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

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Either way this thread is about WM, not 7th heaven. Any further discussion needs to be in a 7th Heaven thread.
 
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.
I already had asked Iros about that and he was confident that it is possible, but sadly he couldn't implement it. While 7H is open sourced now I don't want bombard ficedula with to many requests. It would be a huge help if somebody would also deal with the tool.
 
Sadly I don't know how to do it or I would offer.  Anyway I cannot get to it if I wanted to anytime soon.  So calling all tool experts if you could do this it would really help everyone out and make compatibility that much easier and open.  Anyway like NFITC1 please move this discussion away from this thread for anymore responders.
 
I'm looking into "fixing" the text issue by essentially starting over completely. I'm re-writing everything that involves text processing, but I've run into something odd. I've known about the F8 code that creates the red box. That is always followed by a 02 value in the KERNEL text, but that 02 value seems to do nothing. It's still "needed" since the F8 code seems to skip ahead a byte to get the text. So I'm curious if there's a function of that argument byte. Anyone know? I'm looking at the asm and I can't find where the code alters the window colors anywhere.
 
I'll look into it tomorrow, but I do recall changing settings with Wallmarket made no change the the text box colour.  I think Limit colour for the boxes is set in hard code.
 
I found it. It does appear that that byte after the F8 is completely ignored. The colors of the corners of the text box are hard coded to 90700000h in ARGB format. This makes it slightly more transparent than a normal text box and mostly appear visually brighter than if the menu's colors were set to that color.

The code for this begins at either 0x6D4BFC or 0x6D6B78. It's conditional which one is picked. I'm not sure the condition(s).
 
It's based on whether it's a Limit break or a normal help box or enemy attack box, iirc?
I do remember now looking at this same code at some point.

And I forgot to look into it again (above).  Sorry about that.
 
I have a different problem and when I change an armor and the description blank, after the save again !Zauber+5 How can I change this because it is after saving and reloading again
 
I am stupidly monolingual and your English is better than my German, but I'm not sure what you're trying to say.
 
I think what he is saying is that when he renames a weapon and saves the kernel that it resets to its original name when he exits WM. My item and weapon changes always take effect but I recentely encounted this same problem when trying to edit the name of a summon under the "attack" column. ( Im trying to have summon attacks be limit breaks, the character will learn the limit properly, it shows the name of the summon under the limit break menu, but in battle it doesnt appear)
 
Well, if you're editing text in the PC version be sure to also "Create kernel2.bin" as well. If editing text from PSX be sure to select the "update text" box at the bottom of the screen when creating the KERNEL.BIN. PSX text updating is pretty slow on some machines so I disabled it by default.

Also, I don't think that summons will work as limit attacks for various reasons. Summon actions are handled completely differently from Limit actions. Don't expect anything but dedicated limit actions to work.
 
I think he's talking about a problem where trying to have a blank description causes text to appear for it anyway. So if I add text to Bronze Bangle for instance and then delete it, in-game I'll get '!Strength+5' or something like that. Might not be the way to make it happen, it's been a while, but there is something odd that goes on when leaving description text blank.
 
Hello NFITC1 (and everyone else),

Do you know how to change the "options" default values as for the default colors for text-windows in the game ?

I'm not sure that the data are in the kernel.bin file, but I don't find them in other files (neither in ff7.exe for example)...
 
It will very likely be in the exe.  just move the cursor for one corner and see what changes.  Track it that way.
 
Hum... sorry it does not help me, but maybe I was not clear enough, or maybe I don't understand what you mean.

First, the color of windows for an existing save is inside the save file. I compared 1 save before and after a change, and I noticed that a small change just in one corner of one game's save changes a lot of bytes in the save file, not only the bytes related to the color itself... probably because of "security" bytes or something like this (so that if I change only the bytes related to the color itself, the game's save is not valid anymore and I can't load it anymore).

...But I would like to change the colors of the windows for a new game, and it looks like it is the same used for the "Continue menu --> select the file to open" when starting the game, which does not depend on the saved files.

I agree that it should be in the exe, but the problem is that the default colors have really common values (corner up-left in RGB: 0,0,176 --> 0000B0 in hexadecimal and there is a ton of "0000B0" bytes in the exe). I just found the following line at offset (h) 00595150:
00 58 B0 00 00 80 00 00 50 00 00 20 00 00 00 00
These bytes starting at B0 are like Blue-Green-Red (or BRG) for corners up-left, down-left, up-right, down-right.
But if I modify them, it doesn't change anything when starting the game. So I guess it is just a coincidence.
 
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If you can trace what addresses are being used for the config - then you can see what writes to those addresses on new game.  It's pretty simple stuff.  I'll have a go now:

DC10D8 is the address that deals with the data.  4 bytes per corner. But you can see that on exit of the config colour screen, these values are written to memory starting 91EFC8, which is the real time data used. The title screen sets this to B0 00 00 80 80 00 00 80 50 00 00 80 20 00 00 80

at  6E7CC3.  The addresses above will be written to multiple times when you have the load/save screen up - since it has to display the colours for all save files, one to the next.

All you want to do is choose what colours are being used as default on game start.  To do this, see what uses 6E7CC3 to write the values on title screen.  It happens to be the addresses at 9261F8.  This is the address you need to change for default colours.

In the exe, this is 9261F8 - 401600. Hex. Which is 524BF8.
 
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NFITC1: Indeed... Sorry for this.
DLPB: Thank you a lot ! I got it now :evil:
 
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