#Parsing P5R map filetypes to make a new hideout/walkable field using the old PV01 beta field.
1662 messages · Page 2 of 2 (latest)
I'm just wondering if it's placed/angled/etc. in a way that's leading to the blinding look.
They don't seem to effect anything.

hmm, maybe it's that one specifically. Since this is another beta ENV.
You're using the ENV template to roughly convert these to Royal format, right?
It could be that the template is reading them incorrectly....
I was going to do that a bit after I sent this. But dinner (and youtube) got in the way. This one was just renamed and put into p5r.
Which makes me think that the bugged ENV has some sort of field thats causing it.
yeah just tried another beta ENV. It seems something specifically is wrong with the PV env
Guess i'll compare the ENVs to see what's different.
First thing I just saw. It could be the ENV version. Since comparing them the (im just gonna call it Sumiomiya) env (the left one) is an earlier version even from this other beta ENV (the right one).
interesting
I changed the version of the more up to date ENV to match the Sumiomiya ENV and this happened.
Seems fine 😄
Cross I think we can use this for Akage
let me try updating the Sumiomiya ENV
Just spray paint the ground and the sky red, the clouds black, and we got opening material
well it's different. But not in a good way
Think of the bright side Cross
It’s colorful
And it looks like a title screen so we can use that as a thumbnail for something
I can be good with ideas 👍
I think I came up with good ideas before for you
I think 🤔
Im gonna test if maybe I can just move the hex over to the other beta ENV
There’s more than 1?
odd, so then maybe theres a field thats causing it to act like this.
the more updated beta ENV has 4 extra fields.
EnableDOF
DOF_FocalPlane
DOF_NearBlurPlane
DOF_FarBlurPlane
is your parser able to edit ENV files?
You mean, like from the repo with all the FTDs? Sure it could, but I'd have to make a class for it first.
But not at the moment, no.
I see, I was just curious.
since it seems like just those 4 fields i'll try manually editing all of the fields to see
Yeah I manually did it (right) and this is it compared to removed ENV version (left).
actually I think removed is right. Don't think it matters much though.
this is so confusing
the only thing I can think of is that maybe there is some issue with the fields in the Sumi one?
hmm. Maybe this IS it.
cause this is from modded P5.
Maybe it really is just scuffed like that?
it didn't save the edited ENV after I tested again ;-;
just gonna restart it tomorrow. Then i'll just go through fields and constantly adjust them.
this one isn't actually that bad. It's the ENV from Miyashita Park from the beta. Though I have to fix the lighing.
wait no way
royal has the sumi field. AND it's spec'd for the fields like royal has (the shadow color for example).
so then I guess we don't need to try and bringover the old beta version. Since it looks exactly like the beta version of it.
I have to figure out which one specifically causes it. But FINALLY the red tint is gone.
apparently the red tint is bloom
lol
but yeah I can't believe they just had the original ENV just there in royal. And the fields for royal. Guess maybe they bulk converted them or something since the Miyashita Park ENVs don't exist to my knowledge
Also something interesting, is that the park was still 'connected' to shibuya. As in the minimap was there and you could fast travel. So then im thinking you do need to have the map tied to an area before it can be traveled to.
That does remind me. @odd stag I have a question. How easy would it be for me to update the mod for you? I assume not easy at all but I'm just wondering if I could relieve your burden of updating the mod?
no idea tbh, you'd have to re-find sigs, and maybe update registers used in asm hooks
I see, guess i'll have to figure out sig scanning and seeing if I can gleam some stuff to see what I need to do with the asm hooks.
though thats a part of reverse engineering. Which I still need to learn. Hopefully I can find the time to really understand how it all works.
Interesting... Suminomiya's ENV doesn't open in the June 2014 build ENV editor. Other ENVs open okay, but that one crashes it. I guess since, as you noticed, it's in an even older format.
It has an ENV editor? Thats pretty cool. Shame I didn't stay up till 12:20 though. Since apparently the Miyashita Park ENV is even older.
Yeah the park one is 1105010h. Which would probably be the biggest test if it is version related.
There is also something else I'm not sure about. When in summer you get this wobbling effect around models that makes it feel like summer. It's not controlled by ENV but it is per field. So something else controls it and im not sure what.
So a bit off topic. I was testing ENVs and I tried entering the map in the evening. I assume because the trigger has the enterance set to 10 (so the hideout enterance). It actually tried to load the hideout. And it seems like the only thing stopping me is the camera. Apparently one of the count flow is causing it to load a camera that doesn't exist. So then it crashes. But thats the thing, it DOES load a camera. Im going to keep looking but I think that if I can fix this camera issue it might just be possible to get into a hideout in the evening and by extension get into a palace in the evening. Which if figured out could be really cool.
wait no way
theres a .pac that is tied to a field that doesn't exist. It has PCD files, init file and, fhit file.
FLD_CAMERA_LOCK();
FLD_CAMERA_LOCK_INTERP( -1064.439f, 496.49f, 134.5856f, -0.1449f, -0.7952f, -0.2094f, 0.50f, 0 );
var1 = FLD_PC_GET_RESHND( 0 );
FLD_MODEL_SET_TRANSLATE( var1, -456.1306f, 0.0004f, 297.2637f, 0 );
WAIT( 30 );
FADEIN( 1, 30 );
FADE_SYNC();
WAIT( 30 );
MSG_WND_DSP();
MSG( FDAY_OMOTESANDOU );
MSG_WND_CLS();
FadeOutAreaChange();
CALL_FIELD( 5, 1, 8, 0 );```
This is the only notable thing in the init file. But it mentions OMOTESANDOU, which seems like it's one letter off from OMOTESANDO. Which is a real place in tokyo and within shibuya.
{
int var0;
MSG_WND_DSP();
MSG( CHEKC_GOTO_TERMINAL01 );
var0 = SEL( CHEKC_GOTO_TERMINAL );
if ( var0 == 0 )
{
MSG( CHEKC_GOTO_TERMINAL02 );
MSG_WND_CLS();
FadeOutAreaChange();
CALL_FIELD( 5, 1, 8, 0 );
}
else
{
MSG( CHEKC_GOTO_TERMINAL03 );
MSG_WND_CLS();
}
}``` This is also interesting.
This calls the Kichijoji field. Which doesn't seem to exist either in the beta of course. But apparently the field number was going to be used ealier in development then
@outer crescent Oh yeah, I forgot to ask. Sorry for pinging you about this. But would you happen to know anything about these two things?
