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

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Is it possible to get an export all music option?  Since we know what the battle music is in and how to change it and add it would save a lot of time exporting it all one at a time.
There is an "export all sounds" in AKAO format. Go to "File -> Mass Export...". You want an option to export only sounds used as battle music?

And here is my request.

At first change the light section to the color groups and their directions. Second add to the model viewer the three lights to see the effect immediately (also add a way to rotated around the model.

I assume that the ambient light can change the 3 lights and the light shader the global color of the model.
I'm working to your request, I found a different structure:


[list type=decimal]
[*]Color - direction A - direction B - direction C
[*]Color - direction A - direction B - direction C
[*]Color - direction A - direction B - direction C
[*]Global color
[/list]

(two colors of 3 bytes each => three directions of 2 bytes each)

I'm not sure about direction for now, but I think it is the source point of each light.
 
There is an "export all sounds" in AKAO format. Go to "File -> Mass Export...". You want an option to export only sounds used as battle music?
No that is fine I nearly forgot that it was an option there but if a bunch of other people want then do it if you like.  However if it works there then just leave it that way.  I was planning on throwing together a video guide on modding and these tools anyway and it will be covered how to do it there.
 
I'm working to your request, I found a different structure:


[list type=decimal]
[*]Color - direction A - direction B - direction C
[*]Color - direction A - direction B - direction C
[*]Color - direction A - direction B - direction C
[*]Global color
[/list]

(two colors of 3 bytes each => three directions of 2 bytes each)

I'm not sure about direction for now, but I think it is the source point of each light.
Awesome, with this we could make some interesting light effects.
 
Ok, new minor release, the light preview isn't ready yet.

Download Makou Reactor 1.7.2

1374939876-logo-shinra.png
Changelog:

  • New editor to modify model light positions (preview not ready yet) (thanks to Kaldarasha)
  • Adding descriptions in MENU opcode (thanks to DLPB)
  • Adding descriptions in AKAO opcode (thanks to DLPB)
  • Fixing an error on parsing bad KAWAI opcode
  • Adding a button "Disable/Enable tree" in the script editor toolbar
 
Cheers Mystere!  That's helped a bunch.

May I also suggest just getting rid of "long jump / short jump" and always force long jump (totally remove the short jump option)?  It's a total annoyance to have to keep changing to long for the sake of an extra byte.  Much better and easier to force all new jumps to be long.  This may also transfer across to akao... all new akao could easily be akao 2.  And Any other silly 8 bit v 16 bit can be forced to 16 bit when new.

There really isn't any good reason to have both 8 bit and 16 bit.  The savings in space are negligible. The only reason they are even there is because Square panicked, thinking that they were making the game for a cartridge and needed every byte.
 
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Is the resize all windows feature in now as well or did that have to be scrapped?
 
I think current descrip is cluttered. A much better way would be to change the actual side titles depending on operation.

https://s22.postimg.org/lap55bwht/1234566666.jpg

Also, your akao list still has 0-255 listed... probably by accident.  I haven't checked akao2 but this is probably the same.
 
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Love this tool! Excellent work.

Request:
Would it ever be possible to implement a feature to view the background animations in action? Also to adjust the alpha levels?
 
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Request:

Possible to add option to change certain characters to controller / key input for The Reunion? I use font characters:
http://wiki.qhimm.com/view/FF7/Text_encoding

Up = BE
Down = BF
Left = 93
Right = 94
X = 95
Square = 96
Triange = 97
Circle = 98
L1 = 99
R1 = 9A
L2 = 9B
R2 = 9C
Select = 81
Start = 82

and a love heart (♥) at

80 and 83.

You also need to add space options for {CHOICE} and {TAB}.

Defaults are

 (spaced characters) = 13
(CHOICE) = 10
(TAB) = 4
 
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Hi.  I try to export a field from an iso and I get "lgp archive is inaccessible".
 
Hi!! Can you add (if it's possible) a feature in the walkmesh edit option to view the field background? It would be helpfull to edit the fields. Thanks a lot for your work!!

Enviado desde mi D6503 mediante Tapatalk
 
Updated: http://wiki.qhimm.com/view/FF7/Field/Script/Opcodes/F2_AKAO

C8 Set music pan? (noop in PC version)
C9 Music pan transition? (noop in PC version)
CA Music pan fade? (noop in PC version)

These appear to be totally unused in PSX version also. If you can do a quick scan of the script for me, and let me know any areas that use one of these, I will test it again.  But it does look like these are simply not used in any version.  I also don't recall ANY part of the game where the music balance changes.  Only the sound effect channels do this.

