It doesn't seem to be working at all if so.

See shade4 - s0main > Instruction 13 

That's got to be an error (and other shade's have it too)?

But even the < 62 and > 48 doesn't seem to be logical to me given how that's all working.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: sithlord48 on 2016-03-31 12:24:16
Code: [Select]
Load the palette #9 in the position 24 (color count=64)
Wait 4 frame
Label 1
If Var[5][11] < 62 (else goto label 2)
Var[5][11] = Var[5][11] + 1 (8 bit)
Multiply RGB(Var[5][11], Var[5][11], Var[5][11]) on the colors in a palette (sourcePal=24, targetPal=28, color count=64)
Copy palette (sourcePal=24, targetPal=28, color count=1)
Load the position 28 in the palette #9 (color count=64)
Goto label 1
Label 2
If Var[5][11] > 48 (else goto label 3)
Var[5][11] = Var[5][11] - 1 (8 bit)
Var[5][11] = Var[5][11] + 1 (8 bit)
Multiply RGB(Var[5][11], Var[5][11], Var[5][11]) on the colors in a palette (sourcePal=24, targetPal=28, color count=64)
Copy palette (sourcePal=24, targetPal=28, color count=1)
Load the position 28 in the palette #9 (color count=64)
Goto label 2
Label 3
Goto label 1

it seams fairly logical to to me .. allow me to explain.  (at least how it should work , does not be cause they set [5][11] to 66 )
1. Goto used as loop controls (oh my HS comp sci teacher would be pissed he hated when we used goto)


[5][11] starts at lest say 0. if we look at the logic flow heres whats going on ..
for the first 62 loops the top condition will be true [5][11] will be less then 62

on the 63rd loop [5][11]=62  so the first condition will fail
from loop 63 onward the second condition is true. [5][11] is indeed greater then 48.
since the second condition never changes the value of [5][11] it just become the came color over and over..

yeah its bad logic but its not the first time we have seen it and we don't know maybe after 62 loops we no longer want the change any more ..  this script is of course completely broken due to the value they set [5][11] to in s0-Init.

change in the scripts Init the value to 0 and see what happens in game...
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-31 12:27:38
If you look at some of the other shades they have

Var = var - 1 (8 bit)


They have the - var.  But NOT the + to go with it.

I mean:

Var[5][11] = Var[5][11] - 1 (8 bit)
   Var[5][11] = Var[5][11] + 1 (8 bit)

is just cancelling itself out, which the other shades don't do. (Check shade 1)

I'll change what you said and see.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: sithlord48 on 2016-03-31 12:29:38
shade 1 and shade 2 are the only shades not doing that

Var[5][11] = Var[5][11] - 1 (8 bit)
   Var[5][11] = Var[5][11] + 1 (8 bit)

btw im looking at psx copy.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-31 12:34:57
They're identical anyway, I checked.

I don't see any change by making the init var 0.  Unless this shade business is broken in PC completely?

edit.

There doesn't seem to be any flickering in the PSX version either.  Clearly, that code is meant to make the fire seem more real - and it's failing.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: Sega Chief on 2016-03-31 21:55:40
Was there ever an option to auto-adjust every text window in the one go? I could have sworn I saw something like that in Makou before but can't find it now.  Or am I thinking of Loveless?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-03-31 22:04:07
Touphscript can do it. Just decode > encode.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DynamixDJ on 2016-03-31 22:58:44
When I first downloaded MR I thought that the "script editor" option tick-box within the configuration tab did exactly that. Now I realise that this option just expands the script tree by default. Perhaps you made the same error as I in thinking that this tick box was regarding the dialogue boxes (as it is placed directly underneath the Text Editor options)?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: Raziel80 on 2016-04-01 15:32:31
Error message on start: "Makou_Reactor.exe is not Win32 program". Error in the version 1.7.0, but version 1.6.5 works. File makoureactor-1.7.0-win32.zip downloaded from github. ( OS Windows XP sp3 ).
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: Sega Chief on 2016-04-01 18:54:16
Touphscript can do it. Just decode > encode.

Will it work on a modded game? I thought it was for reunion/default script only. I'll give it a shot.

When I first downloaded MR I thought that the "script editor" option tick-box within the configuration tab did exactly that. Now I realise that this option just expands the script tree by default. Perhaps you made the same error as I in thinking that this tick box was regarding the dialogue boxes (as it is placed directly underneath the Text Editor options)?

Maybe that's what it was. I hope touphscript can help otherwise I'm gonna lose a lot of time.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-04-02 15:21:24
Looks like I was right...

If you remove the addition operation in nivl_b1 shades, you end up with fire that has extra fading effects.  I think the programmer just made an error by leaving the addition.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-04-02 15:38:14
Error message on start: "Makou_Reactor.exe is not Win32 program". Error in the version 1.7.0, but version 1.6.5 works. File makoureactor-1.7.0-win32.zip downloaded from github. ( OS Windows XP sp3 ).

I'm afraid MR is not compatible with Windows XP anymore :(
If it is really needed, I can make special builds for this OS.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-04-02 16:09:43
A few more corrections:

1. Animation (loop) / Animation 1 / 2 etc isn't stated in the script window - so you can't tell what it is until you double click on it.

2. Eyes Open / closed  seems to have a huge array of default values.  The correct way to open / close eyes is only 4 parameters, and usually begins 2 2 0 0 to close.

3. Currently, you cannot copy paste script from one map to another.  It would also be good if you could copy paste between different instances of Makou Reactor.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: Ansem on 2016-04-02 22:03:17
3. Currently, you cannot copy paste script from one map to another.  It would also be good if you could copy paste between different instances of Makou Reactor.

I must agree. It would be an awesome feature, and would most likely ease a lot of frustration with moving scripts about.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: Kaldarasha on 2016-04-05 06:20:51
More or less this is what I mean to be able to export and import text scripts in/from a text file. This way we could make templates and are able to share script fixes or improvements more easily.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-04-06 23:58:45
Just noting for documentation purposes and maybe you'll need this too Mystere:

The fade (6b) speed is basically seconds = 256 / speed /  30 (30 because this is field frames in one second)

So when speed is 1 (slowest)  you get 256 / 1 / 30 = ~ 8.5s fade in.

The fastest fade in would be 1/30 of a second. One frame (by setting speed to 255).

Fade out probably works along same idea.  A lot of this has hard-coded initial values.  For example, the 256 above is set there (I think always set to this).

For mem addresses see functions 63B464 and 63B84B
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: Amber on 2016-04-08 15:38:01
So the background of lastmap is fixed in the viewer but not in game?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-04-08 19:10:45
We're not sure if it really is "fixed"  - but for whatever reason lastmap and fr_e will not work correctly in game.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-04-08 23:04:24
You have "music lock / unlock" as "on / off" as the main drop down title.

Your music IDs are all offset incorrectly by 1, because you have two zeroes at the start of the list.  Unless this is how it is in script?  It isn't in memory - the correct ID shows up.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-04-16 08:32:09
Bug.  Akao drop down menu isn't working right.  I can't change the operation.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-04-17 12:59:01
Me again.  2 issues.

1.  I am not sure "priority 1/6 etc" is the right description for what is happening.  As far as I can tell, there are simply a number of slots available (7?).  When one is taken, another call to it cannot be made. This should really then be called "Slot 0" "slot 1" etc?  Is this how it works?

2. Makou crashes if you delete a script AFTER reloading flevel.  So - open flevel - open another flevel - delete script (or delete certain entries)  = crash.  It always happens.

I am going to go through Makou at some point and make an extensive list of issues.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: Sega Chief on 2016-04-21 22:37:01
Got a request; is there any way for copy-pasting scripts/groups to be possible between two separate flevels?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-04-21 22:37:35
Got a request; is there any way for copy-pasting scripts/groups to be possible between two separate flevels?

Already asked :P It is possible, but I hope it is implemented ;)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-04-24 20:13:19
That is a regression since the 1.7.0, I fixed it for the next release.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-04-25 15:04:18
Another request: Find (trace back and forward) the called script with a shortcut [this includes scripts that are called by "Execute script #0 in extern group associated with the character #0 " for example].

So that it's easy to instantly traverse the scripts - what called what.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: myst6re on 2016-04-25 15:09:53
DLPB: like alt + click on the opcode?

Okay, time to summarize feedbacks:


And here is the current changelog for 1.7.1:


Is that all? I will update the issue page on Github (https://github.com/myst6re/makoureactor/issues)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
Post by: DLPB_ on 2016-04-25 15:33:50
Seems so - although copy paste scripts between makou instances would be good also.  I'll do a much better compilation of bugs / issues after the next release.

Oh and the whole "trace" for lines and so on.  Should just be "Enable line" "Disable line"
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: myst6re on 2016-04-30 14:21:57
Ok guys, the 1.7.1 version is now online: https://github.com/myst6re/makoureactor/releases/tag/1.7.1
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DynamixDJ on 2016-04-30 16:27:25
Excellent, now we can copy scripts between Makou reactors!!   ;D

I meant to ask this earlier, in previous version we were able to drag the scroll bar to the right if the line of script exceeded the window width, however I'm not able to do this anymore. instead I have to double click on the line to read it in full. It would be better if I could drag the scroll bar along again, as I have each bit mapped out within the variable manager, and this occupies a lot of space!

Other than that, excellent work!!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-04-30 17:12:37
Excellent.  Well done, dude.

I'll do a thorough bug test of Makou reactor soon and keep you posted.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Sega Chief on 2016-04-30 17:35:03
Sweet, thanks myst!
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-04-30 20:04:13
This post was to wrong thread.  :P
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-05-07 21:43:17
One quick problem with latest copy paste... the "else go to label" with "if then"  don't get saved. They end up 0.  The Goto Labels don't get saved either. Makes copy pasting very confusing and time consuming.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: myst6re on 2016-05-07 21:49:22
 :oops: sorry for this bug. I'm not currently available to fix it, maybe in few weeks.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Burnt Lasagna on 2016-05-11 17:51:48
Hey, I'm editing the PSX version and I wanted to know if there was a fast way to Autosize all text windows (the entire field directory)? I seem to only be able to do it individually.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-05-11 20:45:11
Use touphscript tool.  Use decode encode and it will do it for you.  You can also set it to strip out unused texts and scripts.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Burnt Lasagna on 2016-05-11 21:44:51
Use touphscript tool.  Use decode encode and it will do it for you.  You can also set it to strip out unused texts and scripts.
Doesn't touphscript only work for the PC version?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-05-11 22:05:48
Doesn't touphscript only work for the PC version?