I have zero experience with exe patching / code mods 😔 I'd also like to get into it, but 🤷
I thought so, I just wanted to make sure. Guess i'll have to look into that later.
If only I didn't have so much to do.
I guess if by the time im done with the map (as much as I can now) and the railmap isn't updated then it'll be another project thread i do since this info deserves to be documented.
apparently the name of the map is still there in the beta (from the place_pict things). And it was called 'Shibuya Underground Passage'. Take that with a grain of salt since it's google translate but I think this was supposed to be 'Shibuya Walkway' like the one we have ingame.
[msg FDAY_OMOTESANDOU]
[s]>Omotesando. [n] A beautiful tree-lined road continues...[n][w][e]
[s]>However, right now I have no idea where I want to go. [n][w][e]
[s]>If I get some good spot information, I'll come back [n]...[n][w][e]
Yup. Omotesando was indeed a cut place then.
So I finally got all of the ENVs I need in place. They're not much just copied station square ENVs and a couple bits from different ones but mainly station square.
I think maybe the last thing I need to learn is cars and how they work.
Then after that i'd just need the railmap (since NPCs and cameras come when the map geometry is done).
yeah okay the car file is pretty easy to read amd editable.
works the same as NPCs. So this'll be easy when I get around to it.
I started looking at documentation on the hooks and realized. Because of the update I wonder if the documentation is outdated?
If only documentation was at the forefront of everyone's mind in this community. Oh well, guess i'll have to find some scraps.
Actually probably no need for a new thread. Since it all will just be documented anyways.
Gonna do it tomorrow but time to learn how to use ghidra.
@outer crescent So I made a thread. https://discord.com/channels/746211612981198989/1294632168038862928 I know that you wanted to know how it works. It's not the full thing of course. But this has helped me understand it so much. So hopefully it can do the same to you. You can also ask questions aswell. Since it'd be on topic.
@odd stag Do you still have that test mod for the railmaps that you did before(the brazil one)? I'm starting to go through the sigs and fixing them and I want a test mod to make sure I'm doing it all correctly.
btw you should be fixing the rewrite branch, not the master branch
I'll push what I haven't yet
awesome, thank you.
okay, after learning a bit more. I tallied up how many are broken and it seems to be around 7-8 broken sigs. I already got 1 figured out (I just need to redo it since I think I was wrong when I did it). The bulk is in the chat icons. 1 is in shop hooks and 2 is in the lmap hooks.
man all of the sigs other than the very first one I figured out are hard ones. But I said I was going to do it so I will.
@odd stag This'll be the last time I bother you about it until I'm done with them. How exactly did you find the patterns in the first place? Cause other than the very first one I did I've ended up with a pattern that has no landmarks at all and only has DAT address arrays that don't lead anywhere. I feel like I have to be doing something wrong.
not sure what you're asking tbh. are you asking what I used to generate sigs?
like when you were originally figured out the patterns that (for example) the lmap uses. How exactly did you find them?
Okay. To my knowledge I fixed the two lmap hooks that needed fixing. Now I guess I just need to test it somehow.
at Unhardcoded_P5R.Mod.OnModLoading(IModV1 mod, IModConfigV1 modConfig) in C:\Users\Freeman Cavarretta\Desktop\Reloaded-II\Mods\P5R-Unhardcoded-Toolkit-rewrite\Mod.cs:line 93
at Reloaded.Mod.Loader.Mods.PluginManager.StartMod(ModInstance instance)
at Reloaded.Mod.Loader.Mods.PluginManager.LoadMods(List`1 modPaths)
at Reloaded.Mod.Loader.Loader.LoadModsWithDependencies(IEnumerable`1 modsToLoad, List`1 allMods)
at Reloaded.Mod.Loader.Loader.LoadForAppConfig(IApplicationConfig applicationConfig)
at Reloaded.Mod.Loader.EntryPoint.LoadMods(IReloadedHooks hooks)
at Reloaded.Mod.Loader.EntryPoint.<>c__DisplayClass14_0.<SetupLoader2>b__1()
at Reloaded.Mod.Loader.EntryPoint.ExecuteTimed(String text, Action action)
at Reloaded.Mod.Loader.EntryPoint.SetupLoader2(EntryPointParameters* parameters)
at Reloaded.Mod.Loader.EntryPoint.SetupLoader(EntryPointParameters* parameters)
A log is available at: C:\Users\Freeman Cavarretta\AppData\Roaming\Reloaded-Mod-Loader-II\Logs\2024-10-15 16.12.36 ~ P5R.txt```
@outer crescent Sorry to bug you about this. Would you happen to know what the issue might be here? I've had this error before for other things (not for reloaded though) but I can't seem to remember what causes it.
It's hard to say without seeing the code, since this is a generic error where you likely have an object reference that hasn't been initialized / is null.
// https://reloaded-project.github.io/Reloaded-II/ModTemplate/
// If you want to implement e.g. unload support in your mod,
// and some other neat features, override the methods in ModBase.
// TODO: Implement some mod logic
_utils = new Utils(_hooks, _logger, _modLoader, _configuration);
if (_configuration.ChatHooks)
_chatHooks = new ChatHooks(_modLoader, _hooks, _utils);
if (_configuration.LmapHooks)
_lmapHooks = new LmapHooks(_hooks, _utils);
if (_configuration.ShopHooks)
_shopHooks = new ShopHooks(_hooks, _utils);
if (_configuration.SelCutinHooks)
_selCutinHooks = new SelCutinHooks(_utils);
if (_configuration.FieldModelNumHooks)
_fieldModelNumHooks = new FieldModelNumHooks(_hooks, _utils);
_modLoader.ModLoading += OnModLoading;
_modLoader.OnModLoaderInitialized += OnModLoaderInitialized;
}
private void OnModLoading(IModV1 mod, IModConfigV1 modConfig)
{
var chatIconParamFilePath = Path.Join(_modLoader.GetDirectoryForModId(modConfig.ModId), "UnhardcodedP5R", "ChatIconParams.json");
_chatHooks.ReadChatIconParamFile(chatIconParamFilePath);
var lmapSpriteParamFilePath = Path.Join(_modLoader.GetDirectoryForModId(modConfig.ModId), "UnhardcodedP5R", "LmapSpriteParams.json");
_lmapHooks.ReadLmapSpriteParamFile(lmapSpriteParamFilePath);
var lmapSilhouetteFieldsFilePath = Path.Join(_modLoader.GetDirectoryForModId(modConfig.ModId), "UnhardcodedP5R", "LmapSilhouetteFields.json");
_lmapHooks.ReadLmapSilhouetteFieldFile(lmapSilhouetteFieldsFilePath);
}
private void OnModLoaderInitialized()
{
_lmapHooks.WriteNewLmapParamTable();
}```
wow just up to the character limit first try
not sure if this'll help though
it was line 93 which was _chatHooks.ReadChatIconParamFile(chatIconParamFilePath);
Sounds like _chatHooks might not be initialized, then.
