#Parsing P5R map filetypes to make a new hideout/walkable field using the old PV01 beta field.

1662 messages · Page 2 of 2 (latest)

fathom bough
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There is, but idk why it would cause this. Unless you mean to just try and work with the shinjuku ENV

outer crescent
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I'm just wondering if it's placed/angled/etc. in a way that's leading to the blinding look.

fathom bough
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They don't seem to effect anything.

outer crescent
fathom bough
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hmm, maybe it's that one specifically. Since this is another beta ENV.

outer crescent
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You're using the ENV template to roughly convert these to Royal format, right?

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It could be that the template is reading them incorrectly....

fathom bough
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Which makes me think that the bugged ENV has some sort of field thats causing it.

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yeah just tried another beta ENV. It seems something specifically is wrong with the PV env

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Guess i'll compare the ENVs to see what's different.

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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).

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interesting

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I changed the version of the more up to date ENV to match the Sumiomiya ENV and this happened.

outer crescent
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Seems fine 😄

marsh skiff
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Cross I think we can use this for Akage

fathom bough
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let me try updating the Sumiomiya ENV

marsh skiff
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Just spray paint the ground and the sky red, the clouds black, and we got opening material

fathom bough
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well it's different. But not in a good way

marsh skiff
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Think of the bright side Cross

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It’s colorful

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And it looks like a title screen so we can use that as a thumbnail for something

fathom bough
marsh skiff
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I can be good with ideas 👍

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I think I came up with good ideas before for you

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I think 🤔

fathom bough
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Im gonna test if maybe I can just move the hex over to the other beta ENV

marsh skiff
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There’s more than 1?

fathom bough
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odd, so then maybe theres a field thats causing it to act like this.

fathom bough
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the more updated beta ENV has 4 extra fields.
EnableDOF
DOF_FocalPlane
DOF_NearBlurPlane
DOF_FarBlurPlane

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is your parser able to edit ENV files?

outer crescent
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You mean, like from the repo with all the FTDs? Sure it could, but I'd have to make a class for it first.

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But not at the moment, no.

fathom bough
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I see, I was just curious.

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since it seems like just those 4 fields i'll try manually editing all of the fields to see

fathom bough
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Yeah I manually did it (right) and this is it compared to removed ENV version (left).

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actually I think removed is right. Don't think it matters much though.

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this is so confusing

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the only thing I can think of is that maybe there is some issue with the fields in the Sumi one?

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hmm. Maybe this IS it.

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cause this is from modded P5.

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Maybe it really is just scuffed like that?

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it didn't save the edited ENV after I tested again ;-;

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just gonna restart it tomorrow. Then i'll just go through fields and constantly adjust them.

fathom bough
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this one isn't actually that bad. It's the ENV from Miyashita Park from the beta. Though I have to fix the lighing.

fathom bough
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wait no way

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royal has the sumi field. AND it's spec'd for the fields like royal has (the shadow color for example).

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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.

fathom bough
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I have to figure out which one specifically causes it. But FINALLY the red tint is gone.

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apparently the red tint is bloom

outer crescent
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Ahh, that makes sense!

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Revenge of Wind Waker HD....

fathom bough
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lol

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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

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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.

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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?

odd stag
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no idea tbh, you'd have to re-find sigs, and maybe update registers used in asm hooks

fathom bough
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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.

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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.

outer crescent
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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.

fathom bough
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Yeah the park one is 1105010h. Which would probably be the biggest test if it is version related.

fathom bough
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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.

fathom bough
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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.

fathom bough
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wait no way

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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.
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{
    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.
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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

marsh skiff
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Could you imagine if Kichijoji was a thing before

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Would be so cool

fathom bough
outer crescent
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I have zero experience with exe patching / code mods 😔 I'd also like to get into it, but 🤷

fathom bough
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I thought so, I just wanted to make sure. Guess i'll have to look into that later.

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If only I didn't have so much to do.

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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.

fathom bough
fathom bough
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[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.

fathom bough
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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.

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I think maybe the last thing I need to learn is cars and how they work.

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Then after that i'd just need the railmap (since NPCs and cameras come when the map geometry is done).

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yeah okay the car file is pretty easy to read amd editable.

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I started looking at documentation on the hooks and realized. Because of the update I wonder if the documentation is outdated?

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If only documentation was at the forefront of everyone's mind in this community. Oh well, guess i'll have to find some scraps.

fathom bough
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Actually probably no need for a new thread. Since it all will just be documented anyways.