....

Sorry.  Back from tennis and knackered out.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Burnt Lasagna on 2016-05-12 20:39:52
Well if Makou Reactor currently doesn't have this feature, may I suggest adding a feature in the "Miscellaneous operations" section for a "autosize all windows"? That would be a great edition.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: myst6re on 2016-05-12 22:22:22
Asked enough to be implemented :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Burnt Lasagna on 2016-05-13 20:05:17
Asked enough to be implemented :)
Thanks  :)
This is a fantastic tool by the way! Makes editing the script incredibly simple.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: genesis063 on 2016-05-26 02:20:26
Where is the option for it?  I do not see it in the options anywhere that I can open.  Is it coming in a new release or a small update?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: myst6re on 2016-05-26 17:56:48
Small update later, maybe next week :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Kaldarasha on 2016-05-26 20:09:43
Is it possible to move the models on the walkmesh when creating a position instead of typing in the cords (maybe as a advanced option)? Ideally it has the walkmesh placed over the BG.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Ansem on 2016-05-26 21:24:32
Is it possible to move the models on the walkmesh when creating a position instead of typing in the cords (maybe as a advanced option)? Ideally it has the walkmesh placed over the BG.

I second this. Also if the move model command could be given a target position in the same manner.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-05-26 22:55:50
Is it possible to move the models on the walkmesh when creating a position instead of typing in the cords (maybe as a advanced option)? Ideally it has the walkmesh placed over the BG.

That is an awful lot of work and it wouldn't do you much good.  You are better off using Ochu where possible, which can change all field models positions and while in game. There is no way changing positions on the walkmesh can be beneficial.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Kaldarasha on 2016-05-27 05:57:05
I'm better to use only one program if possible. I have enough work with Bitrun, pCreator, Blender, 3DWings and Kimera only to edit a model. The benefit is that it is possible to make complex movement scripts in a much faster time. With Ochu I have to start the game, have to make a plan how the route does look that a certain NPC is walking, have to write down the cords and then I have to take them over to MR into the script. If everything is good I like the result, if not (which is most likely) I want to change certain positions which let me do the whole thing again (if I'm lucky I don't need to reopen FF7 because I have foreseen that this will happen). If I can edit the (movement)position visibly I spare simply time and have more time for the creative process. And because we all do moding the game in our spare time (which is currently for me near zero), a time win and less complex method will bring us more advanced mods.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-05-27 09:10:10
But how are you going to know where to place the characters etc if you have no in game reference?  Doing it on a walkmesh is futile....  you dont have any visual reference? Seems like it be a lot of confusion, but you seem to have it figured.  8)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: myst6re on 2016-05-27 09:25:41
I agree that would help a lot. I add a task on GitHub (https://github.com/myst6re/makoureactor/issues/49)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Kaldarasha on 2016-06-10 20:12:28
I currently investigating the light setting in the model loader. I absolutely sure that not everything is a color but coordinates from where the light comes. At the moment I only can say that the color in the right is setting the models global light color.

Edit1:
So I made the whole list white (except the last color at the right) and the model has no light shading. So I started to give the model its correct color settings back step by step. I only changed the first two and get an effect. That's what I have found:
(http://i.imgur.com/LyE1zzd.jpg)
(http://i.imgur.com/ntIubNX.jpg)
The first defines the color while the second defines its source as well as the third.
It probably has that structure
1 color - direction one - direction two (maybe decides if far or near)
2 color - direction one - direction two
3 color - direction one - direction two
4 global color of the model
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Kaldarasha on 2016-06-10 21:13:44
And here is my request.

At first change the light section to the color groups and their directions. Second add to the model viewer the three lights to see the effect immediately (also add a way to rotated around the model.

I assume that the ambient light can change the 3 lights and the light shader the global color of the model.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-07-30 16:25:24
Anyone know how opcode 7f  (http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes/7F_RDMSD)works?  I assumed that if I set the generator to a certain number that all random numbers generated by opcode 99 would then follow a pattern.  But this doesn't seem to happen.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: sithlord48 on 2016-07-31 14:45:11
"Seeds the random number generator used by RANDOM. The lower four bits of the arguments are used as the seed value by altering the offset used to take a value from the table of pseudo-random numbers. "

try setting only the lower 4 ?  it does seam that it should allow you to get a pattern as you will ge setting the seed. unless they are also using some cycle count or time check when making the random numbers.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-07-31 14:55:26
I think the latter might be how it's working.  But I use Ochu with my save states - that can reset all vars to exactly as they were... and it still changes. So maybe other things to consider other than vars / time.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: KakCAT on 2016-08-03 19:49:36
Hi!

first of all, thanks for this program. As an old-skool 'debug your favourite games' guy it's the best tool I've ever met :)

I wanted to ask a question about the script/events for the groups. For what I've seen there's two kind of groups, the "normal" ones (with init, main, when being field model talk, contact, and a number of scripts).

The other groups are usually of type "line" . The scripts in this "line" type are Init,Main, [OK], S2-Move, S3-Move, Go, Go1x, Go away , and scripts.

I suppose the 'line' group is to in example, mark exits or executing actions when reaching certain region, like in example climbing stairs.

My questions are

1) is the 'line' the only type of group with those scripts/events? Is there, i.e., polygon, or quad with the same events as line?

2) What is the meaning of [OK], S2-Move and S3-Move?  Main and Init are obvious, and if I'm not wrong, "Go" is to be run whenever the player is over that line, "Go 1X" is to be run the first frame the player is over that line, and "Go Away" is to be run the first frame the player is not stepping over the line after at least one frame stepping over the line. (feel free to correct me if those are not the meanings too)

Thanks! :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-08-03 19:58:30
From what I can see S2 and S3 are the same thing.  They will be repeatedly fired when you move over the line.  Go-1x is only initiated once until you move away, which is Go away (seen with Save Points).

Very little information is available on all this, so do some testing and come back and tell us.  I'd be happy to know too.  I've done a bit of testing with lines, but nothing in-depth.  Lines use certain scripts for these specific functions.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: jusete on 2016-08-18 13:23:38

Hey guys, do you know How to ask for materia in the inventory? I want to create a event that needs a specific materia in the inventory but I don't know How to do that.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Kaldarasha on 2016-08-19 10:43:08
Add module -> Party and inventory -> Amount of Materia.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: jusete on 2016-08-19 11:52:24
Thanks kaldarasa. I tried that one you mean, but don't works. I want to active a script when cloud cross a line with 3 conditions: yuffie must be in the party, cid must be in the party and you should to have bahamut zero in the inventory. With the first and second condition works perfect but I dont know How to figure out the last one.

I'm modding the Pc versión

Enviado desde mi D6503 mediante Tapatalk
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Kaldarasha on 2016-08-19 11:55:51
Look how they have done it to get the master materia.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-08-19 13:29:11
You have to look at what variable is set when Bahamut Zero is collected. Do what Kaldarasha said.

Also, this thread is not for queries like this, really.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: jusete on 2016-08-19 15:31:21
Sorry about that, dlpb. And Thanks for the answers, guys. I will try to do that you mean.

Enviado desde mi D6503 mediante Tapatalk

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-08-23 19:37:05
Info:

Modules - Display a Menu -

"Menu 22" is used to determine if certain materias are available in your inventory.

Parameters:

0: Are all Magic materias present in party's inventory and are they mastered?
1: Are all Summon materias present in party's inventory and are they mastered?
2: Are Command materias present (those that can be fused) in party's inventory and are they mastered?
3: Are Bahamut and Neo Bahamut materias present in party's inventory?

Number 3 could have been done without the need for a dedicated operation by using the vars that are set when you gain Bahamut and Neo Bahamut, but they chose to do it this way on field bugin1b.

The result is placed into var [15][111]. If [15][111] is 0, then the result of the above conditions is false. Obviously [15][111] has to be set to 0 before the operation is called.
 
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: myst6re on 2016-08-23 21:44:27
Thanks DLPB :-)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-08-24 08:52:57
Additionally, Menu 23 removes the materias (once you have fused them, Menu 23 is called with the same parameters to remove the Mastered materias).

So Menu 22 - is a check, as stated above.  And Menu 23 is "remove Mastered materias that were fused". 

I am not sure why Menu 23 is called for Bahamut Zero - since Neo and Bahamut are not removed from the inventory - and do not need to be Mastered.  Perhaps at one point this was going to serve that function.  So Menu 23 parameter 3 is redundant.

Well, Menu 23 Parameter 3 does add the Bahamut Zero to your inventory, but you could do that with the normal function.  Worth noting that Menu 23 does also add the Master Magic, Master Summon, Master Command, and Bahamut Zero materia to your inventory - but before it removes the mastered materias :P Which is backwards and leads to the issue of losing all your mastered materias for nothing if your inventory is full.

An issue I have fixed with additional check.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-09-14 21:03:47
I've decided to try and work out what the unknown akao operations are by just forcing the function to be called in assembly.  The latest confirmed is operation 0x10.  It is a "Play music" operation. You don't need music to be set for a field in order to play music. Operation 0x10 takes the first parameter as the music ID (which is -1 compared to the field music IDs... because there isn't two "none". In other words, "Farm Boy" is ID 0x20 (32) and not 0x21 (33). )

If you search function call 00740D80 you'll see that this is akao (and you'll see that there are a lot of calls made to akao from hard code - including the Game Over music volume set). It is fed in 9 parameters.  If the desired music is already playing, no change will be made.

The music play is especially important to begin the credit music at game end (as well as other musics that have to be set, like the opening credits).  You can see this at 7A79B2.

The world map music is set at 75e61a. You can see it pulls the ID from a table (the Great Crater music, the 2nd world map music - post Meteor - is at 96D5A0).

0x10, 0x14: Play music assigned at parameter 1. Both of these are exactly the same operation.
0x18, 0x19: Play music assigned at parameter 1, but resume if previously played (if the music has been played before, carry on from last point). This will work even if the module changes from field to world map (and is probably remembered regardless of module). 0x18 and 0x19 are exactly the same operation, so just make Makou have one operation, rather than two.

The world map music uses 0x18, because it has to resume.

0x00 to 0x0F don't exist. The funtion actually deducts 16 (0x10) from the first parameter immediately :P So basically, 0x10 is the first ID that can be used.

Also, the main operation to be carried out occurs at 740DB9. From that you can also see which operations are just calling the same part.