Did you specify ChatHooks in the configuration?
_chatHooks = new ChatHooks(_modLoader, _hooks, _utils);```
wouldn't this be it? Im not really sure since I didn't make the code. Granted secreC was in the middle of a rewrite of the mod so it could be that.
If you comment out the if line, does it change anything?
Hm, then is that first method even running? I can't see the top of it to see what it's called. It looks like an initializer, so it should, but it might not be.
The other option is that chatIconParamFilePath isn't properly initialized, I suppose. I'd add a break/log for both of them right before the failing line.
{
/// <summary>
/// Your mod logic goes here.
/// </summary>
public class Mod : ModBase // <= Do not Remove.
{
/// <summary>
/// Provides access to the mod loader API.
/// </summary>
private readonly IModLoader _modLoader;
/// <summary>
/// Provides access to the Reloaded.Hooks API.
/// </summary>
/// <remarks>This is null if you remove dependency on Reloaded.SharedLib.Hooks in your mod.</remarks>
private readonly IReloadedHooks? _hooks;
/// <summary>
/// Provides access to the Reloaded logger.
/// </summary>
private readonly ILogger _logger;
/// <summary>
/// Entry point into the mod, instance that created this class.
/// </summary>
private readonly IMod _owner;
/// <summary>
/// Provides access to this mod's configuration.
/// </summary>
private Config _configuration;
/// <summary>
/// The configuration of the currently executing mod.
/// </summary>
private readonly IModConfig _modConfig;
private Utils _utils = null!;
private ChatHooks _chatHooks = null!;
private LmapHooks _lmapHooks = null!;
private ShopHooks _shopHooks = null!;
private SelCutinHooks _selCutinHooks = null!;
private FieldModelNumHooks _fieldModelNumHooks = null!;
public Mod(ModContext context)
{
//Debugger.Launch();
_modLoader = context.ModLoader;
_hooks = context.Hooks;
_logger = context.Logger;
_owner = context.Owner;
_configuration = context.Configuration;
_modConfig = context.ModConfig;```
You mean this?
it's just above the top comments
Yeah, seems like it's the initializer. I'd still add the break/prints before the failing line, then, but it really seems like the chat hooks aren't getting initialized. But it's hard to say how, without knowing the code.
I see, I'll look into that once I finish up the rest of the sigs.
okay, sigs are all done. Now just this error.
@odd stag Since I got all of the sigs done (to my knowledge) I wanted to tell you. But I also was wondering if you ever actually finished the rewrite code? As in you got everything done other than the sigs. I assume not but I just wanted to know whether or not the error I'm getting is because the mod or the sigs I put in.
i believe I did
Interesting. Im sure you saw it but this is the specific error im getting. I can probably get the log if need be.
Might try a fresh copy of the rewrite to see if maybe I messed something up.
Yeah no I still get the same error. I will try and learn somehow to fix it tomorrow.
hopefully this is the only issue for it.
Oh yeah, I should give the sigs.
this should be all of the sigs in all hooks accounted for. I made sure they were as accurate as possible. But I can't really check considering the error (and my lack of knowledge). So take that with a grain of salt. But at the very least the lmap ones should be correct. I'll try and see if I can fix the problem on my own tomorrow. But worst case the bulk of the work is done now.
if im right on these sigs I might try and see if I can help other people like cornflakes with the unhardcoded romance mod.
I'll try to take a look tonight or tomorrow
did you ever get the chance to? If not that's fine I'm just curious.

Thats understandable
I did look rq, the wildcards need to have two '?' for each character
Yeah that makes sense. I just kinda jot down what the script told me.
Im not completelky sure about the asm hooks. But from what I saw it looked like none of the patterns really changed at all. Granted that could just be me not knowing. In any case, once I can finally get in and start testing it all of that shouldn't be an issue.
the asmhooks would need to be updated if the registers I'm targeting were changed
Sorry about that I must've misinterpreted the info I was given. I'll try and see if I can update them aswell.
hmm, okay I reread it again. And there is a chance that it doesn't actually need to be changed.
granted I changed 8 patterns so I can assume that there most likely is atleast one that needs the asm hook updated
okay I looked at it again and yeah I was correct. I'll look at them again but I didn't see any of them really change back when I did it (theres only 1 that I have like a 90% chance)
the LoadDDS function sig needs to be updated too, should be easy to find tho
the one spot I didn't check damn. I'll get on that rq
this is the new one
game boots after fixing it, so now I just have to test
thanks for your help!!
You don't get the error?
at Unhardcoded_P5R.Mod.OnModLoading(IModV1 mod, IModConfigV1 modConfig) in C:\Users\Freeman Cavarretta\Desktop\Reloaded-II\Mods\P5R-Unhardcoded-Toolkit-rewrite\Mod.cs:line 93
at Reloaded.Mod.Loader.Mods.PluginManager.StartMod(ModInstance instance)
at Reloaded.Mod.Loader.Mods.PluginManager.LoadMods(List`1 modPaths)
at Reloaded.Mod.Loader.Loader.LoadModsWithDependencies(IEnumerable`1 modsToLoad, List`1 allMods)
at Reloaded.Mod.Loader.Loader.LoadForAppConfig(IApplicationConfig applicationConfig)
at Reloaded.Mod.Loader.EntryPoint.LoadMods(IReloadedHooks hooks)
at Reloaded.Mod.Loader.EntryPoint.<>c__DisplayClass14_0.<SetupLoader2>b__1()
at Reloaded.Mod.Loader.EntryPoint.ExecuteTimed(String text, Action action)
at Reloaded.Mod.Loader.EntryPoint.SetupLoader2(EntryPointParameters* parameters)
at Reloaded.Mod.Loader.EntryPoint.SetupLoader(EntryPointParameters* parameters)
A log is available at: C:\Users\Freeman Cavarretta\AppData\Roaming\Reloaded-Mod-Loader-II\Logs\2024-10-15 16.12.36 ~ P5R.txt```
This from before
also np I like helping people when I can
thats weird, I had the issue no matter what module was enabled/disabled. But it is what it is. Shame I couldn't give you the completed mod.
what if you have all of them enabled?
