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

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you can go up to 30 000 dmg and HP i thought, using dziugos patch?
 
You can't go past 32767 damage because damage is handled by a 16-bit signed integer. If you try to go beyond that the data will go out of scope and cause an overflow error. This is not to be confused with the "overflow bug" that exists with the Missing Score and the Death Penalty.

I have also tried using the Sewer Tsunami animations and camera positions, but when used with Fire3 (for which the attack modifier was 00) I got the "L5 death" animation and when I used it with Ice3 the game crashed. Hmmm, something must still be going wrong.
I think this goes back to the problem with editing commands. The game knows that it's a player's magic that's requesting that animation so it tries to pull that animation offset from the "player attack" animation set. The enemies' animation for Tsunami just happens to coincide with the player's L5Death.

EDIT: I went and tested some new values for 0x12 - 0x13 based on the Limit Break info that LKM provided.
0x1A - Blade Beam  [performs [] on other row members. Sorta worked on enemy, but when cast on party member they all froze. Not the game, just the characters. Perhaps the "Blade Beam" property needs to be set {0x1A = "10111111"]
0x13 - Tifa's LBs [Bring up slots? Don't perform if "miss"? one of these two, I think.]
0x17 - Howling Moon (A0) [no effect]
0x16 - Lunatic High (96) [no effect]
0x0F - Slots ["Game Over" win battle. 0x13 doesn't change this when on magic]
0x03 - Vincent's Transformations (00,01,02,03) [Lose control of caster. ATB would fill then go to 0 as if attack had been chosen, but not performed. When forced upon vincent, he didn't transform, but the camera moved as if he were trying to perform it.]

It also doesn't seem like the "unused" target flag or properties 0004h, 0008h, 1000h, 4000h, or 8000h do anything at all. I'm still trying to figure out property 0002h's function.

MULTI-RE-EDIT: I was playing around with different possibilities of 0002h's effect and came across something odd. Normally Pandora's Box has this flag enabled. When I cast un-altered Pandora's Box on a Grangalan and it died as it was supposed to if you killed it completely before it could summon/spawn Grangalan Jrs. However, when I turned that bit off Pandora's Box and cast it again, the Grangalan Jr appeared inside the Grangalan as it was dying. The G.Jr then died as well. Maybe this has something to do with counter-attacks.
 
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And thus it is that progress continues apace!

It's really, really interesting reading the posts on the game dynamics so far.

I wonder how much bugchecking they did before initial release?
 
I wonder how much bugchecking they did before initial release?
Seeing as they never intended 0x12 to be h04 for any attack other than Tsunami and h03 for any other "attack" other than Vincent's Limit Breaks (etc), probably not a lot. Their bug checking probably involved making sure no player attacks had any property that were designated "monsters only" and vice versa.
 
Mmm, they didn't really count on their fanbase pulling it down to its skeleton and rebuilding it hey :P
 
Mmm, they didn't really count on their fanbase pulling it down to its skeleton and rebuilding it hey :P
No. No they didn't. Considering on the basest of senses that this is reverse-engineering and a violation of the EULA, no. At least on the PSX version. I don't know about the PC's restrictions.


I have been editing materia as well. Summon materia to be precise, and I have found that the materia attributes from 0x0E-0x13 seem to be redundant. After trying to edit KotR in such a way that the player would be required to get it to level two before it could be used once, I found that I could still use it once with lv.1 KotR materia, twice with it at lv.2 and three times with it at lv.3 (when it was supposed to be once - the point of lv.3 would be to master the materia and nothing else).
I have heavy-heartedly confirmed this. This makes me sad. I figure this is another "lazy programmer" trick where they suddenly decided "they're all the same, why not just hard code it?" Lousy programmers. :( So, this makes Materia Type 3Bh into "Allows Summon [1] [AP level] times in one battle." So no Ultima/FullCure/Shield effect where you have to get to level 2 before you can summon.
 
Damn. That would have been a very good way to balance out the attack power of the big summons like KotR and Bahamut ZERO, which I think should be almost impossible to use before disc three.
 
I had to update once again. Materia AP calculation wasn't working and for some reason, lost to the deepest reaches of time, I forgot to allow the accessories' elements to change! Talk about embarrassing.  :oops:
So sorry to everyone who has downloaded this before. I hope you keep coming here every few days to check up on it.

