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

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If you installed Bootleg, it will be pretty much the 1998 version. Run Wall Market as admin and try again. Which OS, and where is the game installed?
 
I've had limited success with it now.  Running it as admin seemed to help a little but not consistently.  I am installing it to the default folders with windows 8.1 64x.  The weapons i can mod a bit now but the items I cannot.  I use the Diamond Tiara as a test item and the text is always the same.  The update text box is always greyed out as well (this may be why the tiara isn't displaying the correct text.

Also, one other thing i noticed.  When I got frustrated and decided to start from scratch, the kernel file wasn't where WM thought it was.  It displayed a kernel file in the open dialog box but when i got there via windows explorer there was no folder/file to be found.
 
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I am installing it to the default folders
That would be the cause of all your errors. Install somewhere else, such as C:/Games and try again. That's why your changes don't save properly, and likely why your kernel is not where it should be.
 
Got it man.  It seems to be working now.  with the exception of the item text but that's negligible for my purposes.  Thanks for all the help! :D
 
Hey all,

Been having some weird issues pop up with Wall Market now and then, mostly with certain text patterns disappearing (for instance, on saving and then re-loading the kernel it'll have deleted all instances of the letter 'd', or a phrase like 'is used' or similar either from names or descriptions or both). These were fairly minor up until now, quick to correct and rarely repeated, but the most recent one has me a bit worried.

This time, it combined names with each other and in Materia it combined descriptions to create long chains of text in addition to it's usual routine deleting certain patterns of text, etc. But the weirdest thing was KOTR's attack name 'Ultimate End' being mysteriously renamed to Crusader; I've never renamed this attack before, let alone to something specific like that. I don't think I've ever typed in the word Crusader into Wall Market at all. I've actually had a recent glitch turn up in the kernel before this which displays KOTR's attack name when summoned as a blank box, so it's bugged in some way. As for the sudden renaming, is it somehow possible that some memory from another mod leaked through the program? I've looked at other mod's kernels in the past; it's the only thing I can really think of, unless it's coded into the tool somewhere.

I'm not looking for a solution as such, I just wanted some info on what the glitches are caused by and/or how serious they are. The kernel appears to be fine after I corrected all the mess, and the game seems to be running okay, but is there likely to be corruption of some kind in the file? The text it combined in some of the Materia's description boxes were really long; could that have run over into other code and overwritten something important?

Edit: Lucky 777th post!
 
@Sega Chief
That has been reported since version 1.1 and I've never tracked down the cause. The "working" solution is to start editing again from a backup. If you can reproduce the error let me know how you did it because I've never seen it happen even though I know it does.
 
Yeah, it happens to me all the time and I am pretty sure it's doing it on saving, rather than loading. It's very annoying.  Best to keep a touphscript backup of the text and use that instead for text stuff.

Why patterns though, that's the puzzle I have?

And no, Sega Chief, this can't cause any issues because the text is in separate area.
 
...I am pretty sure it's doing it on saving, rather than loading. It's very annoying.
This is the one thing I'm sure about. It's LZS compressing the text before it saves and that's got to be where it's messing up. It doesn't happen all the time with changes that supposedly trigger it. It's likely due to my optimization of the compression being slightly off.
I should probably run some brute force tests and see if it's a random oscillation or not.
 
So the text is separate, that's good to hear. I didn't know Touph handled kernel text as well; I'll try using that to save time in the future.

@NFITC1 I'll keep a copy of this kernel and test different edits with it. I can reproduce the problem by changing Mythril Rod's item description + stat modifier from +10 to +5. The patch with the kernel in it is here, if someone wants to give it a try and see if it happens on their end (mind to back up your scene + kernel before applying): https://mega.co.nz/#!Tp9yDDLY!YBfJcE_xy9yb2kEOHN75EgqGiIsvTtLJHMb6Tu3eLbQ
 
I'm more interested in a from-vanilla change procedure. The vanilla Mythril Rod has no description.
 
no idea how to use this editor. How to I get my ff7 to kernel.bin form?? I can open up wallmarket with my bin file but it all glitchy
 
I need more specifics. It sounds like you might be opening the wrong file. There's a (antiquated) readme bundled with the program. If you can't get the desired results by following that then I can help.
 
the readme your talking about is it the WallMarketHelp? For some reason when I open it up, and I click on the things on the left, nothing shows up.


What I want to know is how do I turn a ffvii NTSC-U into kernel.bin form? I know how to turn it into a BIN file.
 
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You can't just open the disc image. You have to extract the KERNEL.BIN file out of the image, edit it, then reinsert it for anything to work. There are threads on how to do that, but I don't know how because I just have the PC version.
 
CD Mage should be a good tool for that; I use it for applying FFT PS1 mods. Open the CD image (I think you need to tell the program what kind of disc it is; select M2/2352 track) and then look for the kernel file in the CD's folders. Copy-paste that out onto your desktop, make modifications, then copy-paste it back into the CD Image and save it.  That should hopefully do the trick but PS1's kernel has size constraints, etc. that I don't know much about; a PS1 modder would likely know much more about it.
 
thanks sega chief. I figured out how to do it. And thanks NFITC1 for the Wallmarket! You guys rock
 
Amazing editor NFITC1, it's been a really huge help for me so far! I've got one question though regarding item effects:

How can I change the effects of items that can be used outside of battle?

When I change the amount of healing done by an X-Potion or a Turbo-Ether to a fixed number similar to regular potions and ethers, the effect is only changed in battle, but not outside of battle. When I use an X-Potion in the menu, it still recovers all HP, so I was wondering if the out-of-battle effects of items are located somewhere else in the kernel. Does anyone know how to change an item's out-of-battle effect?
 
Amazing editor NFITC1, it's been a really huge help for me so far! I've got one question though regarding item effects:

How can I change the effects of items that can be used outside of battle?

When I change the amount of healing done by an X-Potion or a Turbo-Ether to a fixed number similar to regular potions and ethers, the effect is only changed in battle, but not outside of battle. When I use an X-Potion in the menu, it still recovers all HP, so I was wondering if the out-of-battle effects of items are located somewhere else in the kernel. Does anyone know how to change an item's out-of-battle effect?
It's not located in the kernel. Most likely it's inside FF7.exe, as other menu data tends to be there as well.
 
It's not located in the kernel. Most likely it's inside FF7.exe, as other menu data tends to be there as well.
Oh, so this data hasn't been found yet? I see... So I guess I'll have to wait with potion editing for now.
 
Oh, so this data hasn't been found yet? I see... So I guess I'll have to wait with potion editing for now.
No, the data is found. I have it documented. It's just not in the KERNEL.BIN so nothing you do in WM can change it.
 
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