Well I got a different error now. I guess I must've not actually tested them all on?? Oh well you'll fix it so it doesn't matter anymore.
this should get the game to boot
the shop module causes the game to crash shortly after booting tho
would a wrong sig be doing that or is this devoid from them?
I see. Must've made an incorrect sig for the shop hook
Im just dumb it's correct. Just wasn't thinking.
also it didn't crash for me when I booted up the game
nah yours was correct. seems like one of he others have a sig that now points to a wrong function after the update
I coulda sworn I checked all of them. Oh well.
it wouldn't have thrown an error since it's technically a valid sig
thats true
do you wanna make a github pr or should I just upload your sigs directly to my repo
not for now, I'll continue to work on it for a bit, hopefully I can get everything to work. thanks again!
Alright, and np. If you need anything else done be afraid to ask.
I guess now thats going on what else is there to learn about the maps?
oh yeah @outer crescent did you update the FTD template for the footsteps? Since I need to determine the footstep noise for the field.
lmap and shop modules are working now, all that's left is chat
I'll push what I have so you can mess around with lmap stuff
Theres a small issue
When it tries to load up the railmap it crashes.
Binder_Find_Redirect Exist: 1
Binder_Find: FIELD/PANEL/LMAP/P5_MAPDATA.SPD
Binder_Find_Original: FIELD/PANEL/LMAP/P5_MAPDATA.SPD
Binder_Find_Redirect: field/panel/lmap/P5_MAPDATA.SPD
Binder_Find_Redirect Exist: 1
Binder_Find: FIELD/PANEL/LMAP/P5_MAPDATA.SPD
Binder_Find_Original: FIELD/PANEL/LMAP/P5_MAPDATA.SPD
Binder_Find_Redirect: field/panel/lmap/P5_MAPDATA.SPD
Binder_Find_Redirect Exist: 1
Binder_Find: FIELD/PANEL/LMAP/P5_MAPDATA.SPD
Binder_Find_Original: FIELD/PANEL/LMAP/P5_MAPDATA.SPD
Binder_Find_Redirect: field/panel/lmap/P5_MAPDATA.SPD
Binder_Find_Redirect Exist: 1
Register_File: FIELD/PANEL/LMAP/P5_MAPDATA.SPD
Register_File_Original: FIELD/PANEL/LMAP/P5_MAPDATA.SPD, BndrHn: 1427134352
Register_File_Redirect: field/panel/lmap/P5_MAPDATA.SPD, BndrHn: 1427134352
Binder_Find: MODEL\ITEM\IT2055_001.GMD
Binder_Find: MODEL/ITEM/IT2055_001.GMD
Binder_Find: MODEL/ITEM/IT2055_001.GMD
Binder_Find: MODEL/ITEM/IT2055_001.GMD
Register_File: MODEL/ITEM/IT2055_001.GMD
Binder_Find: CAMP\SHARED\MONEY.SPD
Binder_Find: CAMP/SHARED/MONEY.SPD
Binder_Find: CAMP/SHARED/MONEY.SPD
Binder_Find: CAMP/SHARED/MONEY.SPD
Register_File: CAMP/SHARED/MONEY.SPD```
It gets to here then crashes
I just used your testmod (and the toolkit with your updates) and changed one of the interations to call LMAP 8.
wdym by this?
Like I have your testmod active. Then I changed one of station squares interactions to use the lmap arg that you mentioned in the documentation
like this
what if you just used the l1 button?
can you try enabling unhardcoded toolkit but disabling the test mod?
still crashes
works on my machine... ig double check that you're building the latest version from the repo
I should be. But i'll try stuff
hmm, doesn't seem to be changed. I've redownloaded it and rebuilded it a few times now.
I wonder if it's stuff that you haven't pushed yet that is letting it work for you?
i'll wait till you get the chat hooks done\
the only thing that's not pushed is chat stuff and that def wouldn't cause lmap to crash
try this 
does it still crash?
is there a way to force mod updates to appear?
Yeah I feel like it has to be the mods not being updated but restarting reloaded just isn't working.
completely reinstalled reloaded and that didn't work. Hopefully reinstalling the game will.
such a weird issue. I can't even think about what might be the problem at this point.
😭
I think just reloaded hooks and sigscan
tbh when I was trying to fix one of the sigs I kept getting the same crash as you but then it randomly stopped happening 😭
so idk what's happening
problem is I'm not getting the crash anymore so idk how to fix 
was that before or after you sent this?
I pushed what I had when I got it working
this is so sad
try putting return fileNameIndex; at the top of the GetLmapSilhouetteImage function
just to see if it's that function that's crashing
if it fixes the crash try putting the return after the first line in that function
when it was crashing it was one of the memory accesses in this line that would cause the crash
if it just randomly starts working for you like it did for me I'm gonna be mad LMAO
I shall try it
Sorry, just getting around to trying it (had other stuff to do). So something like this? Just making sure I have this correct so I don't screw it up.
inside the function
right above var field = _getFieldWork()->FieldInfo->Field;
if it prevents the crash, try moving it right under that line
ahh I see, that makes more sense. I will try it now.
guess what
good thing it worked.

I mean hey atleast it works. I wouldn't put yourself down so much.
now try this
if it's the same crash that I've been getting before then I'm gonna be annoyed lol
yep
yeah it didn't crash. I'll try it again just to make sure.
Yeah thats really weird. Atleast this line makes it work. If only we had someone else here to test it.
Thank you for all of this nonetheless. I'm really glad I get to be able to even use this mod at all.
I've just been reminded. Didn't you also say that fields having extra maps loaded alongside the main one (like 015_001-015_004 loads all at once iirc) was also something that you could do with the mod?
yea
basically when adding a new field instead of consulting a table the game will load every model that exists for that field
Alright. Actually is there any reason to do that rather than just adding all of the assets to just one field? Or is it just something they did without much reason (that we know of)
Also, probably final question. How exactly did you make it unlock like this? https://twittervx.com/PKfire26/status/1587541750641397760
using the FLD_SHOW_NEW_SPOT_SYNC_MODE script function
nice, thank you. Also I know I said it before but seriously thank you for taking the time to update the mod. I really do appreciate it.
np, I really appreciate your help, and sorry that I've been so slow at getting anything done 😵💫
Don't put yourself down like that. That was honestly pretty fast. I mean really I should be glad that you were willing to update it anyways.
actual final question. Where exactly do you store the json files?
you can reference the test mod
no i mean copy the paths of the test mod, UnhardcodedP5R/LmapSpriteParams.json
the original table values are in the UnhardcodedP5R folder of the unhardcoded toolkit mod
Yeah I saw. For some reason I just never put two and two together.
