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

  • Thread starter Thread starter myst6re
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That looks incredibly helpful, cant wait ;D

Cant wait for an english release either :P
 
Okay, the preview of field Model is ready for the release. Now, I'll translate MR in English.
 
Okay, the preview of field Model is ready for the release. Now, I'll translate MR in English.
Can't wait this will make PSX editing much easier!
 
Okay, the preview of field Model is ready for the release. Now, I'll translate MR in English.
Finally!! Been looking forward to the english version..  ;D
 
After I will publish a translation file so you can correct my mistakes.
 
Update

Makou Reactor 1.2 is released, changelog:

  • Adding field model preview
  • Adding HRC Loader Editor
  • Adding Text Viewer with "Show unused texts" option
  • Backgrounds are displayed better
  • Adding quick search field to find field file
  • Adding configuration: langage chooser, use jp encoding, dependencies paths (kernel2.bin and char.lgp)...
 
This is a wonderful contribution, Myst6re. I look forward to using it.
 
Very well done. I think I've found only one bug about the Japanese encoding, but it's probably a symbol that I forgot to include in the encoding table or something (shows as '¶', in fact). I forgot where that appears, tho. <.< Are you going to add support for PSX field models for the next release?
 
This is great! I've managed to fix many bugs that i had with Meteor. Would you be able to add support for adding new texts? Meteor can do it, but If I import it back into Makou reactor after editing the text with Meteor, the new text is just a load of jibberish, like random symbols and letters.
 
This program really is amazing.  Nice work!

I do have a request though.  Putting life size models in place of the chibi models requires the animations to be edited so they don't look weird.   It looks like we can give each character their own animation by renaming their animation in each scene, but is there any way to do a mass renaming so that in every case of Cloud using acfe.aki, he instead will use a custom animation like cloud.aki?
 
any chance we could get a battle field viewer in the next version? so far nothing really exists to check out the battle scenes, and this project seems to be the most logical one to contain it.
here's an old thread where they discussed battle field viewers and this guy wrote one(though i have no idea how to execute the code)

https://www.ff7catalog.com/threads/1775/
just a suggestion, your doing an awesome job on this so far!

lee
 
I agree with pyrozen, this would make any work on battle scenes much easier.
 
Honestly, mixing up overlays is not a good idea. If Makou Reactor is meant to handle FIELD, it shouldn't also randomly include procedures for BATTLE, unless myst6re is actually planning much broader functionality for his program.

Speaking of adding features, I haven't seen any option to edit tutorial text inside maps. Any plans to implement that soon?
 
Maybe a bug report.

I was browsing in colne_b1 and looking at the field models.   Both a materia and potion appear in this scene, except, when trying to view the potion, it doesn't load anything.  It just stays at whatever model was last selected.

I was also wondering if the animations they load are supposed to display that shine effect they do in the game?
 
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