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

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Well this bug still exists and it isn't going anywhere.  I wonder if it is just me who has this bug?  I am not so sure.

https://docs.google.com/leaf?id=0B1...MDJhZmU5NTA1YTA3&sort=name&layout=list&num=50

This was before I saved.

https://docs.google.com/leaf?id=0B1...Zjg5MjcwOWFkZDU4&sort=name&layout=list&num=50

This was after.  Notice that certain characters have become spaces again.  Like "Toy Box" becoming "To Box" in both places, same with "To  oldier".  I still can't be certain that it happened on loading or saving but I feel pretty sure it happens on saving.  Something is wrong here.

edit:  And there is a pattern.  It seems to happen around similar words or letters.  For example "1:35 Soldier"  has become "1:35  oldier"

edit 2:

I cannot get "Snake Spe  Javelin"  to return to "Snake Spear"  Every time I save and reload it is back as that again.
 
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Well this bug still exists and it isn't going anywhere.  I wonder if it is just me who has this bug?  I am not so sure.

https://docs.google.com/leaf?id=0B1...MDJhZmU5NTA1YTA3&sort=name&layout=list&num=50

This was before I saved.

https://docs.google.com/leaf?id=0B1...Zjg5MjcwOWFkZDU4&sort=name&layout=list&num=50

This was after.  Notice that certain characters have become spaces again.  Like "Toy Box" becoming "To Box" in both places, same with "To  oldier".  I still can't be certain that it happened on loading or saving but I feel pretty sure it happens on saving.  Something is wrong here.

edit:  And there is a pattern.  It seems to happen around similar words or letters.  For example "1:35 Soldier"  has become "1:35  oldier"

edit 2:

I cannot get "Snake Spe  Javelin"  to return to "Snake Spear"  Every time I save and reload it is back as that again.
I have the same problem, except that I can just fix the text and it carries over. I only recreate the kernel2.bin though. ( had the problem with some key items and accessoires )

Another weird text-related wallmarket problem I encountered is that if I change ANY summoning name ( in-battle text, whats displayed when using the summon ) and save that, Ultimate End will turn into nothing and when using KoTR, it displays no summon name at all, despite showing all others just fine ( regardless of whether they are changed or not )

I couldnt find this in the helpfile, but since we have a hp/mp limit patch ( I assume this also means we CAN reach 10000+ HP by gaining levels and a corresponding growth curve )  does that include the limit of 100 for stats or is that still hardcoded in the engine? ( because it makes curve editing kinda pointless )
 
Well this bug still exists and it isn't going anywhere.  I wonder if it is just me who has this bug?  I am not so sure.

https://docs.google.com/leaf?id=0B1...MDJhZmU5NTA1YTA3&sort=name&layout=list&num=50

This was before I saved.

https://docs.google.com/leaf?id=0B1...Zjg5MjcwOWFkZDU4&sort=name&layout=list&num=50

This was after.  Notice that certain characters have become spaces again.  Like "Toy Box" becoming "To Box" in both places, same with "To  oldier".  I still can't be certain that it happened on loading or saving but I feel pretty sure it happens on saving.  Something is wrong here.

edit:  And there is a pattern.  It seems to happen around similar words or letters.  For example "1:35 Soldier"  has become "1:35  oldier"

edit 2:

I cannot get "Snake Spe  Javelin"  to return to "Snake Spear"  Every time I save and reload it is back as that again.
I have the same problem, except that I can just fix the text and it carries over. I only recreate the kernel2.bin though. ( had the problem with some key items and accessoires )

Another weird text-related wallmarket problem I encountered is that if I change ANY summoning name ( in-battle text, whats displayed when using the summon ) and save that, Ultimate End will turn into nothing and when using KoTR, it displays no summon name at all, despite showing all others just fine ( regardless of whether they are changed or not )
I've never run into any problems with the texts. Granted, I didn't test everything in-game, but if they open in WM they ought to work fine in FF7.

I couldnt find this in the helpfile, but since we have a hp/mp limit patch ( I assume this also means we CAN reach 10000+ HP by gaining levels and a corresponding growth curve )  does that include the limit of 100 for stats or is that still hardcoded in the engine? ( because it makes curve editing kinda pointless )
That's not included in the break HP limit patch. The reason I allow you to change the limit on the growth curves is that it's just as easy to change the stat limiter. I believe that's only in one place anyway. I thought I provided info on that at one point. I'll need to go back and look through my addresses list.
 
