[PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)

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[Bug report]:

Hi, I found what seems a bug (cuz it is affecting my mod, i am playing the game).
[Title]: magic junction modifications won't save correctly.
[Description]: at magic section, under junction, if I move the status defense percent of esuna from 20% to 30%, save and then reload the percent is set to 0.
Bug found and fixed, i'll wait a week or two before releasing a new version to see if other bugs are found.
For those who don't want to wait fork or clone the test branch and compile yourself.
 
Ok, thanks for the fix. Trying it soon.

[Update] Working flawlessly so far.
 
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Carbuncle is only for the english version, so that would be very helpfull to add a text editor. ;-)
Being another player who owns a non-english version of the game, I'll second that request.

Sorry for the double post. I see that the menu items can't be change. There's a chance to see it in a future release ? (espesially for the gf items)
If you mean the item effects out-of-battle, then I can only make a guess based on how it is in FF7. There, when you use WallMarket to change e.g. the healing amount that a potion gives, the effect is only changed inside a battle. It turned out that out-of-battle item effects are located in the FF7.exe, so I would think that it's the same for FF8, maybe.
 
Yes in the kernel there are pretty much only battle related stuff. Also doomtrain can edit almost all of the kernel data section, if something it's not in it chances are it's not in the kernel.
 
To clarify, there are 4 bytes per item in the non-battle items section - 2 of which point to an item name, 2 of which point to an item description - and we haven't implemented renaming objects. There isn't anything in the misc section either.
So the item IDs are paired with their effect somewhere other than kernel.bin. The actual effects themselves are in the exe but the parameters are probably in one of the files in the menu archive.
 
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I had a look at the mngrp.bin but it's a huge file, too hardcoded for me. The only thing I want to do is change a gf item so that we could learn the Card Mod with it. I think I will wait for someone able to do this. Anyway, thanks for the help.
 
I saw that AP Ammo uses a formula that's been called 'Terra Break/Great Attractor' in the tool; is this just a physical formula that ignores defence?
 
I saw that AP Ammo uses a formula that's been called 'Terra Break/Great Attractor' in the tool; is this just a physical formula that ignores defence?
Yup, its ignore defence. Already try it with Lionheart finisher with break damage limit on. The result is 60k damage for each 17hit. Overkill!  8-)
 
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yes, some of them aren't named properly because I put placeholder names of some of the abilities that used the attack type until I worked out what it did. I guess I didn't get around to renaming that one xD.
I think "% damage" is % physical damage and "demi" is % magic damage, those probably need renaming too.

If anyone is curious about the camera change stuff in enemy attacks, it's used as follows:
a tick in the box and 127 in the spinner means that there's no sequence change (this sets the byte to 0xFF)
anything else means that the sequence in the spinner is always played and I think the tick box defines if the camera change always happens or not.
The sequences used are stored in the enemy DAT files in section 6.
There'll probably be an interface change at some point to make the camera stuff a bit clearer.
 
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Updated to version v1.0.1, download link is in the first post.

Changelog  v1.0.1
- Added attack type to weapons section
- In weapons section hit bonus has been renamed to attack param
- Enemy attacks, attack type and magic ID lists are improved
- Added ignore vit attack to enemy attacks chart
- Improved info in GF damage chart.
- Fixed a bug in magic -> junction -> status defense
- Some others minor bugs fixed
 
That's good news about the status defence bug; I noticed it when I tried to change it for some of the spells. Thanks for the update  ;D
 
Hate to bring another report,
[Bug report]:
[Title]: GF status attack Confusion modifications won't save correctly.
[Description]: Minor issue, GF section, under General, at status attack it seems that just Confusion (yes only that) check box is not working, if checked, then save and reload it won't be checked.
 
Hate to bring another report,
[Bug report]:
[Title]: GF status attack Confusion modifications won't save correctly.
[Description]: Minor issue, GF section, under General, at status attack it seems that just Confusion (yes only that) check box is not working, if checked, then save and reload it won't be checked.
Thanks for the report, bug fixed. I'll wait another couple of weeks before releasing 1.0.2.
 
how can i make a monster use spells like ultima that normally dont use spells.

also is there a way to enable flag thing for GF having pre learned stuff like SPR-J.
 
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Is this unusable with the Steam version? I don't see a Kernel.bin anywhere in its files.
 
Is this unusable with the Steam version? I don't see a Kernel.bin anywhere in its files.
The kernel.bin is inside the main.fs file, you need Deling to extract it from there. After making your changes with Doomtrain, use Deling again to insert the kernel.bin back into main.fs.
 
Hi all,

Played around with this today (awesome tool), once I'd finished I couldn't get Deling to open the modified kernal to insert it back into main.fs. It just displays the error: "Can not open disk image file. (Unkown error)"

Anyone know what could be the issue? Are there any limits to mods you can make (size?)


Thanks

Edit: I figured out what I was doing wrong, never mind!  :-X
 
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Was going through Selphie's Limits and had a question about the Slots Array & Slot Sets. Could someone give me an explanation on how everything is calculated from here? I have a rough idea of how Slots works, but not the probability of each set being used, etc.
 
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