Also, from what I can see, only TWO operations actually makes use of parameter 1,2 and 3. Operation C2 Music volume fade, and Operation D2, Music tempo fade.  .  All the rest make use of just 2 input parameters.

Parameter 1: Time for fade, where TimeForFadeInSeconds = Param1 / 60.
Parameter 2: Starting Volume
Parameter 3: Ending Volume

In other words, C2 is actually just setting an initial volume - then doing a transition to an ending volume.  It wasn't needed, since the programmers could do this in two steps using C0 and C1.  C2 is therefore just a faster way of doing C0 + C1.

"Fade" is the wrong word to use, too.  It's more of a "From-To Volume Transition" / "From-To tempo transition"
 
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DLPB: There is one scene I can recall in Cosmo Canyon, as you descend into the caves/catacombs from the town, in which the sound volume decreases as you descend and increases as you ascend. I used it to hack a quick sound volume mod for GameShark when I was a kid:

80062F5E xxxx

This code simply controls the volume level of the music in fields. Sound effects are not affected. Here are a few values:

0000 - Silence
3000 - Quiet
5000 - Medium
7FFF - Maximum

But, this may not be related.
 
It's not related - that simply uses the vars to decrease volume using the ordinary akao (akao can take in 3 bytes to control which memory save bank to use instead of absolute values).

Some effects are unused - all values over 743 are unused.
 
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edit. CDmage reports corrupted sectors after using Makou.

Saving a bin file using Makou changes the data significantly that it will no longer be opened by Mednafen. I opened the bin, and saved without making changes to see which bytes were making the difference.

The chunk that seemed to cause the error started in all images at the same address:

161138 to 16124F.  Makou is zeroing them.

The data should be (below starts at 161130):

Code: [Select]
Code:
00 00 00 00 00 00 00 00 7f d0 3b 01 00 00 eb f200 00 05 00 00 00 05 00 44 f7 00 00 00 00 00 00b1 f7 00 00 e6 c0 00 00 a3 f7 00 00 9b 81 00 0012 8d 00 00 58 f3 00 00 e3 8d 00 00 64 d7 00 00c9 8d 00 00 0f 5d f5 00 42 8d 00 00 df ef 00 0044 8d 00 00 00 cb f3 00 47 8d 00 00 10 ff 81 6d0e 8e 00 00 ab e4 00 00 8c 00 00 00 8c 00 22 f500 00 00 00 00 00 d6 f5 00 00 73 60 00 00 df f500 00 c3 ce 00 00 09 c8 00 00 2c f7 00 00 ff c800 00 32 e5 00 00 ea c8 00 00 89 a0 f4 00 21 c800 00 e1 f9 00 00 22 c8 00 00 00 eb f7 00 ad c800 00 08 f1 fe bd d9 ca bd 10 b2 6e 97 fb 2e aa9d 45 f9 53 3c 89 58 3d 63 c4 c1 d2 98 16 24 ae7d eb 38 02 45 1c 29 0d 06 0e af 82 2e 0a 3d c636 42 d5 84 36 72 62 af 07 64 8b e4 ba 94 80 8b22 44 d1 62 d9 f3 d5 a4 5a 00 6a f4 92 5e 5a bb61 a9 f3 aa b8 aa 15 aa 7c c5 fb 13 25 a1 8d 4ad3 57 fb ca a0 db 8d 4c 22 6a 88 fd e3 f0 61 2c00

Other areas are being zeroed, it should be noted.  And I think they'll also need fixing if the game is going to run properly.


I suppose since these play fine on all other emus and prob real console, Mednafen is at fault more here. However, it must be noted that the images work fine in Mednafen until Makou saves them.
 
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Hello all, thanks for all your suggestions! And thanks to you DLPB for poking me on Github.

You may have noticed that I'm less present on the forum, I cannot manage updates of Makou as well as before  :-( . If someone want to contribute to Makou, I will accept pull requests on Github.

Yup I written this page
 
It's cool myst6re.  These things happen.  Makou is more or less finished anyway.  Just the odd thing to add and correct.  I may at some point get round to helping log it all - but I program in Borland Delphi so I am no help to you with C.
 
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