I am guessing it happens when large amounts of text are edited or certain types or patterns.  I've edited the whole lot virtually for this project.

Download the "after" link and see if you can make the text I mentioned update by changing it from "Snake Spe  Javelin"  to "Snake Spear" etc.  On mine, it won't even save the new data.

They do work in FF7, but what you see in WM is what you see in FF7.  So I am seeing "To Box" for example.  There is definitely a serious bug here.
 
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Did you make sure you save both Kernel 1 and 2? I had the same problem before, but once I made sure that I saved both Kernels, it worked.
 
Yup, although that shouldn't matter since the text is only contained inside kernel2.
 
The following part from the helpfiles of wallmarket is confusion
Starting Items
[cut]
NOTE: THIS IS CURRENTLY THE ONLY WAY TO ADD NEW ITEMS TO THE GAME USING WALLMARKET. There are 23 Dummy items that can be edited without affecting the game (untested).

So, does this mean SPECIFICALLY using ONLY wallmarket? Because it's entirely possible to make shops sell those 'new' items with WhiteChocobo ( sadly, Hojo does not allow for enemies to drop the extra items, so yeah )
 
The following part from the helpfiles of wallmarket is confusion
Starting Items
[cut]
NOTE: THIS IS CURRENTLY THE ONLY WAY TO ADD NEW ITEMS TO THE GAME USING WALLMARKET. There are 23 Dummy items that can be edited without affecting the game (untested).

So, does this mean SPECIFICALLY using ONLY wallmarket? Because it's entirely possible to make shops sell those 'new' items with WhiteChocobo ( sadly, Hojo does not allow for enemies to drop the extra items, so yeah )
That's the only way Wallmarket can add items. If the sentence read: "NOTE: THIS IS CURRENTLY THE ONLY WAY TO ADD NEW ITEMS TO THE GAME; USING WALLMARKET." that would mean that WallMarket was the only program that could add new items. But that's not the way it's written because there are other ways to add items. I wrote that because that's currently the only way that WallMarket can add items to the game.
 
I've never run into any problems with the texts. Granted, I didn't test everything in-game, but if they open in WM they ought to work fine in FF7.

That's not included in the break HP limit patch. The reason I allow you to change the limit on the growth curves is that it's just as easy to change the stat limiter. I believe that's only in one place anyway. I thought I provided info on that at one point. I'll need to go back and look through my addresses list.
Forgot to reply to this.
I actually took a 'new' kernel2.bin and applied all the changes bit by bit again. Might be a faulty save at some point ( or accidentily using 'continue' when encountering an error ) but now there is no problem with either letters disappearing or summoning names being displayed at all.

Also, explaining how to change the growth-stat limit would be much appreciated since changing the curves to go beyond 100 makes really little sense without also lifting the 100 limit.
 
Or, Gemini has some translation tools that'll do it. I looked at his sourcecode, it looks as though he uses some 'generic' gnu ISO handling lib to do the reinsertion, so I guess it wouldn't be out of the question to produce another, similar program, that didn't rely on Visual C.
GNU ISO handling lib? I have no idea what you're even talking about. There's isn't a single piece of GNU code in my libraries.
 
I thought I saw a GISO library. But I did see a glib.h inclusion. I think in your ISO.cpp?

I'll have to try compiling it without Visual C at some point. I haven't looked to see if it really needs VC.

Actually, tell a lie. I'll try tonight.
 
