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

  • Thread starter Thread starter nfitc1
  • Start date Start date
Status
Not open for further replies.
Hmm. That's likely a new WM thing. That's odd because I didn't touch the text creation. Is that the PC text or the PSX text?
 
I found that happening as well. And something different too.
It suddenly starts to display {BOX:RED} on limits in wallmarket. It does this only on a clean kernel.bin and not on my modified ones, for whatever reason.
 
I found that happening as well. And something different too.
It suddenly starts to display {BOX:RED} on limits in wallmarket. It does this only on a clean kernel.bin and not on my modified ones, for whatever reason.
It's supposed to do that. It's BEEN doing that.
 
It's supposed to do that because that text is prefixed with [FEh 02h] which tells the string display to override the default window color and use style 02h, which is red. It does that on a few battle texts too.

It's been doing that for a long time, that's version 1.3.1. If that's not what you're talking about then you should be more specific.

The adding closing curlies is new to me and I'll have to take a look at it.
 
I have some feedback. Not related to this new WM, but to all versions.

It has to do with the weapons tab, and damage formula 26: Exact (strength * 20). Apparently, it is Strength * 20 when this formula is used on a magic or item, but becomes Strength * 40 when used on a weapon.

I created a weapon supposed to always deal 160 points of damage, so I chose this formula, and set 8 as its strength. In game, though, instead of dealing 160, it deals 320. Always. And no matter which enemy I hit. I double-checked the enemies' elemental weaknesses as well as the weapon's element, but no, there are no elements that could cause double damage. So there is something funny going on. I can't find any explanation as to why this would happen, except for the possibility that the formula actually adds 40 points of damage for a single strength point, in the weapons tab. I also tested it on more weapons, and the damage dealt is also twice the one you would expect given the formula.

Or, if I'm wrong and I just overlooked something that would make this behavior something you can expect, please shed some light on the matter.

EDIT:

This is really weird, guys : even when I decrease the weapon's strength, it still deals 320. Now I'm completely lost  :o
 
Last edited:
sounds like a mechanism mess-up. aka, using a damage formula on something where its not intended.
i can test this and tell you if the same happens to me.
 
I have some feedback. Not related to this new WM, but to all versions.

It has to do with the weapons tab, and damage formula 26: Exact (strength * 20). Apparently, it is Strength * 20 when this formula is used on a magic or item, but becomes Strength * 40 when used on a weapon.

I created a weapon supposed to always deal 160 points of damage, so I chose this formula, and set 8 as its strength. In game, though, instead of dealing 160, it deals 320. Always. And no matter which enemy I hit. I double-checked the enemies' elemental weaknesses as well as the weapon's element, but no, there are no elements that could cause double damage. So there is something funny going on. I can't find any explanation as to why this would happen, except for the possibility that the formula actually adds 40 points of damage for a single strength point, in the weapons tab. I also tested it on more weapons, and the damage dealt is also twice the one you would expect given the formula.

Or, if I'm wrong and I just overlooked something that would make this behavior something you can expect, please shed some light on the matter.

EDIT:

This is really weird, guys : even when I decrease the weapon's strength, it still deals 320. Now I'm completely lost  :o
Damage Formulae 26h (yes it's more than one) is Magical and, if it hits, does 20x the damage of the strength of the attack. It doesn't consider players' stats or anything.
BUT!
Weapons were designed to be physical attacks. If you call a magical formulae from a weapon it's going to act weird. Attacks' and Items' damage strength is located at 0x0F so it's probably looking there in the weapon data. That happens to be the upper byte of the equip mask. That IS a little strange though since that would mean the upper byte would have to be 16h which would mean nothing to the equip mask. Damage Strength is also one byte from the damage formulae indicator so you might want to check the byte after that on your weapon too.
Bottom line is that for that formulae it might not be checking the traditional place for damage strength. Find where your weapon has a value of 10h and see if changing that makes a difference (tell us if it does).
 