Updates:

  • The layout has been mostly changed. You'll see what I mean when you run it. I think this is MUCH better than the system I had before. Most of the related fields are all in the same places for different tabs (much cleaner looking IMO).
  • Fixed the Accessory Element bug.
  • Added the other seven elements to the Accessories. I don't know what will happen if you try to absorb health or the others, but the option's there regardless. I guess you could nullify healing in-battle with an overpowered accessory now.
  • Fixed an issue with AP levels in Materia.
  • Added quite a few values to "Additional Effects" and some to damage bases.

EDIT: I just ran through the entirety of scene.bin and NO monsters use the attack attributes that are unknown (0004h, 0008h, 1000h, 4000h, 8000h). These might be ignored by the game or cause crashes when set. I haven't tested any of them. I suppose I should leave them there just because. :)

RE-EDIT:More "Additional Effects":
19h Hell Rider VR2's Electromag. Switch targets' row positions
1Dh: Carry Armor's "Damage Attack"
1Dh: Carry Armor's Left Arm's "Release Left Character"
1Dh: Carry Armor's Left Arm's "Release Right Character" Release character from escaped/death?

There are no additional Damage Formula values that are used (yay!), but 83h should now read: "Hit for HP * ([]/32) if level/Atk% is not a fraction."

Also of note, no monster-exclusive attacks have the attribute of 0002h (whatever that does :( ). Still need to find this out and I think this will do it for unknown attack values.

RE-RE-EDIT: Effect 08h, "Toy Box ?". It randomly picks an animation between its own animation + 1 and its own animation + 7 to show. It still retains all the properties of its own attack.
Eg: Fire (anim of 1Bh) was given effect 08h and would randomly perform an animation from Fire2 (1Ch), Fire3 (1Dh), Ice (1Eh), Ice2 (1Fh), Ice3 (20h), and Bolt (21h). It retained all other properties such as Element and MP cost.
Note: this is probably specific to the type of attack (magic, summon, E.Skill, limit break) it is since I think the animations are separated this way as well.
Some people have probably already figured this out, but no one decided to tell me. :(
 
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Just downloaded it.

Yes, the new layout is much better.

And I think that if you make an accessory absorb health, the character wearing it will be damaged by healing spells and KO'd by Life spells/Phoenix Downs, just like undead enemies.

EDIT: Oops. I've just noticed that the equip effects for materia are missing.
 
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I have just got round to trying Aps' Sewer Tsunami without the mysterious 04h modifier at 0x12; without it, both kinds of Sewer Tsunami did the same amount of damage to both sides (and Aeris, who was in the back row, took half damage both times as well).

So, it looks as if 04h does what we thought it did, but it might not be possible to use it with attacks the party can use.
 
It just occurred to me that Magic causes NO back attack damage. I can't believe that it took me this long to realize that. The attack needs to be physical and the target goes to all battle participants. I changed Comet2 to have a Damage Base of 11h (physical), Strength of 3, target to 47h (multiple, both sides, same as both Sewer Tsunamis), 0x12 to 04h and 0x13 to 0 and my party took around 1050 avg dmg while the enemy party I was up against took about 875 avg dmg. I changed Comet2's 0x13 to 1 and my party took around 560 avg dmg and the same enemies took 1900 avg dmg.
So 0x12:04h  DOES work, but only if the attack is physical. Target may not necessarily have to be 47h. Description is: "Causes back attack damage (physical only) to target in row []". I'm guessing caster's row is always row 0.

I've been screwin' around with Damage Base (as it will now be called as that's what it really is) and I think I have identified 47h and 50h. 50h at least, causes no damage calculation (not even a miss or 0) and is used in quite a few magics that change statuses. 47h has the same damage calculation as 37h, but is Magic. Both 37h and 47h ignore Barriers so they should be thus:

37h: Physical Damage [Strength x 16]; ignores Barrier
47h: Magical Damage [Strength x 16]; ignores MBarrier
50h: No Damage Calculation

Def Ignoring is completely different. Pandora's Box is Def Ignoring, but MBarrier still protects against half the damage. Def Ignoring will ignore the target's Def and MDef stat. Even with these values, however, there is still the random variance ([224..255]/256 or so) that the attack is multiplied by every time. Only 26h skips the random variance and M/Def status. If an attack/item were set to 37h and Def Ignoring, it would act the same if it were, instead, set to 47h and Def Ignoring.