Confirmed as doing nothing (function jumps to end). These can safely be removed from Makou Reactor:

0x11, 0x12, 0x13, 0x16, 0x17,  1A - 1F, 2C -  2F, 31 - 97, 9E - 9F, BE - BF, C3 - C7, CB-D3 - EF, F2 - FF.

Additionally, these are all the duplicates:

0x10 is the same as 0x14  [Note - this is also what "Play Music" Opcode F0 does. It just calls akao with this operation].
18 is the same as  19
20 is the same as 24
21 is the same as 25
22 is the same as 26
23 is the same as 27

I have checked these against the wiki.

On the wiki it doesn't show 0x30 as used - but it is.
0x30 plays a sound effect - but always centred panning. It takes parameter 1 as the effect ID (whereas 0x28 - 0x2B use the first parameter as the left / right balance, and the 2nd parameter as the effect).  It does not appear to be using Channel 1 - 4, which means this could be considered channel 5? It should be noted that there appears to be no way to stop this effect once it has started. You can change to another effect, but effect #0 will not silence it.  My guess is that 0x30 is meant to be used when you have an ambient sound effect in the background that isn't ever meant to be terminated.  Leaving the field module will terminate it, same as any other effect.

0x20: Play a sound effect (will be terminated if another effect is played on channel 1-4) [param1=Panning, param2=Effect ID]

This *seems* to be the same as 0x28 with one major difference: If any other sound effect is played from Channel 1-4, the sound effect playing from 0x20 will be terminated. So this one, as far as I can see, is simply a "play effect - but terminate if ANY other effect is played". However, 0x30 will not affect this.

0x21 - 0x23 do the exact same thing as 0x20, except they take in additional parameters. What these parameters do, I don't know. I can't get anything to sound different by using them. They may be broken on PC - or simply serve no function.

0xC8, 0xC9, 0xCA have been completely removed from PC version, but are still needed in Makou as per PSX game.


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

I have updated the Wiki.

Finally: 0x15.  Not sure what this does.  But at 740E49 it is jumping to Aali's driver. So he'd have more idea. It does not take any parameters.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-09-24 13:01:16
Request:

When scripts change or are deleted, Makou defaults to a script that exists. This makes debugging very difficult and leads to issues.  If a called script no longer exists, it should stop Makou from saving and warn user.

This should also be the case when a script is called but is totally empty (i.e., no ret).
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: pating on 2016-09-24 14:21:18
I know, I might be wrong in doing this . But is there something that completely fix the bugs in FFVII in the PSX versions? Because I only saw one which is the Mdef thingy. And I already got it. I currently thinking if first with your help guys we might able to fix all the PSX versions bugs and then go with the retranslations and anything. Sorry if I interrupted anything here in the post. I admit when I saw the list of bug fixes in here I felt a little bit unsatisfied because well like you guys I believe Final Fantasy VII is a great game to play.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-09-26 03:27:22
See The Reunion thread.

in other news, something interesting I spotted.  If you remove the return from the contact script (and all other code), the talk script becomes a contact script instead. So far I have spotted this used on  nivl_b1.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-10-05 04:58:31
Opcode CA - Party Change.

Currently you have 254 and 255 as "Empty" - but this isn't true.

254 empties the slot, but 255 simply moves the other character that is currently in the party. So "Ignore" is probably a better description for 255.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: myst6re on 2016-10-12 19:29:20
Wow thanks DLPB for these contributions!

Request:

When scripts change or are deleted, Makou defaults to a script that exists. This makes debugging very difficult and leads to issues.  If a called script no longer exists, it should stop Makou from saving and warn user.

This should also be the case when a script is called but is totally empty (i.e., no ret).

There is no way to delete a script, so I assume you mean group script?
Yeah when a group script is removed, I update opcodes with greater group ID, but I don't warn user about opcodes that still reference the deleted group.
This is the same mechanism as when a text or a akao/tutorial is deleted.

Also warn the user about completely empty scripts is a good idea, but I remember that somewhere in the original game data there is at least one reference to an empty script, and that's not really an issue.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-10-12 20:23:24
I only say warn so that the user knows they've made a change they potentially did not want.  It's true that scripts are ignored if empty.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: DLPB_ on 2016-10-18 09:25:35
https://s3.postimg.org/7m7t628oz/untitled99.jpg

When optimizing code (from if then statements) Makou gets confused where to branch and this happens.  If it can't be worked around in a good way, perhaps an option to disable branching - or a new way to do it is needed., At moment I cannot edit further down at all.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: genesis063 on 2016-10-23 12:19:36
Is it possible to get an export all music option?  Since we know what the battle music is in and how to change it and add it would save a lot of time exporting it all one at a time.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: myst6re on 2016-10-31 19:15:37
Is it possible to get an export all music option?  Since we know what the battle music is in and how to change it and add it would save a lot of time exporting it all one at a time.

There is an "export all sounds" in AKAO format. Go to "File -> Mass Export...". You want an option to export only sounds used as battle music?

And here is my request.

At first change the light section to the color groups and their directions. Second add to the model viewer the three lights to see the effect immediately (also add a way to rotated around the model.

I assume that the ambient light can change the 3 lights and the light shader the global color of the model.

I'm working to your request, I found a different structure:


(two colors of 3 bytes each => three directions of 2 bytes each)

I'm not sure about direction for now, but I think it is the source point of each light.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: genesis063 on 2016-10-31 20:25:52
There is an "export all sounds" in AKAO format. Go to "File -> Mass Export...". You want an option to export only sounds used as battle music?
No that is fine I nearly forgot that it was an option there but if a bunch of other people want then do it if you like.  However if it works there then just leave it that way.  I was planning on throwing together a video guide on modding and these tools anyway and it will be covered how to do it there.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: Kaldarasha on 2016-11-01 06:47:48
I'm working to your request, I found a different structure:

  • Color - direction A - direction B - direction C
  • Color - direction A - direction B - direction C
  • Color - direction A - direction B - direction C
  • Global color

(two colors of 3 bytes each => three directions of 2 bytes each)

I'm not sure about direction for now, but I think it is the source point of each light.

Awesome, with this we could make some interesting light effects.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
Post by: myst6re on 2016-11-12 19:15:37
Ok, new minor release, the light preview isn't ready yet.

Download Makou Reactor 1.7.2 (https://github.com/myst6re/makoureactor/releases/tag/1.7.2)

(http://image.noelshack.com/fichiers/2013/30/1374939876-logo-shinra.png)

Changelog:

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2016-11-13 03:17:19
Cheers Mystere!  That's helped a bunch.

May I also suggest just getting rid of "long jump / short jump" and always force long jump (totally remove the short jump option)?  It's a total annoyance to have to keep changing to long for the sake of an extra byte.  Much better and easier to force all new jumps to be long.  This may also transfer across to akao... all new akao could easily be akao 2.  And Any other silly 8 bit v 16 bit can be forced to 16 bit when new.

There really isn't any good reason to have both 8 bit and 16 bit.  The savings in space are negligible. The only reason they are even there is because Square panicked, thinking that they were making the game for a cartridge and needed every byte.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: genesis063 on 2016-11-13 09:53:55
Is the resize all windows feature in now as well or did that have to be scrapped?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2016-11-13 16:35:11
Is the resize all windows feature in now as well or did that have to be scrapped?

I've completely forgot, sorry, for the next release :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: genesis063 on 2016-11-13 17:27:33
No problem just figured I ask about it no hurry.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2016-11-14 06:57:56
I think current descrip is cluttered. A much better way would be to change the actual side titles depending on operation.

https://s22.postimg.org/lap55bwht/1234566666.jpg

Also, your akao list still has 0-255 listed... probably by accident.  I haven't checked akao2 but this is probably the same.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Roxas on 2016-11-25 03:11:59
Love this tool! Excellent work.

Request:
Would it ever be possible to implement a feature to view the background animations in action? Also to adjust the alpha levels?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2016-11-27 09:12:28
Request:

Possible to add option to change certain characters to controller / key input for The Reunion? I use font characters:
http://wiki.qhimm.com/view/FF7/Text_encoding

Up = BE
Down = BF
Left = 93
Right = 94
X = 95
Square = 96
Triange = 97
Circle = 98
L1 = 99
R1 = 9A
L2 = 9B
R2 = 9C
Select = 81
Start = 82

and a love heart (♥) at

80 and 83.

You also need to add space options for {CHOICE} and {TAB}.

Defaults are

 (spaced characters) = 13
(CHOICE) = 10
(TAB) = 4
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Lazy Bastard on 2016-12-06 19:23:49
Request:

Could you add support for PSX DAT file model data?

It's described here:
http://wiki.qhimm.com/view/FF7/Field/Models

...and I recently ran into it when modding a DAT, and the fix is described here:
http://forums.qhimm.com/index.php?topic=17278

Basically, at the end of every field DAT, there's model data, and this includes a value that controls whether or not a playable model (a BCX model) can be displayed (I believe it's specifically whether or not a character has been in the party). Without this in Makou Reactor, you need to decompress LZS, hex edit, and compress LZS again.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2016-12-24 07:52:51
Hi.  I try to export a field from an iso and I get "lgp archive is inaccessible".
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: jusete on 2017-01-01 22:19:29
Hi!! Can you add (if it's possible) a feature in the walkmesh edit option to view the field background? It would be helpfull to edit the fields. Thanks a lot for your work!!

Enviado desde mi D6503 mediante Tapatalk

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-01-18 10:29:16
Updated: http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes/F2_AKAO

C8 Set music pan? (noop in PC version)
C9 Music pan transition? (noop in PC version)
CA Music pan fade? (noop in PC version)

These appear to be totally unused in PSX version also. If you can do a quick scan of the script for me, and let me know any areas that use one of these, I will test it again.  But it does look like these are simply not used in any version.  I also don't recall ANY part of the game where the music balance changes.  Only the sound effect channels do this.

Also, from what I can see, only TWO operations actually makes use of parameter 1,2 and 3. Operation C2 Music volume fade, and Operation D2, Music tempo fade.  .  All the rest make use of just 2 input parameters.

Parameter 1: Time for fade, where TimeForFadeInSeconds = Param1 / 60.
Parameter 2: Starting Volume
Parameter 3: Ending Volume

In other words, C2 is actually just setting an initial volume - then doing a transition to an ending volume.  It wasn't needed, since the programmers could do this in two steps using C0 and C1.  C2 is therefore just a faster way of doing C0 + C1.