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Gonna do it tomorrow but time to learn how to use ghidra.

fathom bough
fathom bough
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@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.

odd stag
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btw you should be fixing the rewrite branch, not the master branch

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I'll push what I haven't yet

fathom bough
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awesome, thank you.

fathom bough
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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.

fathom bough
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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.

fathom bough
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@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.

odd stag
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not sure what you're asking tbh. are you asking what I used to generate sigs?

fathom bough
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like when you were originally figured out the patterns that (for example) the lmap uses. How exactly did you find them?

fathom bough
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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.
outer crescent
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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.

fathom bough
#
            // 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();
        }```
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wow just up to the character limit first try

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not sure if this'll help though

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it was line 93 which was _chatHooks.ReadChatIconParamFile(chatIconParamFilePath);

outer crescent
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Sounds like _chatHooks might not be initialized, then.

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Did you specify ChatHooks in the configuration?

fathom bough
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                _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.
outer crescent
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If you comment out the if line, does it change anything?

fathom bough
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thats true i'll try that rq

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doesn't look like it changes anything.

outer crescent
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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.

fathom bough
#
{
    /// <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?
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it's just above the top comments

outer crescent
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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.

fathom bough
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I see, I'll look into that once I finish up the rest of the sigs.

fathom bough
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okay, sigs are all done. Now just this error.

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@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.

odd stag
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i believe I did

fathom bough
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Might try a fresh copy of the rewrite to see if maybe I messed something up.

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Yeah no I still get the same error. I will try and learn somehow to fix it tomorrow.

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hopefully this is the only issue for it.

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Oh yeah, I should give the sigs.

fathom bough
# odd stag i believe I did

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.

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if im right on these sigs I might try and see if I can help other people like cornflakes with the unhardcoded romance mod.

odd stag
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I'll try to take a look tonight or tomorrow

fathom bough
odd stag
fathom bough
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Thats understandable

odd stag
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I did look rq, the wildcards need to have two '?' for each character

fathom bough
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Yeah that makes sense. I just kinda jot down what the script told me.

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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.

odd stag
fathom bough
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Sorry about that I must've misinterpreted the info I was given. I'll try and see if I can update them aswell.

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hmm, okay I reread it again. And there is a chance that it doesn't actually need to be changed.

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granted I changed 8 patterns so I can assume that there most likely is atleast one that needs the asm hook updated

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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)

odd stag
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the LoadDDS function sig needs to be updated too, should be easy to find tho

fathom bough
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wheres that?

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coulda sworn I counted all of them

odd stag
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in utils.cs

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48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 48 83 EC 60 48 89 CD 89 D6

fathom bough
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the one spot I didn't check damn. I'll get on that rq

odd stag
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game boots after fixing it, so now I just have to test

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thanks for your help!!

fathom bough
#

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
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also np I like helping people when I can

odd stag
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I just did after disabling a module

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I know why it happens so lemme fix rq 😭

fathom bough
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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.

odd stag
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what if you have all of them enabled?

fathom bough
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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.

odd stag
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the shop module causes the game to crash shortly after booting tho

fathom bough
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would a wrong sig be doing that or is this devoid from them?

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I see. Must've made an incorrect sig for the shop hook

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Im just dumb it's correct. Just wasn't thinking.

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also it didn't crash for me when I booted up the game

odd stag
fathom bough
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I coulda sworn I checked all of them. Oh well.

odd stag
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it wouldn't have thrown an error since it's technically a valid sig

fathom bough
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thats true

odd stag
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do you wanna make a github pr or should I just upload your sigs directly to my repo

fathom bough
#

you can upload them thats fine.

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Anything else you want me to do or update?

odd stag
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not for now, I'll continue to work on it for a bit, hopefully I can get everything to work. thanks again!

fathom bough
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Alright, and np. If you need anything else done be afraid to ask.

fathom bough
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I guess now thats going on what else is there to learn about the maps?