To Test:
Effects: 01h, 02h, 03h, 09h, 16h, 17h.

Just tested 01h. If the attack attempts to inflict death, but the target is immune, then it "summons" Gunge Lance.
Just tested 02h. The attack randomly "summons" Fat-Chocobo.
I say "summons" because this gets tricky. Fat-Chocobo's animation is 10h for SUMMONS. If a Magic attempts to "summon" Fat-Chocobo, the battle engine will read the data on the Fat-Chocobo attack (except it keeps the original target(s)) as a Magic and perform animation 10h (MBarrier). The same thing would probably happen with Items (10h is Smoke Bomb) and E.Skills (????). The same sort of thing happens to Gunge Lance. The camera just freezes in most cases when these happen, however.
Choco/Mog gives the Modifier 0x13 a value of 15. This is probably the chance that it will summon. I'm not sure what it's out of, but it seems that even at 15 it rarely happens. I must have cast Bio 20 or more times in one battle trying to get it to summon Fat-Chocobo. It might just be straight-up percent.

I haven't even touched 09. I tried a few attacks with 16h and 17h, but couldn't get any results.

0Ah, 0Bh, 0Ch, 0Dh, 1Ah, and 1Eh - 22h. These are not used anywhere in the game, but they exist in gaps between other known effects. Do they have any purpose? Probably not. I'm likely to ignore these, but if someone wants to test them, go for it. :)

Oops: 1Ah is Blade Beam's. It's "perform attack [] on targets not targeted". I made Fire perform "Knights of Round" (not "Ultimate End". Again, it's using the attack data's names as well since Summon attack names are stored elsewhere.) on 5 out of 6 battery caps. However it has the same animation issue as 02h has in that it will use the animation index of the Magics and not summons and this attack looked like Barrier. :)

The 0002h property. I have no clue what it is. I thought it might be related to pausing ATB, but it doesn't seem to have that effect. ATB pauses on "wait" mode whether or not that is checked.
Also, what effect does Blade Beam property have? I know it's the only attack that uses it and I thought it might be something like "target becomes caster" or "maintain individual animation for multiple targets", but those don't seem to be correct.

I think these are the last unknowns. If I can get some help flattening out the unknown parts of these then this will be ready for version 1.0!

EDIT: Once again I updated this with the new descriptions. I also re-did the Weapons tab because the element information was limited. I removed the limitation. Until now, you could only have one element on your weapon. Now you can have as many as there are. I don't know why exactly I did it that way to begin with, but now you can make the Buster Sword do Fire, Ice, and Bolt Damage.
Other Properties were changed from their values to simply "unused". No attack in the entire game uses them, but I'll keep them there in case anyone wants to play with them. Ya know, try to cause crashes or something. ;)
Menu restraints in the upper left were re-done. Seems that everything that shows up in the out-of-battle menu shows up in the in-battle menu. So the "Appears in Battle Menu" was changed to "Sellable" (which is what I figured it was since beginning this).
I JUST noticed a (rather embarrassing) typo in the Attack Damage selection. Ignore it for now. I'll fix it in the next version. It's not worth a re-upload. :)

RE-EDIT: I screwed around with 0x12:13h (On Tifa's LBs) a little yesterday and got some strange results. I set Fire2 to that effect expecting it to give me a slot and when Vincent cast it he transformed into Death Gigas! I didn't lose control over him though. That was weird. I told him to attack the only enemy left and for a while I thought it froze, but he went through an entire idle animation loop beginning after the loop I commanded him on ended, appeared in front of the enemy, performed another entire idle animation loop (maybe two), the enemy just took damage as if hit (but DG didn't move), went through ANOTHER idle animation loop or two, went back to his position in line, performed MORE idle animation loops then the battle ended. Very weird. I've been afraid to test it with another character. :)
Speaking of Tifa's LBs, I've currently got Damage Base B1h set to "Based on Slot (Hit/Miss/Crit)". While this is true for Tifa, it's not exclusive to her. JENOVA*Birth's attacks all have this Damage Base as well. TFergusson states that it cannot critical. That makes a lot of sense. You wouldn't want Tifa's LBs critcal-ing on their own since it's based on the slot wheels. So I'm changing the description to:
"B1 Physical (Base * [Strength / 16]); No random criticals"
Either that or 11h must become "11 Physical (Base * [Strength / 16]); Allow random criticals" since 37h doesn't critical either.
I also noticed that since Blade Beam itself calls upon attack 7Ah that the attack in KERNEL.BIN must be the blade beam shockwave. So I'm changing its name from Braver to Blade Beam Wave and truncating the rest because they aren't really Cloud's limits. There will be an update soon with these corrections.
 
