#EVTUI (Visual event editing tool)

1 messages ยท Page 14 of 1

solemn zealot
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changing what sets the gender icon would help so much

jolly epoch
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start with HP, find what accesses it, use in game mechanics to reduce your party members' hp or the enemy's

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compare common values

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it's actually in the cheat engine tutorial

amber moth
jolly epoch
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anyway

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I still gotta find the template for that struct

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I'll let you know if it has anything related to gender once I find it

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I'll bet it does since there's enemies that target female members and such

solemn zealot
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my case is more complex than just a femc jonkle, so im unsure if a 'female' boolean would be enough RaidouThink

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also, the cat icon...

jolly epoch
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but in that case it's probably because the code for a female Ren just doesn't exist at all

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it expects him to be male

amber moth
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Misogynist Atluspensivekechi

rocky kelp
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i mean kap managed to get female equipment working

amber moth
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Do you mean equpping or the icon on the protectors?

rocky kelp
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oh idk

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i'd have to look

ocean acorn
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considering i know c# im surprised when i remember ive never actually made a pr to this, though i would guess the script info and occasional testing is still really helpful :v

solemn zealot
jolly epoch
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so for most of those a female check would suffice

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it even exists for shadows probably

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since they use the same struct for battle as the party members do

solemn zealot
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nah. the male clothes would just turn into unisex icon with makoto in this case

ocean acorn
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i very want to know how ann and yusuke fit into cat sweaters :V

solemn zealot
amber moth
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They both become cats

jolly epoch
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you can probably just edit tables for that

solemn zealot
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the gender icon is automated

jolly epoch
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or do you mean you want only Makoto to be able to wear either

amber moth
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Yeah it's about the icons and not specifically having them wear it.

jolly epoch
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then this struct might not help

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since you'd just be making the game think Ren is supposed to wear the female outfits

solemn zealot
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yeah the wearing is already done, and it makes every equipment unisex in the icon

jolly epoch
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well changing the struct for Ren would make the game think he's supposed to wear female clothes, it shouldn't change the icon theoretically

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that's assuming that the struct's female/male value is what determines what you're allowed to wear and not just enemy AI

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there's always the possibility there's another value somewhere else used for the outfits

amber moth
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Female protagonist mod made it so the 3rd will seed enemy can target joker (which it only targets female party members). So maybe you could look there?

jolly epoch
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but all the functions that reference it use local variables so it's tough

amber moth
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damn

jolly epoch
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is there anything that'd be hardcoded that uniquely accesses one specific character...

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hrmm

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and the reason I want that is because once you have one, the others are usually close by

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and if it's static, it becomes a very reliable way to find the address during runtime

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plus it can point me directly to the struct to test values with

amber moth
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Maybe the akechi party switch from sae to 3rd sem? idk if that's hardcoded though

jolly epoch
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they use bitflags for party members though don't they?

amber moth
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true

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hmm

amber moth
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true

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hmm

ocean acorn
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what about lick behavior in kamoshida fight ๐Ÿ˜ญ

jolly epoch
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they might just use a local variable to check whether a party member is female again

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since you only have Ann at that point anyway

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without mods

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and locals don't help me that much since they're stored in registers

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so it's very temporary

solemn zealot
solemn zealot
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in the flowscript

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not in the exe lol

ocean acorn
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that doesnt even make sense wtf is a buttflag

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hardcoded means in exe adachi_true

solemn zealot
amber moth
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hardcoded means your mom

ocean acorn
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if its in flowscript it is by definition not hardcoded

jolly epoch
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though

solemn zealot
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i meant that it checks a specific id in the flowscript

jolly epoch
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that does make me wonder

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can flowscript get me the address for a specific party member

jolly epoch
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that might work

amber moth
jolly epoch
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which one returns the character ID again?

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I'm gonna attempt to follow the logic of GET_PARTY

solemn zealot
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that will probably get the party member's id from the party index from 0 to 3

ocean acorn
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oh speaking of akedgy actually, special action prompts
sumire and akedgy have fallback prompt dialogue if you have them in party since theyre not supposed to be there for any special action, for sumire it just plays ryuji dialogue while akedgy has voiceless dummy dialogue

jolly epoch
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the more direct the better since I don't wanna go through like 50 function calls to find the address

solemn zealot
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idk the specifics of what you are doing. but considering how its implemented in the flowscript, it most likely based on your active party... meaning that joker should always be 0 in theory

solemn zealot
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joker's actual id tho is 1, 0 is 'none'

jolly epoch
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I'm gonna read SET_ITEM_NUM first to see where in that struct it calls the set item num functions I've already identified

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should help

jolly epoch
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does GET_PARTY let you do anything with those party members btw or does it just return an int

solemn zealot
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its get so it just returns

jolly epoch
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found it

solemn zealot
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you use PARTY_IN() and PARTY_OUT() for changing the party

jolly epoch
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this isn't related

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but it does help me determine what the actual function I'm looking for may look like

jolly epoch
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though idk how much that'd help

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but we'll see

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it might

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hopefully this won't be too hard to figure out

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btw anything with a question mark is my own assumption and not something I've confirmed yet

plucky berry
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That one's correct. It's getting the arguments. (In this case, argument 0)

jolly epoch
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but you can only get so much from static analysis

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anyway I'm guessing that array might be what I'm looking for?

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well one neat thing

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party member structs are not stored in pointers for some reason it appears

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they're all static

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ofc I still need a pattern for stability but it should be easy to find

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I think I found Joker

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now I can look through references

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the struct for characters is very large

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so I'm gonna look for booleans and try changing them and see what happens

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or rather, bytes

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and just looking for lower values

solemn zealot
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if its only a number or another its boolean enough for me

jolly epoch
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btw this is where it is in memory

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the highlighted number is the start

solemn zealot
jolly epoch
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I'll have to mess with display types since rn it's at 2 bytes and lower values like booleans would only be one byte

solemn zealot
solemn zealot
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interesting...

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why the render discrepancy from render to preview tho MakotoThink

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... that was the last straw...

faint plinth
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Hot drink with a straw!? We NEED to eat the rich ๐Ÿ˜ค

faint plinth
solemn zealot
faint plinth
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It's probably something I'm doing with transparency / materials in the render specifically... but I thought I was doing the same for both things naohmm

solemn zealot
faint plinth
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If there's OJ in there, it might be an animation or something ๐Ÿ˜…

solemn zealot
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is it? i just placed this asset raw in there, and the game is loading the orange

faint plinth
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Oh, huh.