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oh yeah @outer crescent did you update the FTD template for the footsteps? Since I need to determine the footstep noise for the field.

odd stag
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lmap and shop modules are working now, all that's left is chat

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I'll push what I have so you can mess around with lmap stuff

fathom bough
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awesome, I shall bring results soon

fathom bough
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Theres a small issue

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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
odd stag
#

is this vanilla or are you making modifications with the toolkit

fathom bough
#

I just used your testmod (and the toolkit with your updates) and changed one of the interations to call LMAP 8.

fathom bough
fathom bough
#

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

odd stag
#

what if you just used the l1 button?

fathom bough
#

yeah I can try that

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Yeah just opening the map crashes it

odd stag
#

can you try enabling unhardcoded toolkit but disabling the test mod?

fathom bough
#

still crashes

odd stag
#

does it crash the first or second time you press r1?

fathom bough
#

first. like as soon as it's pressed it crashes just after that.

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i'll record it

odd stag
#

thinkfallworks on my machine... ig double check that you're building the latest version from the repo

fathom bough
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I should be. But i'll try stuff

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hmm, doesn't seem to be changed. I've redownloaded it and rebuilded it a few times now.

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I wonder if it's stuff that you haven't pushed yet that is letting it work for you?

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i'll wait till you get the chat hooks done\

odd stag
fathom bough
#

I shall

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There must be something on my end then.

odd stag
#

does it still crash?

fathom bough
#

yeah

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i've been trying stuff. Mind aswell reinstall the game or something rq

fathom bough
#

is there a way to force mod updates to appear?

fathom bough
#

Yeah I feel like it has to be the mods not being updated but restarting reloaded just isn't working.

fathom bough
#

completely reinstalled reloaded and that didn't work. Hopefully reinstalling the game will.

fathom bough
#

this is so sad

#

@odd stag what are the dependancies for the toolkit?

fathom bough
#

such a weird issue. I can't even think about what might be the problem at this point.

odd stag
#

😭

odd stag
fathom bough
#

I see, hmm.

#

could it be one of the sigs? I don't know how but maybe?

odd stag
#

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 hee_melt

fathom bough
odd stag
fathom bough
#

this is so sad

odd stag
#

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

fathom bough
#

I shall try it

fathom bough
odd stag
#

inside the function

#

right above var field = _getFieldWork()->FieldInfo->Field;

#

if it prevents the crash, try moving it right under that line

fathom bough
#

ahh I see, that makes more sense. I will try it now.

#

guess what

#

good thing it worked.

odd stag
fathom bough
#

I mean hey atleast it works. I wouldn't put yourself down so much.

odd stag
fathom bough
#

didn't actually crash. Let me rebuild again.

#

like this correct?

odd stag
#

yep

fathom bough
#

yeah it didn't crash. I'll try it again just to make sure.

odd stag
#

man

#

what if you remove that line now?

fathom bough
#

Yeah it didn't crash but i'll try removing it now.

#

removing it made it crash.

odd stag
#

damn

#

I have no idea where it's crashing then pain_snap

fathom bough
#

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?

odd stag
#

yea

#

basically when adding a new field instead of consulting a table the game will load every model that exists for that field

fathom bough
#

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)

odd stag
#

using the FLD_SHOW_NEW_SPOT_SYNC_MODE script function

fathom bough
#

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.

odd stag
#

np, I really appreciate your help, and sorry that I've been so slow at getting anything done 😵‍💫

fathom bough
#

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?

odd stag
#

you can reference the test mod

fathom bough
#

wait really?

#

how would I do that?

odd stag
#

no i mean copy the paths of the test mod, UnhardcodedP5R/LmapSpriteParams.json

fathom bough
#

ohhhh, im too tired lol

#

but yeah thank you.

odd stag
#

the original table values are in the UnhardcodedP5R folder of the unhardcoded toolkit mod

fathom bough
#

Yeah I saw. For some reason I just never put two and two together.

fathom bough
odd stag
#

nice!

fathom bough
#

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.

odd stag
#

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

fathom bough
#

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.

fathom bough
#

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.

fathom bough
fathom bough
fathom bough
#

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.

odd stag
#

neither of them are hardcoded

fathom bough
#

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?

odd stag
#

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

fathom bough
#

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?

odd stag
#

you can add whatever of those icons you want to new minimaps but the available icons are hardcoded deepfried

#

actually I wonder how hard it would be to unhardcode...

fathom bough
#

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).

odd stag
#

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

fathom bough
#

Awesome. you use cheat engine to find them right?

odd stag
#

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

fathom bough
#

I see. Thats convenient.

fathom bough
#

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.

odd stag
#

those are binary tables not archives

#

the roadmap template will parse those

fathom bough
#

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.

odd stag
#

not sure what you mean... I'll try to explain later how the files are connected cuz it's complicated

fathom bough
#

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).

outer crescent
odd stag
# odd stag not sure what you mean... I'll try to explain later how the files are connected ...