Figuring it out still. Has some issues but man I'm so glad to have this no matter what.
nice!
oh yeah, just had a question after waking up. Did you finish completely updating the mod? Cause I remember you saying all you had left were the chat hooks? If not that's fine. I just was looking at one of the help threads and it reminded me.
I haven't yet, dunno how much time I'll have this week but if I don't I should be able to in the coming weekend
that's fine. Take your time.
hmm, im having an issue with the sprite params. im calling id 8 and even though everything from both your test mod and the json are using id 8. it still is loading yongen jaya's gfx and name.
I have this for ID 8. It isn't the brazil onr. But atleast it should be different from yongen's sprite.
Figured it out. Just had the json in the wrong layer.
so then my issue now is that the new field doesn't have fast travel and a minimap. And I'm just not sure how to add that to the field.
I'll probably just look around at the FTDs more to see.
getting there. I have the name down now other than that weird S
I only just realized that this also doesn't have the map point on it. Wonder what makes it not appear?
I have found one half of the functions that control the fast travel. Now I just need to find the one that controls the minimap.
fast travel is pretty easy, minimap not so much 
neither of them are hardcoded
Well thats good. As long as I don't have to stare a ghidra for it im fine with it being hard.
Wait if you know that they aren't hardcoded do you know where the minimap code is stored?
there's a bunch of table files that control minimap stuff, and for every map you have to edit all of them
it's a lot easier if you're not doing dungeons at least
it's the .bin files in field/panel/roadmap, and there are files in roadmap.tbl which is really just a .bin as well (just open it in persona editor)
there are templates for all of them
Oh right, you probably know this because you backported royal content a while ago. In any case i'll take a look now. Also as I was looking I was reminded that the little minimap icons exist and im curious if it's possible to add them to the minimap and/or make new icons?
you can add whatever of those icons you want to new minimaps but the available icons are hardcoded 
actually I wonder how hard it would be to unhardcode...
If it's not too hard (or if it is I don't mind) then I wouldn't be opposed to trying my hand at unhardcoding it. Would be a good test to actually figure out unhardcoding (rather than just trading out sigs).
it's mostly an exercise in reverse engineering, but yea I can give you the address of the icon table when I get home from work
Awesome. you use cheat engine to find them right?
uhh I don't remember how I initially found it
but I found the royal table when expanding the PS3 one so I just need to do a byte search in ghidra
I see. Thats convenient.
it seems like the TBL is openable persona editor (I have your fork) but the other bins are not. Specifically these bins. Not sure if it's something wrong with persona editor or me.
oh, Im not sure why I didn't think to look at the templates. Thats mb.
so I got it up now. I assume it's like the FTDs where the ID determines what fields should be changed? Like editing icon bin entry 8 for example.
not sure what you mean... I'll try to explain later how the files are connected cuz it's complicated
thats fine. You don't have to respond instantly. I understand you're still at work (I don't mean that in a condescending way I'm just a patient person when it comes to stuff like this).
To return to something from several days ago now, lol... What updates were needed for the footsteps? Was there anything other than FLDFOOTSTEPCND.FTD...? Other than I guess having a script for adding an entry to that table specifically.
so.
disp/parts/icon bins all have the same general structure but serve different purposes. disp just "declares" the amount of "floors" that are expected in a field, part determines the placement and bounds of "sprites" in the texture file (kind of like spd) and icon places icons from minimap_01.spd or whatever it's called
in order for minimaps to show at all (and for the R1 button to work) the field needs to have an entry in roadmap.bin (which is inside of roadmap.tbl), every entry in roadmap.tbl points to an entry in texpack.bin which sets which dds get loaded, as well as the height of each "floor", and to an entry in texlist.bin, which is only for palaces and is what makes the map appear when using r1/l1 to show different rooms in the palace. texelem.bin also deals with showing other rooms in palaces.
for the R1 menu, Field/panel/FLDWHOLEMAPTABLE.ftd is what determines what fast travel options you have and where they take you. you can also have options run script functions in messagesel.bf
wasn't it not correct and you had to correct it? It was one of the FTDs atleast. It was back when we first parsed the FTDs
okay, that makes sense. I must've been really tired last night. I asked the question because I was actually looking at FLDWHOLEMAPTABLE and it wasn't really working. Though I guess I probably need to add a minimap first. In any case. I will do that. Thank you for this.
Oh right, the icon addresses. Oh well.
it's okay. I don't really mind.
finally. Got it to work.
so another question now. How would I 'link' the new lmap to the field?
let me look at the documentation again
are there really no empty entries in FLDWHOLEMAPTABLE? Im not sure if you did it for the royal backport but I wonder if I can add new ones?
actually, I don't think I need to.
seems like I need to figure out how to set it to a different entry. I'll take a look at that bf.
nvm I figured it out. Though I think I have to code it with flow
here I think. I guess it wasn't the footstep but the enum @outer crescent
They should mostly be 0! The fields that have footsteps for rooms 1 or 2 are indeed the ones that have those extra rooms defined. But not all multi-room fields specify footsteps for every room... I suspect the game just takes the value for the field's 0 room for all, in that case.
[Go to message!](#1282489553210576956 message)
sorry I only just started looking for it now.
it should be a field in fldWholemaptable I think
yea you can
I see, I just wasn't sure cause for some reason 010 editor doesn't recognize the new entry when you rerun the template. But i'll try that now.
I got this so far. Though im not sure why the main sumi fast travel point doesn't show up. And the hideout point just infinite loads.
figured out the first thing. Still not sure about the hideout. Guess i'll check out the leblanc one.
Whats bf does it call for the 'bf procedure' field?
Was it messagesel.bf?
I tried looking at that and it doesn't seem like the indexs match up. Though I guess I only looked at a couple so maybe it is.
oh nice, got a way easier way to get the hideout.
For some reason it wasn't working before but now it works. Guess I messed with other stuff so then the enterance ID meant nothing.
The only issue now is the field version of the fast travel points is still tied to the dummy entry.
Okay, I think the main TODO re: footsteps was just this:
I definitely think it's worth double-checking that footsteps enum with the game, though, since the template was slightly inaccurate.
