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

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I'm sorry to hear that, since you reported me multiple crashes on many differents actions, I fixed at least 4 different crashes.

I understand that moving code, copy paste, or cut paste is an issue, but unfortunately I never reproduced any crash with this on the last version. You are not the only one who have reported this, and I trust you when you say there something wrong. The point is as long as I don't understand what is going on, I cannot make a patch. Also I don't have much time to use Makou Reactor, or to update it. I tried several weekends to give time to this, each time I released a new version with fixes I could do, and not fixes I don't understand.

My goal is to make a great editor for FF7, and also an open project where many developpers can contribute. For 12 years I am alone to fix the bugs and maintain this program, and you say it is not enough for you?
 
I'm just saying that you could have prioritized the features, I'm not the only person who didn't use your program beyond 1.6.X, I don't think I'm being selfish.

I hope I know about that code to help you, but it is not possible and you know that what I do is practically infinite, I have thanked you on many occasions because you deserve it, you have done an excellent job, but you should prioritize problems that I have repeated many times.

Now I can't change the fields back to 1.6.X because they are 1.8.X, this will cause more errors, so I feel trapped, I feel bad for not being able to help you fix it and I also feel bad because there is no way to finish my project, what should I do then? I do not say anything?

I understand that this problem is important, it does not have to be anything simple to fix, I understand that, I also understand that you do not have much time, actually what bothers me the most is that you had not had a "more direct" contact with me, because we are together in this, although I am not directly involved in your program, I would have loved to have more deal with you to tell you this, but also to thank you as you deserve, your tool is what I have used the most for the ff7 edition.

I'm sorry if something has bothered you, you know that I admire you for working with Makou Reactor, this utility together with ProudClod and WallMarket is undoubtedly the core of FF7 moding, but with your utility I have been able to express many more things than with the others programs.
 
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I will try, again, next weekend to undestand what's goin on.

Now I can't change the fields back to 1.6.X because they are 1.8.X, this will cause more errors, so I feel trapped
If 1.6.x version cannot open a flevel file saved with 1.8.x, I think it is because the flevel is corrupted. I will try again with the last archive you sent me and detect where the format prevents Makou 1.6 to open it.
 
No, it really can, but I think there are huge differences between Makou Reactor 1.6.X and 1.8.X (you will know better than me), and for that reason I am afraid to import the 800 or so fields again, I can't know if errors are generated on some sites, it is impossible.

The other reason is because I would like to be useful, if it is possible to maintain direct contact with you, by discord for example, I can report all the errors that I find.

I don't want you to waste time on the old version, spend your time only on the new of course! But please, contact me directly, as it is more comfortable for you (discord, telegram, etc.), and I will provide you with all the problems that I find in detail, I use your program practically daily and I think that one could show the way.

I am the first that I want your program to work perfectly, not only because of my game, I want to see what people are capable of doing in the future, I also believe that by working well someone will dare to do something better that me, the heart of the game is here, without problems I am sure that more people will want to use it because the control of characteristics that this supposes is totally great.

I plan to continue with 1.8.4, I will take special care, I hope that with more time and information, it may be possible that this works in real good conditions.

Sorry for stealing you more time, we will be in contact in the future if you want ^^
 
I was wondering, is it possible to play a song that isn't part of the game's original soundtrack if the .ogg file is put in the right folder and without replacing any of the existing tracks? And if so, how would I do that? I have a mod that I'm working on that I'd like to include a certain song if I could, as it's relevant to certain new scenes I'm adding. The mod'll work without it, but I'd really like to include it if I can. Thanks! I'm using version 1.8.3, if that helps.
 
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On the PC version, Makou helps you to change the list of music IDs played in a map. Those IDs refer to specific MIDIs in the original game, and you can override MIDIs with FFNx and in the Steam version of the game.
In Makou you also can use a new ID, for example if you put 100 to the music ID in "Tutorials/Sounds..." you will ask the game to play the music ID 100. I think FFNx is not ready for this, because it uses the music name list from the game, but you can create an issue here https://github.com/julianxhokaxhiu/FFNx/issues to ask this feature

As a start, look at this list https://github.com/julianxhokaxhiu/FFNx/wiki/How-To_Audio Configuration
I advice you to add you first new song by replacing "comical" which is unused in the original game
 
Thanks, I replaced comical.ogg and it works! In case you were wondering, the song I'm adding is a rendition of Jessie's Theme from the remake redone in the PS1 style of the original game. I didn't do it, a girl named Sara G made it, and you can listen to it here on YouTube:
 
Just one more question. I've found out that although the song works, it doesn't loop. It only plays once. How can I set it to loop like the other songs?
 
Look at ogg metadata in other files, you'll find one attribute with the loop time, do the same thing in your ogg with the same attribute name.
 
This is a demonstration of what you can do with Makou Reactor.


Thank you for maintaining this big utility Mystare!

Pd: I dedicate this work to you :)
 
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I'm glad you made it! I developed the background PS to PC conversion for this kind of stuff.
 
I appreciate your words, I want you to play it when it's ready, that's one of the final goals of this project hahaha.

This makes me think, maybe you did not see the message, I will probably need something to be able to translate FF7OR to English, first because my flevel has a problem with it (it does not work with touphscript, the same to generate flvel chunks, I can send it to you, but I think there is no solution), then I will need to be able to import the texts into the fields.

Could you get an option in Makou Reactor that only imports the texts (without code)?

If I have the texts translated and I can import then I can work on the code, but if I do not only can work with two different flevels, it doesn't seem viable to me, I don't know if there is any other solution, but I'm afraid I may depend on whether you can add this feature in the future.

Thanks again!
 
Hi again, myst6re. I did get the music working, thanks! I've been wanting to add a new field, but when I go to Import to Current Map after adding a new blank field and selecting it, I get an error message that says "Malformed LZS Header." This comes up even with an exported existing field that I was trying to re-import as a test.
 
Thanks, that helped clear things up a bit. But how do you do the LZS compression so it imports correctly?
 
New version available with a lot of bug fixes:

https://github.com/myst6re/makoureactor/releases/tag/1.8.5

Changelog

  • Add ability to edit model size and light in PS version (#118)
  • Add new unofficial opcode (#79)
  • Add options to set {CHOICE} and tabulation width in text preview (#56)
  • Add left padding editor in window.bin editor (#91)
  • Add a tip about a division or modulo by 0
  • Change file extension of an export of uncompressed map to ".dec"
  • Change max editable exec priority to 6 instead of 7, and add a note what it means (#63)
  • Prevent edition of letter width and letter left padding if not available for the current letter in window.bin editor
  • Remove strict LZS format checking option
  • Fix replace all texts feature, and add a message about how many texts were replaced (#114)
  • Fix compression error on import (#117)
  • Fix window.bin texture transparency
  • Fix window.bin compression format to be closer to the original compression (#112)
  • Fix multiple inconsistencies in field map format (#116)
  • Fix potential crash on creating or saving a field map
  • Fix Save As feature for files outside an archive (like a DAT file opened alone for example)
  • Trying to minimize bad texture loading on opening a DAT file alone with a BSX file
  • Fix potential memory leak on field model loading for PS version
  • Fix search for bit test operations (#75)
  • Fix potential memory leak/crashes on copying Group Scripts
  • Fix typo "Modulas" instead of "Modulo"
 
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Congratulations Myst6re! This version 1.8.5 have fixes a lot and new functions, I will work and coment if have problems  :-\
 
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