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

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Hello!

Have a question for you Mr. myst6re haha!

I have located all the memory addresses used by the makou reactor, but with some contradictions.

The memory bank [9] and [10] does not appear anywhere in makou only says that the variable is used [9] [2], but I can not see, either from memory hacking, any reason?

The memory bank [15] be clone or same as [7] and [8]? Sample values ​​exactly the same, for example:

I put [15][0] = 100 and same as [7][0] and [8][0] = 100

You not plan to access saveslot (Character Record)  from makou? I really think if you can access to see their value (and modify, for example you have some module, example in memory 0x10EC Message Speed or PHS Locking Mask and visibility mask...) may also be accessed to ask questions like "current level" charater & others  :-X


Finally comment for some problems in makou, with the case in mathematics-> binary operation ->"addition":

Var [3] [255] = Var [3] [255] + 1 (8-bit)

Add this is dangerous, makou crash some times, also for some reason is assigned to 16 bits when actually be 8 bits, if you change some may crash...the rest in makou reactor normally works great.


You think in future update makou reactor or this latest version forever?

Thanks for your time  :)
 
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I have located all the memory addresses used by the makou reactor, but with some contradictions.

The memory bank [9] and [10] does not appear anywhere in makou only says that the variable is used [9] [2], but I can not see, either from memory hacking, any reason?

The memory bank [15] be clone or same as [7] and [8]? Sample values ​​exactly the same, for example:

I put [15][0] = 100 and same as [7][0] and [8][0] = 100
If you look at how banks are stored in the savemap, you can understand a little more why some banks are "equals".
According to the wiki, you have:

  • 0x0BA4 (256 bytes) -> BANK 1/2
  • 0x0CA4 (256 bytes) -> BANK 3/4
  • 0x0DA4 (256 bytes) -> BANK 11/12
  • 0x0EA4 (256 bytes) -> BANK 13/14
  • 0x0FA4 (256 bytes) -> BANK 7/15

It's a strange concept that I don't completely understand. I have to do some tests to be sure of how it works.

Finally comment for some problems in makou, with the case in mathematics-> binary operation ->"addition":

Var [3] [255] = Var [3] [255] + 1 (8-bit)

Add this is dangerous, makou crash some times, also for some reason is assigned to 16 bits when actually be 8 bits, if you change some may crash...the rest in makou reactor normally works great.
It was a hard to find bug, but now it's fixed! Thanks you for the report.

You think in future update makou reactor or this latest version forever?

Thanks for your time  :)
Me? Stop? Not yet. ;)
 
Hello,

I'm attempting to import individual field files (as XXXX.DAT) and then re-import them back in to apply my changes across the three different ISOs for the PSX version.

However every time I attempt to import, it throws me an "Invalid file" error. Even stranger, this happens even if I export and re-import the exact same file I just exported onto the same scene!

Any idea what I might be possibly doing wrong, or is this a known bug? I'm trying not to have to do the exact same field script edits across 3 different images, so I was hoping export/import would do this (since you cannot import onto other ISOs directly as the sizes of the imported files are changed with editing).

EDIT: Never mind, solved the issue... was not aware you had to specify Uncompressed DAT file when picking the file type for import. Works now. Sorry for the trouble, and kudos for your hard work, Makou Reactor's an amazing tool :)
 
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Mass import is in my todo list.
I think this would be really exciting. There is at least one sizable project awaiting this development. I myself am just starting to learn to use this utility, but it is amazing and I wanted to say thanks for the considerable and continued effort on this program.
 
Little request if you don't mind, it would be cool to copy and paste models and animations from one field to another without having to manually set them. Like copy Red XIII's model and animations from bugin2, and paste it into mds5_1 for example.
 
Little request if you don't mind, it would be cool to copy and paste models and animations from one field to another without having to manually set them. Like copy Red XIII's model and animations from bugin2, and paste it into mds5_1 for example.
Copy and paste for everything really...
 
Little request if you don't mind, it would be cool to copy and paste models and animations from one field to another without having to manually set them. Like copy Red XIII's model and animations from bugin2, and paste it into mds5_1 for example.
Done, thanks for the suggestion.
 
