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Messages - myst6re

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1
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.12.0b)
« on: 2021-09-05 07:28:21 »
New Version https://github.com/myst6re/deling/releases/tag/0.12.0b

Changelog:
  • Adding Russian translation
  • Fix compilation error with POPI_L and temp variable (#18)
  • Fix English translation
  • Update Qt to 5.15

2
When you want to add a new model to a map, you need to both add a group script and a model in the Field Models window


3
New version available with a lot of bug fixes:

https://github.com/myst6re/makoureactor/releases/tag/1.8.5

Changelog
  • Add ability to edit model size and light in PS version (#118)
  • Add new unofficial opcode (#79)
  • Add options to set {CHOICE} and tabulation width in text preview (#56)
  • Add left padding editor in window.bin editor (#91)
  • Add a tip about a division or modulo by 0
  • Change file extension of an export of uncompressed map to ".dec"
  • Change max editable exec priority to 6 instead of 7, and add a note what it means (#63)
  • Prevent edition of letter width and letter left padding if not available for the current letter in window.bin editor
  • Remove strict LZS format checking option
  • Fix replace all texts feature, and add a message about how many texts were replaced (#114)
  • Fix compression error on import (#117)
  • Fix window.bin texture transparency
  • Fix window.bin compression format to be closer to the original compression (#112)
  • Fix multiple inconsistencies in field map format (#116)
  • Fix potential crash on creating or saving a field map
  • Fix Save As feature for files outside an archive (like a DAT file opened alone for example)
  • Trying to minimize bad texture loading on opening a DAT file alone with a BSX file
  • Fix potential memory leak on field model loading for PS version
  • Fix search for bit test operations (#75)
  • Fix potential memory leak/crashes on copying Group Scripts
  • Fix typo "Modulas" instead of "Modulo"

4
Associated issue here to follow the advancement of this bug: https://github.com/myst6re/makoureactor/issues/117

5
I'm glad you made it! I developed the background PS to PC conversion for this kind of stuff.

6
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.11.2)
« on: 2021-06-25 08:00:23 »
Hi there!
I'm trying to use Hyne to edit and export my retroarch save file to steam but when I try to save an error pops up saying "cannot create temporary file" ... can someone help me? I'm using Hyne on Mac.

Thanks!!!  8-)

Sorry I didn't see your message, maybe the system tmp folder is not writable by you.


you have to select english from the language menu .

Yes I think it is the issue here :)

7
With good media players like foobar2000 I think

8
Look at ogg metadata in other files, you'll find one attribute with the loop time, do the same thing in your ogg with the same attribute name.

9
On the PC version, Makou helps you to change the list of music IDs played in a map. Those IDs refer to specific MIDIs in the original game, and you can override MIDIs with FFNx and in the Steam version of the game.
In Makou you also can use a new ID, for example if you put 100 to the music ID in "Tutorials/Sounds..." you will ask the game to play the music ID 100. I think FFNx is not ready for this, because it uses the music name list from the game, but you can create an issue here https://github.com/julianxhokaxhiu/FFNx/issues to ask this feature

As a start, look at this list https://github.com/julianxhokaxhiu/FFNx/wiki/How-To_Audio%20Configuration
I advice you to add you first new song by replacing "comical" which is unused in the original game

10
I'm on the Discord of Qhimm, of course :)

11
I will try, again, next weekend to undestand what's goin on.

Now I can't change the fields back to 1.6.X because they are 1.8.X, this will cause more errors, so I feel trapped

If 1.6.x version cannot open a flevel file saved with 1.8.x, I think it is because the flevel is corrupted. I will try again with the last archive you sent me and detect where the format prevents Makou 1.6 to open it.

12
I'm sorry to hear that, since you reported me multiple crashes on many differents actions, I fixed at least 4 different crashes.

I understand that moving code, copy paste, or cut paste is an issue, but unfortunately I never reproduced any crash with this on the last version. You are not the only one who have reported this, and I trust you when you say there something wrong. The point is as long as I don't understand what is going on, I cannot make a patch. Also I don't have much time to use Makou Reactor, or to update it. I tried several weekends to give time to this, each time I released a new version with fixes I could do, and not fixes I don't understand.