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First off I just wanted to say that i'm having alot of fun with this.  The only problem I am finding is when trying to add multiple hits to attacks.  I was able to increase the number of hits that Comet2 does but when trying to add multiple hits to matra magic, nothing changed.  I also tried chocobuckle to test and also no go.  I was thinking it had something to do with the hits not being able to register before the attack was finished but all I ever saw was one hit.


EDIT:  I have also seen that if you modify, that is add or subtract added attributes from materia, the changes will not stay when you choose a different materia or if you save.  The same thing happens with regards to changing who can be equipped with armor.  Thanks again for the great stuff :)
 
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First off I just wanted to say that i'm having alot of fun with this.  The only problem I am finding is when trying to add multiple hits to attacks.  I was able to increase the number of hits that Comet2 does but when trying to add multiple hits to matra magic, nothing changed.  I also tried chocobuckle to test and also no go.  I was thinking it had something to do with the hits not being able to register before the attack was finished but all I ever saw was one hit.
Multiple hits are tricky. I think there's something in the animation that tells the battle engine when to apply damage. It probably does multiple hits, but only shows the first/last one? The only way to know for sure is to set an attack (say fire) to a low power with multiple hits and sense if your target has fewer HP than that number took off. Easy enough to set up. I might test this later.
EDIT: I just tested this on the Midgar Zolom. Fire was set to 2 hits and cast on "Big MZ." Damage displayed was 880, yet its HP went from 4000 to 2229 (difference of 1771). So there WAS another hit in there that did 891 damage, it just didn't show up.

EDIT:  I have also seen that if you modify, that is add or subtract added attributes from materia, the changes will not stay when you choose a different materia or if you save.  The same thing happens with regards to changing who can be equipped with armor.  Thanks again for the great stuff :)
This is terrible! Somehow this got by my testers *glares* that the data never changes. Actually, the Armor values DO change, but I made a typo for the equips and it alters the data at 0x13 twice instead of 0x12 and 0x13. Teehee. And apparently I never did write anything to alter Materia Statuses or accidentally erased it since. I have no idea how that happened.
It has been resubmitted.
 
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I just wanted to say i love the new format,     only thing that i can suggest would be making the list of weapons and armour and such appear in the order they are supposed to be found in the game.

right now for example in the list, force stealer is listed way down the list but when playing the game you find or can buy the force stealer soon after you get the hardedge
 
right now for example in the list, force stealer is listed way down the list but when playing the game you find or can buy the force stealer soon after you get the hardedge
This is the order the game has the data stored in (so it must remain so for editing purposes) and it's the way the game organizes it in the item menu when you tell it to organize items by type. It goes through the items in the order WM lists them, then weapons, armors, and accessories. Changing this order can be disastrous for keeping the data straight. If I reorganized any of it, there's a chance that shops would start selling the wrong things since they're based on the order stored in the KERNEL.BIN.
 
Just to say, thanks for this program so much :D

I'm having so much fun screwing around with things its unreal, I've been waiting for a kernel.bin editor forever! So much easier than hexing my way to better armour.

One thing I was wondering... would it be possible to make 3 slots in weapons/armour linkable?
 
One thing I was wondering... would it be possible to make 3 slots in weapons/armour linkable?
Nope, sorry. The game only allows 2 links. WM is enforcing links in pairs because I don't know what would happen if you tried to make a weapon that had, say, three left links in the first three slots (I might try that sometime, but I think it'll crash or treat them as single links anyway). So no, You can't link things like "Steal-as-well" to "DeathBlow" to "Added Cut".
 
Hey, sorry if this has been brought up, but i noticed that MP needed for attacks cannot exceed 255, or FF, even though the Limit should be, and it states in the program too, that it should be 9999. can you fix this easily?
 
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