Author Topic: [PSX/PC] Field Editor - Makou Reactor (1.8.2)  (Read 303726 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 »

codemann8

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #782 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 #783 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 #784 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 #785 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.

resinate

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #786 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 #787 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

ClamShatter

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

ClamShatter

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

ClamShatter

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #790 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 #791 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 #792 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.

ClamShatter

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

Jairus

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #794 on: 2020-01-31 20:18:29 »
How do you switch between cameras in a field? The field I'm working with has two - the original one and a second one that I added for a different view. But I don't know how to tell the game to switch from one camera to the other. I can't find anything under the "Fades and Camera" options in the dropdown for adding stuff to scripts, but maybe I'm missing something.

Also, when doing a map jump back to a normal field from one of the blackbg fields, the game's timing seems messed up because the game doesn't play certain scenes when it should after such a jump. For example, I have a jump set from the Sector 7 pillar base to a blackbg screen (for a mod I'm working on) before you enter Sector 7 for the first time. Going in normally, everything works fine - the trio running in, Barret scaring the patrons out, that sort of thing. But when I try it after jumping back from the blackbg screen, the scene doesn't play. The trio's gone, Barret's just standing there, and Johhny's mom also just stands there and doesn't go into her house like she should. How do I fix this?

Jairus

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #795 on: 2020-01-31 23:18:52 »
I asked it here because it's about Makou Reactor as that's the tool I'm using. So why wouldn't it be appropriate here?

myst6re

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #796 on: 2020-02-01 00:10:55 »
That's fine Dan.

@Jairus I think the forum you're looking for is "Troubleshooting"

For multiple cameras, I don't remember why it is possible to have two cameras. Search for fields who actually uses this, if there are, the answer is there.

Jairus

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #797 on: 2020-02-01 00:50:12 »
I've tried that. There's nothing that stands out as controlling the cameras that I could see. And many fields that have two cameras use the exact same values in both cameras.

DLPB, you don't have to be rude. When someone has a question regarding a program and there's a thread about that program, that's naturally going to be the first place a person looks and asks. You might try taking some lessons in basic civility and politeness. It's no wonder you have like 2/3 of the board blocked, according to Sega Chief. The scripting is in regards to Makou Reactor because that's what I'm doing it in and any answer would have to relate to the program and how to use it to get done what I'm trying to do. You might try actually helping people for once instead of blowing them off.

Jairus

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #798 on: 2020-02-01 02:09:29 »
No, you were rude. You could have phrased your reply in a less confrontational and abrupt way. The question specifically related to solving a problem within Makou Reactor, the specific tool, which is why I asked it here. If it was something not related to MR, I wouldn't have asked it here.

Ditan

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Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #799 on: 2020-04-19 09:45:14 »
Is it possible to add the ability to replace high quality map PNG data in Makou Reactor?
If this were possible, people would be happier more easily.

https://i.imgur.com/yEfk6OU.jpg