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

fathom bough
fathom bough
#

Oh right, the icon addresses. Oh well.

odd stag
#

oop

#

sorry pain_snap

fathom bough
#

it's okay. I don't really mind.

fathom bough
#

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

fathom bough
#

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.

fathom bough
#

seems like I need to figure out how to set it to a different entry. I'll take a look at that bf.

fathom bough
raven domeBOT
#

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.

Jump

[Go to message!](#1282489553210576956 message)

fathom bough
#

sorry I only just started looking for it now.

odd stag
fathom bough
#

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.

fathom bough
#

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.

fathom bough
#

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?

outer crescent
#

Was it messagesel.bf?

fathom bough
#

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.

fathom bough
#

The only issue now is the field version of the fast travel points is still tied to the dummy entry.

raven domeBOT
#

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.

Jump

[Go to message!](#1282489553210576956 message)

outer crescent
#

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.

fathom bough
#

you know me so well

#

gonna try again but it seems soil(4) crashes the game.

#

oh okay I think it's the other lmap/minimap changes that were coincidentally crashing it or something.

#

@outer crescent here are your tests

outer crescent
#

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....

outer crescent
#

How'd you know the name of the mod was going to be "They're Here... Under The Floorboards"!?

fathom bough
#

yeah wtf they sound almost identical. It has to be the same soundclip.

outer crescent
#

Omfg.

#

Big discovery.

fathom bough
#

spongebob protag confirmed??????

outer crescent
#

Anyway, yeah, the footsteps enum seems fine, then naothumbsup

odd stag
raven domeBOT
#

each entry is 20 bytes and the structure is as follows

int minimapSpriteId;
float iconOffsetX;
float iconOffsetY;
int iconColorMask;
int idkButItsNewToRoyal![hee_melt](https://cdn.discordapp.com/emojis/681295022649376768.webp?size=128 "hee_melt");
odd stag
#

bruh

fathom bough
#

nice, i'll go through that when I get the chance to learn reverse engineering.

fathom bough
odd stag
#

I'll double check how that works, might be a script thing

fathom bough
#

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.

outer crescent
#

Yooooo. That rules!

fathom bough
#

glad you like it. femc

odd stag
#

specifically the Field_SHORTCUT procedure

fathom bough
#

I checked that out before but I guess I wasn't thorough enough. I'll check it again to see.

fathom bough
#

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?

outer crescent
#

Which functions, out of curiosity?

fathom bough
#

I haven't seen all of them but SUB_Call_GroupChat(); KeyfreeEvent_SHORTCUT(); and MyPalace_SHORTCUT(); so far.

outer crescent
#

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.

fathom bough
#

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.

outer crescent
#

🤔

#

Weird. I'll see if I notice anything obvious.

fathom bough
#

alright, time to go back to getting the railmap all tidy then.

fathom bough
fathom bough
#

got this so far. Once I figure out this issue with the fast travel i'll probably get to actually building out the map.

outer crescent
#

Man, this is super cool 🤩

outer crescent
#

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.

fathom bough
#

also I hope you checked field.bf. If not thats fine.

fathom bough
#

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.

fathom bough
#

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.

fathom bough
#

@outer crescent Sorry to ask again but did you check field.bf last night?

#

im mostly just curious

outer crescent
#

No, haven't been at my computer yet to check.

fathom bough
#

thats okay

outer crescent
#

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.

fathom bough
#

nope. I've looked at it a couple times. But editing it no. And even if I did I used a fresh p5r version.

outer crescent
#

Gotcha.

fathom bough
#

I'll try it again though. Could somehow just be a bad file.

#

oh, well I guess that was it.

outer crescent
#

?!?