[Go to message!](#1282489553210576956 message)
Which isn't something I can do without a testing setup. We'd just need to try different fields or modify an existing one to hear the difference and double-check that the enum is right.
you know me so well
this is the sound when the footstep is set to wood (1)
when set to stone(2)
when set to grass(3)
gonna try again but it seems soil(4) crashes the game.
not sure why it would crash when changed but this should be soil(4)
oh okay I think it's the other lmap/minimap changes that were coincidentally crashing it or something.
this is carpet(5)
this is metal(6)
this is bare(7)
this is crawl(8)
this is sand(9)
this is wet(10)
this is creak(11)
this is Wood_And_Creak (12)
this is scilence(13)
and lastly. Thin metal(14)
@outer crescent here are your tests
Damn, you work fast!
Those all seem fine, though I'll do a double-check with the footstep cues in SYSTEM.ACB.
P5R but all the footsteps are creaky....
How'd you know the name of the mod was going to be "They're Here... Under The Floorboards"!?
It might actually be the exact same soundclip. Just that the spongebob one is pitch shifted up a bit.
yeah wtf they sound almost identical. It has to be the same soundclip.
https://www.youtube.com/watch?v=hj2UwrDj9O0 yeah, pitch shifted and maybe sped up? Im not sure but atleast they definitely took from the same source.
spongebob protag confirmed??????
Anyway, yeah, the footsteps enum seems fine, then 
0x1424575a0 here ya go
each entry is 20 bytes and the structure is as follows
int minimapSpriteId;
float iconOffsetX;
float iconOffsetY;
int iconColorMask;
int idkButItsNewToRoyal;
bruh
nice, i'll go through that when I get the chance to learn reverse engineering.
still gotta figure out this. But I just need to start testing stuff ig
I'll double check how that works, might be a script thing
I though that too but it didn't seem like it did anything even though I commented out the whole script for the church field.
today wasn't a total bust though. Was able to work with one of my artists to get all of the gfxs done. Just an example.
been getting it ready and whatnot to show off.
Yooooo. That rules!
glad you like it. 
iirc its field/fldpack/etc/field.bf
specifically the Field_SHORTCUT procedure
I checked that out before but I guess I wasn't thorough enough. I'll check it again to see.
oh yeah no wonder I didn't really see it. Whole bunch of vars and bit checks.
their own bf gets a compiler error? lol
@outer crescent Apparently field.bf references functions without actually defining them. And that makes it unable to compile since I don't have those functions on hand. Is there any way to force it to compile on the commandline version?
I haven't seen all of them but SUB_Call_GroupChat(); KeyfreeEvent_SHORTCUT(); and MyPalace_SHORTCUT(); so far.
I'm wondering if it's resolvable with an import, or if those are hardcoded in a different way than the built-ins. Or if those are just outdated and unused pieces.
I accidentally searched for them incorrectly. But it's even weirder. The functions are there and complete but apparently aren't recognized by the script compiler?
cause one of them is SUB_MoruReturnBag() but it is here. And I can't really see anything out of the ordinary with it.
alright, time to go back to getting the railmap all tidy then.
also to explain it more this seems to be with every function that was listed and I assume every function that the compiler hasn't checked yet.
got this so far. Once I figure out this issue with the fast travel i'll probably get to actually building out the map.
Man, this is super cool 🤩
Oh, I keep forgetting to ask. Did I edit the field name tables wrong? I swear I added Suminomiya in there, but it consistently shows Akihabara Gigolo in your videos.
I just changed the place name ID script at some point and just never changed it back I think.
also I hope you checked field.bf. If not thats fine.
also I think the FLDPLACENAME part of the template is broken. Since it gives the error *ERROR Line 565: Could not write array because the dimensions have changed. Even though the dimensions don't change.
guess i'll go back to the parser.
Was curious and tried out editing playerspeed. Seems as though is a per field basis. And you can't go over 4 digits and you can't set it to 0. But 999 and 1 seemed to work. Along with having walk speed and run speed be seperate.
they only seem to have set entries for the velvet room and leblanc.
@outer crescent Sorry to ask again but did you check field.bf last night?
im mostly just curious
No, haven't been at my computer yet to check.
thats okay
Haven't you edited that file before, though? 🤔
I could be getting scripts mixed up, but I swear that was one you've messed with.
nope. I've looked at it a couple times. But editing it no. And even if I did I used a fresh p5r version.
Gotcha.
I'll try it again though. Could somehow just be a bad file.
oh, well I guess that was it.
I guess so. I have no idea.
yeah, just tried it with my other dump. Literally just started working.
Hmmm.
What edits did you make?
I just copy pasted another part of the shortcut procedure flow to add to it. I guess the formatting was wrong? But then why would it break the other procedures?
there we go, it was just formatting. I guess thats just an unhelpful error that happens sometimes?
oh well. Got it sorted now. Just gotta see if i can figure how how this part of the flow works.
Yeah, so it goes. The weirder the error the smaller the mistake often is....
oh yeah i've been reminded. You know how we were trying to figure out the item spawning in fields? Did you ever figure out any way to get items to spawn in events?
I just was thinking about it after someone mentioned items in another thread. Since it is still technically on topic.
Yeah, I know how items spawn in events. It's either explicitly through MSD_ commands or implicitly through MAt_/MAtO commands.
oh nice, atleast it isn't hardcoded like the field stuff.
I should really learn coding to try and get cornflake's mods updated like unhardcoded romances. Since both that and what she was doing before she stopped was really nice for my mod. Maybe after I get done the map ig
Very little of events are hardcoded, fortunately, unless you count prerendered/animated video parts as hardcoded 😄 Or the internals of certain flowscript functions, I suppose. But most stuff really is just in the EVT.
thats really good to know later down the line
figured it out. But I gotta figure it out more.
the only bad thing about this so far is that it just occasionally crashes when loading into any save.
Like no rhyme or reason it'll just crash.
this also happens.
yea that happens when you try to open the map from a place you don't have unlocked
makes sense.
but yeah im not sure about this. Next time it happens i'll send a crash log cause im 99% sure it's the lmap stuff causing it.
maybe it's the mod menu and the lmap stuff conflicting? Not sure.
that would kinda suck
Are you sure? It doesn't seem like it happens with other fields.
what if you press square?
square doesn't do anything.
idk why xbox controlls show up but im using a ps3 controller
and im just doing the exact same motion as I did with the new field.
Because PS3 controllers count as Xbox controllers
nope, only happens occasionally
Why are you using a PS3 controller and not have something that’s a pain in the ass to get working like a PS4 controller
only thing I have on hand.