I need some serious help with the stat growth curves

a) Why in the name of god does the min / max value change when I switch the upper bounds value? It sometimes DECREASES when I switch the upper bounds higher than before
b) WHAT exactly is the 'upper bounds' value? is it the upper bound of the stat? of level?
c) is the formula from the wiki correct? aka
Stat Difference = Rnd(1..8) + Base + Floor(Gradient * [Level Attained] / 100) - Current Stat
This difference is capped at 11 and the value located at &[0x01F8 + Stat Difference] is added to that Stat.
d) so in case the formula is correct, what does it actually add to the stat? the value listed at level bonus? ( if so, are there 12 values for a diff of 0-11? )
e) Why exactly do growth curves end up really messed up when you increase the stat limit in the .exe ( at 0x1C6DA7 ) For example, if I set it to 255, the max value anyway, stats are pretty much 1/2 of what they are supposed to be, or even less, and then suddenly spike to instant 255 around lvl 80-90


Or someone just give me a basic explanation of how those curves work. Because after a few hours of thinking it through, calculating and trial and error, I am seriously fed up with this. HP / MP / EXP works just fine, but stats are a bloody mess.
 
I am kinda new to the editing thing but i have managed to edit the weapons how i want them.  But my problem is that when i play the game the text is all messed up all the letters in one line of dialog go into a single letter and the same thing happens in the menu and everywhere else.  I have been working on this for about a day and I cant seem to get it to work right. If someone could help it would be much thanked...

P.S. This editor is awesome.
 
Kuugen the stat curves for them are basiclly anything but the lower the number the higher the stat gain will be so if you set them at 0 your natural max stat is going to be 100-102.
 
Happy Birthday WM! As of Saturday, it is now two years old. I meant to have had this uploaded on Friday, but other things took my time. Regardless, there's now a new version. If blogspot were up it would be reflected there, but it won't let me modify at the moment.

We're not seeing a lot of internal changes, but the main selling points of this are the attack damage formulas and the PC text limiter. I discovered that the text limit that people have run into with Teiho and such were not the result of the kernel2.bin file getting too large, but of the uncompressed data being too large. This new version will warn you before saving if you will exceed that limit.
Materia slots should be more handy now. It will take two clicks to get the materia you want now instead of several. Should be lots easier to modify it the way you want.

Continue to tell me if anything's not working correctly. I'll update the blog when I can.
 
We're not seeing a lot of internal changes, but the main selling points of this are the attack damage formulas and the PC text limiter.
Attack formulae?

I discovered that the text limit that people have run into with Teiho and such were not the result of the kernel2.bin file getting too large, but of the uncompressed data being too large. This new version will warn you before saving if you will exceed that limit.
...Uncompressed data? I assume the data is decompressed into separate buffers on the fly, so I'm surprised this would be an issue.

Materia slots should be more handy now. It will take two clicks to get the materia you want now instead of several. Should be lots easier to modify it the way you want.

Continue to tell me if anything's not working correctly. I'll update the blog when I can.

Shell menu, then?
 
Attack formulae?
Yeah, yeah. Shut it. I spelled it right everywhere else.

...Uncompressed data? I assume the data is decompressed into separate buffers on the fly, so I'm surprised this would be an issue.
That would make sense, but you'd be wrong. There is one LARGE buffer (of 27K in size) that it all gets dumped into and file location pointers get set up for. It's like:

Code: [Select]
Code:
char largebuff [6BFFh];char* filepointers [11h];
then each of the filepointers points to an index in largebuff where the file starts. So it's a triple look-up to find a single entry.

Code: [Select]
Code:
char* text = largebuff[ largebuff[ filepointers[x] + y * 2 ].toWord ];
where x is the file and y is the index of the entry we're looking for.
WITHIN the buffer there's almost no limitation in size for the individual files. If it goes over it's going to leak into the filepointers' data and then into who knows what. Kinda how setting the materia equip bonus to 15h gives you relatively massive bonuses, but that's just reading and not writing.

Shell menu, then?
Kinda, but not really. That's the way it functions, but not the way it's implemented. You'll have to see it for yourself. It's just more efficient....to me at least.
 
Umm... Hey, is there some kind of a bug with the new version? Ever since I dl'ed 1.4.5 I started seeing unnecessary letters in limit names and descriptions (well, actually, in everything that has a {BOX:RED} command). For some reason there seems to appear one each time WallMarket is launched or whatever (don't exactly know when). I had one of those marks deleted from every red box command just a while ago, and believe me, it's quite some work. And now there are two of 'em in every red box command.  >:(

Ah, screenshot. That's what I have, to show what I mean:
glitch.jpg


Well, my question is, would this be WallMarket's doing or is something else screwing this up? The older WM didn't do this stuff, that's for sure.  ;D
 
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