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I don't know ๐Ÿ˜…

solemn zealot
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maybe the oj was the straw we made along the camel

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no wait

solemn zealot
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i hadnt seen this event since the improved render

faint plinth
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Locked her in ๐Ÿ˜”

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Man, I do not understand why the wall texture in Shujin looks so wack.

weary pelican
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She took lock in literally

amber moth
solemn zealot
faint plinth
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Probably, but not sure where the UV bug would be, and why it only seems to affect these walls. I guess in how GFDStudio parses it?

solemn zealot
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just parse it correctly duh

amber moth
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I can't really see anything that would suggest it's broken\

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hmm

faint plinth
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If you load a Shujin field with textures in the actual GFDStudio program, does it still look like this?

amber moth
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one sec

solemn zealot
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why there are a bunch of microwaves and ovens on the wall

faint plinth
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Welp, no idea... but it's a bug that precedes me at least, lol.

amber moth
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I think I might know why

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let me test

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yeah I was right

faint plinth
amber moth
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So basically, you can have different textures on different UV maps (UV0-9). And I guess for some reason GFD can't display UV2 correctly? Because the detail map was on UV2, but switching it to UV1 fixes it.

solemn zealot
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it was not scaled up by the looks of it

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thats why so many squares, those are for windows and stuff

amber moth
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I guess it could also be a broken UV2 on this specific model. But idk how GFD handles different UV maps

pale linden
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This tool is so helpful, just want to thank the creator for saving me so much time

solemn zealot
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i have done so much in 3 months with this

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this is not counting the small changes scattered everywhere that i used evtui for

faint plinth
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โ˜บ๏ธ

pale linden
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Ive been using it to arrange scenes before modifying FBNs, it makes it so much easier to know the coordinates you want and be able to preview it

solemn zealot
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yeah the preview is huge

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tripled my developing time

faint plinth
pale linden
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Oh yes please! I would love that especially with some of the plans I have

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Even at the moment it makes stuff like this super quick

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Well, compared to what I was doing before

solemn zealot
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excuse me gru?

pale linden
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Unrelated mod lol

solemn zealot
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why is he in a hoodie

ocean acorn
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add the one that turns the twins into minions B)

pale linden
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I plan on changing out the twins for a new velvet attendant, Abigail

amber moth
pale linden
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How so? I edited it before

amber moth
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I mean it is technically editable. But you can't export it

pale linden
amber moth
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because the armature that generates from it doesn't have any bones

pale linden
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Garfield

amber moth
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no the camera

pale linden
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Oh Im stupid

faint plinth
amber moth
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Yeah, they exported the camera GMD without any bones, so then the blender addon can't actually import it correctly so it can't be exported.

pale linden
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Thats... irritating

rocky kelp
amber moth
faint plinth
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I feel like I should take over the Blender tool maintenance at some point, honestly... I know Pherakki's code well enough, just been slow to understand how modeling stuff works.

amber moth
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that would be peak

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Shame that they got him

pale linden
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I see these setting for In editor playback... does it work currently?

faint plinth
pale linden
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Ah got it

faint plinth
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Hmmm, GFDStudio doesn't really... have things in terms of UVs??

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It has TextureMaps and TexCoords... but I don't know what actually corresponds to the UV maps in here ๐Ÿ˜ฅ

jolly epoch
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either that or it's an offset

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regardless it's easier to modify the UVs using blender anyway

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though for your purposes ig that won't do

faint plinth
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Indeed it won't...

jolly epoch
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well it's gotta interpret UV maps somehow

faint plinth
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Surely ๐Ÿคท But it's going to be annoying to interpret, given I still don't understand model stuff that well.

faint plinth
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Welp... bet it's something to do with this naosmiley (GFDLib code on left, Blender plugin code on right)

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It does have up to 2, I suppose... but it's missing a bunch of the texcoords (UVs???) that Blender has....

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This might merit a help thread ๐Ÿฅฒ

faint plinth
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So I have no idea what the issue is. I'll probably make a help thread tomorrow if nobody around here can crack it.

faint plinth
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(Made the thread~ let's see how far we get ๐Ÿฅฒ)

amber moth
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Wish I knew how to help

faint plinth
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You pinpointing the issue helped a ton! I wouldn't even know that much without your help.

amber moth
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But I want to help more

faint plinth
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Maybe being able to read GFDStudio code can be your final motivating push to learn coding ๐Ÿ˜†

amber moth
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so true

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Where would I look for the rendering?

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I assume GFDLibrary.Rendering.OpenGL?

faint plinth
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I've been looking at the Material and Mesh and TextureMap files in plain GFDLibrary, but it's possible the issue could be in the OpenGL parts of the Mesh/Material code ๐Ÿค”

amber moth
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Could it be this? I'm not sure if the matflags are specifically the UVs but theres only two which would line up with what we've been seeing.

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oh right let me check if it's just UV2 that has the issue

faint plinth
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I think those are just two groupings to accommodate the many material-related flags (see the matflags in the base Material code), but that seems like the type of issue we'd expect to see. Good idea checking other UVs!

solemn zealot
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huh im not getting textures here

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something im missing?

faint plinth
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They need to be imported from the relevant texture bin.

amber moth
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the textures are stored seperately

solemn zealot
amber moth
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Yeah, I can record how I do it in a sec

amber moth
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In a similar manner to empty meshes.

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well not similar in this case, since those have a different error.

faint plinth
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I definitely haven't seen any references to texcoords or whatnot beyond 2, so that tracks.

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Node attachment...... hm...

amber moth
# amber moth In a similar manner to empty meshes.

Semi off topic this is actually something that would be cool to add as an error to the blender addon. Since if you're doing heavy model editing it's pretty easy to accidentally create an empty mesh. And if you haven't experienced it before theres no real way to tell what you did wrong.

faint plinth
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Might just be that it doesn't know to read ones past 2, so it throws off the binary reader offset.

amber moth
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That would make sense

faint plinth
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But yeah, better handling of that sort of thing in the Blender tool would also be nice.

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Might be worth making a thread for collecting Blender tool improvement ideas / bugs, whether I have time to fix them soon or not ๐Ÿ˜„

faint plinth
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Hmmm, looking at the Blender code, it doesn't look like exporting beyond UV2 is actually supported...? So that may be the source of the error here.

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That still doesn't explain the UV2 issues for GFDStudio, though.

amber moth
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weird

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I mean I guess it does make sense because im like 90% sure the only things that use UV 3-9 are fields, which have been barely touched by modders.

faint plinth
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That makes sense.

amber moth
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In the same way cathrine isn't supported by both of them because no one actually cared enough (learned that the hard way).

faint plinth
amber moth
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Okay it kinda is supported, but barely.

faint plinth
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OK, texCoordChannels are what we're looking for I think, so I'll tinker around and see if I can break anything in a way that generates any leads, lol.

faint plinth
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I wonder if this at all relates to floor textures not displaying properly in GFDStudio, too ๐Ÿค”

faint plinth
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You can see it in that same Shujin model. The floor is kinda visible but super dark. Before I figured it was a shader thing, but ๐Ÿคท

amber moth
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oh i'll check

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doesn't look to be so

faint plinth
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Hmm, okay, maybe it is a shader issue after all.

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Thanks for checking naothumbsup

amber moth
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Yeah it just seems to be applying the 'night' texture fully for some reason. As removing it makes it look fine

faint plinth
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Huh naohmm

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Wish I understood shaders better ๐ŸฅนBut I guess I'm learning it all now by necessity.

amber moth
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true

solemn zealot
faint plinth
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Now I'm wondering if this is all just like. The shader only using UV1 or something.

amber moth
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No, I put the night texture on UV1 and nothing changed

faint plinth
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Was the night texture not already on UV1?

amber moth
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no it's on 2

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funnily enough

faint plinth
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Ooh, I see.

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What on earth ๐Ÿฅน

amber moth
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Truly an enigma

faint plinth
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This is probably just a skill issue re: working with shaders, tbh.

plucky berry
amber moth
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might've been. I'm using 10.2

plucky berry
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Oh geez, mine's outdated.

