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

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Great version i have a one question
this version update the field.bin?thanks
 
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.
 
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
 
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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.
 
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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.
 
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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
 
sweet when i get a chance ill upload it to the ppa, and do the standalone mac os/ linux binaries
 
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?
 
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-
 
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-
Ok, thanks for the report!
 
I found some problems in 1.5 version:
-Autoadjust doesn't work very well (text assignment and size)
-It doesn't allow to put "If var" with conditions in scripts.
-File importing doesn't work very well in PC version, it should check the addition of new models automatically. I got crazy after copying fields.

Questions:
-Can be put new "gateways" without problems?
-Can be put time stops in texts? (this didn't work in the prior version)

Anyway, congratulations for this great tool
 
I found some problems in 1.5 version:
-Autoadjust doesn't work very well (text assignment and size)
-It doesn't allow to put "If var" with conditions in scripts.
-File importing doesn't work very well in PC version, it should check the addition of new models automatically. I got crazy after copying fields.
-In the script editor? Show me an example which does not work.
-If you don't have any labels in the script, it's normal. I know, I know, it's not really convenient.
-OK

Questions:
-Can be put new "gateways" without problems?
-Can be put time stops in texts? (this didn't work in the prior version)

Anyway, congratulations for this great tool
-If you put the right values, yes ;D.
-Time what?
 
I'm sorry, I didn't notice the detail of label preassign, in this case I have no worries.
The text issue is that sometimes the assignment of it, autosize option fails too, also it looks like when I save my changes aren't generated well.

The wait time means codes like [PAUSE30], time stops and auto-closing texts didn't work on 1.4 (TouphScript is the only who worked).

I'll make future comments in the topic if I find more bugs/issues.

Anyway, you made an impressive work, thanks for keeping the program alive. I'll make a great work with it  :D
 
Sithlord48 has reported a crash when saving the background as an image, I fixed the importation error (model loader).
I do not usually release a program with so many bugs, I sincerely apologize...

The wait time means codes like [PAUSE30], time stops and auto-closing texts didn't work on 1.4 (TouphScript is the only who worked).
Oh, my bad, there is a small typo in my code, now fixed! Fixed too for the {NEW PAGE 2} command.

Anyway, you made an impressive work, thanks for keeping the program alive. I'll make a great work with it  :D
Thank you too :)
 
I wanted to make this question for a long time, so I'll ask it now:

I tried to assign the memory bank in the variables with a friend (vars.cfg), but the needed process to calculate the true function of this variable isn't clear at all.
We made a list which contains buggy positions
Can you tell us the necessary formula to calculate it?

My list:

1|0|$MainProgress
1|2|$YuffieInitialLevel
1|3|$AerisLovePoints
1|4|$TifaLovePoints
1|5|$YuffieLovePoints
1|6|$BarretLovePoints
1|16|$TimerHours
1|17|$TimerMinutes
1|18|$TimerSeconds
1|19|$TimerThents
1|24|$NumberBattlesfought
1|26|$NumEscapes
1|28|$MenuVisiblityMask
1|30|$MenuLockingMask
1|32|$ItemMask
1|33|$MateriaCaveMask
1|35|$ItemMaskVincent
1|40|$ItemsCorneoShinra
1|41|$PiezasMidgar
1|48|
1|49|
1|50|
1|51|
1|52|
1|53|
1|54|
1|55|
1|64|$KeyItems
1|65|$KeyItems
1|66|$KeyItems
1|67|$KeyItems
1|68|$KeyItems
1|69|$KeyItems
1|70|$KeyItems
1|85|$ChocoboType1Catched
1|86|$ChocoboType2Catched
1|87|$ChocoboType3Catched
1|88|$ChocoboType4Catched
1|124|$ChocoboOnMap
1|167|$VictoryFortCondor
1|182|$DefeatFortCondor
2|0|$GameMoment
2|24|$BattleCount
2|26|$BattleEscaped
2|180|$GoldFortCondor
3|9|$PartyLeader
3|88|$NumStablesBought
3|89|$NumStablesFilled
4|74|$GPpoints
4|88|$ChocoboStables
4|89|$NumberOccupied
4|91|$ChocobosMask
4|92|$ChocoboMate
4|93|$ChoboBattleLimit
4|94|$AerisFlowers
4|110|$CurrentRoomTunnel
4|116|$YuffieInForest
4|120|$QuestKalm
4|145|$QuestDon
4|153|$DoorsShinra63
4|154|$DoorsShinra63
4|156|$Coupon
4|157|$DoorsShinra63
4|158|$VendingMachineHit
4|159|$PlaceMidgarPart
4|160|$MidgarModelLigths
4|166|$RetrievingCoupons
4|188|$YuffieRegulary
4|189|$EventsPilarS7
4|190|$TifaCutscenesS7
4|191|$EndEventsS7
13|31|$ErrorAddMateria
13|84|$LastCloud
13|85|$LastBarret
13|86|$LastTifa
13|87|$LastRedXIII
13|88|$LastCid
13|89|$LastYuffi
13|90|$LastCaitSith
13|92|$LastVincent
15|126|$WorldCamera
15|127|$GameCrashes

I would like to have the majority of it located to make it possible to put different conditions to other events, although another things como ask for the "character level" condition that I believe it can't be done.

I want to ask the formula as I don't want to disturb you with making it but I think that it could be useful for everybody. Thanks again :D
 
After saving once, no more changes will be saved. So all the work from my last half hour hasn't saved at all.

It seems to crash if you try to load another lgp as well.
 
After saving once, no more changes will be saved. So all the work from my last half hour hasn't saved at all.
Yeah, you can go to another field and return to avoid this bug. Again, sorry for all these annoying bugs.
 
It's not a big problem then if we can get around it that way :P Thanks :)
 
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