Author Topic: [PSX/PC] Field Editor - Makou Reactor (2.1.0)  (Read 529874 times)

Bosola

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Re: [1.4.1] Makou Reactor - a FF7 script editor
« Reply #125 on: 2012-08-22 00:06:22 »
Nice, thanks.

With the PSX field files, does your application handle file resizing? Can files get larger than their originals? Does Makou handle any lookup changes for when files get shifted about? Also, does Makou do any CRC recalculation?
« Last Edit: 2012-08-22 00:13:43 by Bosola »

myst6re

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Re: [1.4.1] Makou Reactor - a FF7 script editor
« Reply #126 on: 2012-08-22 09:54:36 »
With the PSX field files, does your application handle file resizing? Can files get larger than their originals? Does Makou handle any lookup changes for when files get shifted about? Also, does Makou do any CRC recalculation?

When the field is larger, he is placed at the end of the archive, or in a space if any. I update the FIELD.BIN of course when field positions or sizes change, and the iso file structure. Aaaand... no, Makou does not CRC recalculation :(

Bosola

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Re: [1.4.1] Makou Reactor - a FF7 script editor
« Reply #127 on: 2012-08-22 12:39:24 »
When the field is larger, he is placed at the end of the archive, or in a space if any. I update the FIELD.BIN of course when field positions or sizes change, and the iso file structure. Aaaand... no, Makou does not CRC recalculation :-(


No matter; CDMage can handle CRC recalculation, and emulators can be forced to ignore CRC anyway.

vayneruel

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Re: [1.4.1] Makou Reactor - a FF7 script editor
« Reply #128 on: 2012-08-22 13:46:30 »
Myst6re who update the field.bin?with an hexadecimal editor?its necesary decompress with gzip?
your program is amazing  :P

myst6re

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Re: [1.4.1] Makou Reactor - a FF7 script editor
« Reply #129 on: 2012-08-22 13:49:44 »
Myst6re who update the field.bin?with an hexadecimal editor?its necesary decompress with gzip?
your program is amazing  :P

This is Makou Reactor that will do it.

vayneruel

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Re: [1.4.1] Makou Reactor - a FF7 script editor
« Reply #130 on: 2012-08-22 16:53:02 »
Ok i wait the next version ;D thanks

spy__dragon

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Re: [1.4.1] Makou Reactor - a FF7 script editor
« Reply #131 on: 2012-08-23 09:24:55 »
Hi Myst6re, you program is amazing, but  I have a little problem. I am editing the texts of tutorials, psx version (spanish), but when I click in Accept when I finish to translate the text, some words appears imcomple or cut, and others in white (no words) see the image.

[IMG=http://img94.imageshack.us/img94/1368/erroravj.png][/IMG]

EDIT: I have been seeing the command "Move with a numbers", it is neccesary to change
for increasing the window dialogue? Because I didn't change any number and besides
were the same space and characters.


I hope your answer, thanks.

« Last Edit: 2012-08-23 09:37:11 by spy__dragon »

myst6re

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Re: [1.4.1] Makou Reactor - a FF7 script editor
« Reply #132 on: 2012-08-23 10:52:25 »
Hi Myst6re, you program is amazing, but  I have a little problem. I am editing the texts of tutorials, psx version (spanish), but when I click in Accept when I finish to translate the text, some words appears imcomple or cut, and others in white (no words) see the image.

Thank you, I will look at this.

EDIT: I have been seeing the command "Move with a numbers", it is neccesary to change
for increasing the window dialogue? Because I didn't change any number and besides
were the same space and characters.

The command "MOVE()" change the position of the window, the size is automatically calculated by the game. I don't know if I answered your question.

spy__dragon

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Re: [1.4.1] Makou Reactor - a FF7 script editor
« Reply #133 on: 2012-08-23 11:16:38 »
Ok, thanks for your answer ^^ I will wait.

EDIT: I have other doubt, in the field frcyo (Chocobo farm). I would like to translate the "variant texts", for example,
this text:
Choco Billy
“Then{, }give
   Chocobo
   {MEMORY:var[13][98];size=6}
   a name.”

The text of variant, where could be?

Sorry my ignorace, if I don't know about the topic.
Other doubt that I had, I posted since one week, it's about autosize, but
I think that it's impossible to autosize, see the post:
http://forums.qhimm.com/index.php?topic=13438.0
(the kernel.bin is solved).

« Last Edit: 2012-08-27 12:52:47 by spy__dragon »

myst6re

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Re: [1.4.1] Makou Reactor - a FF7 script editor
« Reply #134 on: 2012-08-27 20:28:25 »

EDIT: I have other doubt, in the field frcyo (Chocobo farm). I would like to translate the "variant texts", for example,
this text:
Choco Billy
“Then{, }give
   Chocobo
   {MEMORY:var[13][98];size=6}
   a name.”

The text of variant, where could be?

