Author Topic: [PSX/PC] Field Editor - Makou Reactor (1.7.2)  (Read 244126 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.

Regards

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 »

DLPB

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #782 on: 2018-11-08 23:38:27 »
Have you abandoned this,  Mystere?  I hope not :(  I've added another to github.

codemann8

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #783 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.

Kaldarasha

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #784 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.
« Last Edit: 2019-01-19 11:04:50 by Kaldarasha »

codemann8

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #785 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.
« Last Edit: 2019-01-20 06:33:22 by codemann8 »

codemann8

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #786 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.

DLPB

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #787 on: 2019-01-22 22:22:37 »
This is known.  See my other post ;)

resinate

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #788 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

Green_goblin

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #789 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

DLPB

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #790 on: 2019-10-08 03:56:19 »
Further to that, I've added another bug entry to github.  The copy-paste issue with labels.

ClamShatter

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #791 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.
« Last Edit: 2019-11-03 21:43:27 by ClamShatter »

DLPB

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #792 on: 2019-11-03 22:56:51 »
Look at other places that use them and see how they're used, MacReady.

ClamShatter

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #793 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.

DLPB

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #794 on: 2019-11-04 17:12:58 »
They are called by the engine.  Look at how they work in field code then play the game.

ClamShatter

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #795 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.

sneazzy95

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #796 on: 2019-11-27 19:05:21 »
I didn't know about this little trick, I'll try this  ;D

ClamShatter

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #797 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.

DLPB

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #798 on: 2019-11-28 01:00:17 »
All used vars are documented in The Reunion Database:

https://docs.google.com/spreadsheets/d/1DUjmyW94zcYoX7gIW5yAT4giTPeNmCR4TCaHAiXOLlU

Save Map tab.

ClamShatter

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #799 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-)