[PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)

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Yes, that was the cause of my issue. Thought of saving space as well as making Sephiroth playable...oh well. Worked out in the end. The fix worked, though there were added complications after it - WM would crash when I tried to save the reassembled kernel or its pieces, so I made a patch ofthe changes, patched an untouched kernel and saved THAT one instead. Strange. Thanks for the troubleshooting!
 
Having a bit of trouble here.

For some reason, I can no longer get certain animations to work without the game freezing, even though they worked perfectly before. Yesterday, I had a magic spell that used the Death Sentence animation. Now, using that spell causes the colours to glitch and the game to freeze, even though beforehand there were no troubles whatsoever. Using a fresh .iso and versions of the KERNEL.BIN etc. files made no difference - the glitch is still there.

I've no idea what could be the matter. The only work on FF7 I'd done in the mean time was to alter some character AI - but even with a fresh game or restored KERNEL file, the problem persists. Aside from that? Nothing springs to mind, except that I opened the wallmarket.dat file in notepad, copied the text, closed the file and pasted to a new .txt document. I hardly expect that to be an issue, though.
 
...Stranger and stranger. It appears now to only affect the 'Death Sentence' animation. Using the enemy skill is fine, but calling it from magic (using anim index 4A) just won't work.
 
Oh, I thought I'd share something else: if you want an enemy skill to hit everyone, then the skill that would normally take the 'slot' you're using has to be able to hit multiple targets too. Simply setting the 'multiple / toggle multiple' flags alone and choosing the right animation won't do it properly - multiple targets will be hit, but damage won't be displayed, nor statuses until the enemies are hit by another 'move'.

So, if you want a holy attack that hits all, using Diamond Fire as an animation, you should consider using the 'slot' normally taken by, say, Pandora's Box or L5 Death, rather than Dragon Force or Flamethrower.
 
found some buggage with the character growth page... you can change the upper bounds on the page, but if you change, say str to have a cap of 255, the values displayed for it's min/max will be reduced greatly, ending up at around 38-40 for a level 99 cloud. if you were to decrease the upper bounds to 50 the stats displayed are doubled, and it will still show up to 99 for the stat (another issue, the stat shown will never exceed 99 in the range that changes, the max/min shown at the top of the window displays correctly, even if the upper bounds is changed). my guess is that there is a division taking place using the upper bounds which would explain the doubling at half the upper bound size, and the decrease as it grows :-P. the HP/MP stats are fine though, only the other stats are affected

it also does not seem to save the upper bounds you set in WM, i am not sure if the upper bounds is something that can actually be modified in the kernel, or if it is just for the display in WM (hopefully the former :-D), but either way it is not keeping the changes. and the upper bounds box doesn't like numbers like 99999 in the hp box... it gives an error saying the number is too big, but that one is just me messing around :roll:

speaking of the stats shown per level on the growth page, the values for the stats like strength are listed from max to min, while the HP/MP values are min to max... kinda weird to have them different (small to large looks better btw :wink:). and if you happen to change to HP or MP, it will initially display large to small, but as soon as you move the slide for the level, it will become small to large again... which is kinda weird :lol:.

and another, smaller thing; if you change kernels in WM, the items on the party data screen will disappear (the ones in starting items, and possibly the materia as well), but the quantity will appear if you select a space with an item in it, though the item will stay invisible until changing the item in the slot. everything continues as normal though, and it saves properly as far as i saw, so it is pretty minor :-P.


it has been a while since i have used this (just seeing some random stuff since i have been sticking to the growth page), so some of these may have been fixed already if you are still working on it, but as usual, i like to point the bugs out 8-). i'd post it on your blog, but i cannot post because it always seems to remove my post as i post it... but then again my computer has issues with certain web pages so it could just be me. it's funny though... your only follower cannot comment on your blog :lol:


