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

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NeoCLoudstrife: No, ignore that. I forgot it was even there. The limit is 255. LKM confirmed that even if it was over this, the game ignored it.

New update (0.9.24): Only a few things have changed. Most of them visual.

  • Many descriptions have been reworded/added. Pay attention to the Damage calculations and you'll see what I mean.
    • Now it states what type of damage it does. See help file for more details.
    • Some equations have been re-written to make a little more sense (I hope).
  • The Object ID has returned because I was getting tired of counting to which object it was. This is specifically useful in Materia and certain effects where if references a particular object this way
  • Materia Attributes no longer displayed in Hex. Since many of them are references and percentages I didn't see the point of leaving them that way.
  • Materia slots on Weapons and Armor are re-done. Looks best using the Classic Windows Color scheme and DPI of 96 (I think). Also, weird stuff was happening with no growth armors. This was fixed.
  • More typos fixed (apparently not all).
  • Help file has been updated again.

I still need a good icon. It can only be 256 colors, though so no image of Ms. Cloud like I wanted. :( I can still have that in the About Box though so no big loss I guess.
I was also thinking of providing my PayPal account name for donations. I doubt many people would donate and I don't care if they don't. But if they REALLY liked the program...

Edit: I've been playing around with weapons and Damage Bases. It seems that the damage bases that require a strength don't work right on weapons. When I told Cloud to do "Exact target's HP" damage he would only do half that number. When I gave it "Exact target's MHP" the target died in no fewer than two hits "have his HP each time". And it looks like 08h is healing recovery even if it is of a different element. Quite odd, but that's why weapons are traditionally restricted to 11h to A0h - A8h. Humbug, I say to that! HUMBUG!! I'll make it whatever I want and chance the consequences!!! I couldn't find anything to change that made Cloud do more than MHP/2 dmg when it was 24h yet. I'd like to know some others' experiences so we can refine this. It might even be one of the unknown FFs lurking in the Weapon data.

Edit 2: Akari just indirectly clued me into this. I wish he had mentioned it on the forum a while back. Oh well. Targeting flag 20h that is currently marked as "unused" is actually the "Long Range" flag. With this, the physical elements "Hit, Cut, Punch, Shoot, Shout" are not halved when attacking a target in the back row! While this means little for magic/summon attacks, but this DOES mean that the first byte in the weapon data is NOT just 03h for normal and 23h for long range, but that it is, in fact, the famed targeting flags! Setting the Buster Sword to 2Fh, it can target all enemy targets (can be toggled to one) and hits all targets and does the same damage in the back row! So the "unused" will be renamed to "Long Range" and the weapon tab will have to be re organized to include targeting data.
 
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Nifty!!

I've been buried in my C-programming uni assignments recently so I haven't been on here to read about new developments as much as I'd like to have been.

My most recent creation is a simple guessing and pattern game setup. Nothing anywhere near as advanced as what's going on with the WallMarket editor, heh :)

It's definitely fascinating reading the discoveries on here!
 
37h: Physical Damage [Strength x 16]; ignores Barrier
47h: Magical Damage [Strength x 16]; ignores MBarrier
50h: No Damage Calculation
Doesn't physical damage ignore MBarrier, and magical ignore Barrier?
 
37h: Physical Damage [Strength x 16]; ignores Barrier
47h: Magical Damage [Strength x 16]; ignores MBarrier
50h: No Damage Calculation
Doesn't physical damage ignore MBarrier, and magical ignore Barrier?
It does, and before you ask your next question, yes, I'm certain 37h is really a physical attack and 47h is really a magical attack.
How do I know this? The area around Wutai have those stupid locoweeds (or whatever they're called, I never liked them) that cast "Spaz Voice" with a high level of probability to any physical attack that doesn't kill them. Using a weakened grenade will cause them to "spaz", but using a weak Fire Veil will not. Conveniently enough, that area also has the Adamantoise which loves nothing more than to cast Barrier and MBarrier on itself. Both these items definitely went straight through the barriers and did damage to him based on his def or m.def. It should also be noted that 37h and 47h do not depend on the user's stats (at least not for items). So instead of base damage being multiplied by the (strength x 16) like most attacks, the base just IS (strength x 16).

I'm going to shoot for another update in the morning with the targeting data for weapons and the "unused" target flag renamed to "Long Range".
 
Ah, I understand. That makes sense.

That could be compared (in a way) to enemy abilities in FF10 that "pierce" (ie, ignore) protections. Perhaps a more specific description would be "pierces Barrier" - This would show that the attack can "go right through" an appropriate-type barrierif it exists?
 
^ No. I don't want to add FFX descriptions to a FFVII editor. I can reasonably assume that anyone using Wall Market would be familiar with FFVII terms, but I can't say that for FFX terms.

