Author Topic: [PSX/PC] Field editor - Deling (1.1)  (Read 545482 times)

Divatox

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Re: [PSX/PC] Field editor - Deling (1.0)
« Reply #325 on: 2025-06-18 00:28:22 »
Hi, im trying to edit some boss battles songs (premonition on Adel boss)
i found on deling this
lbl(27)
ucoff()
amesw(4, 3, 4, 100)
setbattlemusic(13) <<<<<<<<< ( i want to change to 73 premonition)
battle(363, 0)
setbattlemusic(5)
battleresult()

i load FIELD.fs in Deling, didnt found it Adel boss file, so i go do ultimecia's bosses to test. I found Sphinxaur boss and that line, but i select the number 13, but i cant change. What i missing here?

albert

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Re: [PSX/PC] Field editor - Deling (1.0)
« Reply #326 on: 2025-06-23 08:31:41 »
Hi, im trying to edit some boss battles songs (premonition on Adel boss)
i found on deling this
lbl(27)
ucoff()
amesw(4, 3, 4, 100)
setbattlemusic(13) <<<<<<<<< ( i want to change to 73 premonition)
battle(363, 0)
setbattlemusic(5)
battleresult()

i load FIELD.fs in Deling, didnt found it Adel boss file, so i go do ultimecia's bosses to test. I found Sphinxaur boss and that line, but i select the number 13, but i cant change. What i missing here?

First Pseudo-code mode just help you understand the logic of opcodes.

You need to click "Instructions" which one nearby "Pseudo-code"

and find this one:

PSHN_L      13
SETBATTLEMUSIC

change it to:

PSHN_L      73
SETBATTLEMUSIC

and click "Compile" button, and Save.

albert

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Re: [PSX/PC] Field editor - Deling (1.0)
« Reply #327 on: 2025-06-23 08:38:14 »
Hi, im trying to edit some boss battles songs (premonition on Adel boss)
i found on deling this
lbl(27)
ucoff()
amesw(4, 3, 4, 100)
setbattlemusic(13) <<<<<<<<< ( i want to change to 73 premonition)
battle(363, 0)
setbattlemusic(5)
battleresult()

i load FIELD.fs in Deling, didnt found it Adel boss file, so i go do ultimecia's bosses to test. I found Sphinxaur boss and that line, but i select the number 13, but i cant change. What i missing here?

Adel boss battle please see: edadele3 /#350 /dic /default
battle No. is 796
« Last Edit: 2025-06-23 08:40:46 by albert »

Arkham666

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Re: [PSX/PC] Field editor - Deling (1.0)
« Reply #328 on: 2025-07-11 22:28:35 »
Is it possible to export the game's 3d models to use in an program like blender with this?

hobbitdur

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Re: [PSX/PC] Field editor - Deling (1.0)
« Reply #329 on: 2025-07-15 08:11:14 »
Not with deling, but you can look at mch2blend.

Spaniard

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Re: [PSX/PC] Field editor - Deling (1.0)
« Reply #330 on: 2026-02-10 09:05:54 »
Hi, I've only now registered, but I've been using the forum and the tools for years now (10+).

I've edited time and again the pc version of the game successfully, adding new speeches, conditionals, wtv.

I thought I'd try passing all that I did to the original playstation title, in that I'd use an emulator to play it then.

By using deling I can open the psx disc 1, I find the same scenes/scripts/texts to edit, but I cannot edit them?

I also can't save/export. Is it not possible to edit the psx version of the game?
I never tried it, but always assumed it was possible. Or am I doing something wrong?

Thanks in advance

Kefka

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Re: [PSX/PC] Field editor - Deling (1.0)
« Reply #331 on: 2026-05-02 04:41:09 »
Quick question, Myst6re, is it possible to add NPCs and scripts to a certain field file or copy them over from another field? I wanna relocate one NPC in the game to a different area, but right-clicking with the mouse on a field entity doesn't work in the scripts tab as it does in the texts tab.