"Fade" is the wrong word to use, too.  It's more of a "From-To Volume Transition" / "From-To tempo transition"

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Lazy Bastard on 2017-01-18 22:33:54
DLPB: There is one scene I can recall in Cosmo Canyon, as you descend into the caves/catacombs from the town, in which the sound volume decreases as you descend and increases as you ascend. I used it to hack a quick sound volume mod for GameShark when I was a kid:

80062F5E xxxx

This code simply controls the volume level of the music in fields. Sound effects are not affected. Here are a few values:

0000 - Silence
3000 - Quiet
5000 - Medium
7FFF - Maximum

But, this may not be related.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-01-18 22:59:04
It's not related - that simply uses the vars to decrease volume using the ordinary akao (akao can take in 3 bytes to control which memory save bank to use instead of absolute values).

Some effects are unused - all values over 743 are unused.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-01-28 09:39:28
edit. CDmage reports corrupted sectors after using Makou.

Saving a bin file using Makou changes the data significantly that it will no longer be opened by Mednafen. I opened the bin, and saved without making changes to see which bytes were making the difference.

The chunk that seemed to cause the error started in all images at the same address:

161138 to 16124F.  Makou is zeroing them.

The data should be (below starts at 161130):

Code: [Select]
00 00 00 00 00 00 00 00 7f d0 3b 01 00 00 eb f2
00 00 05 00 00 00 05 00 44 f7 00 00 00 00 00 00
b1 f7 00 00 e6 c0 00 00 a3 f7 00 00 9b 81 00 00
12 8d 00 00 58 f3 00 00 e3 8d 00 00 64 d7 00 00
c9 8d 00 00 0f 5d f5 00 42 8d 00 00 df ef 00 00
44 8d 00 00 00 cb f3 00 47 8d 00 00 10 ff 81 6d
0e 8e 00 00 ab e4 00 00 8c 00 00 00 8c 00 22 f5
00 00 00 00 00 00 d6 f5 00 00 73 60 00 00 df f5
00 00 c3 ce 00 00 09 c8 00 00 2c f7 00 00 ff c8
00 00 32 e5 00 00 ea c8 00 00 89 a0 f4 00 21 c8
00 00 e1 f9 00 00 22 c8 00 00 00 eb f7 00 ad c8
00 00 08 f1 fe bd d9 ca bd 10 b2 6e 97 fb 2e aa
9d 45 f9 53 3c 89 58 3d 63 c4 c1 d2 98 16 24 ae
7d eb 38 02 45 1c 29 0d 06 0e af 82 2e 0a 3d c6
36 42 d5 84 36 72 62 af 07 64 8b e4 ba 94 80 8b
22 44 d1 62 d9 f3 d5 a4 5a 00 6a f4 92 5e 5a bb
61 a9 f3 aa b8 aa 15 aa 7c c5 fb 13 25 a1 8d 4a
d3 57 fb ca a0 db 8d 4c 22 6a 88 fd e3 f0 61 2c
00


Other areas are being zeroed, it should be noted.  And I think they'll also need fixing if the game is going to run properly.


I suppose since these play fine on all other emus and prob real console, Mednafen is at fault more here. However, it must be noted that the images work fine in Mednafen until Makou saves them.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2017-02-03 16:30:36
Hello all, thanks for all your suggestions! And thanks to you DLPB for poking me on Github.

You may have noticed that I'm less present on the forum, I cannot manage updates of Makou as well as before  :-( . If someone want to contribute to Makou, I will accept pull requests on Github.

It's described here:
http://wiki.qhimm.com/view/FF7/Field/Models

Yup I written this page
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-02-03 18:16:34
It's cool myst6re.  These things happen.  Makou is more or less finished anyway.  Just the odd thing to add and correct.  I may at some point get round to helping log it all - but I program in Borland Delphi so I am no help to you with C.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Lazy Bastard on 2017-02-07 23:22:18
Yup I written this page

Hah, funny.

Don't worry about it, myst6re. This is a hobby, not a job :)  Thanks for making Makou Reactor. It's a great tool.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-02-13 07:07:06
Opcode FC - FMUSC

This sets the next music to play from the field list.  Hence if Tools > Sounds > music2 = makoro

And FC parameter is 02 - the next field music that will play will be makoro. In other words... it is

Set music #2 for next field after battle. The counterpart of opcode BC - BMUSC.

The field music will only be changed after a battle. So moving from field to field will not initiate any change after a FMUSC.

For example, in the field rckt32, the boss music must carry on after the battle (after the Palmer fight). So next battle is set to boss music with BMUSC  and the next field music is ALSO set to boss music using FMUSC.

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-02-17 08:28:30
Battle mode flags in Makou are a little confusing vs the actual value.

Flag 1 is the 7th bit of byte 1 (0x80), and flag 8 is the 0th bit of byte 1 (0x01).  That's really annoying when debugging the game.

Flag 1 should be 0x0001
Flag 16 should be bit 0x8000

?

Same with battle mode 2 (32 bit mode)
 
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-02-19 20:36:07
I'll need NFITC1 or someone else to confirm this, but it looks like opcode 22 Battlemode2 only makes use of 24 of the 32 flags. From what I can see, the flags are placed into memory addresses starting CC0DC5 - but CC0DC8 is never used because 620002 is not mov [edx+40],cl.

So at most only FF FF FF can be set. I set all 32 flags and that's what I got until I made the amendment above.  I think it's academic anyway, since i'm almost certain those bits are never used in ff7 script.

In fact, the only use that battlemode 2 has seems to have over battlemode 1 is that it includes bit 24 (wrongly(?) flag 16 in Makou) which stops the party victory pose. None of the other flags are set in script and I doubt they were ever given any use.

Note: in memory "disable victory celebration" is represented as hex 00 00 01. Game Over (Battlemode 1 and 2 set the same bit of course) is 01 00 00. 

taking memory starting CC0DC5 (reverse order byte)

0x01 Disable Game Over
0x200 Countdown timer
0x400 Preemptive Strike
0x800 Cannot escape from battle
0x2000 Do not play victory fanfare
0x4000 Activate Battle Arena
0x8000 Do not show battle rewards
0x10000 Disable victory celebration [can only be set with battle mode 2]

As you can see... it's more nonsense bloat with the finished field script. 
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: genesis063 on 2017-02-28 01:58:21
Is the resize all windows thing still going to incorporated would save a crap load of time.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix 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?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix 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
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Sega Chief 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Kaldarasha 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Sega Chief 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-05-08 22:57:09
https://github.com/myst6re/makoureactor/issues/62

Anyone else noticed this?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2017-05-09 19:41:12
Critical issue here, I will take a look.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ 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.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DanTsukasa on 2017-07-05 05:15:50
Love the tool, I searched around inside to see if its possible to export the walkmeshes as obj or fbx files, but I couldn't find anything.
I also couldn't find a way to export the backgrounds complete with their animated parts.
Deiling for FF8 also had the same things, so it might just be something you aren't personally interested in doing, or maybe its an planned feature.
Or (and this could be quite likely...) I'm just completely missing a really simple option somewhere.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Grimmy on 2017-07-05 15:26:41
I searched around inside to see if its possible to export the walkmeshes as obj or fbx files, but I couldn't find anything.

There is a walkmesh editor included and it is very full featured, but even after learning it can be tricky. The game requires defining what triangle edge leads into what triangle. so for example line 2-3 of triangle 53 leads into triangle 54, and to get back line 1-2 of 54 leads into 53. So not only does each point of the triangle have an x,y,z but also the edges have to be set. I'm fairly certain that an obj wouldn't have this information when you imported it back into the field file and you would still have to define all those edges. But if it could be worked out that would be a nice feature to have.

I also couldn't find a way to export the backgrounds complete with their animated parts.

To export all the background layers export the files using the tool Palmer (http://forums.qhimm.com/index.php?topic=8450.0), then edit the png files with an image editor. After making your changes you use palmer to generate the modpath texture to get the changes in game. The palmer links seem to be dead, but I'm sure you can find it somewhere or someone can re-upload it.


Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2017-07-05 18:02:53
This is a want-to-do feature, here is the issue: https://github.com/myst6re/makoureactor/issues/17
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2017-07-05 20:51:21
I'm not sure if I can post possible update ideas but I do have a possible improvement idea.

Any chance you can name as many of the Vars that we know  as standard. I know between dlpb and Sega they must have most of them. Could really help some people.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DanTsukasa on 2017-07-06 05:35:28
There is a walkmesh editor included and it is very full featured, but even after learning it can be tricky. The game requires defining what triangle edge leads into what triangle. so for example line 2-3 of triangle 53 leads into triangle 54, and to get back line 1-2 of 54 leads into 53. So not only does each point of the triangle have an x,y,z but also the edges have to be set. I'm fairly certain that an obj wouldn't have this information when you imported it back into the field file and you would still have to define all those edges. But if it could be worked out that would be a nice feature to have.

Ah, my apologies, i didn't explain myself well, I'm interested in exporting the walkmesh and camera so that I have the perfect positioning to create 3D models of the areas but in much higher quality.
Its true that the data the game would use would be lost in an obj or FBX export, though it was only the camera position and walkmesh that I was interested in as a base to start creating 3D models from.

To export all the background layers export the files using the tool Palmer (http://forums.qhimm.com/index.php?topic=8450.0), then edit the png files with an image editor. After making your changes you use palmer to generate the modpath texture to get the changes in game. The palmer links seem to be dead, but I'm sure you can find it somewhere or someone can re-upload it.

I'll have a look for Palmer then, thankyou.

As mentioned above, I'm interested in remodelling things, but more for my own interests, I don't intend to create HD versions of the backgrounds for importing into the game at a later point in time.
I was interested in using the animated layers to create animated gifs like the album I did for FF9 (which recently got featured on Kotaku surprisingly enough), one exists for 7 but its still missing quite a lot of areas, and nothing exists for 8 or Chrono Cross, so I intend to go and do those like I did with IX.



[/quote]
This is a want-to-do feature, here is the issue: https://github.com/myst6re/makoureactor/issues/17

I see, that tickets been open for a while it seems. Thankyou for letting me know. I'm aware its probably lower on the list than many other features though, as less people are probably interested in it.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Kaldarasha on 2017-07-06 12:49:34
I'm not sure if I can post possible update ideas but I do have a possible improvement idea.

Any chance you can name as many of the Vars that we know  as standard. I know between dlpb and Sega they must have most of them. Could really help some people.