New version of WM is out! Weapon tab shows the most change with the addition of a target frame. As stated before, Target flag 20h has been identified, but I decided to call it "Short Range" because it is on if the weapon is not long range. I think the last big project is finding out just what the property 0002h is. The list of attacks that have it are in a previous post. This is the last milestone to get over. Also, I updated the helpfile to reflect these changes (You can now press F1 in the program and bring up the helpfile) and added my PayPal account to it in case people want to give donations. It will go right back into wallmarket if you do. I don't like the dependency upon gzip, but to get rid of that I'd have to pay for a gzip component (not going to do that just for this and I can't find any free ones). If enough people desire this, I will re-write WallMarket in .NET (it's currently VB6 because that's what I have available at work) which will further rid the dependency on comdlg32.ocx! This step will likely take a while, however.
 
^ No. I don't want to add FFX descriptions to a FFVII editor. I can reasonably assume that anyone using Wall Market would be familiar with FFVII terms, but I can't say that for FFX terms.

New version of WM is out! Weapon tab shows the most change with the addition of a target frame. As stated before, Target flag 20h has been identified, but I decided to call it "Short Range" because it is on if the weapon is not long range. I think the last big project is finding out just what the property 0002h is. The list of attacks that have it are in a previous post. This is the last milestone to get over. Also, I updated the helpfile to reflect these changes (You can now press F1 in the program and bring up the helpfile) and added my PayPal account to it in case people want to give donations. It will go right back into wallmarket if you do. I don't like the dependency upon gzip, but to get rid of that I'd have to pay for a gzip component (not going to do that just for this and I can't find any free ones). If enough people desire this, I will re-write WallMarket in .NET (it's currently VB6 because that's what I have available at work) which will further rid the dependency on comdlg32.ocx! This step will likely take a while, however.
About 0x0002 - what data is this? Maybe I already know what it is. (I'm very close to damage calculation functions in my reverse now)
 
It's flag 02h of attack byte 0x1A. Here is a list of all the attacks that have that. No Enemy specific attack has it either. If it's 0 it's on and if it's 1 it's off. Kinda backwards I think, but that's the way it works. 0x1A and 0x1B of attacks have a lot of special functions.
 
That which grabs my immediate notice is on the Summon Materias - Having previously set them to 2 summons per star, and infinite for a Mastered, the 6th field is now blank instead of displaying "FF".

For "Master Summon", ALL fields are blank.

Is this normal?
 
The value of FF in any of the materia fields is NULL and would probably have no effect. So they aren't displayed. This is mostly to avoid confusion as to what the FFh's are about. They're displayed in Dec now anyway.
 
Planning, yes. But I have to figure out what all that data is. That is definitely the most complicated section. TFergusson's guide on GFAQ's should prove helpful in figuring that out.
 
It really isn't that complicated. It depedns on how advanced you want it. I made a proggy that generates a HP curve (not exp and MP). If you want the user to generate his/hers own curve it might be tricky. But init data is easy.

Well the AI data might be a bit hard to make an editor for as well, but you could at least chose to disable Sephiroths AI to make him controlablein the flashback.
 
How hard is it to mod the EXP/level up curve properly? I've done this a few times, but the results have been strange; the amount of EXP needed to get to level 99 changes, but not evenly. It seems to affect the levels at which the curve changes (i.e.52, 62, 82 etc.) far more than the others, making it more like a track with a series of hurdles than a curve.

It would also be nice to be able to play around with the amount of EXP that new characters are given when the player names them, although I'm not sure whether that is in the kernel.
 
It's flag 02h of attack byte 0x1A. Here is a list of all the attacks that have that. No Enemy specific attack has it either. If it's 0 it's on and if it's 1 it's off. Kinda backwards I think, but that's the way it works. 0x1A and 0x1B of attacks have a lot of special functions.
if this flag is off - this is magic attack.
 
imo the exp curve is good in FF7. Basically all curves head towards their baseline.
 
It's flag 02h of attack byte 0x1A. Here is a list of all the attacks that have that. No Enemy specific attack has it either. If it's 0 it's on and if it's 1 it's off. Kinda backwards I think, but that's the way it works. 0x1A and 0x1B of attacks have a lot of special functions.
if this flag is off - this is magic attack.
Eh? What that mean?
 
It's flag 02h of attack byte 0x1A. Here is a list of all the attacks that have that. No Enemy specific attack has it either. If it's 0 it's on and if it's 1 it's off. Kinda backwards I think, but that's the way it works. 0x1A and 0x1B of attacks have a lot of special functions.
if this flag is off - this is magic attack.
Eh? What that mean?
I'm sorry 0x0004 is magic attack. But it's seems very stupid. Almost all attacks has it, but it removes from code if upper damage function is 0,1,3,6,a or b. FFVII very puzzled.
 
Are you talking about the way the attack data is stored or how it's used in the battle? And what are you calling upper damage function?
 
Are you talking about the way the attack data is stored or how it's used in the battle? And what are you calling upper damage function?
There are two damage functions that called during damage calculations. They are defind by damage function id byte in attack and weapon data. For example for most of weapons there is 0x11 damage function id. This give us upper four bits as upper damage function 0x1 and lower four bits as lower damage function 0x01. More info to come =)
 
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