[PSX/PC] Field Editor - Makou Reactor (2.1.0)

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Ah! I've just figured out how to add/remove field IDs - by loading up the flevel.lgp file with the Steam version, as opposed to the image file of the NTSC PSX version that I have. I can now work on my Bone Village map.

I need to ask someone a favour. Does anyone have an end game save file for the Steam version that they don't mind sharing? I don't have time to play myself just yet, for very justifiable reasons (I don't play FFVII recreationally anymore, and I don't think I'll ever be able to again... it's all testing now, and I'm currently mad busy with my guide). Obviously I don't want to create a save via from Black Chocobo, as it would probably be quicker to just play the game than it would be to figure out and set all of the variables correctly.

It doesn't need to be an end-game save file, just a file in which I have the Highwind in is good enough. If at all possible, a save file in which yuffie hasn't been recruited would be ideal, as there are a million and one Yuffie Warping tests that I wish to conduct.
 
Mystere:

Other small bug.  When adding text and assigning them, the text is still marked as unused until you reload flevel.
 
Hi guys, I managed this with map2obj converter:


I Only need to edit the gateway in kalm for match with the new coordinates. I need to replace wm1(2) values to the new coordinates.

captur10.jpg


 Would be possible change the value in the sourcecode of makou?
 
Is 1.6.5 one fixed now or should I go with 1.6.4 that the topic says the version is at?
 
Would be possible change the value in the sourcecode of makou?
If you want to make modifications of makou, you can clone the repo on github and create a pull request.

Is 1.6.5 one fixed now or should I go with 1.6.4 that the topic says the version is at?
The last downloadable version on github or sourceforge is the best. Don't follow this topic title in case I forget to update it.
 
If you want to make modifications of makou, you can clone the repo on github and create a pull request.
Ok but I need help, please. Where are the coordinate values for wm1?
 
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I'm having trouble assigning an ID to a field model. I am trying to insert DJFA.HRC, which is an unused field model within "mds6_1":



When I try to use this field model in "bonevil2", the game just crashes when I jump to that map. I can't see where to assign a field ID # to this field model. I would like to use it to create triangles to show the exact triangle IDs used as dig spots.

The other alternative would be to use the green/red lines that are used as gateways. Is there any way to make these lines visible?

Oh, and DLPB. Ochu is great, it's just what I needed
 
Ok but I need help, please. Where are the coordinate values for wm1?
I guess coordinates are stored in the worldmap lgp file, in field.tbl file.
 
Thanks for the info but field.tbl file Its for world to field. For example if I change some values,  when I enter to midgar the model appears in kalm´s entrance. I want to find otherwise, if I leave a town the model appears in other world coordinates. You know what I mean?

Thank you so much for your support.
 
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Not sure if this was not fixed but I am still getting the model bug where the one first selected stay on and animations dont play.
 
When using the "find all" feature, is it possible to arrange the results by field ID, as opposed to alphabetically by map name?
 
Thanks for the info but field.tbl file Its for world to field. For example if I change some values,  when I enter to midgar the model appears in kalm´s entrance. I want to find otherwise, if I leave a town the model appears in other world coordinates. You know what I mean?
Yes. When you go from worldmap to field, the worldmap script uses field.tbl to determine which field to go into. But when you go from field to worldmap, how does it know where to place the character?

I think I know the answer, or at least part of it. There's a large section of code in the worldmap script that does a series of checks like this: "If GetSpecial(6) = 1, put the character at this coordinate facing this way; If GetSpecial(6) = 2, put the character at that coordinate facing that direction; etc." So, I'm assuming that when you exit a field, either the kernel or the field will populate that special variable with an ID that the worldmap can use to determine where they came from.

I don't know if this is fully understood yet by anyone on this board. Our Wiki for that worldmap script opcode says that the purpose of Special address 6 is "Unknown":
http://wiki.qhimm.com/view/FF7/WorldMap_Module/Script/Opcodes/117

So, what I just said above might be an important discovery for this community? :) However, the complete answer is definitely more complex. There are a lot of other factors that come into play.

woo and with your program could I make the changes I need? Any release date? xD
Showing script data is one thing; editing script data is something completely different. There are a few things that will make this difficult in the short term:

  • The data is compressed, so you can't just use a simple hex editor tool to change a single byte; you need to "extract section of file, unzip, change, rezip section, recreate file"
  • If you want to change worldmap coordinates, you probably need a visual tool to pick the location you want. The world map is divided into large square sections (meshes), and basically you have to set which mesh you want (Mesh X and Mesh Z), then set coordinates within that mesh (X within mesh, Z within mesh). I'm not sure if such a visual tool exists. The only thing I'm aware of that's even remotely close to that is, Ficedula has a tool called "Reeve" that can display world maps. But, I can't remember if it shows coordinates, and I'm not sure if we have the source code to be able to edit it.
  • Also, note that the world map itself changes depending on how the story progresses. A few of the meshes have multiple versions of itself.
  • If you want to know which fields you're affecting, this requires more understanding of what I was talking about above, about how the data is passed between field and worldmap. Perhaps it's just as simple as the special variable 6, but there's probably a little more to it than that.
  • All of the above just assumes you just want to edit a single value of a single constant. If you want to add or remove things (behavior, fields, meshes, etc.), it makes things much more difficult because you have to adjust IDs and addresses and stuff all over the place, potentially on both the field side and the worldmap side.

    So, long story short... sorry, but you probably shouldn't expect anything anytime soon.
 
But when you go from field to worldmap, how does it know where to place the character?
from what i have seen there are two sets of coordinates for the player one is for field and the other for world only. when you leave the field you enter world the field value is set to map id 3 and the location id is set depending on you point of entry to the world . the field settings for xytd don' seam todo anything on the world map your direction always seams to be facing away from the entry point. Once your on the world map the world map coordnates get updated and take over untill you hit another field. when you enter a field the map id is set to 1 and the location id is set to the fields id (xytd are set to gateway values) that op code could very well be setting the initial "gateway" into the world map.

you can play w/ this in black chocobo by manually changing the map id to 3 and trying different location ids. you first need to go in to options and enable show XYTD for the location viewer  in this mode changes to the map id, loc id  xytd will be auto saved.
 
Thanks sithlord, I didn't know a lot of that stuff. Good point about playing with Black Chocobo, you can just edit your save game and put whatever coordinates you want, and experiment that way. Also, I bet Ochu can be used in a similar way, and in fact it has a lot of pre-defined locations for you to choose from.

Anyway, thanks again, I plan to use this info and to keep playing around with it...
 
The world map script will decide world map positions, unless they are always fixed based on ID.  If you set debugger on the character direction upon entering world map, this would be fairly simply to see.  I might test later.
 
Thanks guys, I wilk play with  black chocobo and see what happens.

Enviado desde mi D6503 mediante Tapatalk
 
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