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

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ok if this has be addressed, just reply to this post saying "NO" but here is my issue.

Suddenly i am unable to "update text" when opening kernel.bin. This makes the work i do in the kernel pretty much pointless considering most of my work is cosmetic (Changing spell names, weapon names and descriptions, changing item and accessory names and functions, changing materia names and functions.)

Changed the Destruct materia to Water materia and adjusted all 4 attacks (Water, Watera, Waterga, Waterja)
Changed the Exit materia to be used as the missing Destruct materia but with only Break and Tornado attacks

(this did indeed work) the issue became that i did this with an older release of the WallMarket program and something happened where everything with an H, E, or and A in its name deleted those letters. Ex. - (Final Heaven became Final    ven, Seal Evil became S  l  vil, and so on for a large number of materia, accessory, weapons, armor, and item names.)

I went back in many  months later to try and fix the problem by maybe reducing the descriptions on key item names, "deleting" items, and removing descriptions, of simple items like Tent or Soft to reduce the size of the resulting file, but then i see that the check box for "update text" was unavailable to be checked. Therefore i couldn't fix my problem. Is there any particular reason for this? The only way i could make it work was by removing the Kernel.bin and placing it into a lone folder by itself, but then i couldn't "create kernel.bin and kernel2.bin" which is final in implicating the changes. So i was able to make everything work the way i wanted but when the text was ruined i couldn't go back to fix it, nor could i go and start from scratch with a fresh kernel/kernel2.bin

any help or anything i missed that was simple?
 
the issue became that i did this with an older release of the WallMarket program and something happened where everything with an H, E, or and A in its name deleted those letters. Ex. - (Final Heaven became Final    ven, Seal Evil became S  l  vil, and so on for a large number of materia, accessory, weapons, armor, and item names.)
Yeah, this is a known problem, and there's still no fix. The only thing you can do is try to correct the names and descriptions. If the same thing happens afterwards, try to do it step by step, by saving your kernel2 file after each correction and by making a backup. Thanks to this method, I noticed that it was when I tried to correct a certain name (cait sith's Game Over limit), that some characters would again disappear. So, in the end, I could correct all the names except this one, and it works fine.

I went back in many  months later to try and fix the problem by maybe reducing the descriptions on key item names, "deleting" items, and removing descriptions, of simple items like Tent or Soft to reduce the size of the resulting file, but then i see that the check box for "update text" was unavailable to be checked. Therefore i couldn't fix my problem. Is there any particular reason for this? The only way i could make it work was by removing the Kernel.bin and placing it into a lone folder by itself, but then i couldn't "create kernel.bin and kernel2.bin" which is final in implicating the changes. So i was able to make everything work the way i wanted but when the text was ruined i couldn't go back to fix it, nor could i go and start from scratch with a fresh kernel/kernel2.bin
From what you're saying you're modifiying the PC version of the game, so it's perfectly normal that the "Update text" function is grayed out. "Update Text" is only relevant if you modify a PSX kernel, since the PSX version doesn't have a Kernel2.bin. As long as you create both Kernel.bin & Kernel2.bin when saving (or only Kernel2.bin), your changes should be saved. If they're not, try my above method because it means that changing a certain name triggers the same bug again.

As far as I know, this problem isn't caused by the file size.
 
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Yeah, this is a known problem, and there's still no fix. The only thing you can do is try to correct the names and descriptions. If the same thing happens afterwards, try to do it step by step, by saving your kernel2 file after each correction and by making a backup. Thanks to this method, I noticed that it was when I tried to correct a certain name (cait sith's Game Over limit), that some characters would again disappear. So, in the end, I could correct all the names except this one, and it works fine.

From what you're saying you're modifiying the PC version of the game, so it's perfectly normal that the "Update text" function is grayed out. "Update Text" is only relevant if you modify a PSX kernel, since the PSX version doesn't have a Kernel2.bin. As long as you create both Kernel.bin & Kernel2.bin when saving (or only Kernel2.bin), your changes should be saved. If they're not, try my above method because it means that changing a certain name triggers the same bug again.

As far as I know, this problem isn't caused by the file size.
Thank you, it was a big issue due to the fact that I was using mods to change battle and field models as well as changing weapons (using kimera and biturn to replace and change weapons in the game) so effectively it made sense that if it looked different to change its name and description but I will try this hope I find the faulty selection and that it isn't something important :P
 
Right... I'm a complete noob when it comes to these things... but I'm having problems getting this working.
I open Wall Market, make my edits (I'm mainly editing weapon models so every weapon looks like the buster sword)
etc etc, I've read the instructions, and so I create the KERNEL.BIN file... I go into my FFVII PC game and try it, but nothings happened.
So... um... help please?
As I said, I'm a complete Noob when it comes to all this and I probably haven't even saved the file right... (although I don't know what I could have done wrong etc... but yeah, help would be very much appreciated.
 
Weapons ID are character-specific, as pointed by LostWingx, and so just Cloud's weapons will all look to the buster sword... For the rest I don't know... Upload it maybe? :P
 
Weapons ID are character-specific, as pointed by LostWingx, and so just Cloud's weapons will all look to the buster sword... For the rest I don't know... Upload it maybe? :P
I don't think it's that... lol
I've set all the ID's at 00 because that was the Buster Sword's ID

I just think I don't know how to use the application despite reading the help thing... lol -_-;
I'm a self admitted idiot for these things... haha
I probably need one of those 'For dummies' books for this thing lol...
 
Well... All Cloud's weapons will look like the Buster Sword, while all Yuffie's weapons will look like the 4-point Shuriken, all of Cid's wepons will... well, you get the point.
 
Well... All Cloud's weapons will look like the Buster Sword, while all Yuffie's weapons will look like the 4-point Shuriken, all of Cid's wepons will... well, you get the point.
Yeah, but what I'm saying is... it's not working.
Everything is just normal when I load up the games.
Like Cloud still has the Ultima Weapon etc.
 
I see you managed to save a few things (such as the Buster Sword giving +7 to the Luck stat), but the model IDs are unaltered. Try this : go into your weapons tab, change Cloud's weapons' model ID to 00 in the top-right corner, then select File -> Create Kernel.bin. Then close Wall Market, and open it again. If you see your changes, then it's good and all of Cloud's weapons should look like the Buster Sword.

If not, well... ...it's weird. I tried it, and Wall Market sure saves the changes to Model IDs for me. And since you managed to save other things, I can't see how it wouldn't work. Better call Sculler and Muldy.
 
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I see you managed to save a few things (such as the Buster Sword giving +7 to the Luck stat), but the model IDs are unaltered. Try this : go into your weapons tab, change Cloud's weapons' model ID to 00 in the top-right corner, then select File -> Create Kernel.bin. Then close Wall Market, and open it again. If you see your changes, then it's good and all of Cloud's weapons should look like the Buster Sword.

If not, well... ...it's weird. I tried it, and Wall Market sure saves the changes to Model IDs for me. And since you managed to save other things, I can't see how it wouldn't work. Better call Sculler and Muldy.
That's odd... I definitely didn't edit the Buster Sword giving +7 to the luck stat... all I did was change the model ID's to 00...
Also, I created Kernal.bin like you said, closed wall market, and opened it to see if my changes were there, and they were.
I went into the game, and nothing was different, which was exactly my problem before... :/
 
Make a screenshot of your kernel folder. The issue might be there.
Here:
kernelh.png


I dunno if this would make a difference, but my FFVII PC has been heavily modded with various patches and things.. :/
Although, I doubt that would be the issue.
 
You've got two kernel.bin : kernel.bin and h_kernel.bin. The game must be loading the other one.
 
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