Edit: to help with my mod, i made myself an excel spreadsheet to calculate the character stats based off of the kernel data (i know WM does it, but mine will end up having a damage calculator integrated into it, based off of my enemy data and updated attack info ^_^), and after finishing it up, i noticed that my HP/MP values are much closer to those in Terence's party data guide than your WM calculates, with MP being 100% accurate to his, and HP being only up to 8 points different by 99, while some still match up perfectly. I looked through this thread and found where you had been talking about it, but you never seemed to get it to look like his HP/MP, so i was wondering... how exactly did you write out the equation?

it seems as if your calculations are not flooring somewhere they should be (i know for a fact that your exp equation isn't flooring right, because i was able to get the same results you have by not flooring at a certain point). i know how hard it can be to keep track of the flooring sometimes, and doing things in a different order can sometimes affect things as well, something i learned from typing my growth formula for the enemies into their AI (doing it in excel makes the equations MUCH bigger than they should be... especially since i have to repeatedly use the lookup function, sometimes within ANOTHER lookup function :-P). it took me forever to get my HP this close to accurate, and i think it will not get any closer to his, since i used the same equation i did for my HP as i did for the MP, just with slight tweaking and changing how the growth was applied... and it turned out 100% like his :|.
 
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found some buggage with the character growth page... you can change the upper bounds on the page, but if you change, say str to have a cap of 255, the values displayed for it's min/max will be reduced greatly, ending up at around 38-40 for a level 99 cloud. if you were to decrease the upper bounds to 50 the stats displayed are doubled, and it will still show up to 99 for the stat (another issue, the stat shown will never exceed 99 in the range that changes, the max/min shown at the top of the window displays correctly, even if the upper bounds is changed). my guess is that there is a division taking place using the upper bounds which would explain the doubling at half the upper bound size, and the decrease as it grows :-P. the HP/MP stats are fine though, only the other stats are affected

it also does not seem to save the upper bounds you set in WM, i am not sure if the upper bounds is something that can actually be modified in the kernel, or if it is just for the display in WM (hopefully the former :-D), but either way it is not keeping the changes. and the upper bounds box doesn't like numbers like 99999 in the hp box... it gives an error saying the number is too big, but that one is just me messing around :roll:
These are cosmetic details and not a high priority. Stats cannot be set above 255 without some major re-write. Likewise, HP/MP cannot go above 32767. I thought I added some error checking to make sure the values don't get that high, but it's really just setting the maximum the graph will go to. Changing that value means nothing in-game (I'm sure you know this).

speaking of the stats shown per level on the growth page, the values for the stats like strength are listed from max to min, while the HP/MP values are min to max... kinda weird to have them different (small to large looks better btw :wink:). and if you happen to change to HP or MP, it will initially display large to small, but as soon as you move the slide for the level, it will become small to large again... which is kinda weird :lol:.
Again, cosmetic. Probably something that needs to be fixed. To be honest, I've been afraid to touch that graph since 1.2.0 (there are still a few issues with it) so these things get left unnoticed.

and another, smaller thing; if you change kernels in WM, the items on the party data screen will disappear (the ones in starting items, and possibly the materia as well), but the quantity will appear if you select a space with an item in it, though the item will stay invisible until changing the item in the slot. everything continues as normal though, and it saves properly as far as i saw, so it is pretty minor :-P.
If you change tabs and come back to it it'll look fine. It's accounting for item name changes and I guess it doesn't update perfectly in all cases.

it has been a while since i have used this (just seeing some random stuff since i have been sticking to the growth page), so some of these may have been fixed already if you are still working on it, but as usual, i like to point the bugs out 8-). i'd post it on your blog, but i cannot post because it always seems to remove my post as i post it... but then again my computer has issues with certain web pages so it could just be me. it's funny though... your only follower cannot comment on your blog :lol:
You can't post on the blog. You're supposed to leave comments on the posts that I make.