#

Wait, really? It just randomly works now?

fathom bough
#

I guess so. I have no idea.

outer crescent
#

Welp..... I guess that's good 😅

fathom bough
#

yeah, just tried it with my other dump. Literally just started working.

outer crescent
#

Hmmm.

fathom bough
#

i see

#

when I edit it and then compile it breaks. Otherwise it compiles correctly.

outer crescent
#

What edits did you make?

fathom bough
#

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.

outer crescent
#

Yeah, so it goes. The weirder the error the smaller the mistake often is....

fathom bough
#

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.

outer crescent
#

Yeah, I know how items spawn in events. It's either explicitly through MSD_ commands or implicitly through MAt_/MAtO commands.

fathom bough
#

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

outer crescent
#

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.

fathom bough
#

thats really good to know later down the line

fathom bough
#

figured it out. But I gotta figure it out more.

marsh skiff
#

Ren: This isn’t Kichijoji

fathom bough
#

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.

odd stag
#

yea that happens when you try to open the map from a place you don't have unlocked

fathom bough
#

makes sense.

fathom bough
fathom bough
#

maybe it's the mod menu and the lmap stuff conflicting? Not sure.

#

that would kinda suck

fathom bough
marsh skiff
#

What the fuck?

#

Akage is flying I repeat Akage Kurusu is flying

odd stag
fathom bough
#

square doesn't do anything.

fathom bough
#

and im just doing the exact same motion as I did with the new field.

marsh skiff
fathom bough
#

nope, only happens occasionally

marsh skiff
#

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

fathom bough
#

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.

odd stag
fathom bough
#

oh

#

pretty sure I did that but i'll check

#

yeah it still doesn't break

odd stag
#

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

fathom bough
#

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.

odd stag
#

oh

#

you mean how the camera starts at that location?

fathom bough
#

oh mb I guess I never recorded it? I thought I did.

#

let me do that rq

fathom bough
fathom bough
#

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

odd stag
fathom bough
#

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.

odd stag
#

gotcha

fathom bough
#

but yeah im not really sure what to do about it. I can only assume it's something to do with FIELD.BF?

odd stag
fathom bough
#

very true

#

can you emulate field.bf and all of the etc files?

odd stag
#

there's bf merging, mod menu doesn't use it currently so it probably overwrites whatever changes you make

fathom bough
#

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

odd stag
#

you also need to add a dummy field.bf file in the p5ressentials directory

fathom bough
#

ah i see, that was my issue

fathom bough
#

@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.

odd stag
#

in what way? the presentation of those ships are entirely hard coded as far as I can tell

fathom bough
#

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.

fathom bough
#

wait is there a max size that can be emulated? Like why singleword can't be emulated?

pallid wolf
#

awb emulation breaks with voice_singleword because it has both an embedded and external awb. nothing to do with size

fathom bough
#

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

odd stag
#

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

fathom bough
#

i've been rereading the documentation a few times now and I just can't see what im doing wrong.

pallid wolf
#

are you using hooks

fathom bough
#

not in this mod folder specifically.

pallid wolf
#

bf merging relies on functions being hooked

fathom bough
#

How would I go about this?

pallid wolf
#

you just add _hook to the end of the function name

fathom bough
#

I have to put that into every function in field.bf?

#

oh, I do. Fun.

pallid wolf
#

only the ones youre actually editing

fathom bough
#

so instead of void Field_SHORTCUT it would be void Field_SHORTCUT_hook ?

pallid wolf
#

yea

#

and completely new functions can just be named whatever

fathom bough
#

guess it must be something else im not doing because it still doesn't work.

#

because it only mentioned hooking twice and never how to do it so idk how reliable it is

pallid wolf
fathom bough
#

;-;

#

atleast it crashes now rather than infinitely loads

fathom bough
#

oh okay the procedure idex was wrong and now it's back to infinite loading. Hmm

fathom bough
#

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?

fathom bough
#

@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.

fathom bough
#

need to figure out what FLD_SET_CELLPHONE is now

fathom bough
#

if a function doesn't show up in the files at all is it hardcoded?

outer crescent
#

Generally, yes, although you can double-check that by looking at the functions JSONs in AtlusScriptTools and checking whether the name is present.

outer crescent
fathom bough
#

lol

fathom bough
#
    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 );```
outer crescent
#

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!

fathom bough
#

very true

outer crescent
fathom bough
fathom bough
outer crescent
#

The victory shake....

fathom bough
outer crescent
#

What's notable here? Other than her lack of bag.

fathom bough
#

cause it shouldn't be using that animation. Because she doesn't have a bag.

#

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.

fathom bough
#

yeah okay I just switched around the check. Should've been 1 not 0.

fathom bough
#

@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

odd stag
fathom bough
#

I see, actually another question. Do you still have the code for unhardcoded romances that you used to have in the util mod?

odd stag
#

it should still be in the main branch of the repo

fathom bough
#

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.

fathom bough
odd stag
#

the unhardcoded part was the part that tied which romance confidant ids corresponded to which friendzone confidant ids

fathom bough
#

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.

odd stag
fathom bough
#

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.

fathom bough
odd stag
fathom bough
#

oh wait really?

