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

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The game always uses the 1 value, but when VertexType is 0, the rendering is the same. I modified makou to accept that.
 
The game always uses the 1 value, but when VertexType is 0, the rendering is the same. I modified makou to accept that.
Well I would love to test it because we have a problem with the blend mode ingame (Sephiroth hair is to visible seen from the front). If I remember it right, the converted models from battle to field were displayed correctly, but after a recolor of these models the bug does occur.
 
Open p files in a hex editor, and change the value at offset 0x8 like the image below.

1458491890-2016-03-20-17-37-59-hxd-c-program-files-square-soft-inc-final-fantasy-vii-data-field-charmod-aa.png
 
Myst6re, I have a question.
I repaired the field "lastmap" background PC version, why doesn't hide the state? It does have something special that map or special functions in PC?

Edit:
In 98 PC version crashes when the first white light apears, only I repaired the background.
 
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I guess there are changes in scripts (that is not what DLPB said?), and some opcodes are not fully implemented in PC version.
 
It's clear that the PC version is knackered in this regard.  Nevertheless, it should be possible for someone to edit the field file a different way and get it working.   That's assuming that the Z values are correct.
 
I am not sure I know what this is doing - but it does look like another script error to me.  The code doesn't look right and it has got one part cancelling out the previous instruction.

See nivl_b1 and nivl_b12

Shade1 - Shade8

Is this supposed to be making the fire look like it's changing the light in areas?  It doesn't seem to be working at all if so.

See shade4 - s0main > Instruction 13 

That's got to be an error (and other shade's have it too)?

But even the < 62 and > 48 doesn't seem to be logical to me given how that's all working.
 
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Code:
Load the palette #9 in the position 24 (color count=64)Wait 4 frameLabel 1If Var[5][11] < 62 (else goto label 2) Var[5][11] = Var[5][11] + 1 (8 bit) Multiply RGB(Var[5][11], Var[5][11], Var[5][11]) on the colors in a palette (sourcePal=24, targetPal=28, color count=64) Copy palette (sourcePal=24, targetPal=28, color count=1) Load the position 28 in the palette #9 (color count=64) Goto label 1Label 2If Var[5][11] > 48 (else goto label 3) Var[5][11] = Var[5][11] - 1 (8 bit) Var[5][11] = Var[5][11] + 1 (8 bit) Multiply RGB(Var[5][11], Var[5][11], Var[5][11]) on the colors in a palette (sourcePal=24, targetPal=28, color count=64) Copy palette (sourcePal=24, targetPal=28, color count=1) Load the position 28 in the palette #9 (color count=64) Goto label 2Label 3Goto label 1
it seams fairly logical to to me .. allow me to explain.  (at least how it should work , does not be cause they set [5][11] to 66 )
1. Goto used as loop controls (oh my HS comp sci teacher would be pissed he hated when we used goto)


[5][11] starts at lest say 0. if we look at the logic flow heres whats going on ..
for the first 62 loops the top condition will be true [5][11] will be less then 62

on the 63rd loop [5][11]=62  so the first condition will fail
from loop 63 onward the second condition is true. [5][11] is indeed greater then 48.
since the second condition never changes the value of [5][11] it just become the came color over and over..

yeah its bad logic but its not the first time we have seen it and we don't know maybe after 62 loops we no longer want the change any more ..  this script is of course completely broken due to the value they set [5][11] to in s0-Init.

change in the scripts Init the value to 0 and see what happens in game...
 
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If you look at some of the other shades they have

Var = var - 1 (8 bit)


They have the - var.  But NOT the + to go with it.

I mean:

Var[5][11] = Var[5][11] - 1 (8 bit)
   Var[5][11] = Var[5][11] + 1 (8 bit)

is just cancelling itself out, which the other shades don't do. (Check shade 1)

I'll change what you said and see.
 
shade 1 and shade 2 are the only shades not doing that

Var[5][11] = Var[5][11] - 1 (8 bit)
   Var[5][11] = Var[5][11] + 1 (8 bit)

btw im looking at psx copy.
 
They're identical anyway, I checked.

I don't see any change by making the init var 0.  Unless this shade business is broken in PC completely?

edit.

There doesn't seem to be any flickering in the PSX version either.  Clearly, that code is meant to make the fire seem more real - and it's failing.
 
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Was there ever an option to auto-adjust every text window in the one go? I could have sworn I saw something like that in Makou before but can't find it now.  Or am I thinking of Loveless?
 
When I first downloaded MR I thought that the "script editor" option tick-box within the configuration tab did exactly that. Now I realise that this option just expands the script tree by default. Perhaps you made the same error as I in thinking that this tick box was regarding the dialogue boxes (as it is placed directly underneath the Text Editor options)?
 
Error message on start: "Makou_Reactor.exe is not Win32 program". Error in the version 1.7.0, but version 1.6.5 works. File makoureactor-1.7.0-win32.zip downloaded from github. ( OS Windows XP sp3 ).
 
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Touphscript can do it. Just decode > encode.
Will it work on a modded game? I thought it was for reunion/default script only. I'll give it a shot.

When I first downloaded MR I thought that the "script editor" option tick-box within the configuration tab did exactly that. Now I realise that this option just expands the script tree by default. Perhaps you made the same error as I in thinking that this tick box was regarding the dialogue boxes (as it is placed directly underneath the Text Editor options)?
Maybe that's what it was. I hope touphscript can help otherwise I'm gonna lose a lot of time.
 
Looks like I was right...

If you remove the addition operation in nivl_b1 shades, you end up with fire that has extra fading effects.  I think the programmer just made an error by leaving the addition.
 
Error message on start: "Makou_Reactor.exe is not Win32 program". Error in the version 1.7.0, but version 1.6.5 works. File makoureactor-1.7.0-win32.zip downloaded from github. ( OS Windows XP sp3 ).
I'm afraid MR is not compatible with Windows XP anymore :(
If it is really needed, I can make special builds for this OS.
 
A few more corrections:

1. Animation (loop) / Animation 1 / 2 etc isn't stated in the script window - so you can't tell what it is until you double click on it.

2. Eyes Open / closed  seems to have a huge array of default values.  The correct way to open / close eyes is only 4 parameters, and usually begins 2 2 0 0 to close.

3. Currently, you cannot copy paste script from one map to another.  It would also be good if you could copy paste between different instances of Makou Reactor.
 
3. Currently, you cannot copy paste script from one map to another.  It would also be good if you could copy paste between different instances of Makou Reactor.
I must agree. It would be an awesome feature, and would most likely ease a lot of frustration with moving scripts about.
 
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