Edit: to help with my mod, i made myself an excel spreadsheet to calculate the character stats based off of the kernel data (i know WM does it, but mine will end up having a damage calculator integrated into it, based off of my enemy data and updated attack info ^_^), and after finishing it up, i noticed that my HP/MP values are much closer to those in Terence's party data guide than your WM calculates, with MP being 100% accurate to his, and HP being only up to 8 points different by 99, while some still match up perfectly. I looked through this thread and found where you had been talking about it, but you never seemed to get it to look like his HP/MP, so i was wondering... how exactly did you write out the equation?

it seems as if your calculations are not flooring somewhere they should be (i know for a fact that your exp equation isn't flooring right, because i was able to get the same results you have by not flooring at a certain point). i know how hard it can be to keep track of the flooring sometimes, and doing things in a different order can sometimes affect things as well, something i learned from typing my growth formula for the enemies into their AI (doing it in excel makes the equations MUCH bigger than they should be... especially since i have to repeatedly use the lookup function, sometimes within ANOTHER lookup function :-P). it took me forever to get my HP this close to accurate, and i think it will not get any closer to his, since i used the same equation i did for my HP as i did for the MP, just with slight tweaking and changing how the growth was applied... and it turned out 100% like his :|.
Tell you the truth, I don't think I'm flooring until the end. The PSX is capable of doing floating-point calculation so I'd assume that it's being done that way. It's likely not, though. I'm sure that'd give me different numbers, but I suspect that it doesn't matter. If you read those posts then you know that several people (maybe just two) tried getting outside the ranges Terrence provided and WM calculated by power-leveling and couldn't get below mine or above Terrence's. Since you'll get to neither bound outside of directed growth I just didn't bother to sync mine up with his. If you really need it to be accurate, I can re-work it. It wouldn't be difficult.
 
well, the stat stuff isn't too much of a problem now (mainly because i finished my calculator :roll:), so only really worry about it if you want to/have time to. i figured the upper bounds wasn't for in-game, which sucks, but i only wanted to make the HP go higher :|.

and i know i cannot post on your blog... i cannot post any comments is what i meant :-P.
 
Further to our discussions in PM I have also located the default naming of the characters text.

It is also located in FF7.exe at 52: 06B0h

There may be more text in FF7.exe that I haven\'t found yet aside from all the menu items.  :) ciao
 
lastly, world map dialogue and text are found in file MES inside world_us.lgp
 
So I'm using Wallmarket to edit the Kernel.bin file and I seem to have added too much to it.  Crashes the game when I run it, you know.  Added too many weapon descriptions I think.  Well, I've tried to go in and edit out the weapon descriptions, but it won't work for a lot of them.  I double click the weapon's name, erase the entirety of its description, and when I click okay it doesn't actually delete the description?  Even pressing 'Apply' beforehand does nothing, it'll flash for a split second and the text will come back.

And I can't edit the spells out on certain magic materia (in the materia type modifier).  I was trying to take spells out of one materia (poison), but it won't delete the numbers.  I can change it to something else and it'll stick, but deleting the value just reverses when I select something else and go back to it.

I'm not quite sure if it's a program bug or if it's something I've done?  I mean, maybe it's something to do with some variable that controls how many spells it's supposed to have, and you can add spells to it... but it isn't lowering that variable when you delete it?

Or maybe it's me, I don't know.
 
I've had some similar problems, creating green materia that don't grant spells until the second level - an attack ID is always listed at the first level, even if I try and erase it.

Anyway, for the time being, you might want to just replace the weapon descriptions with spaces, and make the materia point to spells that can't be chosen (atk ID 123 does just fine).
 
how does work "CharacterGrowth" ?
what does it serve ?

thanks in advance.
 
So I'm using Wallmarket to edit the Kernel.bin file and I seem to have added too much to it.  Crashes the game when I run it, you know.  Added too many weapon descriptions I think.  Well, I've tried to go in and edit out the weapon descriptions, but it won't work for a lot of them.  I double click the weapon's name, erase the entirety of its description, and when I click okay it doesn't actually delete the description?  Even pressing 'Apply' beforehand does nothing, it'll flash for a split second and the text will come back.

