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

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Pretty hyped for this; making the tool more accessible will maybe help people get into the gameplay side of modding a bit more. It'd be nice if there were more of them floating around.
TBH, this has been a long time in coming. It's just gotten to the point where I don't know where to go from here, but I don't want to release source that won't compile for everyone. I'll put it on SourceForge like PrC is.

And this error is purely with exp curve?
All other calculated values currently line up with Terrance's guides. He even berated me when I was starting to implement the curves because I wasn't properly flooring my values at certain steps. :)
He's made a handful of posts in this thread somewhere.
 
Adding to the things being incorrectly calculated, the BASE factor for all curves is always SIGNED. It only ever shows up in HP and MP calculations, but can be used in stat calculation too, it just isn't.
 
What is the best option for Windows 7 users now? I always get "wallmarket has stopped working" error

thanks!
 
TBH, this has been a long time in coming. It's just gotten to the point where I don't know where to go from here, but I don't want to release source that won't compile for everyone. I'll put it on SourceForge like PrC is.
its ok if it don't build . were just gonna use it as a referance to make more ff7tk parts. we have been putting the kernel off for far to long mostly because buzy/lazy.
 
Bug. 

When looking at the materia list, selecting "Cover" materia and then moving to Underwater materia, below it, will not update the Materia Subtype drop down info and probably other info too.  Likely replicated on other materias.
 
Is there a known issue where editing the kernel can cause text to glitch?

I edited several weapons/armor to include more text descriptions, and never got a warning message that the text was exceeding limits. But for some reason, Tifa's limit break now says "B Rush" in battle instead of "Beat Rush" even though i never touched her limit break or any text related to it. Any idea what could be causing that?
 
Is there a known issue where editing the kernel can cause text to glitch?

I edited several weapons/armor to include more text descriptions, and never got a warning message that the text was exceeding limits. But for some reason, Tifa's limit break now says "B Rush" in battle instead of "Beat Rush" even though i never touched her limit break or any text related to it. Any idea what could be causing that?
Known issue. I can't reproduce it so I can't fix it.
 
Known issue. I can't reproduce it so I can't fix it.
Haha, yeah - this one is as old as time and we never did get to the bottom of it.  You can use touphScript to correct it, at least :)
 
So I was wondering if there was a way to make it so you can split up the kernel bins for 7th Heaven like you can do with the flevel.  With the new feature that does that can they be put in an Iro and it will still take effect or is there a different way to do that?
 
What do you mean by "split up the kernel bins"? I don't know what 7th Heaven does with the flevel.
 
It can chunk them to make them more compatible with other mods.  I was wondering if that was possible here as well.  I know WM allows to create parts would that allow it to function within the Iro as the same principle or is the new feature of allowing multiple user changes to overlap suitable?
 
Sounds like a feature that 7th heaven needs to implement. WM has been able to dump pieces since way back.
 
Sweet if I can use those then it can read them and use them.  Did it for the scene pieces.
 
You won't be able to use them in game. The dumped pieces are more or less for source sharing. If I understand it right, only WM can re-inject them into the Kernels.
 
They're raw pieces that could be manipulated in other ways by any other application. But the vanilla exe is looking for a bin-gzip file for these pieces. I don't know how or if other programs can directly insert file contents into memory where they need to go, but these could be used like that.
 
So maybe if we bring this to EQ2 then if it is possible for 7th Heaven to implement then we can use it.  That would be awesome and help a lot.  I think I paste your post in there if that is okay.
 
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