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

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Sorry my misunderstanding, mystere ;)

I meant to the autosize, for example, I have edited the window.bin, the window.bin contains three archives,
one of them is to adjust the width of the characters.

The user The Rocket Kuugen, he has introduced different font, which if he inserted the text with your program, but your program is configured with the parameters of original font, not edited font, and that is the reason for the "large text window".

I would know if it could edit that parameters in your program

Greetings.
 
Makou Reactor 1.5.1 is now on my ppa.

Soon i will look at what i need to do to my Mac to build an updated version for macOS (hyne as well).
 
Great, great, great program there! It does open all possibilities for field editing!!!

But I'd like to point out some useful (and not REALLY hard to implement) features for PSX translation support:
Custom font char table definition, as well as reading font graphics from window.bin, also, configurable char height and per-char width.

That would help me a lot, since I'm translating the Japanese International version, and I have changed
the font size (and rendering code) to be 16x16 instead of 12x12.

Oh, and this might be dreaming but... what about a small field interpreter to test fields?  ::)
 
But I'd like to point out some useful (and not REALLY hard to implement) features for PSX translation support:
Custom font char table definition, as well as reading font graphics from window.bin, also, configurable char height and per-char width.

That would help me a lot, since I'm translating the Japanese International version, and I have changed
the font size (and rendering code) to be 16x16 instead of 12x12.
I started a similar work for Deling (ff8 field editor). I put it in my TODO list.

Oh, and this might be dreaming but... what about a small field interpreter to test fields?  ::)
LOL. When Makou Reactor will be complete, if one day it is, this is what is expected.
 
Where can I download Makou Reactor 1.5.1 for Mac?
sorry , When i fix my mac os machine i will build it for mac os like i have for previous versions.
 
EDIT : As always I keep searchin stuff for ages and right after I post into a forum I find the answer myself. I was a little confused at first that the battle ids went into high 3 digit numbers the answer is simple: Just in case you havent found out,  each scene in proudclod can keep 4 formations which  is also why there can be more enemies than just bosses in the same scene. Now the formation ids are hex but converted to dec just match the battle ids from makou reactor. So creating optional bosses is actually a cake even on psx which is my department:

Just add your enemy to some scene where theres a free slot. Give it whatever stats and model and attacks you like while attacks can also be newly created, then put a formation only containing your boss and a nice background and then put Start battle #formationid on some activator in Makou Reactor. I guess im the only one who didnt know but maybe not so ill put it here for everyone :)

Thx again for The nice program you rock qhimm :D
 
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Hi I am using Makou Reactor 1.5 for modding the PSX Version of FFVII. My aim was to replace Clouds Field Model with Sephiroths one to bring Sephiroth patch to PSX. However the Field Model menu is grey and unusable for me. CTRL+M Doesnt work either. Whats the problem here ?
 
Hi I am using Makou Reactor 1.5 for modding the PSX Version of FFVII. My aim was to replace Clouds Field Model with Sephiroths one to bring Sephiroth patch to PSX. However the Field Model menu is grey and unusable for me. CTRL+M Doesnt work either. Whats the problem here ?
Sorry, Makou Reactor does not support Model loader editing for PSX.
 
This explains at least why this hasnt been done, I didnt even think I was the first one to try it. Well is there any other way to replace the Field Models? When I change the scripts it doesnt seem to have an effect. I want simply to have sephis model loaded when Clouds actually is. Is there a way?
 
Hey myst6re,

i'm working on porting our translation of FF7 psx to the 2012 PC version but for some reason when i open the patched ISO or the FIELD folder but it doesn't work. all the translated fields just don't open, not even the preview of the bg.

Do you think you can look at it? Our patch for the us version is www.sadnescity.it/patches/ff7psx/it_patches_ff7ntsc_uc_210.7z

Hope you can figure out what's wrong

BTW, if you try to open the FIELD folder directly from the CD it says nothing found... guess because the files are hidden. Just wanted to let you know but probably you know already :P
 
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Sorry, I don't have the us version, can you send me one of these field files? (*.DAT).
 
Just found this thread here on qhimm:

https://www.ff7catalog.com/posts/166325/

It shows how to extract the model data from the BSX/BCX files using a hex editor, so using this information I should be able to strap Sephis model over Clouds in Cloud.bcx.
Just cant find sephiroths bcx I start to believe that as he is not appearing to often that his model is contained inside each scene he appears. Sigh....Gotta be some work :D
 
What about a parameter switch? That way it won't affect how the program works
 
OK, this will be available for the next version, and now in the repository.
 
I'm going nuts trying to compile it xD

While i try... what about mass import? Is it too much? :P

Btw, thanks for modifying the soft
 
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