And I can't edit the spells out on certain magic materia (in the materia type modifier).  I was trying to take spells out of one materia (poison), but it won't delete the numbers.  I can change it to something else and it'll stick, but deleting the value just reverses when I select something else and go back to it.

I'm not quite sure if it's a program bug or if it's something I've done?  I mean, maybe it's something to do with some variable that controls how many spells it's supposed to have, and you can add spells to it... but it isn't lowering that variable when you delete it?

Or maybe it's me, I don't know.
This was a pointer problem in WM. I fixed it and will likely upload it tomorrow after I check something else.
 
Ah, alright, cool.  I was able to get around the weapon description thing by taking the original file's text part I'd made and overwriting mine with it.  Part 13 I believe.  Seems to have fixed the crashing.

And good to know you figured it out!  It's a great program and I really enjoy using it.  Cheers!
 
I have a problem here:
It seems like I can change the properties of Vincents and Tifas Limit attacks, but I can't change any other limit moves!
e.g Omnislash has all options greyed out, I cant select anything, same goes for the other (RED BOX) moves.
How is that? Any Solution?
 
I have a problem here:
It seems like I can change the properties of Vincents and Tifas Limit attacks, but I can't change any other limit moves!
e.g Omnislash has all options greyed out, I cant select anything, same goes for the other (RED BOX) moves.
How is that? Any Solution?
The solution is to read the documentation. You can't edit those because they're not in the KERNEL.BIN.
 
A few minuscule new features have been added to make the process easier to use. For example, using the current version of PrC, try making an attack with an index of 8000h and then searching for unused indexes. Go make a sandwich and come back and see if anything has happened. Maybe it has, but your screen ought to be covered with a single box that looks like it has no end. With the change I recently made that box will never be that large. It will display ranges of empty values rather than listing them 1-by-1. So instead of it saying "0100h, 0101h, 0102h," like it does now, it'll say "0101h - 0102h". Which comes in handy when there's a large range of values that are blank, say "03E2h - 7FFFh" :).

As for string editing in AI, I really haven't addressed that yet. There are so many things that could go wrong with editing AI as it is. I DID, however, add a cancel button to the AI editing. If you make a change that you don't like you can cancel and re-open the window to start editing from the base again.
Good news.
 
Hello, people. I need to ask a question that really bothers me and I'm losing ideas very fast.

The thing is, that, I deleted Vincent's Death Penalty weapon to release space in the Kernel.bin. I wasn't going to use Vincent at all.
But, now I want him in my party again, and when I tried to return the values in, WallMarket shows me an error message saying that an arithmetic function caused a leak- or something like that. What I'm trying to do is set the Shift sound to F9 as it's supposed to be, but everytime that error message comes and then it sets it to FF.
Also, when I switch weapon, Death Penalty's Weapon target section gets messed up...

I'm really starting to fear I've messed up something really badly.
Anyway, is that a problem in WallMarket or in me, and is there any way to fix this problem?
 
Hello, people. I need to ask a question that really bothers me and I'm losing ideas very fast.

The thing is, that, I deleted Vincent's Death Penalty weapon to release space in the Kernel.bin. I wasn't going to use Vincent at all.
But, now I want him in my party again, and when I tried to return the values in, WallMarket shows me an error message saying that an arithmetic function caused a leak- or something like that. What I'm trying to do is set the Shift sound to F9 as it's supposed to be, but everytime that error message comes and then it sets it to FF.
Also, when I switch weapon, Death Penalty's Weapon target section gets messed up...

I'm really starting to fear I've messed up something really badly.
Anyway, is that a problem in WallMarket or in me, and is there any way to fix this problem?
The fix is to restore a backup and be patient. The sound shift thing is a known error and version 1.4 will have this issue fixed. It's the only thing that doesn't work right. For now, just edit the data manually by double-clicking on the weapon name in the list to the left. Use this as a guide for what bytes to modify.
 
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