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Didn't realize it had progressed that far

amber moth
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it happens

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then yeah probably a regression

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what is your version

plucky berry
amber moth
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@faint plinth looks like you might have a new lead

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Might've been the metaphor stuff that caused it

faint plinth
amber moth
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0.8.0

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at the top

faint plinth
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A huge lead LFGHEEFUCKINGHOOO

open crown
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hello! i apologize if this is better suited for a help thread in #1045463242765504552 , and if it is, ill gladly post my problem there, just let me know femmcbeanier
im using EVTUI to make a custom event and for some reason, the MMD_ command isn't working as I intended it to work. the plan here is to make joker walk from coordinates (130.0,1700) to (170,0,1380) to then (100,0,1153). as far as im aware, the coordinates are correct as i tested them with the render (as seen in the image), but for some reason after adding the MMD_ command, he starts walking to another point. i've checked the model tab and there isn't another position command which could cause this. i attached some media to better visualize whats happening
if anyone could pinpoint what im doing wrong, it would be a huge help. thanks in advance!! ๐Ÿ™

faint plinth
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Omg... he moonwalks away ๐Ÿ˜ญ

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Well, nothing is obvious to me here, but a few things:

  • The coordinates you mention vs. the ones written on the images are slightly different. Is there a reason for that?
  • What do the positions you want look like in the editor when the camera angle is as expected, rather than... seemingly flipped around?
rocky kelp
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lmao that's great

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nyoom

faint plinth
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Another thing is it looks like you're using a version from before some recent rendering improvements (i.e., Joker's kinda balding in some shots) -- it'd probably be worthwhile to update. I don't think that'd be the source of the issue or anything, but the more complete field rendering + reduced z-fighting + faster loading will probably be worth your while.

balmy basaltBOT
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I fixed it. And it's so stupid naosmiley

OMG...

Jump

[Go to message!](#1458517135339950163 message)

faint plinth
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This fixes so many texture issues I didn't realize were even related, oml ๐Ÿฅน

pale linden
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Okay so I don't know if this is as stupid of a question as it seems to me (and I apologize in advance if it is) but whenever I make edits to the dialogue the changes are not present in game

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Am I doing something wrong?

faint plinth
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Are you compiling before you save the BMD, and making sure the file in your mod folder has been updated?

pale linden
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You compile with the little wrench correct?

faint plinth
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Yep!

pale linden
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Should be, I will try it and make sure its updating the file in the folder

faint plinth
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Message stuff can be kinda wonky and unintuitive at the moment. I'm hoping to overhaul it soon to be a bit more robust ๐Ÿ˜“

pale linden
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Okay, the file has definitely changed so I will test it again

pale linden
faint plinth
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Lol, yeah, but even relative to the rest of the program ๐Ÿ˜…

pale linden
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Its working now! Thank you so much

faint plinth
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Yay! femc

pale linden
faint plinth
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Fem Jose... ๐Ÿ˜ฎ

pale linden
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His sister

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Alicia

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Jose is the "He" she refers to

faint plinth
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Oooh!

pale linden
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I still want Jose in the game so she replaces Caroline

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She will also drive the Phantom Theives around Mementos instead of Morgana

faint plinth
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I see, she's the new Velvet Room attendant you were mentioning?

pale linden
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Nope, I haven't fully decided on how to go about her design

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Specifically the hair

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Might take Inspiration from Labrys actually

faint plinth
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Dang, you're adding a lot demistare

pale linden
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Basically, what if someone else was chosen to be the Wildcard

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P5R already has enough plot holes that I can get away with a few of my own

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Well its late and I did a good bit today, thanks for the help

solemn zealot
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I was testing remote streaming to my phone :p

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For some reason the display was set to 3840x2160??? Tho the culprit is the 300% scale

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Considering how windows messes up my apps when turning off my pc monitor, it might be having these settings as the deafult ๐Ÿ˜ญ

open crown
# faint plinth Well, nothing is obvious to me here, but a few things: - The coordinates you men...

ah sorry about that!! it was late for me when i was testing, so i must have been drowsy and mistyped the coordinates ๐Ÿ™‡โ€โ™€๏ธ

the camera angle settings seem correct, as the positions are the same as seen in the renderer (with the exception of joker being rotated to his left). what puts me off a bit is the field's position not being the same as seen ingame (like you can see in the video, the field is shibuya's central street, with the characters being positioned in front of the library and the vending machines) looking rotated instead MayaThink i tried playing with the FS_ command's settings, changing what the base event had for all zeros, but nothing happened

open crown
faint plinth
solemn zealot
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wait is it

faint plinth
solemn zealot
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indeed

amber moth
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AppData\Roaming\EVTUI

solemn zealot
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what about it?

amber moth
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thats where the data is stored

faint plinth
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I think her question was about field positioning, not the appdata. But it was sort of ambiguous lol.

amber moth
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damn

faint plinth
amber moth
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Yeah the fix is very funny

faint plinth
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I'm hoping to merge the fix sometime today with a few other miscellaneous changes. Namely... I want to figure out how the hell Mona's metaverse animation IDs work, because they're apparently hardcoded similarly but also differently to the other PTs naocry

solemn zealot
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if you do i'd have to end my break on the spot (i wanna try out mona's facial animations so bad)

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his body animations tend to be really over the top, so the subtler expressions rely on his bigass face being front and center

faint plinth
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Oh, the facial animations are still only kind of working, for unrelated "material animations are not understood" reasons.

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His big expressions should mostly work, but good point that he's not visible in the preview ๐Ÿ˜‚

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(short king...)

solemn zealot
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i think being able to move the preview camera would be best for future proofing

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this reminds me

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i should do a custom base animation id with the most animations i can find spread around randomly for each character

faint plinth
solemn zealot
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this way i can not have to worry over searching for exts when i need something

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plus it makes the process smoother

faint plinth
amber moth
faint plinth
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That wasn't the only one that wasn't working, but maybe I'll try again with that...

solemn zealot
faint plinth
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Lmao, that's wild.

amber moth
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yeah

solemn zealot
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there must be some pretty cool anims i could implement in my own events if i had them in one place

amber moth
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theres lots of cool beta ones

solemn zealot
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where do i get the beta files

amber moth
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all of the p5 ones

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besides the dev enviroment

faint plinth
solemn zealot
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sigh... bye bye games im not even playing

amber moth
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theres also the 2016 one

faint plinth
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Oh, did we get a dev editor in another one...?

amber moth
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Well they both have the same capabilities, just that 2016 also has different assets.

faint plinth
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Ah, gotcha.

amber moth
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I haven't looked through all of the differences, I know lavenza's model is slightly different.

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2016 and 2015

solemn zealot
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(what was i expecting from torrents of beta builds)

amber moth
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real ones download the zip

solemn zealot
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might as well help spread my seed

amber moth
#

maybe

faint plinth
faint plinth
# solemn zealot indeed

Also, this is making me wonder whether I've implemented the offsets for field objects correctly re: the field itself being offset ๐Ÿ˜…

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Trapped forever behind that door...

solemn zealot
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this door would offset together with the field?

faint plinth
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If it's a field object, I'd assume so. If it's an item, then no.

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Field object as in, one that's not called explicitly but is referenced in the field model and loaded automatically.

solemn zealot
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ryuji's chair stayed ๐Ÿค”

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lets see how this goes ingame

faint plinth
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I assume his chair is explicitly loaded?

open crown
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id also like to thank you for making this program, since its been a huge help for making custom events HinaDance good luck on the developing!!! its awesome so far

solemn zealot
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this is the only other noncharacter explicitally loaded

faint plinth
solemn zealot
#

wait a minute...

