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

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Thanks, i am just gonna use Wall market though (unless you suggest i use the other one that is.) and i scraped the adding spells idea. To much work :-P
 
Hey there,

when I tried to start WallMarket 1.2.1- there came a message-

"WallMarket funktioniert nicht mehr..." (German for "It stopped working")

Running Vista 32 Bit- Laptop.
Geforce 8600 GT
Intel Processor

What could be the problem?
1. Read the first post and make sure you have all the requirements.

2. If you get an error with some actual information in it feel free to post that. "It isn't working" or something like that is no help to me.

Just pick a spell you don't want any more (I've always got rid of spells like "escape" and "DeBarrier"), and change all the data to what you want or your new spell.
Remember that some enemies use spells in the KERNEL and they take the data from the KERNEL.BIN to determine what to do with it. If you change it in the KERNEL it'll affect the attack the enemies use.
DeBarrier happens to be used only by Gi Nattak. He has a 1/4 chance of using it every other turn IF one of your characters has a barrier on.
 
I have the Framework 3.5 and the Power Pack 3 installed- error details:

Beschreibung:
  Stopped working

Problemsignatur:
  Problemereignisname:   CLR20r3
  Problemsignatur 01:   wallmarket.exe
  Problemsignatur 02:   1.2.1.0
  Problemsignatur 03:   4a15be8b
  Problemsignatur 04:   WallMarket
  Problemsignatur 05:   1.2.1.0
  Problemsignatur 06:   4a15be8b
  Problemsignatur 07:   11
  Problemsignatur 08:   c6
  Problemsignatur 09:   System.InvalidOperationException
  Betriebsystemversion:   6.0.6000.2.0.0.768.3
  Gebietsschema-ID:   1031

Lesen Sie unsere Datenschutzrichtlinie:
  http://go.microsoft.com/fwlink/?linkid=50163&clcid=0x0407
 
Hey NFIT I wanted to make another move but i hit abit of a brick wall...again

What i want to do is make a regular magic spell's animation look like all creation (yuffie's limit level 4) but with wallmarket all of the limit breaks in that area are...faded out and all say the same info

so what would be the animation ID for that? thanks in advance and sorry for buggin ya with this stuff.
 
I'm having an issue. When i finished editing the descriptions of of all my spells. But when i try to use my kernal2 file it crashes. Any idea why?
 
sometimes the data doesn't write correctly like sometimes if i create a new name i come back to find other names are messed up.

also if you make spells do what they can't do, it will crash. i tried to make ultima hit multiple times...couldn't do it and it crashed.

also NFIT, is there a way i can make an accessory have the effect of peerless? or make it so that the wearer is invulnerable? i made it so that vincent is sephiroth in battle, with the exception that he isn't invincible.

i kinda want his invulnerability to be easily done, i made it so that a specific armor makes almost all attacks hit 0 (except non ele magic, and special non-physical attacks) but that doesn't seem to be enough
 
Oh, Well the names were fine thats why i'm confused. Just reloaded everything on Wallmarket and the names and everything are the same. BUT! i added that tetra disaster did all four elements instead of One
 
tetra disaster does 3 elements... (the kujata summon right?)

well what i would suggest is to check and see if you made the attack try to do something it can't. like if you made it do multiple hits it would crash.

but specificly: what is it that crashes? the game when you try and use something that was in kernel2 or is it when you try and create a new kernel2 file?

if i make any changes to anything i always choose the option of creating kernel1 and 2 so that i cover everything.
 
I did the same. But sadly still doesn't work. Using the defaults. works fine, When i change just the names. Works fine (well some of them)
 
You probably did it this way already but just to make sure, you pressed on the pc tab at the bottom and then went over to the name of the attack and double clicked it then changed it right?

i hope i'm not stepping out of bounds, but if you want i could make a copy of my kernel, modify it so that it works the way you want and then e-mail it to you? it would be no trouble on my end to do so.

of course feel free to say no thanks i just thought that this would help  :|
 
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Whoa. I let this go for a while and look what happens. :)

d33eniz: Sorry man. I don't know what to tell you. System.InvalidOperationException is just a little too vague. I'm not sure what to do about that.

Xelane & hellgringer 616: most of the "solutions" to your issues are in the readme.

1. The Attacks with index >= 128 are grayed out because they aren't in the KERNEL.BIN, but their names are. They're only there to let you edit the names and stuff.

