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

  • Thread starter Thread starter nfitc1
  • Start date Start date
Status
Not open for further replies.
ok next bug
materia section
just clicking in one of the boxes which is clear places a value of 0 there so clicking in the level 5 box gives it a 0 which makes it so that the materia is mastered as soon as you get it

when you set the materia type to 19 and any of the values to 56+ then game seems to glitch also you cant select limits attack ids for the materia type modifiers

dual drain crashes the game

so far with my meddleing there has been 0 bugs in the kernal2.bin files or anything text related

lol you can make a materia that lets you use limits whenever you want to only problem is you can only use the limits you know
 
Last edited:
dual drain crashes the game
It's normal. For the dual status effect to work correctly, both "Dual" and "Dual drain" must be checked or the game crashes. Wall Market has nothing to do with it.
 
just clicking in one of the boxes which is clear places a value of 0 there so clicking in the level 5 box gives it a 0 which makes it so that the materia is mastered as soon as you get it
Dang. I thought I fixed that. The Materia modifiers and AP requirements are the only ones that should be able to have empty values. The game acts weirdly when they are 0s instead of NULLs.

when you set the materia type to 19 and any of the values to 56+ then game seems to glitch also you cant select limits attack ids for the materia type modifiers
Materia type 19 is magic materia. Therefore, it will only allow magic attacks. These are attack sections 0 - 3 which comprise the first 56 attacks, or indexes 0-55. Command types will only allow commands so if you go past 31 with any of them that will glitch/crash too. I will NOT make WM enforce these constraints, but I should make a note in the readme for acceptable values. The only constraints that currently exist are only for making sure that the values don't overflow. They're stored very carefully. If any of them go negative or out of scope the program would crash (both WM and FFVII) so that's all the enforcing I'm going to do.

UPDATE: Remember a few posts back when I said GZipping made no sense because the files were larger when the source was smaller? Well now I can say things are even weirder. Kernel.bin file 4 (Item Data) refuses to get along with the rest of the files. The way WM has worked since the first release (and still does) is it executes gzip in a hidden shell with the "-9 -n" extensions. I didn't really like the idea of gzipping each file individually because that's 27 shell commands and 27 chances for something to go wrong. So what I did was chain all the filenames into one LONG command that tells gzip to compress all 27 files at once into 27 different files. Brilliant, right? Yes. But no. When I do this, every file created exactly matches the contents of the original KERNEL.BIN file with one exception. Kernel.bin4.gz is 2 bytes larger. Yet, oddly, extracting both of them results in identical files. I don't know why. When I run it all individually, Kernel.bin4.gz becomes the correct size and I can create a file 100% accurate to the original KERNEL.BIN file when no changes are made. Thus, to maintain complete accuracy with the original file I'm forced to, once again, run gzip 27 times. This ability has improved greatly from VB6 to VB9 so I'm not seeing much of a drop in performance either way.
Also several posts back I was wondering about the text referencing used in the kernel to get descriptions. Battle Text also uses that referencing scheme, but not on the texts that have variable injections like scans and item steals. This is part of the reason why my creation of the battle text was smaller. This has been fixed and now it is identical to the way it is originally stored.
Zack Fair also mentioned that WM kills the ability to sense, making the text show nothing on the PC game. I think I fixed that. :)
Armorvil also suggested in an email to me that a KERNEL.BIN file larger than the original will not work properly on a PSX emulator. I still think it's his method of injecting it into the ISO, but now there will likely be two new changes:
1. An "Update Text" box has been added that will be unchecked if you are not changing the text.
2. When all the data is compiled and ready to be written, WM will warn you that the file about to be written is larger than the original file.
I think these changes will complement each other well. If you change text and realize that it's too large, you just cancel the writing and uncheck that box and compile again. These changes will only affect the PSX version anyway.
 
Last edited:
Sadly, anything i try with modding the PSX version corrupts the "playstation" screen and chashes straight after...however i may not be the best tester...
 
Hi!
This program is very great, but sadly i encounter an error, if i want to compile the (changed files to the) KERNEL.BIN. :( I decompressed the files, changed some items and then i wanted to compress the KERNEL.BIN again, but the result was this:

http://666kb.com/i/b4cye1iqo44kemyub.jpg

Btw, the VB Files 4, 5 and 6 couldn't help me with this problem. :( I guess i need a different pack, or something else. I hope someone can help me. =)

Any suggestion would be great!

Greetings

Edit: I have the german version of FF7, because i am german and live there.
Also, my OS is "Windows Server 2008 Enterprise" (Trial Version, since Microsoft was/is giving the Trialversion out for 240 Days). Maybe this information is needed.
 
Last edited:
Hi!
This program is very great, but sadly i encounter an error, if i want to compile the (changed files to the) KERNEL.BIN. :( I decompressed the files, changed some items and then i wanted to compress the KERNEL.BIN again, but the result was this:

http://666kb.com/i/b4cye1iqo44kemyub.jpg

Btw, the VB Files 4, 5 and 6 couldn't help me with this problem. :( I guess i need a different pack, or something else. I hope someone can help me. =)

Any suggestion would be great!