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its inverted in the preview

amber moth
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floating ann and morgana

solemn zealot
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how the preview should look like (the + and - are swapped)

faint plinth
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Oooh, interesting naohmm

solemn zealot
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i'll see if its the case for y and z

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this one is x

faint plinth
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That may further explain NERO's issues...

solemn zealot
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y = 10 is actually moving the field downwards, while in the preview it moves upwards

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and by the looks of it z is also inverted

faint plinth
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Gotcha, field positioning is flipped...

solemn zealot
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and yeah the chair is supposed to move with the field

faint plinth
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I guess the desks and stuff are?? In the field GFS directly???

solemn zealot
#

the plants for example have the same issue as the chair

faint plinth
#

Oh, that makes much more sense.

#

I was baffled by nothing else seeming to be a field object, lol.

solemn zealot
#

oh technically these arent the plants, but the stick used to give them support

#

she aint growing bamboo

faint plinth
#

Okay, so added to the TODO for merging later:

  • Invert field positioning (EDIT: including yaw, but pitch and roll are unused)
  • Move field objects with the field
#

Oh, what about rotation? Is that also inverted?

solemn zealot
#

on it

faint plinth
#

๐Ÿซก

solemn zealot
#

its like those uncanny images that stuff looks recognizable but you cant really recognize what you are looking at

#

oh the buildings in the background should probably rotate too

#

uh....

#

looks like roll is not used

faint plinth
#

Huh, I figured those buildings were a subfield, but maybe they are also field objects...

#

No roll?? Huh...

solemn zealot
#

okay its inverted and only yaw is used

#

no pitch no roll no bitches

faint plinth
#

Huh!

#

Okay, good finds.

#

Thank you for your service risepray

solemn zealot
#

so if i ever want to make like idk an event with shido's boat tilting, i'd need to do camera tricks anyway since you cant tilt the field

faint plinth
#

Seems like it ๐Ÿค”

#

Although I'll try to verify that with existing events.

#

I wonder... if you check Unknown #1 (in the FS__ command editor), does that allow pitch or roll? Or anything else?

solemn zealot
faint plinth
#

Lol, okay. Thanks for checking.

faint plinth
solemn zealot
#

you can just pick your offset like you want in the preview and invert all of it for it to look like it ingame

faint plinth
#

True, lol.

#

๐Ÿง 

faint plinth
#

What's the setting actually called again?

cunning sierra
#

Is there a way to play through events in the editor or is it just editing and viewing for now?

solemn zealot
faint plinth
cunning sierra
#

Seriously awesome work so far

#

Looking forward to seeing how this progresses, makes me wish we had something like this for The Royal Project

faint plinth
#

Thank you! โ˜บ๏ธ Better late than never, but it does make me feel bad for some of the more ambitious projects that came before, haha.

solemn zealot
#

good thing i came now

#

|| MakotoSmirk ||

amber moth
#

Okay grandma lets get you to bed

faint plinth
#

Lmaooo...

solemn zealot
#

then haru turned into a power generator funniest shit i've ever seen

#

(is that what these things are???)

pale linden
#

I thought they were air conditioners

solemn zealot
#

๐Ÿค”

solemn zealot
#

you leave that outside

pale linden
#

Mm yeah

solemn zealot
#

wait but arent these air conditioners?

amber moth
#

The school is fairly big

solemn zealot
#

deadass i think thats a power box at least

amber moth
#

you're a power box

solemn zealot
#

nuh uh im gay

amber moth
#

Thats not mutually exclusive

solemn zealot
#

it is, 'cause boxes have straight edges MakotoSmirk

amber moth
#

and curves

faint plinth
solemn zealot
#

a way to highlight all mab_ with assetid 6 would be nice

#

unfortunately a ctrl f would have to be more involved because of the nodes formatting

balmy basaltBOT
#

I've been thinking about doing something for that... like, having an Asset ID row within each category row on the timeline.

Jump

[Go to message!](#1216244753239248976 message)

#

I've been thinking about doing something for that... like, having an Asset ID row within each category row on the timeline.

Jump

[Go to message!](#1216244753239248976 message)

solemn zealot
#

it did twice

faint plinth
#

...why did it copy twice...

#

Well, whatever, lmao. Point being: I have some ideas, but it'll take some UI shenanigans.

solemn zealot
#

a 'replace all' for certain values would be useful for big events (i can just edit the json for these cases for now)

faint plinth
#

Search/replace is also a Nice To Have I've mentioned... a very long time ago, but it's on the proverbial list.

solemn zealot
#

who tf is memecenter dot com

amber moth
#

Someone

solemn zealot
#

uuuuh joker thats not how you hold a phone

jolly epoch
pale linden
#

What have I done...

jolly epoch
solemn zealot
#

these beauty standards are getting impossible lately pensivekechi

pale linden
#

Oops lol

jolly epoch
#

anyone can get a giraffe neck with some exercise

pale linden
#

Note: do not click use common animations for sae

jolly epoch
#

lol

jolly epoch
solemn zealot
#

this happens for most characters

#

loading wrong animations in general caused many giraffe necks

pale linden
#

Yeah, shouldn't be surprised

jolly epoch
solemn zealot
pale linden
#

Yes.

jolly epoch
#

but without it, it's a lot more obvious

pale linden
solemn zealot
#

also is her skin realistic? where it looks like a normal human would have fat, is it soft?

jolly epoch
#

idr

pale linden
#

I would assume no

solemn zealot
#

i dont think they specify most of the weirder things here tbh

pale linden
#

Her skin hurt a dog that bit her

#

But that was on the leg I think

solemn zealot
#

so her breasts are like, iron?

#

why does a robot need boobs

jolly epoch
solemn zealot
#

humanity in a nutshell

jolly epoch
#

the limbs seem to be different from the torso though at least

solemn zealot
#

why the fuck they went ultra realistic everywhere but the limb joints?

#

answer: it looks cool

pale linden
#

I mean she got her mind from a little girl so... idk

jolly epoch
solemn zealot
#

did she?

pale linden
#

P4A says so

#

P4A's story is shockingly good

jolly epoch
harsh carbon
# solemn zealot who tf is memecenter dot com

Not a person lol, was an old site that people would post memes to (hence the name)

It's been down for years but gifs probably got reposted from it to places like tenor while it was still up

jolly epoch
#

I thought that the personality just came naturally from the materials they used

solemn zealot
jolly epoch
#

I have seen P4A's story, but it's been a while

#

so idr details revealed in it that well

solemn zealot
#

i have yet to play it

pale linden
#

It gives a lot more info on that whole project

jolly epoch
#

all I know is that they turned Akihiko into an absolute chad

#

man be dodging bullets

#

literally

#

that's his intro

solemn zealot
#

turned?

pale linden
#

I only his dialogue was good in arena...

#

That stupid protein

solemn zealot
#

which one was first, pq or arena?

pale linden
#

PQ I believe

#

Not sure though

solemn zealot
#

blame pq then

pale linden
solemn zealot
#

but for some reason they flanderized every character there

harsh carbon
pale linden
#

In arena only Akihiko really

jolly epoch
#

it's in a weird state of being inconsequential though

solemn zealot
#

does it matter if the qs are canon if no one remembers?

jolly epoch
#

they like doing that

#

I think the only spin off that actually matters to persona lore besides arena is dancing

pale linden
#

Strikers maybe

jolly epoch
#

(Strikers is a sequel, not a spinoff)

pale linden
#

Ah true

solemn zealot
#

sequel off

pale linden
#

Well...