The best way to do so is to use external text or xml files which can be edited and shared by users. An extra folder would be perfect to have, so we can use multiple files as input (for the normal game vars and vars of mods). It might be also good to color imported var descriptions depending on their source, that way we have an overview from where the description comes from.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-07-07 02:48:37
It's not really Myst6re's job to be naming all the vars anyway, since that's a lot of work and has nothing to do with the tool.  It's better to just use a database - like mine - or the wiki.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: sithlord48 on 2017-07-07 12:34:51
The best way to do so is to use external text or xml files which can be edited and shared by users.

makou reactor does have a config file to store your varible names. its called vars.cfg. there is nothing stoping a group of users from naming all the vars in this file and sharing it. or even getting it put back into makou for distrubution with later releases. As for a folder with different versions of the file you can make one and name them stuff like vars_stock.cfg vars_mod1.cfg.. etc and when your ready to edit just move one of them to the makou folder re name it vars.cfg and do what you need to.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2017-07-08 01:01:46
Yeah it was just a suggestion. Not so much for me personally just an idea to throw out there for other people
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: EditorMaster on 2017-07-29 12:55:35
Can I save my change direct in ISO without black screen after start new game ?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2017-09-23 05:16:01
Is there any way you can increase the amount of texts aloud in a certain area?
I've hit 255 and cant add any more. It's crucial for my project
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tom on 2017-09-28 19:47:38
Would it be possible to add a way to save a field script at a text file with the opcodes and arguments/parameters in text like http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes
Example
GOLDu(15)
WAIT(30)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2017-09-28 22:31:44
Is there any way you can increase the amount of texts aloud in a certain area?
I've hit 255 and cant add any more. It's crucial for my project

Nope, there is a fixed limit of one byte in MESSAGE opcode.

Would it be possible to add a way to save a field script at a text file with the opcodes and arguments/parameters in text like http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes
Example
GOLDu(15)
WAIT(30)


With time, anything is possible :) Hum... I don't have this resource right now...
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2017-09-29 02:05:34
Damn, thats a massive punch in the guts of my project.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tom on 2017-09-30 11:32:42
How about adding a new field that identical with the one you maxed out on and finding a clever time in the plot to switch them so it doesn't look awkward.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2017-10-02 05:25:24
I have found a way but i need to be able to get inside the crash dump file so i can see a specific variable
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-10-04 13:36:18
Tsunamix, if you showed me a real script file you are working on, perhaps I could find a new way you could achieve this subtitle business.  Perhaps not.  But I'd be willing to look.

Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2017-10-04 17:11:58
Okay so heres my very 1st scene.
You'll see exactly how what i do works.

The other way i CAN do this is have 4 seperate flevels for each option and the player chooses what they want in 7th heaven.
But that means coding the whole game 4 times....Making the mod massive.

So i created variables from empty ones to use as my stuff. Also here too to use with Makou Reactor.

The dynamic weapons mod uses the Cloud Swords variable that Kal got from somewhere to put inside 7th heavens "7th heaven.var" to allow them to be changed on the fly.All i know is he righ clicks play in 7th heaven and use the variable option to be able to get them.

Hopefully this makes enough sense

https://www.mediafire.com/folder/6nuulpzp1chhq/DLPB
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-10-04 17:51:45
That field has an enormous bug in it - before I even get to the matter at hand.  You have put a loop in the "init" section - meaning the field will never load. The game will hang. And this is in the wrong thread. We need to take it elsewhere.
 You're also duplicating code for no reason

Code: [Select]
If Var[11][243] bitOFF 5 (else goto label 9)
Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already running
Create window #0 (X=32, Y=32, Width=125, Height=41)
Displays the dialog "“C’mon,newcomer! Follow me.”" in the window #0
Label 9
If Var[11][243] bitON 5 (else goto label 10)
Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already running
Create window #0 (X=8, Y=198, Width=191, Height=25)
Displays the dialog "C’mon,newcomer! Follow me." in the window #0
Label 10

is the same as

Code: [Select]
Execute script #2 in extern group Auto Tex (No12) (priority 6/6) - Only if the script is not already running
If Var[11][243] bitOFF 5 (else goto label 9)
Create window #0 (X=32, Y=32, Width=125, Height=41)
Displays the dialog "“C’mon,newcomer! Follow me.”" in the window #0
Goto label 10
Label 9
Create window #0 (X=8, Y=198, Width=191, Height=25)
Displays the dialog "C’mon,newcomer! Follow me." in the window #0
Label 10

Text will have to be duplicated in order to do subs and no subs... But there should be no reason why (unless there are 128 texts in one field), this will pose a problem.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2017-10-04 17:58:37
Okay not sure where to take the thread but ill explain why this code has to be exactly the way it is
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-10-04 18:14:56
What I'd say is this current way will take you years.  Even if you can get it working.  The best way I can find for subs would be to just use an installer.  Have 2 sets of touphscript field files.  You can position the dialogue and ts will do any autosizing. You can use {NEW} if the line is too big for screen.  The issue then is if you want the dialogue boxes removed.  That can be done with a simple exe edit.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2017-10-04 18:27:42
Okay that makes sense. i already have all areas coded up to Aeriths church this way now.
But scenes like tin_1, mds7 ect have way too many lines to be able to duplicate them all.

The scene doesnt crash so not sure what that loop is for.
If you know how i can get the variables from the crash.dmp so i can ad them too 7th heaven.var it's all done. Its ready and i can release pretty much right now a playable demo.

Toughscript is still unclear to me, i did try it before and just couldnt do it. No idea why because it looks simple haha.

OH ALSO
The {NEW} thing doesnt work because it's not a new box so it doesnt have a seperate ID. I cant link Ultrasound to it to play a seperate file
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-10-04 18:45:04
What you'd be forced to do there is make the window time match audio.  Or do it in parts as you prob have been doing.  Either way, it's a colossal task.  It may be better for you to just give up with Subtitles when it's WITH audio - or give up with normal boxes. Choose one or other.  Trust me... Not even I would attempt that.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2017-10-04 18:53:57
I know what you mean, but at this point im dedicated.
It is colossal work and im still doing it alone.

But on other forums and stuff people have raged at the subtitles so i wanna do my best to make it all optional to keep a good size crowd happy.

All i need is that variable thing. Thats it. And were good again. It will be finished because i can make 2 seperate versions of each area with too many texts and 7th heaven will use it instead based on the variable. Its all good
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-10-04 19:02:52
That's a fatal flaw in your logic.  FFX didn't add caption boxes - because it was using audio. And no-one raged.  The people raging are asking you to - in my view - do a totally unrealistic amount of work simply to cater to their nostalgia for normal boxes.

If you are using audio... then you have every right to treat it as FFX.  FFX creators did not say "We better add normal boxes".  It's up to you, of course, but catering to both camps may make this job impossible to finish.

Good luck :)
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2017-10-04 19:22:08
Maybe, maybe,,,
I prefer the subtitles personally. And i want to do them over the normal boxes.

The followers are complaining because they dont want the subs.
Im choosing to do them for many reasons though.
I'll get it eventually
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: resinate on 2017-11-24 09:46:56
this is newb to ask this but how do u add a party member lol, im trying to re-add aeirth after cloud says LETS GO but its not working when adding/creating her.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-11-24 09:47:38
Look at places where party members are added.  This thread isn't for questions on things like this.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2017-12-30 15:23:56
Myst6re has graciously added 2 more opcodes that can be used with my new DLL - soon for use to modders. 

1A - Read and Save to whole Savemap
1B - Check if Red is called Nanaki (all case) - for use with my Reunion mod.

Thanks!

Function of 1A will be

Hex:

From (2 byte address - savemap 0000 to 10F5, or 5000 to 50FF (this will use temp bank)
To (2 byte address - same as above)
Absolute Value (max 4 bytes,  ignored if From is not FFFF)
Flag (tells whether from is a pointer, whether To is a pointer, and specifies the byte read/write mode)

Flag:  1,2,3,4 (read/write 1, 2, 3, or 4 bytes)
0x10 (To is a pointer)
0x20 (From is a pointer)
Obviously 0x30 means both are pointers

so if you had (all below are hex)

From: 5000
To: BA4
Absolute : 0
Flag: 11

This would copy a ONE byte value FROM the ADDRESS found at temp bank, Byte 0 TO BA4 (which happens to be Bank 1, Byte 0)
5000 with the flag telling it it's a pointer means that Temp Bank, Byte 0 in this case may have address 200....  so it would be THIS address copied from
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2018-01-04 20:01:37
http://blackchocobo.sourceforge.net/wiki/index.php?title=Savemap#Character_Record

Code: [Select]
Write/Read entire savemap (from=1272, to=20670, absValue=0, flag=1)
Write/Read entire savemap (from=1273, to=20672, absValue=0, flag=1)
Write/Read entire savemap (from=1274, to=20674, absValue=0, flag=1)
Var[6][190] = Var[6][190] * 132 (16 bit)
Var[6][190] = Var[6][190] + 84 (16 bit)
Var[6][190] = Var[6][190] + 44 (16 bit)
Var[6][192] = Var[6][192] * 132 (16 bit)
Var[6][192] = Var[6][192] + 84 (16 bit)
Var[6][192] = Var[6][192] + 44 (16 bit)
Var[6][194] = Var[6][194] * 132 (16 bit)
Var[6][194] = Var[6][194] + 84 (16 bit)
Var[6][194] = Var[6][194] + 44 (16 bit)
Write/Read entire savemap (from=20670, to=20670, absValue=0, flag=18)
Write/Read entire savemap (from=20672, to=20672, absValue=0, flag=18)
Write/Read entire savemap (from=20674, to=20674, absValue=0, flag=18)
If Var[6][190] == 0 (else goto label 5)
    If Var[6][192] == 0 (else goto label 5)
        If Var[6][194] == 0 (else goto label 5)
            Game Over
Label 5
The above code with my opcode will check if all 3 members in party have 0 HP and initiate game over if so.  This is more involved than a usual read operation, because it requires finding the current members and then calculating offsets.  Hopefully Myst6re will add a hex toggle, as this looks crap in decimal.  In hex:
Code: [Select]
Write/Read entire savemap (from=4F8, to=50BE, absValue=0, flag=1)
Write/Read entire savemap (from=4F9, to=50C0, absValue=0, flag=1)
Write/Read entire savemap (from=4FA, to=50C2, absValue=0, flag=1)
Var[6][BE] = Var[6][BE] * 84 (16 bit)
Var[6][BE] = Var[6][BE] + 54 (16 bit)
Var[6][BE] = Var[6][BE] + 2C (16 bit)
Var[6][C0] = Var[6][C0] * 84 (16 bit)
Var[6][C0] = Var[6][C0] + 54 (16 bit)
Var[6][C0] = Var[6][C0] + 2C (16 bit)
Var[6][C2] = Var[6][C2] * 84 (16 bit)
Var[6][C2] = Var[6][C2] + 54 (16 bit)
Var[6][C2] = Var[6][C2] + 2C (16 bit)
Write/Read entire savemap (from=50BE, to=50BE, absValue=0, flag=12)
Write/Read entire savemap (from=50C0, to=50C0, absValue=0, flag=12)
Write/Read entire savemap (from=50C2, to=50C2, absValue=0, flag=12)
If Var[6][BE] == 0 (else goto label 5) [16 bit read]
    If Var[6][C0] == 0 (else goto label 5)
        If Var[6][C2] == 0 (else goto label 5)
            Game Over
Label 5
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: hay on 2018-01-15 06:28:24
This is pretty fu**ing awesome. Thanks for this amazing piece of softwork.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Chrysalis on 2018-02-04 09:39:13
Is there any documentation to this, or did people just start fiddling and eventually work out how it works?

