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

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also , the kernel.bin contain the data that don't allow us to directly control odin and ghilgamesh ? or those data are in the exe along with the percentage data that don't allow us to decide what finisher squall should use ?
 
AAARRRRRRGGGGGG!!!!!!!!!!!
please help someone i wanna mess about an have some fun with this, but i honestly dunno what im doin. i have doomtrain and deling i think i have extracted the right file, but then i don't know how to modify in doomtrain or even begin to put the file back in the main.
im asking please someone if you would be so kind as to take some time an write a step by step on how to extract the file, open with doomtrain ,then put file back with whatever. please please its the magic draw i really wanna play with.

No problems figured it out, being a dumbass

New question, are there other kernel.bins to edit with doomtrain or just the one?
The drawable magic isn't in kernel. see the ifrit tool.
There is only one kernel.bin
after you extract the file from the fs archive you have to remove it to add the new one back in. You basically take the steps to unpack them and do it in reverse from there.
 
also , the kernel.bin contain the data that don't allow us to directly control odin and ghilgamesh ? or those data are in the exe along with the percentage data that don't allow us to decide what finisher squall should use ?
There's a wiki on doomtrain that lists almost everything in the kernel that they know about.

Kernel Weapons list which finishers squall can trigger. But it's percent i think is fixed. Googling it led to like 25% per finisher but on weapons that have fewer than 4 get the extra 25% added to the most powerful. so when the weapon has all 4 unlocked it's 25% for each. But if you have only 2 it's 25% and 75%. I donno if this is right I can code but can't reverse anything to confirm. But google.com is works wonders.
 
There's a wiki on doomtrain that lists almost everything in the kernel that they know about.

Kernel Weapons list which finishers squall can trigger. But it's percent i think is fixed. Googling it led to like 25% per finisher but on weapons that have fewer than 4 get the extra 25% added to the most powerful. so when the weapon has all 4 unlocked it's 25% for each. But if you have only 2 it's 25% and 75%. I donno if this is right I can code but can't reverse anything to confirm. But google.com is works wonders.
Yeah it's true for Squall Finisher. Also in Doomtrain you can enable/disable which Finisher you want\don't want with Squall Gunblade but then when doing renzokuken in battle it will crash. I already try it with FF8R.
 
@miruss89 @Sebanisu so maybe as long as there are at least two finishers the game shouldn't crash, but if those percentages are written in the kernel, they they could be manipulated in order to give for example 1% for the first three finishers and 97% to the lion heart, also what about the positive statuses, is there something in the kernel file that could allow to modify the auto-abilities? for example: we have auto-reflect, so i would modify that and substitute the effect of reflex with the invincibility effect (you know, when you become transparent and fully invincible)

just in case i will explain myself better: if in the kernel.bin there are the datas about the auto-abilities such as auto-reflex , then i would like to change the equipped magic in that auto ability , and substitute the effect of reflex with the effect of invincibility (when the character become transparent)

the invincibility effect is also called peerless
 
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@miruss89 @Sebanisu so maybe as long as there are at least two finishers the game shouldn't crash, but if those percentages are written in the kernel, they they could be manipulated in order to give for example 1% for the first three finishers and 97% to the lion heart, also what about the positive statuses, is there something in the kernel file that could allow to modify the auto-abilities? for example: we have auto-reflect, so i would modify that and substitute the effect of reflex with the invincibility effect (you know, when you become transparent and fully invincible)

just in case i will explain myself better: if in the kernel.bin there are the datas about the auto-abilities such as auto-reflex , then i would like to change the equipped magic in that auto ability , and substitute the effect of reflex with the effect of invincibility (when the character become transparent)

the invincibility effect is also called peerless
actually i've tried. But kernel.bin didn't allow for something like that. I think all the percentage calculation for renzokuken finisher is hardcoded in the .exe. But you can do something like this:
For each Renzokuken Finisher such as Rough Divide, Fated Circle and Blasting Zone, change the magic id to Lion Heart, but don't forget to change the Hit Count, Target Info and Attack Flag parameters box to match the original Lion Heart Finisher. So when your getting Renzokuken Finisher in game, it should be Lion Heart for all the finisher except that maybe the old finisher names still not change.

And in kernel.bin you can't put Invincibility into Abilities Junction. But you can edit Mad Rush abilities to trigger Invincibility/Aura. So solved.
 
actually i've tried. But kernel.bin didn't allow for something like that. I think all the percentage calculation for renzokuken finisher is hardcoded in the .exe. But you can do something like this:
For each Renzokuken Finisher such as Rough Divide, Fated Circle and Blasting Zone, change the magic id to Lion Heart, but don't forget to change the Hit Count, Target Info and Attack Flag parameters box to match the original Lion Heart Finisher. So when your getting Renzokuken Finisher in game, it should be Lion Heart for all the finisher except that maybe the old finisher names still not change.

