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

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By the way. Do enemies use kernel.bin spell data or do they have have their own custom spells in scene.bin?
For example if I wanted to change Fire3 do ice-elemental damage would it be enough to change it only in kernel.bin or would I need to edit tens or hundreds Fire3 entrys in every enemys personal attack data?
They use the Kernel.bin data, so you only need to edit Fire3 once. The "kernel" magics listed in the Scene files are completely useless.
 
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Huh. Now that I'm looking at Haste and Slow I'm seeing that there's a difference. Haste does always work on everyone and it's 63/63. So do you think that the "/63" label should read "* 4 (%)" or something? I was assuming it was out of 63 because Toad and Mini are 18 and they don't seem to work 72% of the time.
I think good label would be "/63 [automatically calculated % value next to it]" so you would know exact change% and it would also show the maximum allowed value. Not that there's a big difference what some label reads as long as I can edit value easily.
I'll look into it.

And third and last question. You mentioned at some point about co-operating with Squal78, the creator of Hojo enemy editor. Did you get any reply? I wouldn't mind seeing an ultimate scene.bin editor.
I was really just wanting to add an attack editor to Hojo so I wouldn't have to create Heidegger....Obviously he didn't get back to me. :) I'd still like to collaborate though since I don't want his efforts to be in vain.

By the way. Do enemies use kernel.bin spell data or do they have have their own custom spells in scene.bin?
For example if I wanted to change Fire3 do ice-elemental damage would it be enough to change it only in kernel.bin or would I need to edit tens or hundreds Fire3 entrys in every enemys personal attack data?
They use the Kernel.bin data, so you only need to edit Fire3 once. The "kernel" magics listed in the Scene files are completely useless.
Not true. Consider the Adamantaimai. He doesn't have the data for Cure in his scene, but if you Barrier/MBarrier him before his first attack you get a Scene error. This isn't true if his animation isn't set. In that case, nothing happens. Everyone just goes into a coma rather than flashing "SCENE ERROR; CONTACT STAFF". They need the data in their scenes, although I agree it's pointless.
 
Found a minor error under the accessories tab.  Fury Ring causes Berserk, not Fury.
 
This is an amazing program....

How long did it take the author (if they are around)  to make it I wonder....

The GUI is always the part I hate.....that must have took ages too.
 
The author is NFITC1, "Master of the KERNELS".  Worship him!

Yeah, this project has been around since last October, I think.  It's latest update was pretty recent, but it came sooner than the estimated date, which was the 4th of July.
 
NFITC1.  You are a genius.
I quite agree. :)

Yeah, this project has been around since last October, I think.  It's latest update was pretty recent, but it came sooner than the estimated date, which was the 4th of July.
I started it September 25 back in '08 and the first public release was on October 8. Since then I've updated it, probably 30+ times. The July 4th thing was more like a promise that the current update (that allows character AI editing) would really come. It wasn't a true representation of when I thought it would get done. :)
It's actually a little wrong in the current version and Proud Clod is better at the Scripts because I'm willing to wager that more people would rather update the enemy AI over the character AI.

Found a minor error under the accessories tab.  Fury Ring causes Berserk, not Fury.
Dang. I hate little things like this showing up! This must have been around since 1.0 since I haven't touched that box since it was created. This may have even existed back in the 0.9.x versions. :( Anyway, just work with it for now since it doesn't affect anything else. I'll have it changed in the next version.
 
How can I edit Item/Attack/etc descriptions? And is it possible to edit other limit breaks?
 
Do you have the PC version?

With the PC version, names and descriptions are stored in kernel2.bin, while the Limit Breaks are split between the kernel.bin and the executable.  I'm not sure where the Limit Breaks are in the exe, but I think it was mentioned on page 2 of this thread.
 
Thank you so much for that, by the way!

Any chance their location might change if I apply patches to the executable?  (For instance, Higher Resolution and YAMP)
 
:/ cant get this running with vista, i run as admin with xp compatibility mode. Any other ideas?
 
Thank you so much for that, by the way!

Any chance their location might change if I apply patches to the executable?  (For instance, Higher Resolution and YAMP)
I don't think that YAMP changes very much in the .exe (which might be why it's compatible with so many other mods), so I don't think it will change the location of the limit break attack data. In any case, I was using YAMP when I found those values ;-)

I can't really speak for the hi-res patch, since I've never used it, but it's possible AFAIK. However, there's no need for the high-res patch now that there's a custom graphics driver.
 
:/ cant get this running with vista, i run as admin with xp compatibility mode. Any other ideas?
make sure run as an administrator is ticked under compatibility.


In other news:  BUG report: (I am using Vista x64 SP2)

1.  Summon attack names for PC are locked by accident.  The only way to unlock them is to click on PSX, then tick the update text box and then go back to PC tab.  (it is simply that the "update text box" is unintentionally greyed out in PC options.

2.  Unhandled exception when clicking "initial data"  tab

3.  50% of the time, the program fails to open properly.  It gets stuck before giving you the option of opening kernel.bin

4.  Missing Summon battle names:  Gunge Lance (odin's second attack), fat chocobo (choco/mog second attack),

5.  Attack tab:  Multiple duplicates of Limit breaks, especially Caits.  Caits move which damages the party seems to be absent.

caits limits:  Dice, Slots, Mog dance, Toy Soldier, Summon, transformation, Lucky girl, death to all (unknown if this is the name, death to all party), Game over (death to all opponents)  and possibly "toy box"
 
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Gunge Lance and Fat-Chocobo are under the attacks tab.  I think they come right after Enemy Skills (I don't have WM handy right now).

Cait Sith's "death to all" Limit Break is Death Joker, and it is there along with all the others including Toy Box.

In the PC version, all of the duplicate Limit Breaks are greyed out because they are not actually in the kernel.  As for why there are duplicate Limit Breaks in the first place, I'm not entirely sure...
 
Is there anyway to edit the weapon information like "powers up when ally down" ??
 
Look in the "Weapon Damage" drop-down thingy.  It'll be there with many other things (including the special effects of the ultimate weapons, and even the special effects of "Everyone's Grudge", "Aire Tam Storm", and "Heartless Angel").  It's really fun to play with.
 
Look in the "Weapon Damage" drop-down thingy.  It'll be there with many other things (including the special effects of the ultimate weapons, and even the special effects of "Everyone's Grudge", "Aire Tam Storm", and "Heartless Angel").  It's really fun to play with.
I think he meant text information such as "Initial equipment", "Sword is used when ally is down" (Sounds like another BAD translation), "Nullifies [Fire] attacks" and not damage formulas.
 
Oh.  Well, in that case, first make sure that your kernel2.bin is in the same directory as the kernel.bin that you edit.  Under the weapon tab or the attack tab or whatever it is, double click the thing you want to edit in the list on the left.  This brings up the Raw Data window.  Here, you can edit the thing's name, description, and the individual hex values.  Editing the individual hex values in unnecessary in most cases unless you wanna try out WEIRD things.

For instance, to change the name and description of Yuffie's ultimate weapon click the Weapons tab and in the list on the left, scroll down to the Conformer (Weapon ID: 100).  Double click it and do whatever you want :-D  I changed its name to "Materia Freak" and its description to "Bringer of death!!"  (I enjoy using this program.)
 
hahaha  I was renaming the weapons all along but missing the huge box beneath it!

I love this program, it is one of the best things I have ever seen!
 
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