I am interested in editing the possible chocobo prizes for the chocobo races, and also the enemy spawn chances for battles.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Kefka on 2018-02-04 19:53:39
Is there any documentation to this, or did people just start fiddling and eventually work out how it works?

I am interested in editing the possible chocobo prizes for the chocobo races, and also the enemy spawn chances for battles.

The encounter rates for each field can be seen with Tools -> Encounters. At the top you'll see the Battle Rate. The farther the bar is to the right, the higher the frequency of random encounters.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2018-02-08 06:51:49
Time to put this battle mode nonsense to bed.

Because this game is probably the most cobbled together thing I've ever seen, this Field Battle Mode flag (not to be confused with the Battle Type or the Battle Formation flag, set in Scene) stuff is a total nonsense when you look at what's going on.  The game actually only uses 16 bits for the Field Battle Mode - despite the fact there is a "Field Battle Mode (2)" which appears to allow 32 bits.  The engine simply does not support it.  Instead, the flags are converted to a 2 byte value. Regardless of the flag set in Field Battle Mode (1), the same counterpart will be set with Field Battle Mode (2).  Example:

Flag 1 in Field Battle Mode (1) is "Do not show Battle Rewards". This will set the exact same bit in FF7 memory as Flag 1 in Field Battle Mode (2).  The value in memory is 0x80 at CC0DC6.

Field Battle Mode (1) is actually only Flags 0-7 + Flag 16.  Why 16?  because that is the Disable Game Over flag, which gets its own byte to itself (CC0DC5).  In actual fact, this is a shoddy - and I do mean SHODDY - shoehorned fix. Clearly, the 16 bits (instead of 8) is there in Field Battle Mode (1) purely so the Disable Game Over byte can be set.  Flags 8-15 simply cannot be used in Field Battle Mode (1) - though I assume any of those being set to 1 will result in Disable Game Over, since CC0DC5 will then be non zero.

So, what about Field Battle Mode (2)?  Well, this is a jumble too.  The engine makes sure that the flags set here will set the same 2 byte value at CC0DC6 (+ Disable Game Over bit at CC0DC5). Flag 0-7 of Field Battle Mode (2) is the same as Flag 0-7 of Field Battle Mode (1). But Flag 24 becomes the Disable Game Over (it's Flag 16 in Field Battle Mode (1) ).  Flag 16 in Field Battle Mode (2) is Disable Victory Celebration Music, which is actually given the value 0x100 at CC0DC6. It's the only flag that can't be set with Field Battle Mode (1). 

Rather than think of this in terms of field flags, it's much easier to think of it as a memory value.  The value the engine actually makes use of.

The memory values at at CC0DC6/9A88A6 are:

Field Battle Mode (2). Current Makou flags in square brackets.
0x01: Unused [Flag 8]
0x02: Enable countdown timer [Flag 7]
0x04: Preemptive Strike [Flag 6]
0x08: Cannot escape from battle [Flag 5]
0x10: Unused [Flag 4]
0x20: Do not play victory fanfare music [Flag 3]
0x40: Activate Battle Arena [Flag 2]
0x80: Disable Rewards [Flag 1]
0x100: Disable Victory Celebration [Flag 16]
0x200: Unused [Flag 15]
0x400: Unused [Flag 14]
0x800: Unused [Flag 13]
0x1000: Unused [Flag 12]
0x2000: Unused [Flag 11]
0x4000: Unused [Flag 10]
0x8000: Unused [Flag 9]

And Disable Game Over is set as Value 0x01 at  CC0DC5 [Flag 24].  It must be noted that although 24 bits can be reflected from CC0DC5 using Field Battle Mode (2), only the 16 bits at CC0DC6 will be copied to battle memory (9A88A6) making them effective.  Game Over flag is not copied.  The engine checks for it at CC0DC5 - not at 9A88A5 when the battle ends.

Basically, as I noted on the github, Makou Reactor should do away with Field Battle Mode (1) and only allow the "32 bit version"  - although it should simply show to the user flag 1-17, with flag 17 being "Disable Game Over".   In other words, the non usable flags should be hidden and effective ones translated by Makou Reactor.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: KnifeTheSky77 on 2018-02-08 23:58:35
master branch looks a little dusty, what is going on in develop? https://github.com/myst6re/makoureactor/branches (https://github.com/myst6re/makoureactor/branches).

edit: now I remember why I'm a nodejs dev   :?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2018-03-18 23:59:27
Is there a particular reason as to why when i step on a new walkmesh i make the game crashes instantly?
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: sithlord48 on 2018-03-20 13:55:30
master branch looks a little dusty, what is going on in develop? https://github.com/myst6re/makoureactor/branches (https://github.com/myst6re/makoureactor/branches).

edit: now I remember why I'm a nodejs dev   :?

Myst does not like to work on master he likes to work on the develop branch. Looks like the last merge was a PR i made in december to generate an appimage. Seams that is not working correctly I should lookin to fixing that.

Is there a particular reason as to why when i step on a new walkmesh i make the game crashes instantly?
No one can help you unless you say what version your runing?

try the last stable release..  if that works and you were using master consider making in an issue on github if one does not alreay exsist.
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: Tsunamix on 2018-03-20 16:39:45
I'm using the latest version. Sorry i thought that would be a given. It's 1.7.2
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: sithlord48 on 2018-03-23 11:16:25
I'm using the latest version. Sorry i thought that would be a given. It's 1.7.2
Ahh for some reason i thought we had CI builds for windows .. ill add that to my todo list..
Title: Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
Post by: genesis063 on 2018-04-04 03:24:46
Are we able to get resize all text option?  Really painful to do scene by scene.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Green_goblin on 2018-05-10 15:28:04
Are we able to get resize all text option?  Really painful to do scene by scene.

Hi genesis063 et al. Can anyone tell me where is the option to resize windows? I cannot find it.

Regards
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Kaldarasha on 2018-05-11 01:12:28
In the script itself. Usually you call a window and then the text it should display.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Green_goblin on 2018-05-11 06:58:19
In the script itself. Usually you call a window and then the text it should display.

Now I see it, thanks!
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2018-05-22 23:18:45
ujunon1 example

The unknown bytes in walkmesh > misc.

At least some of these are to do with the starting offsets X and Y for field.

I am currently adding field centring to Aali's driver and I had to look at the asm.  When I traced back what values were involved in the main screen offset X Y for field, this data is used.  For example, Y offset (or one of the ones involved) is at MainFieldOffset + 0x24

006443F9 - 0FBF 48 24            - movsx ecx,word ptr [eax+24]

ujunon1
Code: [Select]
75 6A 75 6E 6F 6E 31 00 00 A0 40 00 00 FF 00 FF 00 01 00 01 00 00 00 00 00 04 00 04 00 04 00 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 63 02 78 00 00 00 4A 02
You can see here the A0 (Movement orientation)  and 40 (Camera focus)  - but  the 0x24 byte is offsetY of the  screen.

In fact a lot of those values marked 00 in misc are set in the function involved with the address above.   I have successfully changed global Y offset without interfering with this data.  I was going to force the change by bypassing this, but some fields are relying on this data.

From the 3rd byte on of misc data (zeroed part), it seems to conform to MainFieldOffset + 0x22 onwards.  I am unsure what the preceding 2 bytes do at this time but they don't match 0x20 and 0x21.

For example, in bwhlin2  misc unknown data is

00 f7 80 f6 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Yet we see in asm

62 77 68 6C 69 6E 32 00 00 80 00 00 60 FF 88 FF A0 00 78 00 00 00 01 00 00 04 00 04 00 04 00 04 88 FA 80 F6 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Above in red, the main Y offset of screen.  Chances are that changing this word to 10 (or perhaps 8) will centre the field (or at least move it down)- but will need some testing.

Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: codemann8 on 2019-01-19 04:21:23
I've got a question.  I'm working on a project involving extract field map names and their IDs.  Does anyone know where this is stored in the files?  Keep in mind I'm using original PSX data contents and not the Steam flevel.lgp file.

I've looked thru MR's source code and can't seem to find how it finds this.  In fact, I'm opening the PSX Disc ISO in MR.  It's clear the information displayed in MR sources from the individual field DAT files (also MIM and BSX) but the DAT files don't store the IDs so it means there must be something outside those files that it uses, but unclear which file that is. Any help here would be appreciated.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Kaldarasha on 2019-01-19 09:00:50
Have you checked the wiki if there is any information about that?

BTW. it seems you have experience in coding. There is a guy, quantumpencil, who creating an interesting tool to mod the game. I guess he is writing it in C++ maybe you are interested in it, even though it isn't for the PSX version.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: codemann8 on 2019-01-20 03:16:55
Yes, I checked the Wiki and the file structure doesn't have any mention of field ID.  After digging into MR's source code, I found that these IDs are actually hard-coded, versus obtained from any files.  I'm wondering if anyone knows where this can actually be found within the game's data.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: codemann8 on 2019-01-22 21:44:25
If anyone is curious, per Myster6, the field IDs are in order as they are arranged physically on the game disc, although IDs 1-64 are reserved for 64 dummy field maps that are used as entry points to the world map (for example, when you leave a city, a "world field map" is used as a placeholder to transport your character to a certain coordinates on the world map, usually on the south side of a city), then ID 65 and on are the rest of the fields.

