Author Topic: [PSX/PC] Field Editor - Makou Reactor (1.8.2)  (Read 321940 times)

Vgr

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #300 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

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #301 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.

ultima espio

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #302 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.

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #303 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.

genesis063

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #304 on: 2013-12-21 22:03:59 »
Get your priorities right
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.
« Last Edit: 2013-12-25 22:51:54 by genesis063 »

Kaldarasha

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #305 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.
« Last Edit: 2014-01-09 23:53:08 by Kaldarasha »

sithlord48

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #306 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.

Kaldarasha

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #307 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!

Kaldarasha

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #308 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.
« Last Edit: 2014-03-21 15:59:05 by Kaldarasha »

spy__dragon

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #309 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?

JBedford128

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #310 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.

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #311 on: 2014-03-15 17:57:23 »
With 1.6 version?

JBedford128

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #312 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.
« Last Edit: 2014-03-15 23:42:28 by JBedford128 »

Tenko Kuugen

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #313 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

Acro

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #314 on: 2014-03-16 12:44:28 »
It doesn't happen to me at all.
Can you give more details?

JBedford128

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #315 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.

Kranmer

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #316 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.

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #317 on: 2014-03-19 17:10:31 »
Thanks for this complete report, I think this will be fixed soon. :)

Kranmer

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #318 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)

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #319 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.

DLPB_

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #320 on: 2014-03-19 22:04:33 »
is makou pretty much done in terms of features / script?  Or is there more? 


myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #321 on: 2014-03-19 22:22:19 »
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 ?

sithlord48

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #322 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 .

Green_goblin

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #323 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.

myst6re

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Re: [1.6] Makou Reactor - a FF7 field editor
« Reply #324 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.
« Last Edit: 2014-03-29 13:18:34 by myst6re »