FF7's MakouReactor could do this (there it's called "add group", "delete group", "copy group" etc.), and since both editors were created by you (cannot thank you enough, by the way, you're a genius), I kinda hoped there might be a way... I'm using the newest version, Deling 1.0.

myst6re

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Re: [PSX/PC] Field editor - Deling (1.0)
« Reply #332 on: 2026-05-02 07:17:08 »
Inm currently working on it

FatherMcKenzie

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Re: [PSX/PC] Field editor - Deling (1.0)
« Reply #333 on: 2026-06-11 16:50:38 »
Hi, I've only now registered, but I've been using the forum and the tools for years now (10+).

I've edited time and again the pc version of the game successfully, adding new speeches, conditionals, wtv.

I thought I'd try passing all that I did to the original playstation title, in that I'd use an emulator to play it then.

By using deling I can open the psx disc 1, I find the same scenes/scripts/texts to edit, but I cannot edit them?

I also can't save/export. Is it not possible to edit the psx version of the game?
I never tried it, but always assumed it was possible. Or am I doing something wrong?

Thanks in advance

PlayStation format is currently read only as far as I can tell. I don't know if that's being worked on or not (but I'm greatly appreciating any updates from myst6re on either the PC or PSX side in 2026 :))

Spaniard

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Re: [PSX/PC] Field editor - Deling (1.0)
« Reply #334 on: 2026-06-12 14:16:11 »
PlayStation format is currently read only as far as I can tell. I don't know if that's being worked on or not (but I'm greatly appreciating any updates from myst6re on either the PC or PSX side in 2026 :))

Yeah, I was afraid of that and was hoping that it was just my inability to find out how to implement such endeavour.

Thanks a lot for the feedback mate, I appreciate it.

Tariguz

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Re: [PSX/PC] Field editor - Deling (1.0)
« Reply #335 on: 2026-06-22 19:30:26 »
A fork with PlayStation .bin write-back (field text + font)

Hi all,

I've been working on a fan translation of FF8 on the PSX (NTSC-U, SLUS_008.92, into Bosnian/Croatian/Serbian), and I ran into the same wall that's come up a couple of times in this very thread: Deling opens PlayStation discs read-only, and writing back to the .bin was considered not feasible.

I have a fork now that does it — in-place write-back to PSX .bin (Mode 2 Form 1) images:

  • Field text — verified working end-to-end in DuckStation (edit → save → reopen → run in-game).
  • Disc font (sysfnt.tdw) — working, with one small open issue I'm still finishing.

The short version of how it works: the key piece is recomputing the EDC/ECC of the Mode 2 Form 1 sectors so edited sectors stay valid on the image — that's the part usually treated as the blocker. On top of that there's a same-slot sector writer plus a lazy-matching LZSS recompressor that's tighter than the greedy one, so recompressed field data fits back into its original slot without moving anything on the disc. Full technical write-up is in the issue linked below.

Honest disclaimer: I'm not a programmer. The C++ was written with AI assistance (Claude); my part was directing the design, integrating it into Deling, and validating the result in-game. I'm saying so openly so nobody assumes this is battle-tested code from an experienced dev — but the field-text path really is verified, not just compiling.

Fork: https://github.com/Tariguz1/deling (branch ps1-writeback)
Full technical details + asking myst6re whether he'd want a PR: https://github.com/myst6re/deling/issues/47

Huge thanks to myst6re for Deling — none of this would exist without it. Sharing in case it's useful to anyone else doing PSX translations.

myst6re

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Re: [PSX/PC] Field editor - Deling (1.1)
« Reply #336 on: 2026-06-26 20:31:51 »
New version: https://github.com/myst6re/deling/releases/tag/1.1.0

Changelog:
  • Support for code compiling (@barkermn01)
  • Allow to fully edit the model loader, add/remove model and animation and change color modifier
  • Allow to add/remove scripts
  • Big performance boost when opening field archive
  • Add extract chunks for c0mXXX.dat files
  • Qt + CMake changes (@julianxhokaxhiu and @Kidev)

« Last Edit: 2026-06-26 20:35:21 by myst6re »