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

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no!!!! make the kernal.binXX files, i use it for fixing errors. I allways run into mistakes with my pc, for instance it crashes in the middle of it saving. so the kernal.bin files get corrupted. so i have back ups to just slip in the cluster of kernal.binXX files. so please dont get rid of that please. =(
 
Btw the guy is trying to bring up the fact that ff7 and 10 are connected. interesting, took me a few days but i played all the games involved and watched advent children and i see the connection. after finishing WM Take a look. then play 7, watch advent children, play dirge of cerberus and then play 10 and 10-2. after that think about it and you will see it massive cleary, the writer of ff7 and x10 is trying to make a point about the real world. funny really.
 
Btw the guy is trying to bring up the fact that ff7 and 10 are connected. interesting, took me a few days but i played all the games involved and watched advent children and i see the connection. after finishing WM Take a look. then play 7, watch advent children, play dirge of cerberus and then play 10 and 10-2. after that think about it and you will see it massive cleary, the writer of ff7 and x10 is trying to make a point about the real world. funny really.
#1. Don't double post. The "modify" button is there for a reason.

#2. I know what that website is trying to say, but I don't know what the ""key item" found by wallmarket. "Memories of yuna"" is that NeoCloudstrife is talking about.

#3. I think I'll add a "save/load pieces" option to the file menu. I don't know why your pc is crashing, but in the interest of accuracy and complete compatibility WM should not exclusively load from them.
 
You know, i have no idea what i'm talking about either. and no, it wasn't a key item, it seems to be below "guide book"...the decription had red box tags and squares (which i'm assuming are japanese characters exposed to an unjapanese format)
it wasnt there in PC mode, only PSX mode, and i cant seem to find it anymore. i may have deleted it, however...
also, as a slightly less weird side note, is the kernel responsible for the HP values of enemies? if so, maybe that could be a nice addition to wallmarket :wink:
 
Everything about enemies is in scene.bin. If you want to change their HP, use Hojo.
 
sry bout double posting, my pc crashes because my pc sucks and is over packed(laptop, overloaded harddrive makes it shut down cause it gets to hot), and for the other guy enamy hp is determined in scene.bin. ...


i have an idea, why not make wallmarket a universal editer? insted of just kernal go scene and field scripting.....just a thought.
 
WM will only ever be a kernel editor.

So I created 1.1.7 that no longer creates the kernel pieces on its own. Rather, it will detect their presence and offer the option to open the pieces or not. It will also create them only when the user chooses to (via a new menu option) and delete them as well. This should fix about 90% of the file-related errors that people get since it will only ever read one file unless you tell it otherwise. Down side of this is it will require more memory. Peaked at just over 24MB (*cough**cough*thankyouverymuchWindows*cough* :P) where previously it was peaking out at just under 22MB I think. Let me update the help file a little and I'll throw it on filefront.
 
Just one little thing, when you have the time, NFITC1 :
Heidegger is listing the scene files in hexadecimal, while most other tools and documents list them in decimal values... Could you change them to decimal, too ? It would allow one to use gjoerulv's enemy list more easily, for instance.
 
Just one little thing, when you have the time, NFITC1 :
Heidegger is listing the scene files in hexadecimal, while most other tools and documents list them in decimal values... Could you change them to decimal, too ? It would allow one to use gjoerulv's enemy list more easily, for instance.
NO! I HATE YOU PEOPLE AND YOUR DEMANDS. ....wait. Oops, wrong board. teehee ;) Yeah.... Just updated it. :D
Really I've been meaning to update the Attack ID listed above the Attack names. Now it shows the actual game ID rather than the index in which appears in the file. It goes to 65535 on blank ones because their index is NULL (FFFFh).
 
What I CAN do is make a data sheet of different attacks' IDs.
I've just done this. There are just under 1000 unique attacks in this game. I now have a text file and csv file with a list of their names and the scenes that contain them.
You... are... amazing.  How do you do these things so quickly?  Are you sleep-depriving yourself or something? (please tell me you're not)

Character IA is in the kernel, isn't it?  It's used for Vincent's Limit Breaks and for Sephiroth.  Will this ever be changable?  And if it's not, do you know where it is stored?  I just wanna see what happens when you make Galian Beast, Hellmasker, etc. controllable, that's all.  As for making Seph controllable, I think I found a certain topic on that a while back.  I'll have to go looking for it.
 
What I CAN do is make a data sheet of different attacks' IDs.
I've just done this. There are just under 1000 unique attacks in this game. I now have a text file and csv file with a list of their names and the scenes that contain them.
You... are... amazing.  How do you do these things so quickly?  Are you sleep-depriving yourself or something? (please tell me you're not)

Character IA is in the kernel, isn't it?  It's used for Vincent's Limit Breaks and for Sephiroth.  Will this ever be changable?  And if it's not, do you know where it is stored?  I just wanna see what happens when you make Galian Beast, Hellmasker, etc. controllable, that's all.  As for making Seph controllable, I think I found a certain topic on that a while back.  I'll have to go looking for it.
No. I'm not sleep deprived at all. I don't have a very demanding job at the moment so I work on my own projects while I have down time. I slightly modified Heidegger to produce that entire list for me so it's not like I went through all 256 scenes and wrote down the unique attacks

Yes, Character AI is in the kernel and WILL eventually (key word there) be editable. The easiest way to make Sephiroth controllable is to disable his script. That's easy. Changing the script, that's harder. I don't know how much control I'll give to this.
 
