Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.1.0)  (Read 528390 times)

Konsome

  • *
  • Posts: 2
    • View Profile
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #800 on: 2020-04-22 11:58:38 »
Version 1.5.1 is working correct with field model centering.  so i have start using that.   Thank you.

myst6re

  • *
  • Posts: 650
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #801 on: 2020-06-01 18:02:11 »
I'm currently working on the next version of Makou Reactor, with many fixes and new features. Do someone managed to export Walkmesh to obj or collada formats?

Here is the current WIP changelog:

New features:
 - Add/remove field maps (+ show missing maps from the LGP archive)
 - Dark mode option
 - New font editor (aka window.bin editor) [WIP]
 - Auto convert jumps to long jump if needed
 - Add a preview in the LGP archive manager
 - Add export option to PSF file
 - Partial importation of model loader from PS to PC
 - Add support to sega chief/DLPB opcodes
 - Show warnings when the max count of group or script is reached for the game
 - Highlight current item in field/group script/script lists (accessibility)
 - Add buttons in the main toolbar to open tools quickly
 - Add "Search opcode..." context menu in the script
 - Renaming Miscellanous Operations to Batch Processing, and adding background fixes options for fr_e and lastmap
Bug fixes:
 - Fix game path detection for Steam
 - Fix LGP saving corruption error
 - Fix crash on reopening LGP
 - Fix copy/paste jump bug
 - Fix field export error on PS version
 - Trying to open background from MIM and models from BSX when opening a DAT file
 - Fix corruption of field file when group script name has strange characters
 - Catch overflow errors on saving script/text/music changes
 - Fix compatibility with the Android version of flevel.lgp (which breaks the file format a little)
 - Fix modification highlight triggered on non-modified fields
 - Fix wrong spaces in encounter dialog layout
 - Fix background saving when depth is 4 bits per pixel
Internal:
 - Use QOpenGLWidget instead of QGLWidget (maybe a performance boost for FF7 PC)
 - Deployment fixes (thanks Sithlord48)
 - Drop Qt4 compatibility, upgrade to Qt 5.15
 - Some performance improvements
« Last Edit: 2020-06-02 00:11:22 by myst6re »

DLPB_

  • Banned
  • *
  • Posts: 11006
    • View Profile
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #802 on: 2020-06-01 23:59:13 »
great stuff!
« Last Edit: 2020-06-02 16:08:45 by DLPB »

markul

  • *
  • Posts: 215
    • View Profile
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #803 on: 2020-06-02 08:40:02 »
I'm currently working on the next version of Makou Reactor, with many fixes and new features. Do someone managed to export Walkmesh to obj or collada formats?

Here is the current WIP changelog:

New features:
 - Add/remove field maps (+ show missing maps from the LGP archive)
 
Oh! Nice!So, now its posible to add more maps in the index?? :O

myst6re

  • *
  • Posts: 650
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #804 on: 2020-06-02 08:41:18 »
With the next release of FFNx, you'll be able to use 1200 maps

wubbadubba

  • *
  • Posts: 2
    • View Profile
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #805 on: 2020-06-02 20:07:58 »
Forgive me if I am reading the WIP changelog incorrectly, but have you addressed the issue described by DLPB on page 29 where opening and saving a PSX disc's bin file - even without making any changes - causes the file no longer load in accurate emulators (i.e. Mednafen)? For what it's worth, I can vouch that this error still occurs on both the newest continuous and stable releases, and I am unsure if it was due to "LGP saving corruption error" or a likewise error that you have already fixed in the upcoming release.

Otherwise, I would like very much to thank you for the creation of this tool. Its simplicity has allowed me, with abysmal programming knowledge, to port a few simplistic fixes from The Reunion mod to the PSX Japanese Int. version in little time (which has been surprisingly entertaining!).


myst6re

  • *
  • Posts: 650
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #806 on: 2020-06-05 13:09:01 »
Forgive me if I am reading the WIP changelog incorrectly, but have you addressed the issue described by DLPB on page 29 where opening and saving a PSX disc's bin file - even without making any changes - causes the file no longer load in accurate emulators (i.e. Mednafen)? For what it's worth, I can vouch that this error still occurs on both the newest continuous and stable releases, and I am unsure if it was due to "LGP saving corruption error" or a likewise error that you have already fixed in the upcoming release.

Makou can edit ISO files, but it doesn't recompute CRCs. On emulators like ePSXe it is fine, but like you said in accurate emulators maybe not. I'm sure you can find ISO repair softwares to regenerate CRCs sections correctly, according the ISO9660 specifications.
Or someone maybe have skills in this area and will propose a fix for Makou Reactor?

