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

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Are your changes still there when you re-open WM? I think the bootleg makes a different kernel pair in a different directory.
 
Ah, yes the changes are still there when I close Wallmarket and reload, however they disappear once I load FF7 and return.  A search result showed 29 Kernel folders within \FinalFantasyVII\data...

In all honesty I wanted to use this to alter the Buster Sword to be usable throughout the campaign, and since using Wallmarket to read what another mod has already changed am happy with it as it is.  So while I'd appreciate learning how to use Wallmarket, if this starts an impending headache for yourself, likely isn't worth it for the changes I might make.  ;)
 
Request: Make an option to update the animations from PSX to PC (and vice-versa) with the correct ones, since some (if not many) animations don't have the same ID between PSX and PC. I think it would be handy, same as with Proud Clod.
 
Request: Make an option to update the animations from PSX to PC (and vice-versa) with the correct ones, since some (if not many) animations don't have the same ID between PSX and PC. I think it would be handy, same as with Proud Clod.
The KERNEL.BIN has been verified (by me) to be the same between both PC and PSX. There's no difference in unmodded files so there's no point for such a specific feature.
The scene.bin might be different, but only the AI if anything.

Just re-verified. The scene.bin AND KERNEL.BIN files are identical between the US PSX and PC versions.
 
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There are differences between absolute animation ids of them, yes. They all have the same relative animation indexes (There are already topics discussing the differences and further discussion of that does not belong in this thread).
 
This is still corrupting text :P  I have no idea why it seems to be only me... unless other people aren't using their eyes?  I saved file (which had been saved by touphscript originally, and had no issue after that), and battle text became this >

Not   g
Take Everyt   g

It is possible ts did something to the file that wallmarket later did not like, but all the text was ok after ts had edited it.

In fact, all words "Nothing" and "Everything" in that section have been changed to Not  g and Everyt  g.
 
This is still corrupting text :P  I have no idea why it seems to be only me... unless other people aren't using their eyes?  I saved file (which had been saved by touphscript originally, and had no issue after that), and battle text became this >

Not   g
Take Everyt   g

It is possible ts did something to the file that wallmarket later did not like, but all the text was ok after ts had edited it.

In fact, all words "Nothing" and "Everything" in that section have been changed to Not  g and Everyt  g.
Hmm, interesting. I've known the text gets corrupted for a long time but still haven't found out why. It might be that it's going back to other text entries when it shouldn't for text compression. I hadn't considered that.
 
Well it is certainly telling that whenever a text gets altered, that exact word gets altered everywhere.
 
It's certainly comparing per text line, not the entire file. At least the PC compressn does. Is this affecting the PC, PSX, or both? I also haven't tried using ts to create this error.
 
It does it without ts I think as well....

I am not sure if it effects the psx text :)  This is a tough bug to spot, perhaps show source code to someone else?  See if a new eye does any good?
 
I'm delighted that NFITC1 has kept me in the "About" section :) I still have fond memories of the initial beta testing, was great fun.

I've just done some edits on the Steam version of FF7. Saw it on Steam, thought "Hmm... Still moddable?" and then I found the Bootleg mod collection (looks gorgeous, works beautifully). Installed that, now it's time to mod some more.

WallMarket works absolutely fine on the Steam version; I've edited a buncha weapon and armor properties, very very nice.
 
Can you guys help me out on the WallMarket program? When I change things on the program I'm not sure exactly how to apply the changes so they come out in the game, help please?
 
Yep - Under the "File" menu, you've got "Create kernel.bin" and the like. If you know exactly which file your changes affect, you'd select that file's particular "Create" entry (ie, changing spell names is handled by kernel2.bin on the PC, from memory).

If you're not sure or you've made changes to things affected by both files, just choose "Create kernel.bin and kernel2.bin", and your changes will be reflected when you next start the game.

Of course, don't try and make changes on the game WHILE it's running! ;D
 
For some reason, WallMarket doesn't work for me. As soon as I try to open it, I immediatly get the error message "WallMarket has stopped working". This happens on a Windows 7 Laptop, a Windows 7 PC and on a Windows XP Laptop. I have the zlib1.dll file as well as the Basic Pack and Framework at a higher version than is required. I've tried older versions of WM, I've tried using settings for incompatibility, I've tried running as administrator. To no avail. (ProudClod, on the other hand, works fine)

Any help?
 
Could be the Framework "at a higher version" - Try installing the exact version WM runs on. I had the same problem and it disappeared as soon as I installed the version it expects to work with, alongside the so-called "latest" version. Later/latest versions, it seems, are not entirely backwards-compatible (that is, they don't also install "previous" libraries alongside the newer ones in the one go; the earlier ones should also be installed seperately).
 
Later/latest versions, it seems, are not entirely backwards-compatible
This. It's terrible business practice to NOT make things 100% backwards-compatible, but if the major version number changes you can't guarantee that the same functions exist or behave the same way.
 
Did you dissover a way to place it all into the exe NFITC?
No, but I have removed the dependency of it. When the next WM version eventually comes out it won't need the Power Packs. I may try to incorporate the relevant pieces of the zlib1.dll file into the exe, though. The .NET Framework will always be needed because MicroSoft. :(
 
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