[PSX/PC] Field editor - Deling (1.0)

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Ok I got your message and only thing I can say is that all this is out of my league! If I could work with this knowledge I would become a programmer... seriously... How much for you to do this for me. I can send you the words translated. I can only buy paysafe cards and send money as a donation through a bank account... I have already been dealing with so many things i don't understand lately and trying hard to solve so many riddles...

edit: ok Yugisokubodai is god! I just hope I can find him everytime!
 
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Alright Rcolly sent me the ff8 tables and I managed to read it! i'm on a good way now! But everytime I type on the right filed the text is being replaced... how can I just type and the text not being replaced? Thanks!

edit: Yugisokubodai sit patiently and taught me how to edit the pointers and such but it's way off my abilities... I will need about a month to learn how to do this I think... it would be great if there was a tool to edit the mngrp.bin text like Carbuncle for kernel.bin which is awesome! I never thought it would be so hard to translate this file!
 
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Hey myst6re! Is there a way to export to sysfld00.tex and sysfld01.tex automatically through the font editor? And the color palette I think doesn't match the original. I think that's why my original fonts without the Seed mod are looking kinda blurred. Also is there a tool to convert a png image to tex? Ok found Omega (bmp to tex). Thanks!
 
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Does anyone know where to find Option menu text? I opened some files with Deling, and find many text with Playstation button icons :/ Why in the game there are generic names for buttons?
 
Are there any plans to add an obj export for the walkmeshes at all?
Or perhaps a bulk export for the backgrounds?

This is great stuff, not sure how I never noticed it before.
 
There's a field that's filled with unused dialogues (nothing else...)
It's impossible to "show" these dialogues in a field via script editor because you can't make new scripts in it...
Dunno why the creator didn't add this feature.
 
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Hey folks, I worked to a new feature last week!

1459289133-deling-demo-script-1.jpg


Wow! Even card game scripts are readable now:

1459289160-deling-demo-script-2.png
 
edit.

I was tired and made a message that makes no sense haha.  ;D

Good work!
 
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To be clear (and because I saw your question DLPB :) ):

  • This new presentation of scripts is read-only for now
  • It recognizes if/else (optional else/chained else if), while loops (with a forever loop case) and calculations (with push/pop/cal opcodes)
  • There is no variable declaration: types are specified in variable names
  • I do not plan to do a code editor in text-mode like this in Makou Reactor, but I will look if I can add some new patterns ("while loop" for example)
 
How does FF7 differ to FF8 code?  I'm interested.  Did they just use FF7's method? Or recreate this from scratch - because a lot of it seems very similar.  And text works the same way too?

[I actually asked this question at the start of this thread, but forgot :P ]
 
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Recreate this from scratch. It's a stack-based language, each opcode is 4-bytes long, that's easier to parse. For structures, there is no "if" opcodes, only jumps, pushs and pops. For calculation, there is only one opcode: CAL, combined with pushs and pops.

You have some infos on the wiki if you want to know more about it.
 
That's a bit crazy... that they redid it this way rather than just using what they already had.
 
Changelog:

  • Adding partial support for FFVIII Demo
  • Adding new script viewer, which is more readable (but not editable/searchable yet)
  • Some bug fixes
  • Migrate Qt from 4.8 to 5.6
 
Congratulation Myst6re for you tool, maybe in future this can write PSX disc like a Makou Reactor?
 
Maybe a partial save feature, which would be limited by the output size of the files. For the full save, I don't have enough time to write an algorithm which rellocate files when their size grows.
 
I love this tool.

i haev a minor request.

I'm trying to create gifs from the FF8 animated backgrounds but its difficult because I can only save 1 layer at a time, theres no way to play animations or export all layers in the tool it seems.

Additionally, I can export walkmeshes and cameras to FF8 formats, but from there there seems to be no way to actually open them.

Would it be possible to export them as obj and FBX files at all so they can be opened in other 3D Software, useful for those of us remodelling areas of the game in HD, or whatever else people might want to do with the meshes.

I don't know how complicated that second request might be howeve.
 
Hey folks, I worked to a new feature last week!
Yay! Now I don't have to finish mine!

edit: Well, mine is editable and lets the user define the opcode names. Maybe I'll finish it, convert it to c, and give Myst6re the code.
 
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