Otherwise, I would like very much to thank you for the creation of this tool. Its simplicity has allowed me, with abysmal programming knowledge, to port a few simplistic fixes from The Reunion mod to the PSX Japanese Int. version in little time (which has been surprisingly entertaining!).

I'm glad you're happy about it, that's lot of work on my side hidden in simplicity.

jusete

  • *
  • Posts: 416
  • https://www.paypal.me/JRGV
    • View Profile
    • Donate here
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #807 on: 2020-06-05 17:07:21 »
Amazing!!!! I love all the new features, only a question...could you add the field backgrounds images in the walkmesh editor? Or is it too much work to implement? That will make  the walkmesh edition much easier ;). About the walkmesh exporting, there is a program that can export them to 3ds max I think

myst6re

  • *
  • Posts: 650
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #808 on: 2020-06-05 17:08:57 »
Yeah that's a lot of work to me, but one of the top features I would love to implement... since the beginning of this project

myst6re

  • *
  • Posts: 650
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #809 on: 2020-07-17 16:36:56 »
Improved text editor with integrated window editor:

Green_goblin

  • *
  • Posts: 102
    • View Profile
    • Parasite Eve Translation Project
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #810 on: 2020-07-17 16:45:01 »
Excellent, keep improving Makou Reactor myst6re, you are now on a winning streak.
« Last Edit: 2020-07-18 13:29:55 by Green_goblin »

myst6re

  • *
  • Posts: 650
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #811 on: 2020-07-17 16:47:05 »
Thanks Green_goblin  :-)

obesebear

  • *
  • Posts: 1389
    • View Profile
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #812 on: 2020-07-17 17:37:22 »
That's a great feature.  Text mods should be a lot easier now

myst6re

  • *
  • Posts: 650
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #813 on: 2020-07-17 17:58:18 »
That's a great feature.  Text mods should be a lot easier now

Or a lot easier... again! I remember a time when Loveless was a thing ;D

obesebear

  • *
  • Posts: 1389
    • View Profile
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #814 on: 2020-07-17 22:45:31 »
I remember using it when I was trying to make my own translation so the story made more sense.  Don't think I ever knew it could adjust dialog boxes, too.

myst6re

  • *
  • Posts: 650
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #815 on: 2020-07-18 10:18:51 »
Yeah Loveless was a really complete text editor, see:



(Note: I have the autorization of the author to reuse some of his icons)

sithlord48

  • *
  • Posts: 1640
  • Dark Lord of the Savegame
    • View Profile
    • Blackchocobo
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #816 on: 2020-07-18 13:08:07 »
<edit> Looked at the wrong branch </edit>

Nice to see work continue on this!

« Last Edit: 2020-07-18 13:10:29 by sithlord48 »

Green_goblin

  • *
  • Posts: 102
    • View Profile
    • Parasite Eve Translation Project
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #817 on: 2020-07-18 13:41:27 »
Hi again myst6re,

Is it possible to import scripts and texts independently?
I mean one option which imports only texts and windows positions, and another independent option to import engine scripts.
Right now those options are merged into one.



Would be nice to have this feature.

Regards!

wubbadubba

  • *
  • Posts: 2
    • View Profile
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #818 on: 2020-07-29 05:21:28 »
Makou can edit ISO files, but it doesn't recompute CRCs. On emulators like ePSXe it is fine, but like you said in accurate emulators maybe not. I'm sure you can find ISO repair softwares to regenerate CRCs sections correctly, according the ISO9660 specifications.
Or someone maybe have skills in this area and will propose a fix for Makou Reactor?
Hey, good news! I was able to find a tool to fix this problem:
https://www.romhacking.net/utilities/1264/
For what it's worth, the source is included in the download and it's licensed under GPL. Not sure if that's something you would be able to incorporate or not.

As for my comment on simplicity, my intention was to compliment how intuitive you've managed a program that covers so many functions. It's really impressive!
Looking forward to the next release,

myst6re

  • *
  • Posts: 650
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [PSX/PC] Field Editor - Makou Reactor (1.7.2)
« Reply #819 on: 2020-08-07 07:55:14 »
Hi again myst6re,

Is it possible to import scripts and texts independently?
I mean one option which imports only texts and windows positions, and another independent option to import engine scripts.
Right now those options are merged into one.



Would be nice to have this feature.

Regards!

The import feature currently reflect the field file format. So you can import a PC field file or a PS Dat file.
Import only texts and windows will be a little tricky, since windows are part of the script.

Hey, good news! I was able to find a tool to fix this problem:
https://www.romhacking.net/utilities/1264/
For what it's worth, the source is included in the download and it's licensed under GPL. Not sure if that's something you would be able to incorporate or not.