I can only assume that the PC version defines this somehow thru the flevel.lgp file, albeit with many of the unused fields missing. And I believe ID 0 is the black background dummy field.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: resinate on 2019-05-20 12:53:07
sorry to bump this, i found out this tool doesnt work at all if u apply kernel and scene bin expanded patch for psx version
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Green_goblin on 2019-10-05 19:37:29
Hi myst6re, I hope all is well with you.

When version 2.0?
It's been a long time, almost 3 years since 1.7.2.

Regards
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: ClamShatter on 2019-11-03 21:00:56
I have been trying to use enable/disable line to make a trip switch of sorts, but it doesn't seem to be able to be called by a script. Is this a limitation? My apology, if this is covered elsewhere, but searching enable/disable line only brings up one post about changing trace to enable/disable line.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: ClamShatter on 2019-11-03 23:44:51
yes, i just looked around and found that they are never called by the script, even though certain lines do have scripts for this purpose. for anybody else trying to figure this out, setting variables is how to use enable/disable line. Thank you for the quick reply.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: ClamShatter on 2019-11-27 03:13:33
thanks again. I was able to figure out disable/enable line and set line. between the two, i've been able to do a lot of fun little things.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: sneazzy95 on 2019-11-27 19:05:21
I didn't know about this little trick, I'll try this  ;D
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: ClamShatter on 2019-11-27 23:53:02
if you're talking about using variables for lines, then be careful. variables in makou reactor may say they are free, but i'm pretty sure other things like kernel.bin use them. I ran into problems using certain variables and i wouldnt be surprised if i had more problem before or after the current game moment, because of using variables. Just use set line in a script.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: ClamShatter on 2019-11-29 01:23:14
well, thats very helpful. I can't believe i haven't stumbled upon that before? you're awesome 8-)
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Jairus on 2020-01-31 20:18:29
How do you switch between cameras in a field? The field I'm working with has two - the original one and a second one that I added for a different view. But I don't know how to tell the game to switch from one camera to the other. I can't find anything under the "Fades and Camera" options in the dropdown for adding stuff to scripts, but maybe I'm missing something.

Also, when doing a map jump back to a normal field from one of the blackbg fields, the game's timing seems messed up because the game doesn't play certain scenes when it should after such a jump. For example, I have a jump set from the Sector 7 pillar base to a blackbg screen (for a mod I'm working on) before you enter Sector 7 for the first time. Going in normally, everything works fine - the trio running in, Barret scaring the patrons out, that sort of thing. But when I try it after jumping back from the blackbg screen, the scene doesn't play. The trio's gone, Barret's just standing there, and Johhny's mom also just stands there and doesn't go into her house like she should. How do I fix this?
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Jairus on 2020-01-31 23:18:52
I asked it here because it's about Makou Reactor as that's the tool I'm using. So why wouldn't it be appropriate here?
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2020-02-01 00:10:55
That's fine Dan.

@Jairus I think the forum you're looking for is "Troubleshooting" (http://forums.qhimm.com/index.php?board=13.0)

For multiple cameras, I don't remember why it is possible to have two cameras. Search for fields who actually uses this, if there are, the answer is there.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Jairus on 2020-02-01 00:50:12
I've tried that. There's nothing that stands out as controlling the cameras that I could see. And many fields that have two cameras use the exact same values in both cameras.

DLPB, you don't have to be rude. When someone has a question regarding a program and there's a thread about that program, that's naturally going to be the first place a person looks and asks. You might try taking some lessons in basic civility and politeness. It's no wonder you have like 2/3 of the board blocked, according to Sega Chief. The scripting is in regards to Makou Reactor because that's what I'm doing it in and any answer would have to relate to the program and how to use it to get done what I'm trying to do. You might try actually helping people for once instead of blowing them off.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Jairus on 2020-02-01 02:09:29
No, you were rude. You could have phrased your reply in a less confrontational and abrupt way. The question specifically related to solving a problem within Makou Reactor, the specific tool, which is why I asked it here. If it was something not related to MR, I wouldn't have asked it here.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Ditan on 2020-04-19 09:45:14
Is it possible to add the ability to replace high quality map PNG data in Makou Reactor?
If this were possible, people would be happier more easily.

https://i.imgur.com/yEfk6OU.jpg
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Konsome on 2020-04-21 14:26:48
Hello,
Can someone help me with the Field Models tool of Mako?  When I try to view the charater in a flevel file.  All the characters model will center itself on the top right corner of the view box.  Resulting in only 1/4 of the model being on screen.  I can rotate the model in one axis and zoom in the viewer box. 
I am in the process of editing the animation with Kimera. And Mako is helping with identifying and matching animation with character. 
Running this on win 10.  Is there some config edit i am missing?  Thank you.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Konsome on 2020-04-22 11:58:38
Version 1.5.1 is working correct with field model centering.  so i have start using that.   Thank you.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2020-06-01 18:02:11
I'm currently working on the next version of Makou Reactor, with many fixes and new features. Do someone managed to export Walkmesh to obj or collada formats?

Here is the current WIP changelog:

New features:
 - Add/remove field maps (+ show missing maps from the LGP archive)
 - Dark mode option
 - New font editor (aka window.bin editor) [WIP]
 - Auto convert jumps to long jump if needed
 - Add a preview in the LGP archive manager
 - Add export option to PSF file
 - Partial importation of model loader from PS to PC
 - Add support to sega chief/DLPB opcodes
 - Show warnings when the max count of group or script is reached for the game
 - Highlight current item in field/group script/script lists (accessibility)
 - Add buttons in the main toolbar to open tools quickly
 - Add "Search opcode..." context menu in the script
 - Renaming Miscellanous Operations to Batch Processing, and adding background fixes options for fr_e and lastmap
Bug fixes:
 - Fix game path detection for Steam
 - Fix LGP saving corruption error
 - Fix crash on reopening LGP
 - Fix copy/paste jump bug
 - Fix field export error on PS version
 - Trying to open background from MIM and models from BSX when opening a DAT file
 - Fix corruption of field file when group script name has strange characters
 - Catch overflow errors on saving script/text/music changes
 - Fix compatibility with the Android version of flevel.lgp (which breaks the file format a little)
 - Fix modification highlight triggered on non-modified fields
 - Fix wrong spaces in encounter dialog layout
 - Fix background saving when depth is 4 bits per pixel
Internal:
 - Use QOpenGLWidget instead of QGLWidget (maybe a performance boost for FF7 PC)
 - Deployment fixes (thanks Sithlord48)
 - Drop Qt4 compatibility, upgrade to Qt 5.15
 - Some performance improvements
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: DLPB_ on 2020-06-01 23:59:13
great stuff!
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: markul on 2020-06-02 08:40:02
I'm currently working on the next version of Makou Reactor, with many fixes and new features. Do someone managed to export Walkmesh to obj or collada formats?

Here is the current WIP changelog:

New features:
 - Add/remove field maps (+ show missing maps from the LGP archive)
 
Oh! Nice!So, now its posible to add more maps in the index?? :O
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2020-06-02 08:41:18
With the next release of FFNx, you'll be able to use 1200 maps
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: wubbadubba on 2020-06-02 20:07:58
Forgive me if I am reading the WIP changelog incorrectly, but have you addressed the issue described by DLPB on page 29 where opening and saving a PSX disc's bin file - even without making any changes - causes the file no longer load in accurate emulators (i.e. Mednafen)? For what it's worth, I can vouch that this error still occurs on both the newest continuous and stable releases, and I am unsure if it was due to "LGP saving corruption error" or a likewise error that you have already fixed in the upcoming release.

Otherwise, I would like very much to thank you for the creation of this tool. Its simplicity has allowed me, with abysmal programming knowledge, to port a few simplistic fixes from The Reunion mod to the PSX Japanese Int. version in little time (which has been surprisingly entertaining!).

Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2020-06-05 13:09:01
Forgive me if I am reading the WIP changelog incorrectly, but have you addressed the issue described by DLPB on page 29 where opening and saving a PSX disc's bin file - even without making any changes - causes the file no longer load in accurate emulators (i.e. Mednafen)? For what it's worth, I can vouch that this error still occurs on both the newest continuous and stable releases, and I am unsure if it was due to "LGP saving corruption error" or a likewise error that you have already fixed in the upcoming release.

Makou can edit ISO files, but it doesn't recompute CRCs. On emulators like ePSXe it is fine, but like you said in accurate emulators maybe not. I'm sure you can find ISO repair softwares to regenerate CRCs sections correctly, according the ISO9660 specifications.
Or someone maybe have skills in this area and will propose a fix for Makou Reactor?

Otherwise, I would like very much to thank you for the creation of this tool. Its simplicity has allowed me, with abysmal programming knowledge, to port a few simplistic fixes from The Reunion mod to the PSX Japanese Int. version in little time (which has been surprisingly entertaining!).

I'm glad you're happy about it, that's lot of work on my side hidden in simplicity.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: jusete on 2020-06-05 17:07:21
Amazing!!!! I love all the new features, only a question...could you add the field backgrounds images in the walkmesh editor? Or is it too much work to implement? That will make  the walkmesh edition much easier ;). About the walkmesh exporting, there is a program that can export them to 3ds max I think
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2020-06-05 17:08:57
Yeah that's a lot of work to me, but one of the top features I would love to implement... since the beginning of this project
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2020-07-17 16:36:56
Improved text editor with integrated window editor:
(https://www.ff8.fr/pub/images/makou-reactor-1.8-text-editor.png)
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Green_goblin on 2020-07-17 16:45:01
Excellent, keep improving Makou Reactor myst6re, you are now on a winning streak.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2020-07-17 16:47:05
Thanks Green_goblin  :-)
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: obesebear on 2020-07-17 17:37:22
That's a great feature.  Text mods should be a lot easier now
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2020-07-17 17:58:18
That's a great feature.  Text mods should be a lot easier now

Or a lot easier... again! I remember a time when Loveless (http://forums.qhimm.com/index.php?topic=6013.0) was a thing ;D
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: obesebear on 2020-07-17 22:45:31
I remember using it when I was trying to make my own translation so the story made more sense.  Don't think I ever knew it could adjust dialog boxes, too.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2020-07-18 10:18:51
Yeah Loveless was a really complete text editor, see:

(https://ff8.fr/pub/images/loveless-2.5.png)

(Note: I have the autorization of the author to reuse some of his icons)
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: sithlord48 on 2020-07-18 13:08:07
<edit> Looked at the wrong branch </edit>

Nice to see work continue on this!

Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: Green_goblin on 2020-07-18 13:41:27
Hi again myst6re,

Is it possible to import scripts and texts independently?
I mean one option which imports only texts and windows positions, and another independent option to import engine scripts.
Right now those options are merged into one.

(https://i.imgur.com/iw6pmHd.png)

Would be nice to have this feature.

Regards!
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: wubbadubba on 2020-07-29 05:21:28
Makou can edit ISO files, but it doesn't recompute CRCs. On emulators like ePSXe it is fine, but like you said in accurate emulators maybe not. I'm sure you can find ISO repair softwares to regenerate CRCs sections correctly, according the ISO9660 specifications.
Or someone maybe have skills in this area and will propose a fix for Makou Reactor?
Hey, good news! I was able to find a tool to fix this problem:
https://www.romhacking.net/utilities/1264/
For what it's worth, the source is included in the download and it's licensed under GPL. Not sure if that's something you would be able to incorporate or not.

As for my comment on simplicity, my intention was to compliment how intuitive you've managed a program that covers so many functions. It's really impressive!
Looking forward to the next release,
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
Post by: myst6re on 2020-08-07 07:55:14
Hi again myst6re,

Is it possible to import scripts and texts independently?
I mean one option which imports only texts and windows positions, and another independent option to import engine scripts.
Right now those options are merged into one.

(https://i.imgur.com/iw6pmHd.png)

Would be nice to have this feature.

Regards!

The import feature currently reflect the field file format. So you can import a PC field file or a PS Dat file.
Import only texts and windows will be a little tricky, since windows are part of the script.

Hey, good news! I was able to find a tool to fix this problem:
https://www.romhacking.net/utilities/1264/
For what it's worth, the source is included in the download and it's licensed under GPL. Not sure if that's something you would be able to incorporate or not.

As for my comment on simplicity, my intention was to compliment how intuitive you've managed a program that covers so many functions. It's really impressive!
Looking forward to the next release,

Hey thanks, I will look at it! Can I use it on the french retranslation project?
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
Post by: myst6re on 2020-08-08 13:55:55
(https://www.ff8.fr/pub/images/1374939876-logo-shinra.png)

Makou Reactor 1.8.0 is now available!
Download here (https://github.com/myst6re/makoureactor/releases/tag/1.8.0)


Changelog:
[CORE]


[UI]
[INTERNAL]
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
Post by: cloudiar on 2020-08-08 14:51:58
Myst4re, you know my problems with makou, but I will try to continue my project with this new version.

I will inform you if I find errors.

Does 1.8.0 fix problems with layers? (I mean unused field, also some problems loading these, they give error).

Another thing, did you forget my question about "load npc ID with variable"? (would allow loading more than 16 different npc)
I think this function could be great , I hope you will try in the future, if possible, the quality of all mods will increase.

You already know that I have a special mention for you in my project, you have the best utility of the FF7 that exists (although I also recognize fabulous work with programs like wallmarket or proudclod).

Congratulations, your program will be final soon, MASTER!
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
Post by: myst6re on 2020-08-08 15:26:40
Myst4re, you know my problems with makou, but I will try to continue my project with this new version.

I will inform you if I find errors.

Thanks

Another thing, did you forget my question about "load npc ID with variable"? (would allow loading more than 16 different npc)
I think this function could be great , I hope you will try in the future, if possible, the quality of all mods will increase.


No no I didn't forget, but I have lot of things to do, it is hard to track everything
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
Post by: cloudiar on 2020-08-08 16:07:27
So is it technically possible?
This is great, I think this feature can be huge, I hope you don't forget, if you need any proof, I'm available for you, okay?

But maybe one day if I can, I promise that I will, if for any reason some of this brings me money, or I have enough, I hope to give you a contribution

I will not steal any more time, when the game ends I want to dedicate my most precious work to you, the auction without love, it is practically the brightest, that you know that very brilliant things are also thanks to you.

Thanks :)

PS: If you need debugging mode to test, I have a great job, if I can help you with something, please contact me privately.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
Post by: Grimmy on 2020-08-17 23:01:35
So is it technically possible?
This is great, I think this feature can be huge,

cloudiar, I know of a way to add more than 16 models to the field, but it takes some extra steps. If you add a variable to the 7thHeaven.var; a new char folder to your iro; a script to the mod.xml to trigger the new folder when the variable flips; then trigger the variable in game; then refresh the current Field you will have access to another set of 16 models. However, you will have to port your new 16 models to have the same hrc id as the replaced models and set them up in their own 7H mod folder. You can do this as much as you want with any module of the game, but you must refresh the field. I have demos on my youtube of it in action. Also thanks for using my Kalm town battle field in your mod. Not enough gamers have got to experience it.

myst6re, I really hope that saving bug is gone because it has caused me so many nightmares. But regardless your Makou Reactor program is the best and makes all things possible in FFVII.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
Post by: cloudiar on 2020-08-18 02:07:14
The feature I mentioned could be used to create card games, for example triple triad (ff8)

True, 7hv could be used to load another 16 models, but something more difficult I doubt.

I want add new card card game, but have one big problem, when you select the cards they have to come out in the game.

The field id should show only your four chosen cards, and your opponent's four.

The choice is between 50 cards for example, or 100, I really do not see possible that 7hv can load the selection, do you have any idea?

Researching in makou reactor I discovered that it is possible to load npc via script (free group), and in the list of models you can load add 20 or more (maybe 255).

Then maybe module to load model ID in a local variable, so that it looks for the corresponding npc, same limitation but quantity expansion!

I think this can improve any mod, I think the operation where ff8 with triple triad should be similar, if it is possible to do this it would be to expand limitations of ff7.

I saw some of your videos, good job, I also want to make a new walkmesh in icicles (unused map), but your mod looks pretty good ;)

Question for myst4re, how load de values of savemap in local var?? (dlpb module)

I dont know how write this info in local var, exist some documentation?

Thanks grimmy and myst4re
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
Post by: Grimmy on 2020-08-18 03:20:16
Question for myst4re, how load de values of savemap in local var?? (dlpb module)

I dont know how write this info in local var, exist some documentation?

This is a very good question.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
Post by: markul on 2020-08-18 06:39:37


The field id should show only your four chosen cards, and your opponent's four.

The choice is between 50 cards for example, or 100, I really do not see possible that 7hv can load the selection, do you have any idea?

If for the minigame you have all the models spaces that you need (  8  ) and your problem is the selection screen between your 100 cards, as says grymmy,with 7th heaven i think you could do that. Just show 16 cards and let the user an option to move backward or forward , and when the user select one of this options, change the variable to show the nexts 16 cards
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
Post by: Darkslayerpowerfull on 2020-09-02 20:04:12
Oh shit, the previous post has a question of a guy about PS1/PSX...I editing the PS1 version a lot and one of my fields file became longer. Which i don't see that is - the program salving the iso with the file increasing the field and when i export the same field file and delete for example some dialogues of him became smaller...

I putting back some unuseds scenes, watching some sites - same scenes is impossible because the file became longer and i want the iso reading in the real console.
New scenes based in the beta and some modifications too.

I want to ask if someone here which has modding the PS1 version and use the MassIsoUpdate program has problems with the iso reading in the real console? Much unused content i want to put is impossible, like the bridge of corel scene and other...

Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
Post by: daedrixx2 on 2020-09-04 02:43:27
Hello,
I'm trying to fix the Nibelheim revelation cutscene, where Cloud's true past is revealed. The problem is that the cutscene is too fast for the music (tb.ogg). In the PSX and PS4 versions the climax of the track begins when Cloud fights back after he has been stabbed by Sephiroth, while on PC, even after the Mako Reactor music bug has been fixed, the climax doesn't even start because the cutscene has already ended. I've noticed that in the new console re-releases this has been fixed by extending the duration of the black screen when Zack tells Cloud to get off his helmet, while on the road to Nibelheim. Would it be possible to do something similar with Makou Reactor?

EDIT: I've been able to fix both the Nibelheim flashback (got it perfectly sinchronized to psx version) and Yuffie's introduction, where the music of the last field you entered would have played, now it immediately plays her theme (yufi.ogg).
But I've not been able to fix the sound effects that play immediately after Tifa is in the lifestream (the field with the black background). The sfx are still played too quietly, some are played randomly and sometimes not at all. If someone has ever been able to fix it (without Reunion) please let me know.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.2)
Post by: myst6re on 2020-09-26 16:18:37
New minor update: https://github.com/myst6re/makoureactor/releases/tag/1.8.2
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.2)
Post by: cloudiar on 2020-09-29 18:31:38
Very nice myst4re, in older (1.8.0/1.8.1) is stable, but fail import and cread new map, is not enable? (never run original file).

You have documentation of opcodes savemap access? its really run?

THANKS for all.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.2)
Post by: myst6re on 2020-09-30 22:29:43
Very nice myst4re, in older (1.8.0/1.8.1) is stable, but fail import and cread new map, is not enable? (never run original file).

Sorry I'm not sure to understand your question

You have documentation of opcodes savemap access? its really run?

This is implemented in DLPB's DLLs, I don't provide any documentation about it.
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.2)
Post by: cloudiar on 2020-09-30 23:09:58
If I want import field of PSX version to PC its fail, try in DAT and DAT uncompress option, but error...."cannot open section 1 (text, script and music)" and later also fail and message "encounter" or "walkmesh"  :-(
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.2)
Post by: myst6re on 2020-10-01 19:15:11
Oops, dunno how I broke this, but that's possible, only in 1.8.2 you say?
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.2)
Post by: cloudiar on 2020-10-01 20:01:17
All new versions, 1.8.0/1.8.1/1.8.2
Title: Re: [PSX/PC] Field Editor - Makou Reactor (1.8.2)
Post by: cloudiar on 2020-10-04 18:35:49
I have found a serious error in 1.8.2 but I imagine that in the others it also affects other new versions.

In script editor, in mathematics -> binary operation

Example:

Var[5][1] = Var [5][1] mod Var [5][0]

The type "modulas", this operation generates instant crash, in any case, in 8-bit and 16-bit mode.

Does your editor automatically save all code to version 1.8.2 when saving? (even if you only edit one field map)

If it is true it may be a problem, I must have serious problems in my project, let me know please, I can assure you that in 1.6.2 this works correctly, I have used many times to create random of any numbering.

If I find new errors I will inform you.