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

  • Thread starter Thread starter nfitc1
  • Start date Start date
Status
Not open for further replies.
Hey people,
I've been using Wallmarket for some time and the program works great, the only problem is that it can't handle Japanese characters.
Is there any plan to add Japanese language support in the future?
Or can I do that myself by editing wallmarket.dat?
 
Hey people,
I've been using Wallmarket for some time and the program works great, the only problem is that it can't handle Japanese characters.
Is there any plan to add Japanese language support in the future?
Or can I do that myself by editing wallmarket.dat?
There was, then that option got dropped. I may go back and add it in now that I know how using an XML file instead of a flat .dat one. I'll have to finish PrCMDI first though.
 
I've been doing some spell modification and was wondering if there was an issue with the attack formula "X6 Caster's HP/2" or if it just works in some weird way. Every time I try to utilize it the result is always 0 damage, no matter how much HP I have.
 
There was, then that option got dropped. I may go back and add it in now that I know how using an XML file instead of a flat .dat one. I'll have to finish PrCMDI first though.
Ah, sorry to hear that.  I don't have any experience in programming but I have the Japanese version of FF7, so let me know if you need any help.
 
I've been doing some spell modification and was wondering if there was an issue with the attack formula "X6 Caster's HP/2" or if it just works in some weird way. Every time I try to utilize it the result is always 0 damage, no matter how much HP I have.
Actually, I don't think it does work. There's no function assigned to that value. The valid ranges are 0, 1, and 8-Dh for the secondary damage formulae. There shouldn't be a X6. I think I was told that is what it did way back when WM was being developed and never checked it myself. Turns out whomever told me that was wrong.

Ah, sorry to hear that.  I don't have any experience in programming but I have the Japanese version of FF7, so let me know if you need any help.
Thanks. I have the Japanese character set so I think I'm set.
 
does this work on windows 7 ultimate?
Is there a reason you think it might not? It works on mine. Male sure you have the power packs and ,NET runtimes from the first post installed.
 
thanks, Im just a newbie here..
will You teach me where I can find the psx kernel.bin?
I would like create some new items and materia for psx but I can't start because
I only have the iso file of FF7.. need help please :-[
 
The search is your friend. That question gets asked a lot and there are plenty of topics that answer how to do that. This topic is for discussion about WallMarket and appropriate mechanics only.
 
Im trying to use the wallmarket but it has to load some kernel.bin file, anyways i'll try to look it up... thanks  :oops:
 
Hey guys, the wallmarket help files are down and im having trouble deleting ai scripts. Im trying to delete sephiroths pre and main battle scripts to make him stand alone, but I keep getting those unhandled exception boxes. Any ideas?
 
Hello, I'm new to FF7 modding and I was wondering if someone could help me solve an issue. I'm trying to give Cait Sith multiple levels of limit breaks. Specifically, each of the slot combinations I'm assigning a limit slot. Anything I put on limit level 1 works fine. The 3 issues I have are as follows.
Limit Level 2: Will automatically pull up slots and no matter what combination will activate the limit set to slot 2-1
Limit Level 3: Works properly in the menu but glitches when activated in battle (camera zooms properly but no animations activate)
Limit Level 4: There's no way to have Cait Sith learn them. I can also speculate they will have the same issue as Level 3 limits.

Any advice would be greatly appreciated. I hope this hasn't already been asked before.
 
Last edited:
I've been using this release of WM a great deal as part of my Rebirth project. As such, I have a few thoughts for improvements in future releases:

1. It'd be nice to be able to clear all statuses when adding a debuff to an existing attack. At the moment, if a user wants to add 'stop' to ice, s/he has to manually uncheck the other 31 options, which is quite a pain.

2. As with PC, I'm not completely keen on the new UI for choosing damage algorithms. It's hard to find specific (often rather special) spell effects.

3. It'd be nice to be able to visualize stat gain curves when editing them. It's possible to do with the current build but rather fiddly.

4. Not that keen on the UI for managing spell order. I appreciate it's not used by that many modders, but it'd be good if I didn't need to manually track which slots were filled. I don't know if your frameworks lets you implement a drag-and-drop interface, but it's something to consider.

5. I've seen issues where a description from one weapon gets copied to earlier weapons if the latter don't have descriptions of their own. I'm having some trouble replicating this bug, so I can't be much more specific, I'm afraid.

6. It'd be good to see address documentation in the AI section of the manual.

7. If I don't tick 'update text', there's little visual feedback that a file has saved. Whilst I trust the application, my instinct is still to save twice. Some kind of message in the status bar might be appropriate, or perhaps an indication in the window title (many apps use asterisks to signify that there's unsaved content, then remove them once the changes are applied).

8. You need to update your copyright notice in the 'About' section!

That's pretty much it. 1.4.5 is quite stable, and it performs reasonably well too. Good stuff.
 
