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

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is makou pretty much done in terms of features / script?  Or is there more?
 
Oh... no there is lot of more...

What I plan for the future:

  • Like the "edit text" button, I want add an action for each possible associations (jump -> label -ready for the next version-,  field model -> model editor, sound id -> sounds 'editor', ...)
  • When an id has changed (text id, triangle id, model id... this is already done for some) automatically updating ids in the script
  • In the editor window, finish to implements some pages to edit opcodes easily (for example the text window creation is implemented, but not to move a window, other examples: I want to show a preview of the field model animations, or the background parameters...)
  • Some goto/labels can be converted into if/else/while...
  • And what if I add a text editor mode? With comments?
  • Unknown opcode parameters
  • Real documentation
  • ... more ?
 
Oh... no there is lot of more...

What I plan for the future:

  • Like the "edit text" button, I want add an action for each possible associations (jump -> label -ready for the next version-,  field model -> model editor, sound id -> sounds 'editor', ...)
  • When an id has changed (text id, triangle id, model id... this is already done for some) automatically updating ids in the script
  • In the editor window, finish to implements some pages to edit opcodes easily (for example the text window creation is implemented, but not to move a window, other examples: I want to show a preview of the field model animations, or the background parameters...)
  • Some goto/labels can be converted into if/else/while...
  • And what if I add a text editor mode? With comments?
  • Unknown opcode parameters
  • Real documentation
  • ... more ?
if you assign me any tasks via sourceforge i will get emails telling me to do them so please do assign some tasks :D.
Documentation is a really good idea there are so many things that Makou does that people dont know about. The code is pretty well commented but could aways be better as well. Also Makou Reactor could have a installer for windows (pretty easy with NSIS.) if intrested let me know the black chocobo script should provide all the needed functions for makou's install. What about adding kernel editing stuff ? i think vegetta_ss4 has a kernel Object for FF7tk mostly done Perhaps it can be used with Makou so you can do simpler kernel stuff like change kernel stored strings. In the future maybe more can be done with it .
 
Hello myst6re

How does MakouReactor handles word/dword alignment? Some people are experiencing problems with that, as the PSX needs a proper memory alignment in order to insert the .DAT files into the game. Please let me know.
 
Hmmm, no I have not thought about that. That's explain some things... I'll look at this, I promise.




Edit: To me, there are paddings between the texts part and the sounds/tuts part. And paddings are possible between AKAOs (but not between tutorials!). To summarize, AKAOs are 4 bytes aligned.

Edit 2: Paddings in camera and walkmesh parts are already supported by Makou Reactor.
 
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Download Makou Reactor 1.6.1

1374939876-logo-shinra.png
Changelog:

  • Clearer biton/bitoff tests syntax.
  • Fixing crash when SPECIAL and KAWAI opcodes are copied.
  • Fixing crash when group is removed.
  • Updating group IDs in the current field scripts when a group is added/removed/moved.
  • Model loader editor: adding animation id column in animation list (PC).
  • Script viewer: new action to jump between gotos and labels.
  • Script editor: Fixing crash after an opcode conversion.
  • Tuto editor: Fixing text cleared bug, and some other bugs related to the syntax.
  • Word alignment needed for AKAOs (PSX version).




And... that's all. Yes I know it is a minor release, but I don't have enough time to do more.
 
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PPA has been updated and new linux binaries are ready.

Mac os build will come if/when i fix my mac.
 
I'm discovering this tool only now, and this is seriously awesome  :D   I'd dare say "C'est la fete du slip!"
In my works regarding the HD redesign of field screens using 3d modelling, scaling objects is a recurring issue. Sometimes the scale of the whole scene causes problem. In that respect, this tool will be a huge help. Besides, it's very user-friendly. Thank you.
 
Will there ever be an option to translate PSX field model animations into PC version? I'm just asking because the original Japanese Honeybee Manor rooms have some field model animations which don't seem to exist in the PC char.lgp at all. It would be very tedious to re-create these by hand, and I'm very eager to integrate the original Honeybee Manor scenes into the PC port because the current Honeybee Manor is just crap. :D
 
I have a few more feature requests if you don't mind :)

Replace all function - replace all execute script 4 in cloud no1 to script 4 in tifa no2

Wrap text in speech marks button - highlighted text gets wrapped in speech marks

More specific copy and paste - copy lighting and individual scripts, as well as drag them to rearrange them.

View walkmesh, entities and arrows over the actual background. That would make placing objects easier.

Sorry if that's a lot, these are things i've been thinking about for a while :)
 
2 bugs


1. When adding a new animation to a model, you cannot delete the first animation.

2. When updating a model the field does not update the model image preview (in script window) even when you exit / enter a field.  you have to close the entire field/flevel in makou and then reopen.
 
Hello myst6ere

Is it possible to export all the field files using the PSX format?
I mean... the PC format has one single file with all the info in it, while the PSX version has that file divided in 3 sub-files (DAT, MIM & BSX/BCX). Do you think that will be easy to code?

Regards!
 
Suggestions:

1.NFITC1 pointed out that banks 8, 9 and 10 are unused, cannot be used, and are never saved. They are dummies.  I suggest you grey these out (and give an error message "This bank cannot be used) or simply remove them from your var manager etc.

2. "Follow" script.  If I right click on Execute Script 25, it should allow me to choose "follow" and then move me to the destination.

3. English issues:

a. Execute the script 25 (for example)  should be Execute Script 25

b. if Var[15][33] bit on 7.  This looks wrong... 
   Better way:   if Var [15][33] Bit7 ON  (note: capitals ON)

c. Triangle accessible via la ligne = via the line (2-3, 3-1)

d. Set bit7 to 1 in Var [15][33]  better as Bit7 ON in Var [15][33] (note: capitals ON and no "set")

4. Possible that copying a group also copies other stuff?  For example, if I copy a potion, the model is added to the model list, text is added to text list?

Question:

It isn't possible to execute a script within the same group?  i.e., Cloud group init cannot run script3?  It HAS to be external?
 
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...1.NFITC1 pointed out that banks 8, 9 and 10 are unused, cannot be used, and are never saved. They are dummies...
It's more accurate to say they literally don't exist. Any code attempting to read/write to them will just be ignored. It's still valid code, just no function.
 
Suggestions:
[...]
Thanks, I need more english reviewers :)
And "Triangle accessible via la ligne" is in french, I think the translation is missing.

It isn't possible to execute a script within the same group?  i.e., Cloud group init cannot run script3?  It HAS to be external?
Have you tried every types of execution opcodes? (Async no wait, Async wait and Sync).
I see a way with a byte jump, but this isn't possible with Makou 1.6.
 
Yeah tried all 3...  the game did not like it. 

Is there documentation on execute script?  I don't understand the differences between the 3, or the "priority"
 
Yeah tried all 3...  the game did not like it. 

Is there documentation on execute script?  I don't understand the differences between the 3, or the "priority"
This would be really interesting. As far as I understand ....wait and ....no wait is that the game waits until a script is fished or it plays the script without to wait for the end of the script, so it plays multiple scripts at once. But when to use Async and Sync is beyond my understanding for now. :-\
 
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