#

does it just automatically do it or is there something specific you have to do?

odd stag
fathom bough
#

oh mb lol. Guess I wasn't reading correctly.

odd stag
#

all g lol it's def a lot

fathom bough
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so then the only thing would be the replacing.

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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.

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I just thought about this

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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.

odd stag
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are you talking about cornflakes' mod?

fathom bough
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yeah

odd stag
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could be sigs or some registers were changed

fathom bough
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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.

odd stag
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ofc risepray and sorry for still not fixing/updating unhardcoded toolkit lol

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I think it's just chat stuff I need to fix now

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but I just haven't had the time pain_snap

fathom bough
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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.

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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.

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shame we can't add new confidants. Replacing will have to do though.

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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.

fathom bough
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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.

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I guess it really is free to just ask sometimes.

fathom bough
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@outer crescent Quick question. How 'complete' is EVTUI?

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Oh, I should've asked this in the sae romance project. mb

outer crescent
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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.

fathom bough
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If im honest. I had a theory (that probably wasn't right). But I don't truly know.

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Theres like equal reasons why it could or could not be fixed. But yeah im not fully sure.

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@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).

odd stag
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you'd add another entry and adjust entry count, file size, and section size using the tempalte

fathom bough
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I see, I was on the right track then. Thank you I appreciate it.

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@outer crescent here's our answer

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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?

outer crescent
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Sweet. I can add a script to the repo for extending that particular table, too.

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(The pythonic one, not the 010 one.)

odd stag
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there's a program for editing those ones tho

fathom bough
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Are you talking about 010 editor?

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and thats good to know

odd stag
fathom bough
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Oh cool. Thank you for telling mefemc

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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.

outer crescent
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Which FTD are you using it for?

fathom bough
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the playerspeed one

outer crescent
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No strings in that one though, right?

fathom bough
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Thats probably true. You got me there.

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im just adding entries through 010 editor anyways.

fathom bough
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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.

fathom bough
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It's crashing now. Im getting somewhere atleast.

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so when putting in the new correct data offset it crashes. Interesting.

fathom bough
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oh i see, apparently it wasn't correct I guess.

fathom bough
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oh cool. Thank you seriously for updating it. I really do appreciate it.

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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.

odd stag
fathom bough
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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.

fathom bough
fathom bough
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so it seems it is fixed. Or atleast im getting unlucky at reproducing it.

frosty sierra
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Amazing to see the amount of progress made 🙂

fathom bough
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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.

frosty sierra
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ah sorry for reviving it

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ive poked my head back in

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to tghe discord

fathom bough
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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.

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Before I got burnout I had a major breakthrough in modeling the city. So this is our progress currently.

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welcome back btw. It's been a while.

outer crescent
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Welcome back, and also dang, that's a very intricate field model 🤯

fathom bough
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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.

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Right now we're just adding in details to the buildings in accordance to how the actual P5 buildings are modeled.

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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.

frosty sierra
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Did you figure all the lighting stuff?

fathom bough
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lighting stuff?

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It's been a while since I took a look at this stuff. Do you mean the skybox?

frosty sierra
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the ENV conversion

fathom bough
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oh right

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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.

frosty sierra
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yeah there a bunch of fields missing, I think I've mapped them somewhere

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and P5R added a bunch of fields

fathom bough
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right right

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I'll have to go back and look anyways. Since I want to redo the ENVs.

frosty sierra
fathom bough
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thank you🙏

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But yeah, hopefully once may rolls around there should be more in the way of progress.

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Only thing that would stop that (or atleast my side of the development) would be EVTUI being updated a bunch but we'll see.

frosty sierra
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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

fathom bough
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Im pretty we did test that right?

frosty sierra
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its a bit too implicit rather than explicit

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though I've not looked at it for ages

fathom bough
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I see

frosty sierra
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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

fathom bough
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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.

charred bane
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gfd

fathom bough
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so true

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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.

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might just set it as made for now idk

outer crescent
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😮 Congrats on the game dev gig!

fathom bough
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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.

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and potentially that map editor you keep talking about 😉

fathom bough
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Oh right, I never fully showed off the actual map 'finished'