Automatic list production.  Nifty!  I never thought of that.

Character AI, I just want to disable (including Vince's Limits).  Do I just change every AI value to ff or something?  I've never attempted AI editing before.  It seems all so complicated.
 
Automatic list production.  Nifty!  I never thought of that.

Character AI, I just want to disable (including Vince's Limits).  Do I just change every AI value to ff or something?  I've never attempted AI editing before.  It seems all so complicated.
The data is saved in kernel piece 2 (KERNEL.BIN2 using WM) so you can create the pieces and load from them then save that data. Even though WM doesn't edit that info, it still reads it when it loads. It's like it's begging to be edited :O. Anyway, you'll just need to blank out (make the data FFh) with a hex editor and create the KERNEL.BIN from that.
Well, you obviously don't want to blank out EVERYTHING in that piece or you'll get all screwed up. :) All you'd need to do is blank out four bytes. 0x062A & 0x062B for Vincent and 0x0630 & 0x631 for Sephiroth. Instead of erasing the script, that unlinks the scripts to the characters and the game just ignores them. This SHOULD make the game think they're normal characters. Vincent's characters just have a main script while Sephiroth has Pre-battle and main scripts. However, Vincent's limit forms become uncontrollable if these scripts are disabled. The game is hardwired into looking for specific scripts when the Vincent's turn comes around. If it doesn't find them then his turn is ignored and the timer is reset to 0 and starts over. I don't know if Sephiroth is handled this way or not.
 
That's both interesting and disappointing, but I can (almost) guarantee that disabling the AI for Sephiroth will make him controllable.  It's one of the things gjoerulv mentioned in his first post on the thread for his Hardcore mod.  "Disabled Sephiroth's AI so that he is controllable in the Kalm flashback" or something to that effect.  Seph is indeed controllable using his kernel, so yeah. (Unfotunately, his spells consume his MP during battle.)

Thx for the info!
 
Sephiroth can be controllable (I checked it). Just switch his first script off (write 0xffff instead of pointer) His initing script turn on script 2 (attack script) which is run when his timer bar filled. It's not that interesting though.
Vincent limit can't be controllable. His ai turned on from executable. If you switch his attack script off - he will just reset timer bar and will not do anything.
 
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I noticed a weird thing in Wall Market. In my game, Braver and Big Shot randomly damaged my own characters...
I had no clue what caused this, until I decided to uncheck the Random box, in "Limit"'s command target window (in WM "command" tab). The result ? Braver hit all enemies.
Noticing these boxes didn't behave like I thought they would, I remembered that I unchecked the "Short Range" box... ...and as I thought, that's what was making my limit skills hurt my team.

Just to let you know :)
 
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I noticed a weird thing in Wall Market. In my game, Braver and Big Shot randomly damaged my own characters...
I had no clue what caused this, until I decided to uncheck the Random box, in "Limit"'s command target window (in WM "command" tab). The result ? Braver hit all enemies.
Noticing these boxes didn't behave like I thought they would, I remembered that I unchecked the "Short Range" box... ...and as I thought, that's what was making my limit skills hurt my team.

Just to let you know :)
WM is assigning all the targeting data for commands correctly so I'm not going to even begin to speculate why it's doing that. Kinda fun though. :D

Progress on the Battle & Growth data is going well. It's really not as hard as I had initially feared. Although I think there should be a disclaimer saying that editing that is advanced stuff and should be treated with caution.
 
I know you're gonna hate me and my demands even more after this (lol), but could Heidegger list the scene files from 1 to 256, instead of from 0 to 255 ?  :-P

Progress on the Battle & Growth data is going well. It's really not as hard as I had initially feared. Although I think there should be a disclaimer saying that editing that is advanced stuff and should be treated with caution.
Wow, that's very cool. So, for example, with this, one could remove all stat growth at level up, huh... I previously had the idea of eliminating stat growth and make enemies drop sources with a chance of 100% - so the player would tightly control everyone's evolution over the course of the game (think FFX) . That could be interesting.
 
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I know you're gonna hate me and my demands even more after this (lol), but could Heidegger list the scene files from 1 to 256, instead of from 0 to 255 ?  :-P
No. And this time I mean it. It is referenced in the KERNEL.BIN as a 0-based index so that's how it's going to stay in Heidegger. Sorry.

Wow, that's very cool. So, for example, with this, one could remove all stat growth at level up, huh... I previously had the idea of eliminating stat growth and make enemies drop sources with a chance of 100% - so the player would tightly control everyone's evolution over the course of the game (think FFX) . That could be interesting.
Yup. Totally possible when this addition is made. That actually sounds fun. :D
 
NFITC1 would you like to be a moderator for the game section of my forum?
 
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