#

Both

jolly epoch
#

it's a spin off in gameplay, but a sequel in story

pale linden
#

Tactica does have good gameplay too

#

I need to finish it

jolly epoch
#

I haven't played tactica game since tactics games were just never something I was super into

solemn zealot
#

finally ๐Ÿ™

pale linden
#

Anyway state of spinoffs aside I now have to figure out how I want this new scene to go

#

And learn how to make characters walk

solemn zealot
#

make it gay idk

faint plinth
#

See if you have the same issues with character movement that NERO has been having ๐Ÿฅฒ

pale linden
#

Redoing the Joker introduction to caretaker but with sae in her apartment

#

I like Sojiro but think that the cut idea of joker living with Sae while she is trying to catch the phantom theives is super interesting

solemn zealot
#

if you dont plan on using leblanc again, i'd recommend just turning its field into the niijima apartment one

#

there is a lot of stuff that calls leblanc that would be hell to hunt down

pale linden
#

Ah, good point

#

Just making an event as a proof of concept atm

balmy basaltBOT
#

[Reply to:](#1216244753239248976 message) which issue?

hello! i apologize if this is better suited for a help thread in #1045463242765504552 , and if it is, ill gladly post my problem there, just let me know femmcbeanier
im using EVTUI to make a custom event and for some reason, the MMD_ command isn't working as I intended it to work. the plan here is to make joker walk from coordinates (130.0,1700) to (170,0,1380) to then (100,0,1153). as far as im aware, the coordinates are correct as i tested them with the render (as seen in the image), but for some reason after adding the MMD_ command, he starts walking to another point. i've checked the model tab and there isn't another position command which could cause this. i attached some media to better visualize whats happening
if anyone could pinpoint what im doing wrong, it would be a huge help. thanks in advance!! ๐Ÿ™

Jump

[Go to message!](#1216244753239248976 message)

solemn zealot
#

bruh

#

remove bezier curve @open crown

#

for mmd to go to a specific location, you have to use linear

pale linden
#

Quick question, is this the destination or where they start?

solemn zealot
#

they start where they are atm

faint plinth
solemn zealot
#

bezier takes the destination you input and creates some formula logic, aka it's not actually where you want to go, but part of some weird thing

#

basically iy does this, but the p2 for some reason is not the destination you input. i haven't done any maths to know where that is being fed

solemn zealot
faint plinth
#

Damn, I figured it was just interpolation between frames, not literally making the path completely different ๐Ÿ˜ญ

solemn zealot
#

yup its dumb

faint plinth
#

I wonder if it requires at least two points in the path to work correctly...

ocean acorn
jolly epoch
#

and linear interpolation is not the most natural looking thing

solemn zealot
faint plinth
#

I might also be able to see this in the beta editor ๐Ÿค”

faint plinth
#

Huh, okay... the beta editor shows three points in the movement for a bezier curve for every one point shown in a linear counterpart. But how those three are calculated from the inputs, I'm still not exactly sure.

solemn zealot
pale linden
#

So... slight issue

#

I know you said the script editor was WIP but it keeps deleting large portions of the script

solemn zealot
#

never had this issue wth

faint plinth
pale linden
#

Nope, it wipes the whole thing past a certain point

faint plinth
#

Okay, that's a new one naohmm

solemn zealot
#

are you doing a new event?

pale linden
#

No modifying an old one

#

There used to be stuff past this

solemn zealot
#

okay then idk what is happening MakotoThink

amber moth
#

did you click on the wrench at the top left and then hit save

pale linden
#

I never closed the editor I dont know why this happened

faint plinth
#

No idea how this one would be happening ๐Ÿฅฒ

amber moth
#

damn

pale linden
#

Second time it happened to me, at first thought I had done it accidentally

faint plinth
#

When have you noticed it happening? When opening up fresh, or between switching tabs...?

pale linden
#

Switching between tabs

faint plinth
#

Hmmmmmmm.

#

Well, I'll look into it ๐Ÿ˜ฌ Sorry, that's a pretty nasty bug to run into. But thanks for reporting ๐Ÿซก

pale linden
#

Np, I thankfully hadn't gotten too far into the next part of my script

solemn zealot
#

no chance of another program overriding this? like a notepad left open?

pale linden
#

I don't have it open in another program

solemn zealot
#

yeah i have 0 clue how this is happening

pale linden
#

ยฏ_(ใƒ„)_/ยฏ

solemn zealot
#

btw whats your OS?

pale linden
#

Windows 10

solemn zealot
#

cant be that then

faint plinth
#

Anything showing up in the logs? Should be in the EVTUI appdata folder, but it gets overwritten if you've started a new session since then.

#

I guess the way to debug is to switch back and forth 'til I see it happen...

pale linden
#

I have unfortunately started a new session

solemn zealot
#

talking of losing progress, this reminded me i should probably backup my year-old mod in the cloud

#

(i already lost one like that for another game P3CopPain )

pale linden
#

I lost my first SM64 mod, kinda sad about that now

ocean acorn
#

i wonder how long its been there, surely serious data loss like that would be caught sooner if its been doing that for a while

i say like i had any chance of personally catching it even though i always use emulation for everything

solemn zealot
#

well this uses emulation

pale linden
#

Maybe it was something I did but it's happened twice and I don't know the cause either time

ocean acorn
solemn zealot
#

you do get a lot of these errors because it doesnt do hooks tho

#

however it worksโ„ข

ocean acorn
#

tbh i havent even bothered using the script tab 98% of the time because it just does not mesh all that well with an emulation workflow in its current state

#

mostly i just pull it up when i need to see what the flowscript/messagescript looks like but dont rly use it for actual editing

ocean acorn
#

(i cant remember if ive ever tried saving bf through evtui, i definitely have tried bmds though)

solemn zealot
ocean acorn
#

wait im just noticing the two screencaps arent even referring to the same-ass event

solemn zealot
#

same thing

ocean acorn
#

i dont understand what the behavior youre reporting is

solemn zealot
#

just the error in the log lol

open crown
ocean acorn
#

duplicate procedure declaration is what it sounds like, youre trying to declare two procedures with the same name which isnt allowed
in an emulator context id typically expect this to happen if the mod's .flow has a procedure incorrectly named ProcedureName instead of ProcedureName_hook, but if evtui is just straight writing the entire flow then thatd do it too

solemn zealot
#

yeah thats what i said

#

it just makes the files themselves without hooking

#

its good for new events tho

ocean acorn
#

yes, and i was asking to confirm that i was understanding the problem correctly

#

its kinda ๐Ÿ˜ญ when i think about it, cus im realizing with wrong bmd emu behavior the file should still build but be wrong in a way that defeats the point of merging whilst wrong bf emu behavior will just die entirely

harsh carbon
#

I could be off-base tho, no idea if they did or didn't change anything for EVT lol

ocean acorn
#

(also it occurs to me, for non-emu usage does it have a copy of the uncompiled edited msg/flow on hand somewhere or does it re-decomp...)

faint plinth
ocean acorn
#

ah

faint plinth
#

Same with compiled files if emulation is switched on. Those are kept to the working directory.

ocean acorn
#

i c

#

i dont think its common but comp/decomp mistakes do happen so repeatedly re- and decomping the same file could lead to photocopy-of-a-photocopy type issues
(also rip if somone uses a switch statement and no emu)

faint plinth
ocean acorn
#

(you can use switch in flowscript but it looks so ugly if decomped)

pale linden
#

I'll just be careful from now on and be sure to send in a log if it happens again

faint plinth
#

I still wouldn't expect that to happen while it's open, though, since the string to be shown in the text editor is kept in memory and compilation is mostly for other things + validation.

ocean acorn
#

i know, im thinking of the case of if someone closes and reopens the event

faint plinth
#

Yeah ๐Ÿคท Not sure if there's a good way around that, except to maybe keep a decompiled copy in the mod directory alongside the compiled version. And only start from the compiled version if it doesn't exist...? But my concern then would be that it could be misleading in some edge cases of how the decompiled version was last edited.

