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

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Thank you for making such a great piece of software! Thought I should mention some of the glitches I've encountered:

-The white text in dark mode turns black whenever you edit a script.

-It sometimes crashes when you switch between flevel files and then edit something.

-Opening the walkmesh viewer marks the file as having unsaved changes, even if you didn't actually change anything.

-The "Red XIII is named Nanaki" custom opcode doesn't seem to work. I tried using it and the game just hung. (It also didn't create a collapsible code block like if statements usually do.)

-Looks like Cloudiar reported this already, but I noticed, when working with large amounts of if statements, that the game started behaving strangely. When I closed and reopened the file, all the goto statements were changed to "forward %n bytes", with all the corresponding labels missing:
Glitched.png

(That screenshot also shows the black text issue I mentioned)


And one suggestion I have, I've noticed that animation type 2 usually waits for the animation to finish before continuing (while type 1 doesn't), but for "play animation and return to previous state," it's reversed. It would be nice if that were fixed—or, better yet, if it actually said something like "waiting for end to continue" on the frontend, so you don't have to memorize which is which.

Keep up the good work!
 
Thank you for making such a great piece of software! Thought I should mention some of the glitches I've encountered:

-The white text in dark mode turns black whenever you edit a script.
Thanks for your feedback!

-It sometimes crashes when you switch between flevel files and then edit something.
Hmm odd, I though I fixed this one.

-Opening the walkmesh viewer marks the file as having unsaved changes, even if you didn't actually change anything.
Yeah I noticed that too, I will try to fix it.

-The "Red XIII is named Nanaki" custom opcode doesn't seem to work. I tried using it and the game just hung. (It also didn't create a collapsible code block like if statements usually do.)
Your game also needs to supports it, do you use Reunion? I think it will works with it

-Looks like Cloudiar reported this already, but I noticed, when working with large amounts of if statements, that the game started behaving strangely. When I closed and reopened the file, all the goto statements were changed to "forward %n bytes", with all the corresponding labels missing:
Glitched.png

(That screenshot also shows the black text issue I mentioned)
Can you test with this build? https://ci.appveyor.com/api/buildjobs/319kwobw6dags5d1/artifacts/makoureactor-continuous-win32.zip

And one suggestion I have, I've noticed that animation type 2 usually waits for the animation to finish before continuing (while type 1 doesn't), but for "play animation and return to previous state," it's reversed. It would be nice if that were fixed—or, better yet, if it actually said something like "waiting for end to continue" on the frontend, so you don't have to memorize which is which.

Keep up the good work!
Thanks you again for your feedback :)
 
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Hi, been using MR for a while now, you did a great job with it, btw! I've been trying to put the materia tutorial in a different place, but I can't get it to start. The menu just comes up but nothing happens. I've got the tutorial text added to the list and "Tutorial #2" in the commands list, but it won't run. Is there a step I'm missing? How do I know which number to use, because on the 7th Heaven field, "Tutorial #3" is the command used, but it's labeled "Tuto 4" in the list.
 
Hi, been using MR for a while now, you did a great job with it, btw! I've been trying to put the materia tutorial in a different place, but I can't get it to start. The menu just comes up but nothing happens. I've got the tutorial text added to the list and "Tutorial #2" in the commands list, but it won't run. Is there a step I'm missing? How do I know which number to use, because on the 7th Heaven field, "Tutorial #3" is the command used, but it's labeled "Tuto 4" in the list.
I think on PC version the loading of tutorial files is hardcoded specificly for 7th Heaven and Junon. If we can do something, I guess it is by patching the game. I'll look at it someday :)
 
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Oh ok, thanks. I didn't know that. I can keep the tutorial in 7th Heaven easily enough then and just have it happen when you talk to the character I intended to have start it instead of Barret. I appreciate you getting back to me. :)
 
Hello everyone, this comment is for those who edit ff7 with this great program, if some know me they know that my project has enormous modifications, in this aspect the work is colossal, I have massive modifications and additions with this utility, whoever uses this regularly should know one thing, probably the massive editing of the field in different places causes corruption, currently I made changes that caused this (not the first time), errors not caused by me that are complicating the development.

It would be good to help Myst6re with this, maybe places in the game are broken randomly, failed layers, music, texts, savemap values ... it will be better to communicate it, explaining what modifications were made before the problem.

Myst6re already has a private message with more details, when something else is known, it will be communicated.
 
Hi Myst6re, thank you for your work on Makou! I have a couple questions relating to the Field Map Models window:

1) Is there any way to edit the list of currently-loaded map models for FF7-PSX? (Either in the current version of Makou, or an earlier version if this used to be possible)
2) Would it be possible to preview the Global Light and Directional Light for map models?
 
how do i add field model in this application?
Open flevel first --> tools --> map model --> "+" -> and XXXX.hrc -> "+" animations (if not registred anywhere, game crash)
 
Can I change Cloud to Sephiroth in filed from start game?
Can I countrol Sephiroth in battle?
Can I edit file bin/iso and saved work without problems?

