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### Messages - myst6re

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51
##### Scripting and Reverse Engineering / Re: [FF8] Monster stats and level formulas
« on: 2016-04-18 19:50:19 »
You mentioned MAG twice in your post, did you mean VIT/SPR/SPD/EVA?

Yes, sorry for the confusion, and I fixed this on the wiki page yesterday.

So for the PC version, we're sure that is the right formula . It would be good to know if the PS version shares the same formulas.

52
##### Scripting and Reverse Engineering / Re: [FF8] Monster stats and level formulas
« on: 2016-04-17 19:53:34 »
Ok, I can confirm STR/MAG formula:

Code: [Select]
`result = floor((floor(level * a/10) + floor(level / b) - floor((level * level) / (d * 2)) + c)/4)result = min(result, 255)`
And VIT/SPR/SPD/EVA formula:

Code: [Select]
`result = floor(level / b) - floor(level / d) + a * level + cresult = min(result, 255)`
My EXP formula seems correct too (where "a" the value from the DAT file):

Code: [Select]
`EXP = floor(a * (5 * (level - level_party_avg) / level_party_avg + 4))EXP_LAST = floor(a * (5 * (level - level_party_last) / level_party_last + 4))`
Note: values on the Ultimania guide seems to be EXP / 4 and EXP_LAST / 4, for level 1 members.

But still, the HP formula is sometimes wrong, like JWP says, in Iron Giant for example. Now I use (I was wrong in my first post):

Code: [Select]
`HP = floor(a * lvl * lvl/20) + (a + c * 100) * lvl + b * 10 + d * 1000`

53
##### Scripting and Reverse Engineering / Re: [FF8] Monster stats and level formulas
« on: 2016-04-15 21:21:48 »
Edit: Okay, so I'll preface this by saying sometimes they match the Ultimania stats (which give stats at Lv1, every ten levels, and the max level), sometimes they are way off.  I do know that some changes were made from JP>EN so this could be a product of that. Also I'm suspicious of my math.floors, I may have added them at random to see what gave me the right results.

I compared french PS and japanese version, here are the differences (in hex):

Tri-Point
Mag (or vit?) | JP: 01 14 64 02 | FR: 01 14 23 02

Left Orb (or Right?)
Spd | JP: 00 01 14 0a | FR: 00 01 05 03

Right Orb (or Left?)
Spd | JP: 00 01 28 0a | FR: 00 01 0a 03

Jumbo Cactuar
HP | JP: 00 00 3c 00 | FR: 00 00 1e 1e

Anakronox
HP | JP: 00 00 04 1e | FR: 00 00 03 1e

Left Probe / Right Probe
Spd | JP: 00 03 32 06 | FR: 00 03 1e 06

Trauma
Spd | JP: 00 01 24 01 | FR: 00 01 18 01

Fujin (119)
Str | JP: 46 05 55 82 | FR: 41 05 3c 82

Raijin (120)
Str | JP: 50 05 78 82 | FR: 50 05 6e 82

54
##### Scripting and Reverse Engineering / [FF8] Monster stats and level formulas
« on: 2016-04-14 20:28:28 »
Hello everyone! I need your help this time: In dat files, monster stats are represented by 4 numbers, which are used in an equation with monster level. Does anyone know the right equation for each monster attribute?

What we know (from Ifrit editor):

Code: [Select]
`HP = Math.floor(number_0 * level * level / 20) + number_1 * level + number_2EXP = number_0 * (5 * (level - level_party_avg)/level_party_avg + 4))EXP_LAST = Math.floor(number_1 * (5 * (level - level_party_last)/level_party_last + 4))# If the result > 255, STR = 255STR = level * number_0 / 10 + level / number_1 - level / number_3 + number_2) / 4MAG = Math.floor(level * number_0) + Math.floor(level/number_1) - Math.floor(Math.floor(Math.floor(level*level/2)/number_2)/4))VIT = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)SPR = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)SPD = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)EVA = level * number_0 + Math.floor(level/number_1) + number_2 - Math.floor(level/number_3)`
I think HP and EXP are good. For the rest...

55
##### FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.8b)
« on: 2016-04-03 11:16:27 »

Changelog:
• Adding partial support for FFVIII Demo
• Adding new script viewer, which is more readable (but not editable/searchable yet)
• Some bug fixes
• Migrate Qt from 4.8 to 5.6

56
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« 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.

57
##### FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.8b)
« on: 2016-03-30 22:16:58 »
Recreate this from scratch. It's a stack-based language, each opcode is 4-bytes long, that's easier to parse. For structures, there is no "if" opcodes, only jumps, pushs and pops. For calculation, there is only one opcode: CAL, combined with pushs and pops.

You have some infos on the wiki if you want to know more about it.

58
##### FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.8b)
« on: 2016-03-30 19:50:03 »
To be clear (and because I saw your question DLPB ):
• This new presentation of scripts is read-only for now
• It recognizes if/else (optional else/chained else if), while loops (with a forever loop case) and calculations (with push/pop/cal opcodes)
• There is no variable declaration: types are specified in variable names
• I do not plan to do a code editor in text-mode like this in Makou Reactor, but I will look if I can add some new patterns ("while loop" for example)

59
##### FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.8b)
« on: 2016-03-29 22:09:36 »
Hey folks, I worked to a new feature last week!

Wow! Even card game scripts are readable now:

60
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« 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.

61
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« 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.

62
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« 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.

63
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« 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.

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, I did not allow that.

64
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« 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?

65
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« 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.

66
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« 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?

67
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« on: 2016-03-07 17:48:53 »
Okay, I'll find why.

Edit: I can't reproduce...

68
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.0)
« on: 2016-03-05 17:12:51 »

Changelog:
• Main layout changes: allow dynamic resizing of the field list and the background preview.
• Script Editor: Some group script icons was missing for a few versions, there are back.
• Text and Script Editors: Update used texts when scripts have changed.
• Script var search: Search by bank when setting the address value to -1.
• Script var search: new search operators (thanks to Œil de Nuit).
• New feature: broken backgrounds can be repaired on the background viewer (PC version: lastmap and fr_e partially).
• Model loader Editor: Changing animation names has no effect (reported by DLPB).
• Model loader Editor: Fixing display error when removing a model.
• Background Viewer: Adding Layer 1 sections tab.
• Background Viewer: Zooming feature (CTRL + wheel) and background autosizing (thanks to Sithlord48).
• Walkmesh Editor: Fixing 3D Model display & orientation bug.
• Some changes for HiDPI devices (thanks to Sithlord48).
• Configuration: autosave sorting order for field list (proposed by DLPB).
• Background PS -> PC: Fixing a crash.
• Disabled doors/gateways/arrows are now displayed in grey in lists.
• Adding help message to understand bank mechanism.
• Makou Reactor can be compiled with Qt 5 and MSVC.
• Many changes for the open source community. (Translating source code strings to English -thanks Sithlord48-, adding Travis and a README file)

69
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« on: 2016-03-01 21:40:07 »
As I know, no.

70
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« 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.

71
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« 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

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

72
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« 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.

73
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« 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.

74
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« on: 2016-02-27 14:18:06 »
Hello everyone, I released a 1.7.0 beta version on GitHub.
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.

75
##### FF7 Tools / Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.6.5)
« 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.

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