#

I'd be up for workflow suggestions, but there's not a super obvious best practice that wouldn't have some pitfalls.

#

(Workflow suggestions specifically for the non-emu case, that is.)

ocean acorn
#

i feel like for non-emu, compile and save should just be one thing

faint plinth
#

True, the saving step requires too many clicks.

ocean acorn
#

for emu having compile separate makes sense as a validation feature so you dont have to boot the game to make sure the file will actually build properly (though should prob still clarify that it doesnt actually write to the mod's .msg file), but i dont think its all that pointful for non-emu since theres no reason to save anyway if it doesnt compile

solemn zealot
#

naocool (i'm supposed to be taking a break)

faint plinth
#

You are a madwoman (affectionate). Lmfao.

jolly epoch
solemn zealot
#

you're a mad pigeon

faint plinth
#

Don't worry, you're a madman (affectionate) for sure ๐Ÿ˜„

jolly epoch
#

lol

faint plinth
#

Minimally, some kind of side panel that shows the different versions of each file (compiled/dummy/decompiled) and lets you view how the scripts will look after any merging, makes compiling/saving more clear, etc.

solemn zealot
#

dont forget the yuri button

ocean acorn
#

actually, speaking of emu, im now having the thought of like two textboxes where one is a (possibly hideable) read-only copy of the original decomped flowscript/messagescript (if there is an original file), while the other is initially empty if you havent yet made a file in FEmulator/BF/FEmulator/BMD but is where you can put your function hooks/new functions/new messages/changed messages
and then hitting compile (if we're keeping it to use as a validation feature) saves the latter to the working directory, then runs TryCompileWithImports using original file as base and working directory .flow/.msg as an imported file and tells you if compilation succeeded

(if were using compile that way, actually, would it be worth also writing the edit file to FEmulator if compilation succeeds? i can see the utility of saving without compiling just so you have the edit file on hand in a place where it needs to be anyway, but is there a reason to compile and not save...?)

solemn zealot
#

i have yuri waiting for me

#
Failed to close editor window due to unhandled exception:
System.Collections.Generic.KeyNotFoundException: The given key 'EVTUI.Views.EditorWindow' was not present in the dictionary.
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at EVTUI.Views.LandingPage.EditorClosed(Object sender, CancelEventArgs e) in C:\Users\coder\Desktop\p5rmodding\EVTProgram\EVTUI\src\gui\MainWindow\LandingPage\LandingPage.axaml.cs:line 151

oh yeah happened when closing it for the day

pale linden
#

Bit janky (and writing Sae's dialogue is quite difficult) but good for the moment

faint plinth
ocean acorn
#

i guess the read-only copy of original script isnt required but would def be a convenience, particularly with emu since if youre hooking a function then you probably want to copy-paste it into your import file

ocean acorn
#

unless ig i was fine sticking a broken file there for now with the intent to fix it later

#

tho if i already know its broken id prob just save without compiling first

#

idk. maybe there could be a popup on compile error like "this file doesnt work, save anyway?"

ocean acorn
faint plinth
faint plinth
ocean acorn
#

in the non-emu case yeah

faint plinth
#

Gotcha.

#

Hmmm... not sure where would be the best place to keep it.

#

Or just give the user the option to save it somewhere, maybe ๐Ÿค”

ocean acorn
#

it could just be in the working directory still, though if the user needs to find the actual file that might be a little out of the way

#

(and ofc if theres unsaved changes then give ye olde "save and close/close without saving/cancel" prompt on close)

#

(i guess that applies to other things too lol)

faint plinth
#

Well, the working directory gets wiped between sessions, so it'd need to be somewhere else to persist ๐Ÿ˜… But having an optional persistent cache like that isn't a bad idea.

#

Hm, hm, having a cache in the appdata for storing copies of the scripts that you don't actually want in the mod folder ๐Ÿค” Or maybe a user-defined path for keeping drafts, so they'll show up in the editor but be clear they're not the ones in the mod? Hm hm hm....

solemn zealot
#

That would be handy

faint plinth
#

Yeah ๐Ÿค” ๐Ÿค” ๐Ÿค”

#

Maybe even just straight up keep a "Drafts" directory on the same level of the mod dir as the essentials and femulator folders, lol.

ocean acorn
#

if you want user to decide path but dont want them to go out of their way to load the file every time then youll probably want to store the path to the saved file in the project config too (inb4 some user has to move it though)

faint plinth
#

I think straight up a "Save As Draft" option to put things in that Draft folder outside of essentials/femulator may be the way to go ๐Ÿ˜…

#

Like, I could have a separate path in the config for that, but... it might be simpler to keep things predictable? Unless such a folder would break anything.

ocean acorn
faint plinth
#

I think in general there needs to be a way to see much more clearly what files are being saved.

solemn zealot
#

Like, show the files it changed after saving?

faint plinth
#

Not sure the best way to do it, but probably also that, if not have a more specific list of files that are being saved ahead of time.

ocean acorn
#

i think maybe at minimum list the files with unsaved changes

faint plinth
#

Unsaved changes would be kind of annoying to track...

#

Like, obviously it'd be nice, but.

ocean acorn
#

understandable have a nice day

solemn zealot
#

(How would the unsaved ones be shown in the first place?)

ocean acorn
solemn zealot
#

Just to be sure, name the folder "FOR_THE_LOVE_OF_GOD_THE_DRAFTS_ARE_RIGHT_HERE", but "Drafts" is good too

ocean acorn
#

"EVTUI-Drafts"

solemn zealot
#

Dont want any confusion after all

#

What is an EH-VEE-TWO-EYE?

#

Is it an instrument

#

(How do yall pronounce this? I just think "Eeveetwai")

faint plinth
#

I just say all the letters, lol.

ocean acorn
#

same

solemn zealot
#

I am incapable of that

faint plinth
#

My wife calls it "ev-twee" ๐Ÿ˜…

solemn zealot
#

Based wife

ocean acorn
#

lmao

solemn zealot
#

Why much word if few word do trick

#

I pronounce all stuff like this in the least amount of effort possible

faint plinth
#

femcsigh Why is getting a model to move along with a rotated parent node actually so annoying......

