Flevel Stuff

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Okay so i've changed this thread to just home any questions i'll have with this stuff instead
 
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You'll have to send a picture of makou's windows.  That's too confusing for me to follow.
 
Different cameras are solved. I can work them perfectly now.

So last thing I need now is to be able to control scripts or behavior on the world map. Please help me out here.  Its the last step for my little side project.
 
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There is no script editor for world map. No real documentation to it.  No one I know has successfully changed wm script (aside from text based stuff).  Myst6re does plan to make an editor one day.
 
Okay so in Makou Reactor, im working these IF statements. Most of which are obvious.
However what do these options mean:

IF 20 ! 4
IF 20 & 4
IF 20 ^ 4

Numbers are random here, just need to know what ^, ! and & mean in this scenario
 
I assume those are bit operators

& = AND
! = NOT
^ = XOR

It's better to look at it in binary
20 = 1 0100
4 = 100

Wiki on operators:
https://en.wikipedia.org/wiki/Bitwise_operation

EDIT:
I also assume the IF statement resolves to TRUE as long as the output is not zero. Unless there is some condition. For example (IF variable1 & variable2 = 4) { something happens here if true }.
In this case if variable1 = 20 and variable2 = 4 the statement would be true because 20 AND 4 = 4.
 
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Aha thanks. I'm trying to find a work around to the timer.

I can only have 1 countdown timer but i essentially need 2.
Got any ideas?

Okay so on the savemap list i found total gametime var:


0x0BB5
z_8[10]   1 byte   Game Timer Minutes


What is this in Makou Reactor though?
I tried using a normal work it out method and guessed it to be [1][17] but i guess i'm wrong.

Reason for guessing that is because the countdown timer is:


0x0BB9
z_8[14]   1 bytes   Countdown Timer Minutes


Which is 4 above it.
When i tried to work out a pattern i found that the love points corresponded to this pattern.

Can anyone teach me what these mean how how to work out their Var in Makou Reactor?
 
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Use The Reunion Database. See the Savemap tab. There you will find I have converted to actual memory addresses - and field var banks. Note that there are only 5 save banks.  Field uses different vars depending on if they are 8 bit or 16 bit, something I am going to highly recommend Myst6re simplifies in Makou Reactor.  It would also be nice if the main wiki were updated to use the system I have used in The Reunion Database.

Also see my other post: https://www.ff7catalog.com/posts/208466/

Also note that Ochu allows logging and editing of vars.  It will make it much easier for you.
 
Ahh great news. But just to let you know the list is down.
When you click "Please see the Reunion database" it's gone
 
Si i think i was correct in saying game time in minutes was Var [1][16] but my code was off then.

I'm basically looking for another way to use a time system. I have the countdown and the game time. Countdown works fine but couldn't get get game time to respond in any way
 
The game timer itself is outside of the 5 save banks, so you can't address them in realtime from what I can remember. Only the 5 "banks" can be accessed by field script. Game time is only saved to a bank at save time from the menu.
 
So i can't make a script in Makou saying if Gametime < 10:00 do this?
 
So i can't make a script in Makou saying if Gametime < 10:00 do this?
Nope. Not without editing the executable to save game time in real time to a spare var ( a field save bank). It would require some basic assembly.  Let me check with Ochu to make sure.
 
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Alright. So unless someone does this i'll scrap the idea then. Too much hassle.
Would be very handy though
 
I was wrong.  See The Reunion Database and Ochu.  It's being written in real time.

DC08EC   1   16   H   Game Timer Hours
DC08ED   1   17   H   Game Timer Minutes
DC08EE   1   18   F/H   Game Timer Seconds
DC08EF   1   19   H   Game Timer Frames

Basically, for under 10 minutes, you'd check that [1][17] < 10 and that [1][16] = 0.
 
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So it must have been a code problem in Makou then. I figured it was 1 17.
Alright i'll see what i can do then.

Cheers man
 
Definitely look at Ochu in the MemLog area.  You can even query specific current values.  Like I did here:

I put that in the box and clicked "Query". Remember that Bank 1 = Field 1/2.

DC08ED 0BB5 [1,17](Field Time): 34
In other words, the Minutes count in my game is 0x34. My hours is 0xFF :P  255 hours is the maximum time that can be used by field script.  The menu allows much further (when edited - I've made it 999 hours decimal). I edited it this way btw...  I didn't lit play over 255 hours.
 
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