Makou Reactor 1.6 will include many changes, mostly internal. Current changelog for the next version:

Main changes


  • New dialog to manage LGP archives (extract/replace/add/remove files)
  • Makou can use a window.bin file to compute text previews
  • Adding field model loader dialog for PS version, with few editable values
  • Adding misc operations (I let you discover what it is)
  • It's now possible to open a directory containing PC field files,  it is also possible to open one PC field
  • In the walkmesh dialog, the field models can be displayed
  • Backgrounds can be imported from PS to PC, but the layer 2 doesn't work correctly in-game
  • Adding search and replace functions
  • Adding scope in search
  • Steam FF7 version is automatically detected (not tested)




Other changes


  • Opcode list: labels are displayed in red
  • Group script list: Icons added
  • Information in the encounter widget are more clear
  • In the walkmesh dialog, unknown info replaced by exit direction, and exit line is (x, y, ID) not (x, y, z). [Thanks DLPB]
  • Mass Export dialog: some changes to export easily
  • In the model loader dialog, the hovered light color is now explicited in #RRGGBB format
  • In the model loader dialog, it is now possible to cut/copy/paste models
  • Tut and music dialog is non-modal now
  • Real names of music are shown in the music dialog
  • Some main window layout changes
  • Opening and saving can be canceled
  • Backgrounds with 4-bit paletted indexes are now supported (PS only)
  • Adding option to expand (or not) all opcode items by default in the script editor
  • FF7 is launched by WINE in other OSes than Windows [Thanks Sithlord]




Various fixes


  • Bug fix: sometimes the displayed texts in scripts are invalid or from another field
  • Bug fix: searching for an affectation value of a variable does not work
  • Bug fix: 'copy opcode' action is disabled
  • Bug fix: additional animations don't work for main field models, like Cloud (PS only)
  • Bug fix: mutli camera on PS field is not opened correctly
  • Bug fix: disc image won't save when there are no changes, so you can't save the archive as...
  • Crash fix: opening an AKAO with short size (< 4 bytes) does not work
  • Crash fix: Makou does not open FIELD.TDB safely
  • Crash fix: few model textures cannot be opened in PS version
  • Crash fix: crash when converting an opcode and when another function uses a non valid (older) pointer of this opcode
  • LZS decompression is safer
  • Qt update (4.8.5)
 
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FF7 is launched by WINE in other OSes than Windows [Thanks Sithlord]. - see i can be useful :P

Qt update (4.8.5) - FYI, might have to use Qt 5.1 to build on mac os.
 
Looking forward to this new release!
I go crazy...  :-D
wiv.gif
 
Changelog




What's next?

Makou Reactor is a really big project, it uses a lot of my time... but I want to continue, one day, to improve it! Before I have other projects to finish (Néo Midgar, a french retranslation project, FF8.fr, a website... I think you imagine what it's talking about :)).

Anyway, I have created some tickets on SourceForge with new features or fixes, if you have other ideas, you can tell me.
 
Thanks a lot, myst6re ;D I've only just opened it and there's a lot of nice little touches. Very much appreciated :)

I see entities on the walkmesh...*dies*

Bug report, can't delete animations from the model loader.
 
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Bug report, can't delete animations from the model loader.
Ok, I'm going to do something that should never be done: I will apply a hot fix without change the version. Thanks for the (fast) report.




Edit: OK it's uploaded, please redownload Makou Reactor 1.6
 
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My only complaint is that I can't [like] this more than one time per day.  :D
@Kaldarasha I almost posted that same gif yesterday when I saw the changelog went up.
 
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Sorry, another one  :P

It seems to crash a lot during saves. Mostly if I've copied an entity. I just changed one part of the code of an npc and it crashed.

If I were to clone a Cloud entity, and try to change it to Yuffie, it'll crash.
 
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Sorry, another one  :P

It seems to crash a lot during saves. Mostly if I've copied an entity. I just changed one part of the code of an npc and it crashed.
Well... I have a crash when I save twice, whatever I do. I'm sorry about it, this should not happen in a release.  :-[
 
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