Author Topic: [PSX/PC] Field Editor - Makou Reactor (1.7.2)  (Read 201317 times)

Tsunamix

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #775 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
« Last Edit: 2018-03-20 21:51:13 by Tsunamix »

sithlord48

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #776 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..

genesis063

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #777 on: 2018-04-04 03:24:46 »
Are we able to get resize all text option?  Really painful to do scene by scene.

Green_goblin

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #778 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.

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Kaldarasha

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #779 on: 2018-05-11 01:12:28 »
In the script itself. Usually you call a window and then the text it should display.

Green_goblin

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #780 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!

DLPB

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #781 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.

« Last Edit: 2018-05-22 23:43:41 by DLPB »