I've been using this release of WM a great deal as part of my Rebirth project. As such, I have a few thoughts for improvements in future releases:

1. It'd be nice to be able to clear all statuses when adding a debuff to an existing attack. At the moment, if a user wants to add 'stop' to ice, s/he has to manually uncheck the other 31 options, which is quite a pain.
This came up a long time ago, but I didn't do anything with it. I'm not sure why. I did it with PrC.

2. As with PC, I'm not completely keen on the new UI for choosing damage algorithms. It's hard to find specific (often rather special) spell effects.
The only thing I can here is clarify what each value does. Check the wiki's damage function page. I recently updated it.

3. It'd be nice to be able to visualize stat gain curves when editing them. It's possible to do with the current build but rather fiddly.
The problem here is the curves can be used for a stat, HP/MP, or exp and they are each handled differently so the curves would look different. I could add four panels to the page with the curves for each type.

4. Not that keen on the UI for managing spell order. I appreciate it's not used by that many modders, but it'd be good if I didn't need to manually track which slots were filled. I don't know if your frameworks lets you implement a drag-and-drop interface, but it's something to consider.
I don't know what you mean by this.

5. I've seen issues where a description from one weapon gets copied to earlier weapons if the latter don't have descriptions of their own. I'm having some trouble replicating this bug, so I can't be much more specific, I'm afraid.
I've seen this happen too. It has to do with the pointers to the "blank" slots not being accurate.

6. It'd be good to see address documentation in the AI section of the manual.
I'm not completely keen on this because my understanding of the addresses is always changing. I'd hate to write something down in the readme that is later proven false.

7. If I don't tick 'update text', there's little visual feedback that a file has saved. Whilst I trust the application, my instinct is still to save twice. Some kind of message in the status bar might be appropriate, or perhaps an indication in the window title (many apps use asterisks to signify that there's unsaved content, then remove them once the changes are applied).
There actually is, but it's so fast at doing it that it's finished literally before the screen can update it. :)

8. You need to update your copyright notice in the 'About' section!
Much of it is supposed to update itself in during the build. I'll check it next time I get to it.
 
I've been attempting to use WallMarket to edit the PSX kernel (Simple things, adding/removing slots for weapons/armor, altering start-up stats), and I've run into something:

Whenever the kernel is saved, its size is slightly changed regardless of whether or not there were any changes (According to CDMage; my hex editor says otherwise). When the kernel is larger than "default", this makes it impossible to insert back into the game disk without truncating it and (Probably) causing all sorts of problems. The size of the kernel objectively increases the more changes I make, but I don't know why adding slots to equipment would require more space. Aren't the bytes for these things already reserved?

Is there a workaround to this issue? Or am I missing something so totally obvious I should be ashamed for even asking?

Edit: To answer my own line of questioning: No. The kernel does not have the bytes reserved for things such as stat bonuses and slots on weapons. Adding new slots or stat bonuses takes up space. This explains why the kernel is increasing in size.
 
Last edited:
Whenever the kernel is saved, its size is slightly changed regardless of whether or not there were any changes (According to CDMage; my hex editor says otherwise). When the kernel is larger than "default", this makes it impossible to insert back into the game disk without truncating it and (Probably) causing all sorts of problems. The size of the kernel objectively increases the more changes I make, but I don't know why adding slots to equipment would require more space. Aren't the bytes for these things already reserved?
The KERNEL is compressed, so simply changing bytes or even bits can create size changes. But I'm pretty sure the KERNEL is decompressed before it's copied into a buffer for the game to use, so you may be able to get away with simply moving the KERNEL's location on the disc and updating the YAMADA.BIN filetable to reflect its new position, as changing flags will increase filesize but not decompressed size. My disc extension patch should be able to help, but I don't know exactly what size increases you can get away with before you encounter complications.
 
I know the kernel is compressed, but the connection didn't occur to me until I retired for the evening. Yeah, I'm derpin' it.

I don't know how to move files around on the ISO, nor do I know how to properly edit Yamada to reflect my changes (Pointers, right?).

On an unrelated note, Libre is quite dandy. What I >love< is that most of the utility programs work for both the PSX and PC versions.
 
My disc extension patch moves the KERNEL and SCENE to the end of the disc, and alters the YAMADA accordingly. No idea how big you can make the KERNEL before something goes wrong, though.
 
it doesnt appear to save for me.  i change the buster blade to have 8 linked materia slots and weapon damage to be the same as vincents death penalty. then i start the game and go to equip the buster blade and it only has 2 linked materia
 
it doesnt appear to save for me.  i change the buster blade to have 8 linked materia slots and weapon damage to be the same as vincents death penalty. then i start the game and go to equip the buster blade and it only has 2 linked materia
Make sure it's actually saving in the directory you're playing the game from and not the VirtualStore or anything like that.
 
Status
Not open for further replies.
Back
Top