A
Acro
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I love you.
Same.I love you.
Fixed. You can reredownload it. I hope everything will work like a charm now.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.

Add Place field Model (X=120, Y=286, Z=25, triangle ID=11) in 17: cloud > S0 - Main.Though Cloud's kinda stuck xD
It's possible, I have not tested every game limitations. In general, Makou uses file format limits.I'm not sure if this has something to do with Makou Reactor, but I think some maps might have a group limit on them. I tried adding all characters to the restaurant place in Wall market (mkt_s2), and it stayed on a black screen. I did some testing, and it stops working after 25 groups.
Can you be more specific? How I can reproduce these bugs?Congratulations myst6re, I am currently testing your upgrade, first problems:
Some problems to delete all contents of a dlc (also deleting a line if you continue erasing eventually crash)
Some problems also copying content dlc to another (main or any script)
Some problems copying groups (minor)
Problems managing animations that version 1.5.1
onna_1 is already referenced by the "maplist" file. The only thing you need to do is add a field file called "onna_1" in the lgp archive (use the new archive manager: file -> Archive Manager...).Last espio show onna_1 importing of "psx jap" but it has to be original ID "215", the ideal would be to add the original ID without replacing any file of the game, I could only replace the file.
I do my best to understand these mechanisms.Imagine that you still have something to work for correct import of layers, think end all ready in next version?
Continuing without knowing what variable explanation why [7] and [15] to be same?
Correctly?Actually possible can add new arrows in any field correctly?
Yes I have thinking of many things, like play background animationsTo end tell one thing, you have created a universal editor fields in this great game, option to import PSX fields be completed I seriously think build a statue haha, but...you ever thinking about adding some function for background animations?
You can check fails moving code between "groups" without being specific, I happen to anywhere, just do that, but if you remove all code for "main" normally can fail, erasing lines one to one also very easy to fail, if you insist you can check all these errors, I assure you that in all these cases eventually fails, doing this in 1.5.1 makou never fail, great code to move, copy, or delete code by lines or masse without any type of problem, if I find more specific information back here to comment.Can you be more specific? How I can reproduce these bugs?
I try to put new ID there but not updated, now understand, everything then I expectedonna_1 is already referenced by the "maplist" file. The only thing you need to do is add a field file called "onna_1" in the lgp archive (use the new archive manager: file -> Archive Manager...).
Edit: I have not yet written the code to update maplist quickly, but this is planned.
Excellent :Yes I have thinking of many things, like play background animations.
Those bolds are my only petitions, thank you!!!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? :![]()