Mirenheart's Question Topic

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It seems that you're playing around with gjoerulv's hardcore mod.  In that case, the Master materia are actually the way they should be - he altered them to be that way.  No real Master materia in his mod, I'm afraid.  The Holy materia would've come with the hardcore mod as well.

Important: Do not attempt to use gjoerulv's hardcore mod with a fresh, ordinary kernel.bin.  Doing so will have unpredictable effects on enemy encounters.  The only way the hardcore mod could work with a newly-installed kernel.bin is if you edited that kernel.bin to have the same "scene.bin lookup" data as the "hardcore" kernel.bin (which appears to be the thing you have now - you can get a fresh kernel by reinstalling the game).

In any case, I don't know why you are having trouble with the kernel.bin.  You've got the prerequisites for running WallMarket, right?

In any case, NFITC1 is the great deity of Wall Market - he may have the answer.
 
Oh, the Mastermateria are supposed to be like that? okay then.

And i can live without the rest, I just thought my kernal.bin was all mussed up. Oh, and i do have those installed.
 
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so in order for him to mod the items in game he would have to reinstall and then do that first then add the hard core mod? I'd like to ask If I was to install the reasonably difficult mod could I install the hardcore mod.....would that overwrite the other mod? Sorry Miren for asking a question in you question forum.
 
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In order for him to mod things in the kernel, he will have to somehow find out what's wrong.  Seeing as he has the two requirements installed, I'm not going to be of any use there...

In general, I would not install two mods that affect the same file.  Unless you know exactly what you're doing.

I don't know what'll happen if you install the hardcore mod over a kernel that has already been altered.  It will either overwrite it completely or (more likely) simply refuse to install, I should think.

Why would you want to install the reasonable difficulty mod as well as the hardcore mod anyway?
 
Welp I was just wondering what would happen if i install one mod and install another that has the same effect is all.
 
I'll try and keep the title of this thread kernel.bin related so that it's more likely to attract people who can help with Wall Market problems ;)
 
Well, I'm fine now really. the materia doesn't bother me that much, I was just wondering why I couldn't change the master materia back to normal is all. its supposed to be like that, so it's all good.
 
It's supposed to be like that, but you should also be able to change it with Wall Market if you want to.  But apparently, you can't.  That doesn't bother you?
 
Truth be told it wouldn't bother me in the slightest though of course i don't know about Miren but I'd rather not go through an entire redo on all the mods if I could avoid it at all costs.
 
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SO, I was using WallMarket to check out some of the stuff in my kernel.bin, trying to see if I could improve the Buster Sword to be more useful, and improving the HP Plus materia so it would give a bigger HP boost. But, I noticed something. The maste Materia's type was of some sort of command materia, instead of being master summon, master magic, or master command. In game, (i used a little modifying to chesk and see if the materia worked thesame still) Master Magic only gives the magic Remove, Master Command only gives Flash, and Master Summon gave nothing! So I tried to change it to this:
0000mastermateria.png


But, every time I try to change the materia type (it doesn't do anything else, just materia type) it gives me the message:
0000error.png

