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

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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.
Fixed. You can reredownload it. I hope everything will work like a charm now.
 
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im currently updating  the ppa.
the daily ppa well is built daily so it has 1.6 already.

Use of the PPA is reccomended for all users of Ubuntu and its dirivatives (kubuntu, lubuntu,etc...) and Users of Debian or Ubuntu Based distros (i.e linux mint, and many more)

i will also be uploading a 64-bit linux build

there also will be a Mac Os binary coming.
 
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The PS to PC conversion works great:


Though Cloud's kinda stuck xD

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.
 
Though Cloud's kinda stuck xD
Add Place field Model (X=120, Y=286, Z=25, triangle ID=11) in 17: cloud > S0 - Main.

About the background conversion, in fact there is one value that I do not know how to convert, just one.

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.
It's possible, I have not tested every game limitations. In general, Makou uses file format limits.
 
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

In many of these cases makou crash, otherwise it's a great job, very useful to see models and locations in walkmesh, icons to define and differentiate by color groups "label" and "go to label" is really comfortable to use.


Moment of questions haha!

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.

Unable to import could be added to the original ID?

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?

Actually possible can add new arrows in any field correctly?

To 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?

I think if you definitely add option to add new field "ID", is to have everything tools already, except one thing, the only tool that would be something to add new "background animations", knowing that all fields have a lot slots free, could be great!


Thanks newly, nice work myst6re!
 
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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
Can you be more specific? How I can reproduce these bugs?


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.
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...).

Edit: I have not yet written the code to update maplist quickly, but this is planned.

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?
I do my best to understand these mechanisms.

Actually possible can add new arrows in any field correctly?
Correctly?

To 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?
Yes I have thinking of many things, like play background animations :).
 
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This version is amazing, psx viewer fields model and animations, the new walkmesh show the fields models, great!I think this is the best version of makou reactor, a lot of thanks myst6re
 
Can you be more specific? How I can reproduce these bugs?
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.


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...).

Edit: I have not yet written the code to update maplist quickly, but this is planned.
I try to put new ID there but not updated, now understand, everything then I expected :)

Yes I have thinking of many things, like play background animations :).
Excellent  ::)


Edit: My question by arrows refer to add extra "arrow" in the fields, it works fine now?


Thanks for answer :)
 
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?  ::)
Those bolds are my only petitions, thank you!!!
 
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Surely you change the char table in window.bin.
It would be great to add this program, to configure easily a font char table
and to configure the widht, it would be great ;)

But I don't want to press nobody.

Congratulations, Mystere!
 
nice tool :)
maybe I could lend you a hand with PC Field Models to get shading? :D
I saw you commented out the reading of the normals, not sure why though, and as I have it working for Q-Gears, maybe I can help :)
 
It doesn't import the Model loader anymore. I also get a warning Message, if I leave the Background checked when I want to import a field.
Another small cosmetic bug is, when I save my changes it doesn't green out the the edited fields they stay red.
 
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This is an amazing tool! Thanks for version 1.6, the Search/Replace function is much appreciated.

One thing: The REPLACE ALL doesn't work at the moment. Also, it would be fantastic if you could do a Search/Replace across ALL the scripts. For example if I wanted to replace all instances of [SWITCH] or [ASSIST] with the actual names of the buttons in my configuration. Thanks!
 
What exactly is Window.bin dependency supposed to do? Is it now possible to autosize text windows according to the Window.bin character width table?

...Thing is, it seems to fail for me.  ??? Earlier, I thought it affects something I don't need to mess with, but just now I accidentally left FF7Music open while doing stuff with Makou, and it intercepted several instances of a debug message stating "Cannot open window.bin."

Any idea why it can't open it? I have even manually directed Makou into the window.bin folder, but it didn't work either way.
 
Hi,

I've a quick question regarding changing a text entry? I tried to add an additional piece of text to a conversation using the texts menu and it seemed to save it correctly. However when I create the event to place the text in a window, the text is not available for selection, only pre-existing pieces of text are available.

I may just be missing something stupid here but would appreciate anyone's thoughts?
 
Would it be possible to add support for the Final Fantasy VII Interactive Sampler CD (tobal no.1 bonus disc). The field files on that demo are not the the dat and mim files found on all the other psx discs. It seems to have the dat file broken into 5 files. ate/bsc/ca/id/map and a mim file that is also different.
 
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