2. Make sure you're on PC mode (if you're editing the PC) and create the kernel2.bin as well. Then your name changes will be reflected. Also, make sure that your kernel2.bin is in the same directory as your KERNEL.BIN is. However, this should only cause an error when you load the kernel2.bin, not when you save. If you're having problems saving, tell me what you did and post the error message you get.

3. I don't know how to give an accessory Peerless, but the only way to do it would be by modifying 0x05 manually (double-click and change it) to something that isn't listed. This may not do anything, but there are a lot of possibilities (there are 256 options and only 7 are used). Akari might know better, but I doubt anything other than the known values in those locations would do anything.
 
Hey NFIT thanks for helping us out. Hopefully this fixes hellbringer's problem

as for peerless...well that looks like alot of work, and it might not even work.
Maybe i will toy with it to see if it holds any amusing results.

but when you say 0x05 are you reffering to the raw data?
 
Alright i'll check out the readme. I did click the PC tab. and when i changed JUST the names it worked fine. So i think it's a descriptions limit.
 
Xelane: Yes. I mean in the raw data. Double-click on the accessory and it's the sixth byte from the left

hellbringer616: I had theorized that there might not be a limit on the PC version, but I never actually tested that. I thought some of the descriptions were long enough for the game to display them in two windows, but maybe not...
Great Gospel's description is the longest text there is in battle at 57 on-screen characters and that's preceded by the two "Red Box" characters (FC 02, I think) so that's 60 bytes total counting the terminator.
Menu descriptions go as high as 63 (including terminators) for the ShinRa building keycard descriptions and that one really long string of random battle text that we never see is 71 bytes (also including the terminator). I'd place that at the limit if there is one. So try to keep your in-battle descriptions (on all non-key items) less than 70 characters. Maybe less than 58.
 
Yeah my longest was 78. Probably why it crashed :-D

EDIT: works with the max at 69. Probably will test to see actual maximum limit.

Once the true limit is found would it me hard to add a description text limiter? So's to avoid this problem haha.
 
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At the request of another, I bring this question:

I cannot change the "elemental" screen data (this is found in STATUS menu). Hence I cannot change Ice to Cold.

I also can't change ability subheadings. Like for example, I change cover materia to read "protection" but the ability sub heading still reads cover.

We need to be able to change the status screen elemental names and also the materia sub headings which seem to be collected from same are.

Is this not implemented or is it not inside the kernal files?
 
I cannot change the "elemental" screen data (this is found in STATUS menu). Hence I cannot change Ice to Cold.
I played with the idea of this for a while. There are specific texts in the battle text that are the names of elements that show up during scan. The only reason I didn't use these is because "Ice" is listed as "Cold" in that list, but no where else in the game. It's an Ice materia, Ice attacks, Ice elemental damage. The term is used interchangeably in the game (a tribute to poor translation). Also that the "Hidden" element has no name. I suppose that doesn't matter as much. This probably does need to be changed to allow for this.

I also can't change ability subheadings. Like for example, I change cover materia to read "protection" but the ability sub heading still reads cover.
I don't know what you mean by "ability sub heading". Please elaborate.

We need to be able to change the status screen elemental names and also the materia sub headings which seem to be collected from same are.

Is this not implemented or is it not inside the kernal files?
This in formation is not in the KERNEL.BIN. It's likely handled in the menu data. I'm not quite sure where this is.
 
I understand that the data is in another file?  Not kernal.  The pity is, without such a tool, it is impossible to edit the items underlined in red >

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/111.jpg

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/222.jpg

Also, 2 small bug I found.

If you are editing a name from say "Fire" to "fire"  it won't update on screen because it is justa  case change.  Doesn't seem to see the change.

Keep up the good work :)  The proper translations from the japanese game btw are:

Ice = Cold
Fire = Flame/Blaze
Lightning = Possibly Thunder but can be either

bug 2:

If I try to edit the description area of "attack"  in the command tab to "attacks with the equipped weapon"  and not "attack with the equipped weapon"  it will not update at all.
 
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I may have also worked out what 0002h is.

I used phoenix summon which uses this....and the enemy stopped.  Maybe it inflicts a random status?

I certainly don't remember phoenix stopping opponents before and it does not appear to be one of its attributes.
 
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