I already had the thing working for a while now due to another game and then just reused it for my p5r run.
square on the railmap
oh it's not square that crashes it its trying to select it (for me at least)
not really an issue though, since it only happens if the location isn't unlocked yet
I have no idea about this tho
I was thinking thats what you meant. I was more referring to how after you exit the railmap menu it changes the travel points to the default ones.
I checked the crash log and it seemed to crash after loading an EPL from the mod menu im using. Though I'll have to check it if it crashes again since idk if thats actually it.
is it this?
idk why the station didn't show up (it would happen either way). But I would enter into the rail map. Then exiting the railmap it would change to the default travel points.
hopefully it loads this time to show it accurately
😭 sorry I'm still not sure what I'm supposed to notice
so I guess unless it was a massive coincidence the mod menu was interfering with the travel points. But here's my issue now recorded.
gotcha
but yeah im not really sure what to do about it. I can only assume it's something to do with FIELD.BF?
makes sense tho, mod menu edits field.bf
there's bf merging, mod menu doesn't use it currently so it probably overwrites whatever changes you make
I see. FEmulator\BF\FIELD\ETC should be the filepath to emulate it along with also adding the bf emulator as it's dependency. right?
weird. It seems to still not work. hmm
ah i see, that was my issue
@odd stag Out of curiosity how indepth can you make a shop? Is it possible to make something similar to untouchable or tae's clinic? I don'tthink i'll go that far but im just curious.
in what way? the presentation of those ships are entirely hard coded as far as I can tell
Yeah thats what I was thinking about. Damn, I guess there wouldn't really be a point to have a shop like them but would've been cool.
wait is there a max size that can be emulated? Like why singleword can't be emulated?
awb emulation breaks with voice_singleword because it has both an embedded and external awb. nothing to do with size
oh right that was ajda's theory when we were talking about it a while ago.
In any case, can't seem to get it to work. Atleast the mod menu wont be nessesary when the mod drops so I should be fine not emulating it
yea but other mods may still edit that file. if you want you can send what you have and I'll try to see what's wrong tonight
I have everything correct but all it does it load the dummy file. Right the flow is at FEmulator\BF but i've also had it at the correct filepath and that also didn't seem to work. And then had the dummy field.bf at P5REssentials\CPK\EN.CPK\FIELD\ETC which should be the correct filepath.
i've been rereading the documentation a few times now and I just can't see what im doing wrong.
are you using hooks
not in this mod folder specifically.
bf merging relies on functions being hooked
How would I go about this?
you just add _hook to the end of the function name
only the ones youre actually editing
so instead of void Field_SHORTCUT it would be void Field_SHORTCUT_hook ?
guess it must be something else im not doing because it still doesn't work.
is the bf emulation documentation on this site https://sewer56.dev/p5rpc.modloader/usage/#replacing-files-in-archives actually up to date?
because it only mentioned hooking twice and never how to do it so idk how reliable it is
it is, but use this one its more in-depth https://sewer56.dev/FileEmulationFramework/emulators/bf.html
oh okay the procedure idex was wrong and now it's back to infinite loading. Hmm
finally, I got it working.
I had to remove the stuff in the imports and the script-level variable definitions
even apparently the beta of the mod menu doesn't have bf merging. I wonder if I could do that for them?
@outer crescent So remember the whole thing with those weird phonecall/pickup/rumble functions that for some reason didn't work? Well I guess I must've not been thorough because, they work.
It's tied to the FIELD.BF file rather than per field.
I set the WAIT part to 500 in SUB_PhonePickup() and this just happened.
need to figure out what FLD_SET_CELLPHONE is now
if a function doesn't show up in the files at all is it hardcoded?
Generally, yes, although you can double-check that by looking at the functions JSONs in AtlusScriptTools and checking whether the name is present.
The "no messages" at the end really hits as a punchline after the wait 😆
lol
Good news is that the SUB_PhoneCall() has some model functions. So I just need to figure out it's spawning.
FLD_MODEL_COPY_POSE_ANIM( sVar2, sVar1 );
FLD_MODEL_SET_VISIBLE( sVar1, 0, 0 );
FLD_MODEL_SET_VISIBLE( sVar2, 1, 0 );
FLD_CELLPHONE_MODEL_VISIBLE( sVar2, 1 );
MDL_ANIM( sVar2, ( 60 + 0 ), 0, 5, 1.00f );
MDL_ANIM_NEXT( sVar2, ( 60 + 1 ), 1, 0, 1.00f );
sVar0 = 2;
WAIT( 30 );```
Weird, I swear you checked this version of the function before and it didn't do anything 🤔
But hey, not gonna look a gift horse in the mouth!
im like so close. It's just I need a way to make it not disappear after it's been out.
@outer crescent finally
interesting
What's notable here? Other than her lack of bag.
cause it shouldn't be using that animation. Because she doesn't have a bag.
so 6160 isn't the morgana bag? Im confused.
so I got it to work correctly with ( FLD_CHECK_MORGANA_BAG() == 0 ) but then the issue is later down the line when I want to add in the handbag it'll conflict.
oh i see
yeah okay I just switched around the check. Should've been 1 not 0.
@odd stag Quick question. Has flowscript framework been updated to 1.0.4?
Shame that misc flowscript improvements doesn't have a gh linked. I'd have like to update that aswell
I'm not sure if it needed to be updated but it does work in 1.0.4 rn
I see, actually another question. Do you still have the code for unhardcoded romances that you used to have in the util mod?
it should still be in the main branch of the repo
Alright. I think i'll take a look at that and maybe see if I can put it to use.
I did ask cornflakes if I could update the mod but they haven't responded. But this would be the next best thing if worst comes to pass and I can't help update that mod.
Final question. The docs only mention what isn't hardcoded and I'm just curious if theirs anything that it did that isn't inside the docs. Since it mentions that this part of the mod was cut.
the unhardcoded part was the part that tied which romance confidant ids corresponded to which friendzone confidant ids
I see, any chance you still have that documentation laying around?
Guess I could try and parse it from the code somehow. I'll take a look.
here's the whole previously hardcoded section
I see, so it's just the hearts and having to replace confidants that are the major differences.
I guess good news is that it is possible to not have to replace. I wouldn't even know where to start though.
I should really learn how to program, this would make this way easier.
but thank you though. I mean for what it is it's certainly better than not having this for romances.
the hearts are already not hardcoded anyway
oh wait really?
does it just automatically do it or is there something specific you have to do?
oh mb lol. Guess I wasn't reading correctly.
all g lol it's def a lot
so then the only thing would be the replacing.