And in kernel.bin you can't put Invincibility into Abilities Junction. But you can edit Mad Rush abilities to trigger Invincibility/Aura. So solved.
true, it can be a good solution to solve the problem of the finishers , as for the invincibility effect, it is just another positive status like the others so it has to be possible to do that, but if it isn't possible to change the auto-magics with the kernel.bin then it mean that the data of the auto-magics are writed somewere else, so what file contain those datas ? also i hope that by telling that i want to set invincibility as something permanent i am not hitting anyone's sensibility lol
 
i use doomtrain to edit selphie limit , it seem to lack slot arrays 60-65 https://finalfantasy.fandom.com/wiki/Slot_(Final_Fantasy_VIII). And more than 1 The end in all spell sets will crash the game.
I find array 60-65 by changing all arrays to 15 and use hex editor search 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F, end of 0F string is 6 values of 60-65
 
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I'm doing a violent mod:

Cq04QN1.png


So with this i can use potion+ to summon Gilgamesh Zantetsuken to chop all bosses, same with Odin can chop all bosses. The problem is after chop them (funny animations) they 're gone but the battle wont end, it's just there my party without opponent.
Edit: Fixed, wrong status, Eject is the right one. It's fun to chop all bosses and skip battle messages. Epecially use Odin to chop Seifer , and use Zantetsuken Reverse to chop Odin when vs him.
 
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Here is my understanding to unknown labels in kernel.bin . If it is right, please someone edit and recompile Doomtrain  :)

Target info and Attack flags:
5hTfBH0.png


Battle Commands And Command data:
dBT2Wcq.png

IySowJO.png


Rinoa Limit :
CFjFmwO.png

nimNhZK.png
 
Can we add camera change for battle items ? I add Terra Break and Light Pillar to battle items, but these 2 spells need to change camera angle to look good.
And about Wishing Star it seem the animation riding Angelo lock to Rinoa 's model, if somehow we can change the code from Rinoa's model to caster's model, then anyone can ride Angelo.
Similar to Laguna limit lock to Laguna's model, i would love to see Irvine do Laguna Limit.
 
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i use doomtrain to edit selphie limit , it seem to lack slot arrays 60-65 https://finalfantasy.fandom.com/wiki/Slot_(Final_Fantasy_VIII). And more than 1 The end in all spell sets will crash the game.
I find array 60-65 by changing all arrays to 15 and use hex editor search 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F, end of 0F string is 6 values of 60-65
The reason 60-65 isn't included is because it overlaps with the item sets. the bytes are: 01 02 04 02 07 02 - this is the start of set 0: 2 Thunder (Magic id 0x01), 2 Thunder (Magic id 0x04), 2 Thunder (Magic id 0x07).
This might be a coding issue with the game and could cause issues.

Can we add camera change for battle items ? I add Terra Break and Light Pillar to battle items, but these 2 spells need to change camera angle to look good.
And about Wishing Star it seem the animation riding Angelo lock to Rinoa 's model, if somehow we can change the code from Rinoa's model to caster's model, then anyone can ride Angelo.
Similar to Laguna limit lock to Laguna's model, i would love to see Irvine do Laguna Limit.
The only thing that could possibly be added to Doomtrain is text editing, every other byte in the kernel.bin file that can be edited is already there.
 
i wish that this great program get updated too , i wish there was an option to permanently apply the positive status , i want to permanently apply the hero status :D
 
Thank you for Doomtrain!

I wonder what Power, Power Mod and Level Mod mean in "G-Forces" and "NJ G-Forces"?
Is there a way to increase the effect of Moogle Dance?

Thanks in advance.
 
Playing the Steam non-remastered version here.

So, I tried to make holy hit multiple times, and now enemies don't disappear anymore after being hit - but they absolutely die lol I assume there is no fix for this?

GF attacks cannot be made multi-hit either I suppose.

Let alone enemy attacks...
 
Does this work for the steam Remastered version?  I've been trying to get it to work, but I just can't figure out how.  If it is possible, could someone post step by step instructions?
 
you need maki's Demaster and Deling editor.
-Unpack the game using Maki's Demaster tool you should have a folder name DEMASTER_EXP

-Using deling editor locate the main.fs file under DEMASTER_EXP\data\lang-en (assuming your laguage is english) and open the file
-On the deling editor open the eng folder and locate the kernel.bin file . double click it to extract
- you Can now use doomtrain to edit the kernel.bin file
- make a back-up of the kernel.bin file before opening it using Doomtrain.

to make it work in the game you need to replace the kernel.bin with the edited one on the main.fs file you opened earlier.
 
How do I extract the relevant file from /FF8DISK1.IMG, which I assume is a custom archive format SE used?
 
hi , does the kernel.bin contain also the data of the auto-status abilities ? because by editing those we can set auto-holy war, auto-triple, auto-aura, and if the kernel file contain it , we can even make sure that the aura set the crisis to the maximum level, also , this game deserve the same attention and care in regard of modding programs that are given to final fantasy 9 , infact all the modders here should cooperate in order to have a unique program that comprehend all the functions of the modding programs that are currently separated
 
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