My goal is to make a great editor for FF7, and also an open project where many developpers can contribute. For 12 years I am alone to fix the bugs and maintain this program, and you say it is not enough for you?

13
FF8 Tools / Re: [PSX/PC] Field editor - Deling (0.10.1b)
« on: 2021-04-13 08:08:34 »
New version!
https://github.com/myst6re/deling/releases/tag/0.11.0


Changelog:
  • Removing a debug code which slows down the FF8 PS ISO file opening
  • New feature: tile editor, for the first time Deling let you edit background tiles
  • [Archive manager] Improving image preview and show png and jpg images
  • Add background mass exporter (to PNG format)
  • Add "Search All" dialog
  • Add width field in the font editor
  • Fixes in search feature, mainly search script text
  • Add an autocompleter to the opcode list and the variable list in the search dialog
  • Fix enabled/disabled state in particles widget
  • Fix crash on field script parsing
  • Improving background opening
  • Improving script opening in FF8 Demo and text preview
  • Add support for tex files with RGBA colors
  • Fixes for Mac OSX (sadly not yet usable in dark theme): font size fixes, show parameters and about menus in the right place
  • Fix layout for the about dialog on Linux
  • Fix widget overlapping (#2)

14
Pd: What does it mean "Fix text autosize for VARDEC / VARDECR / VARHEX and MEMORY commands"

The autosize text window feature now consider VARDEC / VARDECR / VARHEX to be 5 digits large. And for MEMORY it uses the length to calculate the probable max width in the game.

Now using this do the numerical values ‚Äč‚Äčline up correctly? (this non-alignment problem is very annoying)

What is that? You're welcome to open an issue on GitHub with a screenshot

15
New minor version (1.8.4)
https://github.com/myst6re/makoureactor/releases/tag/1.8.4

Changelog:
  • Update SHAKE opcode details (thanks to dangarfield)
  • Fix door update bug
  • Fix crashes on adding/removing fields
  • Allow to open an invalid ISO file
  • Fix crash when adding a new walkmesh triangle, if the triangle list is empty
  • Fix remembering expanded items
  • Removing auto-scroll when editing an opcode
  • Change Ctrl+Q shortcut to Ctrl+K (music/tuto menu). Command+Q is a reserved shortcut on Mac OSX
  • Fix crash when entering walkmesh with OpenGL disabled
  • Fix text autosize for VARDEC/VARDECR/VARHEX and MEMORY commands
  • Fix DAT file import

16
New version available with a fix for big files.

17
Sadly FFNx is not compatible with the remaster, so no :(

18
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.11.2)
« on: 2021-03-01 07:23:42 »
Because I don't want to impose my vision about what's essential or not :)

19
Okay now everything is fixed, available in the last Canary: https://github.com/julianxhokaxhiu/FFNx/releases/tag/canary
If someone can test it more, and send me feedbacks, that'll be great :)

20
Glad it is working!

I have more fixes to come, I will let you know when the next Canary is out

21
The fix is available in the last Canary: https://github.com/julianxhokaxhiu/FFNx/releases/tag/canary

@adrianoct please let me know if this fixes your issue :)

22
Okay I'm able to reproduce the issue, I think I have already a fix for that :)


I reworked the external_music plugin for FF8 entierely. Now ambients sounds (rain, wind, sea...) can be modded with any music format. FF8Music pack already contains replacements for choirs.
Also now FFNx take care of volume changes completely, because the game does not handle this correctly (bad timings, no sync...). Also crossfade will be correctly implemented with volume changes.
It is ready soon...

23
Okay thanks, I will try to reproduce the issue on my Steam installation.

Unrelated, but I try to add cross music volume fading to FFNx, because currently the game does not implement it, and volume changes can be abrupt sometimes. More soon :)

24
Is it still slow when you run without FF8Music, but with FFNx?
Set use_external_music to false in FFNx.toml and restart the game to check :)

25
FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.11.2)
« on: 2020-12-10 00:35:31 »
Normally a new save is set to the first map, not the worldmap, can you send me the file you created and more details about how you ended to this state?

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