Author Topic: [PSX/PC] Field Editor - Makou Reactor (1.7.2)  (Read 214356 times)

genesis063

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
« Reply #700 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.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
« Reply #701 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:

  • 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.

genesis063

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
« Reply #702 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.

Kaldarasha

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
« Reply #703 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.

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.1)
« Reply #704 on: 2016-11-12 19:15:37 »
Ok, new minor release, the light preview isn't ready yet.


Changelog:
  • New editor to modify model light positions (preview not ready yet) (thanks to Kaldarasha)
  • Adding descriptions in MENU opcode (thanks to DLPB)
  • Adding descriptions in AKAO opcode (thanks to DLPB)
  • Fixing an error on parsing bad KAWAI opcode
  • Adding a button "Disable/Enable tree" in the script editor toolbar


DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #705 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.
« Last Edit: 2016-11-13 03:21:22 by DLPB »

genesis063

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #706 on: 2016-11-13 09:53:55 »
Is the resize all windows feature in now as well or did that have to be scrapped?

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #707 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 :)

genesis063

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #708 on: 2016-11-13 17:27:33 »
No problem just figured I ask about it no hurry.

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #709 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.
« Last Edit: 2016-11-14 09:15:10 by DLPB »

Roxas

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #710 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?
« Last Edit: 2016-12-12 09:25:23 by Roxas »

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #711 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
« Last Edit: 2016-11-27 09:25:13 by DLPB »

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #712 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.

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #713 on: 2016-12-24 07:52:51 »
Hi.  I try to export a field from an iso and I get "lgp archive is inaccessible".

jusete

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #714 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


DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #715 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"

« Last Edit: 2017-01-18 11:00:41 by DLPB »

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #716 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.

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #717 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.
« Last Edit: 2017-01-18 23:01:49 by DLPB »

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #718 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.
« Last Edit: 2017-01-28 18:26:13 by DLPB »

myst6re

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #719 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

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #720 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.

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #721 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.

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #722 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.

« Last Edit: 2017-02-13 07:13:48 by DLPB »

DLPB

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #723 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)
 

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Re: [FF7PC/PSX] Field Editor - Makou Reactor (1.7.2)
« Reply #724 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. 
« Last Edit: 2017-02-19 22:26:05 by DLPB »