I mean the good thing would be that we'd only need to replace 4 confidants (for all of the male ones). And theirs coincidentally 4 adults that can be replaced.
I just thought about this
unhardcoded romances does technically work. But has some weird bugs (like crashing when loading into a save). Is that a sign it's more than just the sigs? or would that be a sig issue? It would be a real shame if it wasn't. But I guess it would give me motivation to learn programming.
are you talking about cornflakes' mod?
yeah
could be sigs or some registers were changed
Thats what I hope for. But worst case atleast your old work will be put to use. And again thank you for answering these questions.
Also sorry about not many updates about this. I kinda cut the map for the first release. Since it was just too much work to do and we'd miss out on releasing the mod for a while. I'll probably start work on it once the mod is out.
ofc
and sorry for still not fixing/updating unhardcoded toolkit lol
I think it's just chat stuff I need to fix now
but I just haven't had the time 
it's fine. I can understand honestly. Especially after so long it's no wonder. But im still really glad for this mod either way.
Oh yeah, we will actually need the chat one. I completely forgot that. It's still a long ways away before we do try to implement it though so don't feel forced about it.
shame we can't add new confidants. Replacing will have to do though.
That reminds me, I think I narrowed down the issue I was having before. I think just sometimes when it tries to load ROADMAP.TBL it crashes. Theres no rhyme or reason. Though I suspect it's how I implemented the stuff. I'll do a bit of testing when I get back into this.
Welp. Cornflakes actually responded and apparently they said that updating it wouldn't be hard at all. And pushed out an update for 1.0.4.
I guess it really is free to just ask sometimes.
@outer crescent Quick question. How 'complete' is EVTUI?
Oh, I should've asked this in the sae romance project. mb
Re: the other thread about walking speed, how did you extend the table? I'm curious about it now and whether it really is fixed length.
If im honest. I had a theory (that probably wasn't right). But I don't truly know.
Theres like equal reasons why it could or could not be fixed. But yeah im not fully sure.
@odd stag I apologize for continuing to ask you about stuff. But we're curious. How exactly would you go about extending a table? There's a specific FTD that would help someone else (fldplayerspeed). But it only has 2 entries in it and since it's a per field thing it needs new entries to work with other fields (it's only set to leblanc and the velvet room currently).
you'd add another entry and adjust entry count, file size, and section size using the tempalte
I see, I was on the right track then. Thank you I appreciate it.
@outer crescent here's our answer
oh yeah, since there are some fixed tables. How exactly would you realize that it is fixed? Would it just be a case of it not working, or something similar to that?
Sweet. I can add a script to the repo for extending that particular table, too.
(The pythonic one, not the 010 one.)
ftd's in general aren't "fixed", tho some of them are "string ftds" which have a lot of offset values that would need to be changed depending on where you want to adjust them
there's a program for editing those ones tho
the program? no I'm talking about this https://github.com/DeathChaos25/P5FTDStringConverter
Oh cool. Thank you for telling me
hmm, doesn't seem to work of p5r (or aleast this specific FTD). Which I guess makes sense. Though I can still do it through 010 editor so thats fine.
Which FTD are you using it for?
the playerspeed one
No strings in that one though, right?
Thats probably true. You got me there.
im just adding entries through 010 editor anyways.
I feel like I must be missing something with it recognizing the new entry. But im very close, in any case I realized why they had this FTD for leblanc.
It's crashing now. Im getting somewhere atleast.
so when putting in the new correct data offset it crashes. Interesting.
oh i see, apparently it wasn't correct I guess.
it's done 
oh cool. Thank you seriously for updating it. I really do appreciate it.
This does remind me. Im not sure what it was. But randomly when loading into a save it'll crash. It seems like it had something to do with the roadmap.tbl. Let me get your original test mod back and see if it way my implementation that was the issue.
I updated it slightly, nothing related to lmap tho
Funnily enough I think I'll actually use every aspect of the mod (chat/shop/lmap). So it is really nice that you updated them.
Did you ever look at seeing how hard this would be to do? I just kinda remembered it because im scrolling up to find the test mod again.
ohhh I'm so dumb. I did not look at the name correctly lol
so it seems it is fixed. Or atleast im getting unlucky at reproducing it.
Amazing to see the amount of progress made 🙂
Oh right, this is a thing. It's still going strong, just that we've been modelling it and stuff currently. Kinda forgot this thing existed.
No it's fine. Like we are still working on it, but half of our members are in uni up until may. Along with that I just got massive burnout. Which I was doing all of the technical stuff with it. I think once they get back from uni i'll be in a better spot to start doing stuff again. And hopefully we can show off stuff.
Before I got burnout I had a major breakthrough in modeling the city. So this is our progress currently.
welcome back btw. It's been a while.
Welcome back, and also dang, that's a very intricate field model 🤯
Yeah, I realized I could import the actual real life location into blender through google earth. So I took the time to remodel almost every single building in the area.
Right now we're just adding in details to the buildings in accordance to how the actual P5 buildings are modeled.
Texturing them shouldn't actually be that bad. Since they aren't as intensive as character models. Though there are a lot of buildings. So we'll see.
Did you figure all the lighting stuff?
lighting stuff?
It's been a while since I took a look at this stuff. Do you mean the skybox?
the ENV conversion
oh right
iirc they seemed fine. Just that the p5 ENVs had some weird settings. So they just had to be changed. it's been a bit since i've thought about that.
yeah there a bunch of fields missing, I think I've mapped them somewhere
and P5R added a bunch of fields
thank you🙏
But yeah, hopefully once may rolls around there should be more in the way of progress.
Only thing that would stop that (or atleast my side of the development) would be EVTUI being updated a bunch but we'll see.
ah ok. I'll check the ENV tool because I did want to make sure it convert P5R back down to P5 or P5B and maintain the right mapping
Im pretty we did test that right?
I see
purely because once it was done - I took a break from P5R haha. I'll give it a once over and check its all good
Yeah I get the feeling. I kinda just had to take a step back because I'd have been doing P5R stuff for a year straight.
gfd
so true
On this note I'm still putting this on the back burner for now. Got a game dev job so I wanna be on top of that for now.
might just set it as made for now idk
😮 Congrats on the game dev gig!
Thank you, eventually once I get better and more efficient I should have time for this again. But I can still do testing for EVTUI atleast.
and potentially that map editor you keep talking about 😉
Oh right, I never fully showed off the actual map 'finished'