And the details tab are as follows:
Code: [Select]
Code:
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************System.FormatException: Could not find any recognizable digits.   at System.ParseNumbers.StringToInt(String s, Int32 radix, Int32 flags, Int32* currPos)   at System.Convert.ToByte(String value, Int32 fromBase)   at WallMarket.Form1.MateriaType_SelectedIndexChanged(Object sender, EventArgs e)   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)   at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)   at System.Windows.Forms.ComboBox.WndProc(Message& m)   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)************** Loaded Assemblies **************mscorlib    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll----------------------------------------WallMarket    Assembly Version: 1.4.0.0    Win32 Version: 1.4.0.0    CodeBase: file:///C:/Users/Daniel's%20Laptop/Downloads/Final%20Fantasy%20VII%20PC/WallMarket140/WallMarket.exe----------------------------------------Microsoft.VisualBasic    Assembly Version: 8.0.0.0    Win32 Version: 8.0.50727.4927 (NetFXspW7.050727-4900)    CodeBase: file:///C:/windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll----------------------------------------System    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)    CodeBase: file:///C:/windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll----------------------------------------System.Windows.Forms    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)    CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll----------------------------------------System.Drawing    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)    CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll----------------------------------------System.Runtime.Remoting    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)    CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll----------------------------------------Microsoft.VisualBasic.PowerPacks    Assembly Version: 9.0.0.0    Win32 Version: 3.0.30214.0    CodeBase: file:///C:/windows/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll----------------------------------------Accessibility    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)    CodeBase: file:///C:/windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll----------------------------------------System.Xml    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)    CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll----------------------------------------************** JIT Debugging **************To enable just-in-time (JIT) debugging, the .config file for thisapplication or computer (machine.config) must have thejitDebugging value set in the system.windows.forms section.The application must also be compiled with debuggingenabled.For example:<configuration>    <system.windows.forms jitDebugging="true" /></configuration>When JIT debugging is enabled, any unhandled exceptionwill be sent to the JIT debugger registered on the computerrather than be handled by this dialog box.
I don't know how to enable this JIT, or how to fix this problem. I checked the folder that has wallmarket, and there is no config file for it, and I really don't want to mess with main computer files, for fear of ruining my computer.

Also, when checking out several other materia, I discovered that the Holy materia, which seems to have come with the remix patch, only cast Shield. Poison's 3 spells in game say Poison, Blind, and Holy, but all of them are still poison. I don't know if this is a problem or not, but several of these materia, even though the names are different, are still pretty much the same, except for the Master Materia, which is pretty much f****d up. is there a way to fix all this, or maybe a kernel.bin file someone can send to me?
Mirenheart I have been reading all this and you are really destroying hardcore mode. The masters are only supposed to give you those commands because GJOE didnt want you to be too powerful. Same with the HP PLUSSES, one part of the strategt of hardcore is being able to have all those Hp plusses equiped while still having room for worthwile materia.

Everything you want to do is gonna make hardcore horrendously easy, so why not just play normal mode?
 
I wasn't trying to make it easy, i was messing around with stuff. I've made sure to copy the original kernal.bin file elsewhere. I've never worked with stuff like this before, so I'm working on it for now, and playing around. Once I'm done playing with all this, I'll move the original file back into place and start playing normally. Except, I would like to keep the modified potion/hi-potions and improve the Buster sword so I can use it for longer, rather than just changing all the textures.

I had already started the game and gotten out of Midgar by the time I got hardcore working, so I thought I'd mess around.

Oh, and I don't know if it's supposed to be like that, but the Ribbon was made to prevent most every status, including positive ones like regen and barrier. Or the master materia. I just thought they were messed up or something.
 
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The Ribbon is meant to do that as well...

gjoerulv used to have a long list of all the changes his mod makes to the game.  I can't find it on these forums anymore.  Maybe it's in a readme that comes with the mod?  (I wouldn't know, I don't actually use it...)

The way I improved my Buster Sword was that I made it like the Death Penalty (while keeping its original base power).  Its strength increases as Cloud kills more foes.
 
Oh, and I don't know if it's supposed to be like that, but the Ribbon was made to prevent most every status, including positive ones like regen and barrier. Or the master materia. I just thought they were messed up or something.
They're supposed to be like that. ;D

I can't remember the whole of the list that he used to have, but he definitely changed the effects of the ribbon and changed the master materia on purpose.
 
Another question.

I want to know, what is (or was, before it was modded) the use of the Enemy Skill Goblin Punch? I mean, by the time you were able to get it in game, it was practically useless. Was there some other way to use it that made it more powerful?
 
It's supposed to deal substantial damage if you use it on an enemy that is at the same level as the user.

In gjoerulv's hardcore mod, you can get it early.  Goblins appear in Gongaga.
 
Will this be worked on soon?

Wha.png


everythings in blocks, new textures, old textures. It's starting to get a little confusing.
 
Yeah thats just because the WMRP didnt get 100% complete, they are working on it though.
 
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