In the scripts, in frcyo > meskun. For example:
Quote
Var[13][98] = 45 (8 bits)
Var[13][99] = 65 (8 bits)
Var[13][100] = 76 (8 bits)
Var[13][101] = 69 (8 bits)
Var[13][102] = 0 (8 bits)
Var[13][103] = 0 (8 bits)

Means "Male  ". 45=M, 65=a...


cloudiar

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Re: [1.4.1] Makou Reactor - a FF7 field editor
« Reply #135 on: 2012-09-02 00:00:13 »
My PC shuts down while I was saving changes in Makou Reactor. Flevel is broken and loses some .dec. If I reemplace the file "flevel" for an old one will work? other files can be affected?

Oh, one more thing, can you tell me when are you gonna launch a new version?

Thanks

myst6re

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Re: [1.4.1] Makou Reactor - a FF7 field editor
« Reply #136 on: 2012-09-02 15:38:56 »
You do not have any luck, the only moment when you can break your flevel is at the end of the saving, when I delete the old archive and I renamed my temporary archive. If you replace your flevel by a valid one, you lose all your changes.

Oh, one more thing, can you tell me when are you gonna launch a new version?

No

myst6re

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Makou Reactor 1.5 beta
« Reply #137 on: 2012-09-04 16:11:11 »
Since I made lot of changes, I need beta testers for the new version, so here is Makou Reactor 1.5 beta:


Current changelog 1.5b:
  • Fix a crash when saving LGP (nobody noticed?)
  • Can save an image disc PSX
  • Massive export: new feature to extract backgrounds and sounds from all fields at once
  • Import dialog: can import a dat in a PC field and vice versa
  • Compatibility with the rereleased FF7
  • [Scripts] Goto/Label system
  • [Scripts] Editor 2.0 (work in progress)
  • [Scripts] Some unknown values identified (thanks to Akari and the Q-Gears)
  • [Scripts] Search dialog: search exec is a local search. New feature: can search for mapjumps
  • [Texts] Search dialog: can search for texts directly
  • [Walkmesh] Full editor like Deling
  • [3D model] PSX model viewer (thanks to Akari and the Q-Gears)
  • [Tutos/Sounds] Fix some bugs when saving AKAOs and tutos
  • [Tutos/Sounds] Can edit the AKAO ID
  • [Tutos/Sounds] Can add an AKAO from an existing file
  • Many many many code changes

DLPB_

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Re: [1.5b] Makou Reactor - a FF7 field editor
« Reply #138 on: 2012-09-04 20:14:33 »
Excellent work!

edit.  This really is superb. 


first bug though:

Tried to save map and it is broken.  Instant crash when clicking on the save icon.
« Last Edit: 2012-09-04 20:26:06 by DLPB »

Lazy Bastard

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Re: [1.5b] Makou Reactor - a FF7 field editor
« Reply #139 on: 2012-09-04 20:29:12 »
I'm particularly interested in these three:

Quote from: myst6re
Can save an image disc PSX
Massive export: new feature to extract backgrounds and sounds from all fields at once
[Scripts] Goto/Label system

Great work.

vayneruel

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Re: [1.5b] Makou Reactor - a FF7 field editor
« Reply #140 on: 2012-09-04 20:31:32 »
Great version i have a one question
this version update the field.bin?thanks

myst6re

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Re: [1.5b] Makou Reactor - a FF7 field editor
« Reply #141 on: 2012-09-04 20:34:36 »
There are some incompatibilities between the jump system and the Goto/Label system. Make backups of your files before using makou reactor and do not panic when you see broken scripts.

Great version i have a one question
this version update the field.bin?thanks

Yes, to update the field positions and sizes, otherwise it will not work.

Tenko Kuugen

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Re: [1.5b] Makou Reactor - a FF7 field editor
« Reply #142 on: 2012-09-04 21:03:08 »
If you see a broken script, this is what you do:
Remember which the last field group is you see. If 1.5 shows up to group 6 but 1.4.1 shows up to group 13, there is a script problem in group 7 ( and maybe more later, but 100% one in group 7 )
check group 7 in 1.4.1
usually, the problem is "if...then, else jump to X"
OR
"Jump to byte X"
then X here is a byte that has to be exactly the number of an existing byte. if there is byte 234 and 236, the jump CAN NOT go to 233, 235 or 237

fixing this usually fixes the entire problem


edit:
myst6re can you reverse the order the songs are displayed?
Instead of 08 - bat
could it be
bat - 08

because that way it's easier to search for specific songs
« Last Edit: 2012-09-05 00:17:34 by KuugenTheFox »

spy__dragon

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Re: [1.5b] Makou Reactor - a FF7 field editor
« Reply #143 on: 2012-09-07 09:02:27 »
I have seen a little error, but It is not very important. When you select the buttons (psx version), the cross is Triangle, and the Triangle is Cross. I enclose the image:

http://imageshack.us/photo/my-images/840/makou.png/

Now, the tutorials work perfectly in both version, PSX and PC.
Thanks you so much for your program ;), it's very good.