#

WorldTransform my beloathed femcmad

#

On the bright side, if I do figure this out, MAt_ previewing should be a trivial extension.

amber moth
#

I believe in you ajda

faint plinth
#

Thank you ๐Ÿฅฒ

solemn zealot
#

i spent way too much time trying to get an attached item to look right ๐Ÿ˜ญ

strange wharf
#

Is there a way to select scenes to play in game easily?

pale linden
#

The test field (I forget what the mod is called)

solemn zealot
pale linden
#

Yes thank you thats it

rocky kelp
#

on arch libvlc-dev is included with vlc and libx11 is needed

#

oop gtk-sharp-2 isn't on the package list but it is on the aur i'll change it to yay

#

cachy os has net 10, 9. 8, 7, and 6 we ballin

#

fedora only had 9 and 8

#

hey ajda guess what

#

it was a fedora problem

#

my timeline is fine now LMAOO

#

or maybe gtk sharp fixed it

faint plinth
faint plinth
rocky kelp
#

np

faint plinth
#

I'll add it to the repo. Also lmao at there somehow being a Fedora-specific UI bug...... why...

rocky kelp
#

because fuck you i guess? lmao

#

it's probably more like ana valonia bug on fedora

#

i can make a fedora vm and see if i can recreate it on a clean install of fedora

#

also these 3 should cover most distros. i don't know of any distros based on anything other than debbian, fedora, or arch

faint plinth
#

Yeah, that should more or less cover it.

#

Coming soon... MacOS installation script?!?

#

(Lmao. No.)

rocky kelp
#

lmaooo

#

p5r can't even run on macos

faint plinth
#

Pretty sure MacOS doesn't even support OpenGL without some serious shenanigans.

rocky kelp
#

well proton uses dxvk

#

but the problem isn't that

faint plinth
#

I mean for EVTUI's purposes.

#

Non-starter!

rocky kelp
#

oooh

#

lmao i forgot you're using opengl

#

why opengl and not vulkan?

faint plinth
#

Because there's already OpenGL built into GFDStudio, and I'm not about to figure out how Vulkan works when I already barely understand graphical stuff, lollll.

faint plinth
#

Just create an invisible root-of-all-roots node that's now the parent of all subfield and field object root nodes. And do any translation/rotation on that ๐Ÿฅด

#

Simple as naodead

golden willow
#

this also means they never supported vulkan

harsh carbon
#

even at the time the dolphin blog post i screenshotted from was made (nov 2018) opengl 4.6 was already out a year before skob

golden willow
harsh carbon
#

KEKW LMFAOOO

#

yeah the bounding box games are few but they bring weak/non-supporting hardware to it's knees fr

golden willow
#

at least smash bros melee/brawl worked well, i could upscale those to 2x while playing at full speed

#

mario galaxy frequently dropped to 50% but i still beat it anyway lol

harsh carbon
#

not too surprising that melee/brawl worked well since i don't think they really do much that's impactful (brawl does have a few effects that took a while for dolphin to emulate right but melee had basically no issues for most of dolphin's existence since its really not too complicated and also it's melee lol)

golden willow
#

(the most insane part was that i had the wiimote bound to IJKL)

harsh carbon
#

not even using a mouse... scarey...

#

(though going by you saying "in the back of class" then you were probably on a laptop or something i assume so a trackpad would've been not much better lmfao)

faint plinth
#

Looking through field init scripts for figuring out how resIDs work and re-discovered this instead... I forgot about this evidence of an earlier version of the Akechi confidant where even Rank 1 doesn't seem to be automatic (or, at least, not automatic from the original scene) โ˜•

#

[Royal Restoration Project Intensifies]

#

(The event doesn't actually exist though, obviously pensivekechi)

rocky kelp
#

ehh

#

disabling the first rank up shoildn't be hard

faint plinth
#

I was joking, because this is all there is left to go on, lol.

#

It would be fully conjecture and an original event.

ocean acorn
#

yeah lol i feel like it wouldnt be worth it anyway

faint plinth
#

No sheets ๐Ÿ˜ญ Bro......

plucky berry
amber moth
#

shame they cut buying sheets

plucky berry
#

My beloved PQ sheetsโ€ฆ

solemn zealot
#

can you be a demon in the sheets if you have none?

ocean acorn
#

wait are these the scrapped room decorations

plucky berry
#

Yes

#

You can even see the tier 1 catbed

solemn zealot
#

another thing for me to add...

plucky berry
#

The script for spawning the catbed was still in iirc, just not called

#

I assume itโ€™s still there in P5R

#

And I think one of the cat beds doesnโ€™t have collision

amber moth
#

it'll be fully fleshed out in p5r but still cut for some reason

plucky berry
#

Tfw almost all of the the Satanael scenesโ€™ assets were still in the files in base P5

faint plinth
#

Which scripts spawn in objects like this?

ocean acorn
#

i kinda see why they cut back the decorations, chuck enough of these in and leblanc attic is no longer dingy-ass, but also theyre so cool pensivekechi

faint plinth
#

I'm trying to figure out how RESHND stuff works for field objects not defined in the GFS ๐Ÿฅฒ

plucky berry
amber moth
solemn zealot
#

seriously wtf atlus what are those requirements???

faint plinth
#

Makes sense. I've been looking at that and nothing has jumped out at me re: RESHND definition. They may yet be hardcoded...

plucky berry
#

Kichijoji init is crazyโ€ฆ

plucky berry
#

We made a mod way back to add a velvet door right before the black mask boss, and I think it touched on that

#

Way way back MothThink

solemn zealot
#

tf does reshnd even stand for?

faint plinth
#

DC was mentioning that, but it seems like the person working on it primarily no longer had the files or anything.

#

Resource handle!

plucky berry
#

Resource handle

solemn zealot
#

thats... not a good abreviation methinks

amber moth
#

well thats atlus for ya

rocky kelp
faint plinth
#

LOLLL, I see.

plucky berry
#

I think you could specify a specific reshnd in the FBN if it was spawned that way

solemn zealot
#

i never noticed

rocky kelp
#

why doesn't he just put it on the floor... that's more comfortable than crates

plucky berry
amber moth
rocky kelp
#

also it makes fics where joker has s*x on that dinky thing even funnier. that shit isn't holding up

solemn zealot
faint plinth
#

The FBN is the main thing I was wondering about. Since there are a number of field-related file types that refer to RESHNDs, but none obviously defining them. Except FBN -- I couldn't tell whether it was referencing or defining.

rocky kelp
#

futons are meant to be put ont he ground anyway... unless it's a matress

#

i mean matresses on the floor aren't that bad either

faint plinth
#

Okay, inchresting...