Greetings

Edit: I have the german version of FF7, because i am german and live there.
Also, my OS is "Windows Server 2008 Enterprise" (Trial Version, since Microsoft was/is giving the Trialversion out for 240 Days). Maybe this information is needed.
The fact that you can open WM at all means that your libraries aren't at fault. This is a problem with gzip not being in the same directory as WM. This is a limitation that will be handled differently when version 1.0 is deemed worthy of release.
 
The fact that you can open WM at all means that your libraries aren't at fault. This is a problem with gzip not being in the same directory as WM. This is a limitation that will be handled differently when version 1.0 is deemed worthy of release.
Hi!
Thanks for your fast answer. =)

Uhm.. gzip.exe and WallMarket.exe are in the same folder. =) I don't know how i can compress the file though, since i get this error everytime. :( Maybe it is not possible with the german version of the file? I can upload the file for you, if you want that.

Here it is: http://rapidshare.com/files/169848125/KERNEL.BIN.html
 
The fact that you can open WM at all means that your libraries aren't at fault. This is a problem with gzip not being in the same directory as WM. This is a limitation that will be handled differently when version 1.0 is deemed worthy of release.
Hi!
Thanks for your fast answer. =)

Uhm.. gzip.exe and WallMarket.exe are in the same folder. =) I don't know how i can compress the file though, since i get this error everytime. :( Maybe it is not possible with the german version of the file? I can upload the file for you, if you want that.

Here it is: http://rapidshare.com/files/169848125/KERNEL.BIN.html
It's working fine for me. Are you selecting the KERNEL.BIN file when you tell it to Compile?
 
It's working fine for me. Are you selecting the KERNEL.BIN file when you tell it to Compile?
Yep. Was that wrong? I try it again without selecting the file. I already tried to select a different folder / filename.. :(

If i choose nothing, i can't click "open". :(

How did you create that programm? Maybe i am missing some DLLs.. Visual Basic?
 
the only thing you have to do is open the kernal file not kernal 2. from there its self exsplanatory. if it dont work its your game or pc. i have a 8 yr old laptop and everything i have found on this site works, with an exception to laviathin.
 
the only thing you have to do is open the kernal file not kernal 2. from there its self exsplanatory. if it dont work its your game or pc. i have a 8 yr old laptop and everything i have found on this site works, with an exception to laviathin.
I know what i have to do, but i get the message everytime. Here it is again:

http://666kb.com/i/b4cye1iqo44kemyub.jpg

I also know, that it is my pc.. I just need to know which files are missing. :( I thought about the runtime files from Visual Basic, but i installed them and -> nothing. Maybe i try it on Windows XP later, since i use the Server 2008 version (it has the same kernel that vista has).
 
how many times have you tryed redownloading it?
I downloaded the file 1 time, if you mean that.

Btw, i tested it on XP.. It worked.. So i miss some files in my OS, but i still don't know which one is missing. Guess i have to wait for NFITC1. :/
 
lol you can make a materia that lets you use limits whenever you want to only problem is you can only use the limits you know
How does that work? o0 Would be great if you say the exact values for this materia. =)
 
lol you can make a materia that lets you use limits whenever you want to only problem is you can only use the limits you know
How does that work? o0 Would be great if you say the exact values for this materia. =)
I'm not too sure about this, but you could create an attack with the additional effect "14" and have a materia that uses that attack. Unfortunately, it would only fill the limit bar of the other two characters in the party, leaving the bar of the character using it no more full than it was before.*

* With good reason; this property only normally exists in Aeris' limit break "Fury Brand". If it filled her limit bar as well, the player would have infinite limit breaks as long as she was alive.
 
what you can do is go in and edit skills to where every time the user casts it the other 2 allies get limits. this is great with bahamut zero or phoenix
 
Ah.. Sounds nice. o0

I have the problem, that i can't create new spells. :/ I created the "Holy" spell, and put it into the "Ultima" materia. I changed the text (it is shown in the materiatab), but i can't use it in the spellmenu. :/ The spell isn't shown in battle..
 
you have 2 sets of values in the program, ap and the bottom on. you have to set the ap to where you level up the materia and earn it.
 
Ah.. Sounds nice. o0

I have the problem, that i can't create new spells. :/ I created the "Holy" spell, and put it into the "Ultima" materia. I changed the text (it is shown in the materiatab), but i can't use it in the spellmenu. :/ The spell isn't shown in battle..
OK, let me address each of your issues in turn:

1) File not found:
What it's doing when it's compressing the kernel.bin. It needs to find these files. GZip.exe must be in the same directory as WallMarket. Then, all the Kernel files must be in the same directory as the kernel you're trying to write to. After that, it looks for the gz files that gzip should have made. That's all the file access that WM does. If you can "save for later" then it's a problem with it locating gzip. Can you post a picture of the directory where you're storing WM and the kernel?

2) No new attack:
How did you change the name? WM 0.9.X can't do that. How did you add the spell? That may be an issue with the magic list in kernel section 3 (battle and growth data) also which WM 0.9.X can't do.
 
Status
Not open for further replies.
Back
Top