As for my comment on simplicity, my intention was to compliment how intuitive you've managed a program that covers so many functions. It's really impressive!
Looking forward to the next release,

Hey thanks, I will look at it! Can I use it on the french retranslation project?

myst6re

  • *
  • Posts: 650
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
« Reply #820 on: 2020-08-08 13:55:55 »

Makou Reactor 1.8.0 is now available!
Download here


Changelog:
[CORE]

  • Fix game path detection for Steam
  • Fix LGP saving corruption error
  • Fix copy/paste jump bug
  • Auto convert jumps to long jump if needed
  • Fix corruption of field file when group script name has strange characters
  • Catch overflow errors on saving script/text/music changes
  • Add compatibility with the Android version of flevel.lgp (which breaks the file format a little)
  • Export all in LGP archive manager

[UI]
  • Improved text editor with integrated window editor
  • Add a preview in the LGP archive manager
  • New font editor (aka window.bin editor)
  • Add export option to PSF file
  • Add support to sega chief/DLPB opcodes
  • Fix modification highlight triggered on non-modified fields
  • Show warnings when the max count of group or script is reached for the game
  • Fix wrong spaces in encounter dialog layout
  • Highlight current item in field/group script/script lists (accessibility)
  • Dark mode option
  • LGP archive manager is now integrated in the main window, and no more a dialog
[INTERNAL]
  • Use QOpenGLWidget instead of QGLWidget (maybe a performance boost for FF7 PC)
  • Deployment fixes (thanks Sithlord48)
  • Drop Qt4 compatibility
  • Clean spaces convention a little

cloudiar

  • *
  • Posts: 204
    • View Profile
Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
« Reply #821 on: 2020-08-08 14:51:58 »
Myst4re, you know my problems with makou, but I will try to continue my project with this new version.

I will inform you if I find errors.

Does 1.8.0 fix problems with layers? (I mean unused field, also some problems loading these, they give error).

Another thing, did you forget my question about "load npc ID with variable"? (would allow loading more than 16 different npc)
I think this function could be great , I hope you will try in the future, if possible, the quality of all mods will increase.

You already know that I have a special mention for you in my project, you have the best utility of the FF7 that exists (although I also recognize fabulous work with programs like wallmarket or proudclod).

Congratulations, your program will be final soon, MASTER!

myst6re

  • *
  • Posts: 650
  • Light King of the Savegame - Field Master - FF8.fr
    • View Profile
    • FF8.fr
Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
« Reply #822 on: 2020-08-08 15:26:40 »
Myst4re, you know my problems with makou, but I will try to continue my project with this new version.

I will inform you if I find errors.

Thanks

Another thing, did you forget my question about "load npc ID with variable"? (would allow loading more than 16 different npc)
I think this function could be great , I hope you will try in the future, if possible, the quality of all mods will increase.


No no I didn't forget, but I have lot of things to do, it is hard to track everything

cloudiar

  • *
  • Posts: 204
    • View Profile
Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
« Reply #823 on: 2020-08-08 16:07:27 »
So is it technically possible?
This is great, I think this feature can be huge, I hope you don't forget, if you need any proof, I'm available for you, okay?

But maybe one day if I can, I promise that I will, if for any reason some of this brings me money, or I have enough, I hope to give you a contribution

I will not steal any more time, when the game ends I want to dedicate my most precious work to you, the auction without love, it is practically the brightest, that you know that very brilliant things are also thanks to you.

Thanks :)

PS: If you need debugging mode to test, I have a great job, if I can help you with something, please contact me privately.

Grimmy

  • *
  • Posts: 499
  • Join in my tarnished light.
    • View Profile
    • GrimmyGames
Re: [PSX/PC] Field Editor - Makou Reactor (1.8.0)
« Reply #824 on: 2020-08-17 23:01:35 »
So is it technically possible?
This is great, I think this feature can be huge,

cloudiar, I know of a way to add more than 16 models to the field, but it takes some extra steps. If you add a variable to the 7thHeaven.var; a new char folder to your iro; a script to the mod.xml to trigger the new folder when the variable flips; then trigger the variable in game; then refresh the current Field you will have access to another set of 16 models. However, you will have to port your new 16 models to have the same hrc id as the replaced models and set them up in their own 7H mod folder. You can do this as much as you want with any module of the game, but you must refresh the field. I have demos on my youtube of it in action. Also thanks for using my Kalm town battle field in your mod. Not enough gamers have got to experience it.

myst6re, I really hope that saving bug is gone because it has caused me so many nightmares. But regardless your Makou Reactor program is the best and makes all things possible in FFVII.
« Last Edit: 2020-08-17 23:03:21 by Grimmy »