#

That could be where the 64000-range RESHNDs come from...

solemn zealot
plucky berry
#

Side note on the topic of velvet doorโ€ฆ

rocky kelp
#

can someone bring back the room decorations?

plucky berry
#

@clever talon The Velvet Room math formula

solemn zealot
amber moth
rocky kelp
solemn zealot
#

i dont imagine how it would be

plucky berry
#

Files might still be around. I can look

rocky kelp
#

fgnfdjignb YES

clever talon
#

who what when where why

rocky kelp
#

if i let the r&v folks know they'll want some custom ones for kasumi for sure

solemn zealot
faint plinth
#

(points ping-blame finger at Sierra) ๐Ÿ˜…

plucky berry
#

I was attempting to deal mental damage to you again

rocky kelp
#

(...is using beta assets allowed?)

clever talon
#

i dont think atlus will particularly care

#

also i dont think beta has any unique assets aside from 2 or 3 things

#

most of them made it to retail ps3

solemn zealot
#

nah atlus will deploy an atomic bomb right at the location of your computer

amber moth
#

lavenza is different

clever talon
#

well yeah, and ryuji's shirt

#

but most of the stuff made it in in some way

#

even stuff like beta anims

#

akechi's are still in p5r for example, black mask still has some of them

#

(the enemy)

clever talon
#

and you couldnt find them when i asked

plucky berry
clever talon
#

YES?

plucky berry
#

WELL THERE THEY ARE NOW

rocky kelp
amber moth
#

I'm simply way better at askingnaotroll

clever talon
#

delivering a pipe bomb to DMs

plucky berry
#

He did indeed

#

AND he avoided my mental attack

#

Lots of losing for me todayโ€ฆ

clever talon
#

i have no idea what you wanted

amber moth
#

Well the greater good has been found so atleast that outweighs the bad

plucky berry
clever talon
#

dont they have like 5 variations of that thing

#

depending on the facing angle of the door

plucky berry
#

So the context is

#

Have you ever wondered how the game knows where to put you after you leave the velvet room?

clever talon
#

OH

#

the COUNT thing

plucky berry
clever talon
#

i was thinking of the math they do for the cutscene to position joker before entering

#

also sierra i found something incredibly cursed again while looking for that

#

you know how the game has confidant NPCs?

clever talon
#

the NPC on the Velvet Room door is technically the Fool Arcana confidant

#

which is INCREDIBLY cursed

#

which means that one is in corptable

plucky berry
solemn zealot
#

what the

clever talon
#
    var40 = ( FLD_GET_MAJOR() * 1000000 );
    var41 = ( FLD_GET_MINOR() * 10000 );
    var42 = ( FLD_GET_DIV_INDEX() * 100 );
    var39 = ( ( ( var40 + var41 ) + var42 ) + var38 );
    SET_COUNT( 158, var39 );```
faint plinth
#

๐Ÿ˜จ

clever talon
#

var38 is the entranceid which they sometimes assign manually

#

in this example they set it to 5

plucky berry
strange wharf
#

It is EXTREMELY annoying and I'm pissed at apple because of it

#

however m1 and m2 users can install asahi fedora (such as I have) to run any opengl apps however its annoying to need a whole other OS for it....

#

the worst part about it is that the max version is gl 4.1, so its not like support is missing it's just that all versions up until deprecation are completely absent

#

so its simply a partial implementation.....

faint plinth
#

Fields are looking soooo much better now ๐Ÿฅน I gotta clean up the branch, but it should be ready for testing pretty soon.

solemn zealot
#

Holy shit im pogging so champ rn

solemn zealot
cunning sierra
#

Jk this is looking great

rocky kelp
#

ajda might die if they have to find a way to put anti aliasing in lol

faint plinth
# cunning sierra Anti-alising when?

When I can be bothered to switch to a framework that actually supports antialiasing and other apparently "fancy" features, i.e., not Avalonia's built-in interface ๐Ÿ˜… I tried all the usual OpenGL antialiasing tricks but apparently they aren't supported unless I switch to Silk.NET or something similar ๐Ÿ˜”

#

So, a bit of a pain, but I'll get around to it eventually, probably ๐Ÿคญ

solemn zealot
#

rtx when

faint plinth
solemn zealot
faint plinth
# faint plinth No sheets ๐Ÿ˜ญ Bro......

I swear, the Leblanc init script doesn't make any sense. Attic events may all look depressing like this for the foreseeable, even if I do get the flowscript interpreter running ๐Ÿ˜”

There are ostensibly procedures for setting up the furniture in the attic, but so many of them contain dead-end or empty code that I'm fairly convinced it's actually hardcoded....

clever talon
#

considering atlus, entirely possible

amber moth
#

I mean they hardcoded the shujin school doors

#

for some reason

faint plinth
#

I think Leblanc and Shujin both are likely to contain a lot more hardcoding than we're even already aware of, yeah ๐Ÿซค

#

Actually, that reminds me...

solemn zealot
faint plinth
#

I was looking at F003_102 that's used for certain events (namely cheating events), which seems to just be a Leblanc dupe. It doesn't have its own init script, though, and seems to use the regular Leblanc's (F003_002) files and resIds.

Would this sort of resource-sharing across fields be hardcoded, or stored in a table somewhere? hmm

clever talon
#

if its a dupe it wouldnt need extra stuff

#

itd just have everything necessary

#

PS3 had a LOT of dupes, because they'd just take whatever piece of geometry they needed for X event and chop off all the triangles that were not seen on screen

faint plinth
#

It has some unaccounted-for resIDs that it shares with the main field (64004 and 64005), and I don't know where those would be coming from if not some shared resource. But I could definitely be missing something (or it's a Big H moment regardless of resource sharing).

amber moth
# solemn zealot wait what

Yeah, the doors leading into and out the classroom have hardcoded commands that had to be ripped out and then redone from scratch.

clever talon
#

i dont think there's any instance of X field loading files that belong to Y

faint plinth
clever talon
#

we are simply not on the level of comprehending atlus' genius

amber moth
#

atlu's developers are an enigma

clever talon
#

those reuse existing fields and change stuff

#

as an example, when Shiho jumps off the roof, that playable section is a keyfree event

#

but it happens on the actual Shujin field IDs, not different ones

faint plinth
#

That's true, although I doubt that would affect regular events.

clever talon
#

they could be doing some jank like loading a keyfree and loading the event from there

#

one can never be too sure with atlus

#

i specifically remember when backporting some p5r events to p5 that some event sequences in the beginning of the game were event calls from keyfree scripts and not from the scheduler

solemn zealot
#

you mean these? MakotoThink

#

(what 'keyfree' even means here naotoderp )

clever talon
#

not quite

faint plinth
#

I think it's also just used to mean "non-event"? Like that's not actually a KFEvent.

clever talon
#

there's a flow command to call a key free script

#

which loads field X but now all of the field's loose assets are instead loading from the key free folder from the key free event's ID

#

so stuff like the scripts, the fbn file, htb, fnt, etc

solemn zealot
#

im kinda lost on the topic rn so idk if this is what we are talking about? naotoderp

clever talon
#

yes

#

as an example
CALL_KF_EVENT( 147, 101, 1, 807 );

this should be the school section during the shiho thing keyfree event from 4/15

solemn zealot
#

is there a list of these anywhere?

clever talon
#

nope!!!!!!!!!!

#

i just checked the scheduler

faint plinth
#

There's a bunch of files in FIELD/KF_EVENT/ in both BASE.CPK and EN.CPK, but that's about all you get for documentation here, lol.

faint plinth
plucky berry
#

Like the small part in Jokerโ€™s hometown where you can move him manually

solemn zealot
#

so your keys are free... oh this makes sense

faint plinth
#

The various field fixes I've been mentioning are in the branch psy/field-fixes, if anyone wants to give it a test before I clean up and merge naothumbsup

#

(It very much does require a dependency update because of the GFD patch that fixes UVs ๐Ÿ˜…)

clever talon
#

did you open a PR for the gfd thing?

faint plinth
#

No pensivekechi I haven't done any PRing for it before, since the use cases are pretty different and I often don't know how useful it'd be... buuut this is a pretty simple and objective bugfix, so I don't really have an excuse ๐Ÿ˜…

faint plinth
#

Thank you for motivating me not to be lazy about it, lmao.