Can I change any characters in field?

Best regards
 
New minor version (1.8.4)
https://github.com/myst6re/makoureactor/releases/tag/1.8.4

Changelog:

  • Update SHAKE opcode details (thanks to dangarfield)
  • Fix door update bug
  • Fix crashes on adding/removing fields
  • Allow to open an invalid ISO file
  • Fix crash when adding a new walkmesh triangle, if the triangle list is empty
  • Fix remembering expanded items
  • Removing auto-scroll when editing an opcode
  • Change Ctrl+Q shortcut to Ctrl+K (music/tuto menu). Command+Q is a reserved shortcut on Mac OSX
  • Fix crash when entering walkmesh with OpenGL disabled
  • Fix text autosize for VARDEC/VARDECR/VARHEX and MEMORY commands
  • Fix DAT file import
 
First congratulations for continue this big utility, now I am going to leave you my impressions, I should take into account especially because I am the one who uses your program the longest:

Improvements that I have seen in 1.8.4:

- Add new slot field works correctly
- Some number operations already work fine
- Add npc seems to be more stable than before
- As in other versions, some functions are comfortable, such as replacing texts, it works really well

Errors that persist and I appreciate after a long time in 1.8.4:

- Copying code can break the program
- Moving code can break the program
- Deleting code in several fields can cause immediate break
- Editing functions like set to bit or operators can cause immediate break
- The longer you edit without saving, the easier it will break
- This version and others can more easily produce layer breakage in fields, maybe randomly
- Be careful when you edit a lot, if then you access walkmesh it can break immediately
- Sometimes when saving, without knowing specific reasons, in 99% process, makou breaks

Pd: What does it mean "Fix text autosize for VARDEC / VARDECR / VARHEX and MEMORY commands"

Now using this do the numerical values ​​line up correctly? (this non-alignment problem is very annoying)
 
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Pd: What does it mean "Fix text autosize for VARDEC / VARDECR / VARHEX and MEMORY commands"
The autosize text window feature now consider VARDEC / VARDECR / VARHEX to be 5 digits large. And for MEMORY it uses the length to calculate the probable max width in the game.

Now using this do the numerical values ​​line up correctly? (this non-alignment problem is very annoying)
What is that? You're welcome to open an issue on GitHub with a screenshot
 
I was referring to the first, I think, the spaces make the number values ​​look non-uniform, it seems that depending on the value the space is different, making lists loading the value VARDEC / VARDECR / VARHEX can be obnoxious, I will try, but my problem I think it depends more on the numbering of the spaces, do you plan to add something for this?

It would also be good to edit "{SPACED CHARACTERS}", it is not used due to the huge separation, in another it would almost always be used.

For {PAUSE005} or another type of numbering (timer) it would be interesting to eliminate the space so that it works, that or automatically add the space in that case, because otherwise the game will never continue, when you use it everywhere it is when you will easily leave errors, that can be avoided.

Another thing, in reference to errors, I just restarted the makou and only "cut" code, then it has exploded, I think that the ability to break also depends on the amount of code (in that case it is a place where I put much more than I had).
 
The errors continue when copying or moving lines of code, it seems that it is indifferent that they are 100 lines or 1, the program crasehara directly.

I understand that you like to put new features, it is attractive to comment on these things, but I think it is more important to buy food to survive than to buy a ps5 when you know that you do not have money for both things.

I wish I had money to pay you and that you fix something as basic as that, but unfortunately I don't even have a pc in conditions to work, in any case (I don't want to offend) the biggest problem to finish the game is your program ironically, although always I try to save the changes, there are countless hours of work lost because of this, I have been telling you the same problems for five years or even more and you keep putting new features instead of fixing huge stability problems, and I think I have enough authority to talk about This, I am the person who uses your program the most and you know it.

My mistake was to save the changes from 1.6.2 to 1.8.X to try to help you with the compatibility of the program, but instead of helping me as a thank you I have not received anything, you know that together your program would be better, but at no time have you decided to listen to me directly to have "serious" reports on the operation of Makou Reactor.

It is obvious that I am angry, I started this in 2012 and if you had treated me as I deserve, this would already be finished, but everything is correct, you can continue like this, I will not comment on this again, but I do not understand that a genius like you does not attend to the needs of the most enormous FF7 modification project, you should be proud of this, but I don't have the feeling that this is the case, what it seems is that on many occasions each one seeks his own glory, it is not my case.

Greetings and good luck with your utility.
 
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