EDIT:
Other bug in psx version,
in the map mds7pb_2 doesn't appear the texts,
but the other version yes (1.4.1), see the image.

http://imageshack.us/photo/my-images/824/makou2.png/

I have solutioned closing the program and open again, occurs when you save a
change of text, I have changed only the text of tutorial.

Edit 2:

In this version I have seen you can change the size of windows, but
I have seen some windows that can't change, or text which protudes in the
window text, see the image, and sorry my bad English, an image explains all.

http://imageshack.us/photo/my-images/228/makou3.png/
 
During the game, the dialog will see like this?

Regards.

« Last Edit: 2012-09-07 09:44:26 by spy__dragon »

myst6re

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Re: [1.5b] Makou Reactor - a FF7 field editor
« Reply #144 on: 2012-09-07 09:42:24 »
Other bug in psx version,
in the map mds7pb_2 doesn't appear the texts,
but the other version yes (1.4.1), see the image.

http://imageshack.us/photo/my-images/824/makou2.png/

I have solutioned closing the program and open again, occurs when you save a
change of text, I have changed only the text of tutorial.

I have found a critical bug, I'll fix it.

Edit: okay it's fixed, thank you for the report. I found an other bug, the iso saving don't work lol, fixed too, commited soon.
« Last Edit: 2012-09-07 12:35:17 by myst6re »

myst6re

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[1.5] Makou Reactor - a FF7 field editor
« Reply #145 on: 2012-09-10 13:21:13 »

Changelog 1.5:
  • Fix a crash when saving LGP (nobody noticed?)
  • Can save an image disc PSX
  • Massive export: new feature to extract backgrounds, texts and sounds from all fields at once
  • Import dialog: can import a dat in a PC field and vice versa
  • Compatibility with the rereleased FF7
  • [Scripts] Goto/Label system
  • [Scripts] Editor 2.0 (work in progress)
  • [Scripts] Some unknown values identified (thanks to Akari and the Q-Gears)
  • [Scripts] Search dialog: search exec is a local search. New feature: can search for mapjumps
  • [Texts] Search dialog: can search for texts directly
  • [Walkmesh] Full editor like Deling
  • [3D model] PSX model viewer (thanks to Akari and the Q-Gears)
  • [Tutos/Sounds] Fix some bugs when saving AKAOs and tutos
  • [Tutos/Sounds] Can edit the AKAO ID
  • [Tutos/Sounds] Can add an AKAO from an existing file
  • Many many many code changes

Changes since the beta:
  • [BUG] Some strings was not translated on linux (thanks to Sithlord48)
  • [CRASH] Opening 3D field models is more safe (char.lgp)
  • Compatibility with the old jumping system
  • [BUG] Normal ff7 never detected if we want to detect the rerelease in priority
  • [BUG] Some bugs fixed with field and fieldArchive cache (thanks to spy__dragon)
  • [BUG] ISO archive won't save the modified fields
  • [BUG] The quit menu don't work (thanks to Sithlord48)
  • LGP saving is much faster (~-1s)
  • [BUG] We cannot export all backgrounds and sounds in once
  • Mass Export: text exportation
  • [CRASH] Crash with "Expand All" on linux (thanks to Sithlord48)
  • TextManager: Window viewer removed
  • Configuration: can add a custom ff7.exe path
  • And some bug fixes

sithlord48

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #146 on: 2012-09-10 17:21:00 »
sweet when i get a chance ill upload it to the ppa, and do the standalone mac os/ linux binaries

spy__dragon

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #147 on: 2012-09-10 22:32:13 »
Thanks so much, mystere ;) I'll test this version in both version.

Tenko Kuugen

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #148 on: 2012-09-15 01:39:39 »
I've poked around the walkmesh and location data and tried to make sense of how to place new locations.
I see how field models are placed ( inside a specific triangle, at a convergence point of X and Y ) but I can't make sense of actual locations, like the location space that enables the main menu at a save point
Set location (X1=-758, Y1=66, Z1=0, X2=-715, Y2=88, Z2=0)
thats the save point location group at the gold saucer, when you enter that, it enables the main menu and stuff. but how does that actually determine where that is? thats two points, right? do they connect and form a line? for a triangle, you need three points ( x1, x2, x3 ) right?
can someone shed some light on how this works?

vayneruel

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Re: [1.5] Makou Reactor - a FF7 field editor
« Reply #149 on: 2012-09-15 09:28:39 »
The coordinates of a location, a line passing through two triangles ID, when the character crosses that line activates the saved script.

triangle
ID1  ----------------------------------------------------------------------ID2
X1,Y1,Z1                                                                               X2,Y2,Z2
If what you want is to place field models should only put the coordinates X, Y, Z and triangle ID
This is in "Fields models and animations" place field model.
Take to report a bug, when I open a BIN psx, modify a field and reinserted with Makou, the game crashes to enter that field
Thanks for you attention-