Mmm... Aside from this one, most magic formulae work well on weapons... Anyways, I did as you advised (I searched for 10h in the weapons data), but didn't find anything. And since I tried to make such a weapon with Cloud, Tifa and Barret and they all deal 320 damage, something tells me this 10h is not in the weapons data itself (or at least, not in each weapon's data).

Did you find anything, KuugenTheFox ?
 
Formula 0xX6 uses attack modificator but weapon doesn't have it. It is set to 0x10 by default during init attack from weapon data. Weapon has it's own parameter which is calculated based on unit's strength. And then set as base attack for any formula to use.
 
Well there's a good answer. btw, Akari, where are the damage formulae in the executable? I've been looking for a while and I can't find them.
 
Well there's a good answer. btw, Akari, where are the damage formulae in the executable? I've been looking for a while and I can't find them.
This is functions spread through all code. I didn't work with executable - I disasm whole psx ram.
Look in svn. There are all addreses.
 
Last edited:
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:
<screeny removed>

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
OK, this has been addressed and fixed and the links in the first post have been updated even though the version didn't change. Oddly, it has nothing to do with the 1.4.5 update and appears to have been an issue for a while. I don't know why no one has been affected with this until now....


VERY QUICK UPDATE:

Anyone remember this conversation from years ago? Well, it's been on my mind ever since then and I had an epiphany on how I could actually accomplish this AND remove those stupid single characters from the first 256 lines of the Wallmarket.dat file. I never liked doing that. A future version is going to allow importing a menu font map like the one he showed a few posts down. I'm going to modify the "raw data" window to show what text will look like from the game's perspective. That will also have a grid that you can click on to add special characters and stuff. I don't know yet if I want to add this 'feature' to PrC. I see it being useful in AI editing, but that would be exceptionally difficult to pull off. Other than that there's actually very little text in the scene.bin file itself so it probably wouldn't be worth it. If you're trying to save space in the scene.bin, shaving a FEW characters out of the attack and enemy names aren't the best ways to do it.
 
Last edited:
...It would probably be simpler to manually edit the YAMADA.BIN and place the SCENE.BIN in a 'expandable' location, then provide that patch for FF7 NTSC / PAL/ JP modders.

Anyhoo, anyone who really cares about space will just, y'know, delete the redundant scenes.
 
Maybe I'm blind but I can't find a download link anywhere for this tool?
 
A future version is going to allow importing a menu font map like the one he showed a few posts down. I'm going to modify the "raw data" window to show what text will look like from the game's perspective. That will also have a grid that you can click on to add special characters and stuff.
So you're going to add real support for Japanese encodings as well?

Anyhoo, anyone who really cares about space will just, y'know, delete the redundant scenes.
In some cases that's just not enough. My SCENE.BIN is 264 KB and I *did* remove all the empty scenes and subcompressed the hell out of every string.
 
So you're going to add real support for Japanese encodings as well?
I suppose that's one of the ultimate goals, but I don't know how that encoding works exactly. You happen to have the menu text map you could email me so I can test with it?

Maybe I'm blind but I can't find a download link anywhere for this tool?
That's not a question. It's in the first post within the first 10 lines. It's made huge so you can't miss it.
 
Maybe I'm blind but I can't find a download link anywhere for this tool?
That's not a question. It's in the first post within the first 10 lines. It's made huge so you can't miss it.
But it isn't!

This thread starts from what was the second post in the thread before everything was split between releases and feedback. In fact, I can't for the life of me find the original OP, even when I look through the old posts on your profile.

EDIT:

Found it, on Google chache (search for the full title of this thread). Dunno what the hell happened, but your OP disappeared into thin air.
 
Last edited:
Maybe I'm blind but I can't find a download link anywhere for this tool?
That's not a question. It's in the first post within the first 10 lines. It's made huge so you can't miss it.
But it isn't!

This thread starts from what was the second post in the thread before everything was split between releases and feedback. In fact, I can't for the life of me find the original OP, even when I look through the old posts on your profile.
Whagehbha? What happened? It wasn't like that two days ago! Methinks obesebear was attempting to separate discussion from projects again. A failed experiment gone awry, I say!
 
Status
Not open for further replies.
Back
Top