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

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Hi!

I have what I hope is an easy and quick question to answer:

I have Wallmarket and it's working perfectly but I can't figure something out and that is, I would like to give the Buster Sword the ability to ignore Morph's damage reduction. How would I do that?
 
http://wiki.qhimm.com/view/FF7/Battle/Damage_Calculation

http://wiki.qhimm.com/view/FF7/DamageFormula#X1:

I'm going to put those up front just 'cause.

Morph changes the Weapon's power from 16 to 2. This affects almost all damage calculations by directly reducing their output by an eighth. Weapon's increase damage by changing the characters' actual attack stat. You can't avoid this using the standard X1 damage calculation value that weapons use. There are a few calculations that don't use the power stat, but you can't set some flag to make the vanilla sword just ignore the Morph penalty.

These damage calculations are the 6X and 7X calculations (for weapons you'd probably want the 6X as that's physical damage). These are conditional damages and not really meant to be used on regularly used actions.
You could use Conformer's Damage calc of A3 which modifies power after the morph penalty, but it might be really weak in the early game and way overpowered in the late game.
A7 (Death Penalty) is mostly exempt from the penalty. Since DP's power is always increasing with every kill, this will reduce the power to no more than 10, possibly 11. If the kills are great enough to result in a power of 18 (1024 kills) then morph would result in a damage of 11 (a 38.9% reduction rather than 87.5%). However, IIRC I rarely got any character to exceed 1K kills in any normal playthrough (including grinding).
 
I figured I should report that the download links for the required microsoft updates do not work anymore (those links are used on the blog as well). You may have to ultimately download those files and 'zip' them before putting said zip file on mediafire or whathaveyou.


Anyways, thank you for this program and the work you put into it.
 
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Thanks for reporting that! The .NET frameworks have been updated to 4.7. Even though WM only uses 3.5, that version isn't "secure" anymore. I'll change the links.
 
Hi,

I have a PSX version of FF7 on CD, playing on PC via ePSXe. I can copy the kernel.bin file, run WallMarket and edit it (minor changes only - extra materia slots on favourite weapons etc). Is there any way that I can run my game using the updated kernel.bin file? I've tried copying all files from the CD, replacing the kernel.bin and using ImgBurn to create an ISO file, but that doesn't work (black screen only). I've got a usable ISO file, but don't know how to incorporate my kernel.bin file into it.

Apologies if this is a stupid question, or if it is answered elsewhere. I have tried to look for a solution, but have been unsuccessful. Any constructive suggestions, or signposts as to where else to look, would be greatly appreciated.

Thanks.
 
Speaking of stupid questions.  Many of the limit break attacks are greyed out for me and I cannot edit them.  Is there something I am missing?
 
Limit break data is not in the KERNEL.BIN. Use LiBrE for PC. I'm not sure a similar tool exists for PSX.
 
Hi,

Thanks for the response (Reply #1185). I followed the link, and downloaded CUE's tool, but it seems to be designed for splitting out the kernel file, and then packing it together again, which doesn't seem to help me.

I have the PSX CDs for FF7, and have copied the kernel.bin file from the CD, and edited it using Black Chocobo. But I don't have any means of putting the edited kernel.bin either back onto the CD or into an ISO or equivalent file, such that I can load it in ePSXe.

Have I missed something with the kernel extraction tool? Or is there some means of putting an updated kernel into an existing ISO file (i.e. if I use ImgBurn to create an image of the CD)?

Thanks again for any assistance!
 
CDmage can import individual files back in place, without changing the structure of the ISO. The new kernel can't be longer than the old one, so be mindful about that. Shorter files are just fine, because it will just pad the missing bytes with zeros.
 
Would it be possible to use this program to remove the effect on the ultima weapon that changes the aura of the weapon to blue as your hp gets lower? I have replaced the Ultima weapon with the starting buster sword however as my hp gets lower the weapon turns blue.
 
That isn't possible with Wallmarket.  I'm not sure if changing the formula so that HP doesn't affect power is possible... but the colour will be executable based.
 
All i am interested is removing the color shift as Clouds hp gets lower, when you say executable based what do you mean? What would I have to do to essentially disable that animation or texture change or whatever you would call it.

I attempted to change the formula for Cloud's Ultima weapon to use Vincent's formula which wall market is able to do but sadly it only changed the damage formula and not the blue color when hp gets lower.

Thanks DLPB you are always the one helping me on here when I have a question aha
 
You'd need to change the game code with assembly. It's a built in hard coded feature of the game.
 
Damn I was hoping there would be an easier solution. Normally I am up for learning and I would ask how or what to do however I know that would be a total waste of your time for such a small cosmetic issue having you try and explain assembly to me isn't worth the effort for a cosmetic issue like this. I am ocd but messing with the game code is a little extreme for a color I dont like lol.

Thanks for letting me know DLPB.

I think an alternative solution I am going to swap the weapon names and attributes completly using wallmarket with ragnarock or some other weapon as a work around that is good enough.
 
Wow that is amazing, thank you so much for taking the time to do that! I have sent over a small donation as a thanks for this and for your continued hard work on the reunion and all your other awesome mods.
 
I'll have the fix for you within 24hr :)

Edit.

Code: [Select]
Code:
6DC963 = C7 45 F8 FF FF 00 00 90 90
That's the "fix".  It forces a value of $FFFF to the Ultima Weapon, which is the maximum colour. Usually, what happens is the value changes depending on (HP/MaxHP) * $FFFF

In order to add this fix to FF7, you have 3 choices:

1. Use a regular hex editor to edit the executable (if so, the address becomes 2DBD63 instead of 6DC963)

2. Use HextEdit to edit the executable. Same as above.  (See Tools section for Hext Tools).

3. The best option imho... add the above instruction to a plain text file and use HextLaunch (again from Hext Tools).

When my new dll arrives, you won't need to use Hext Tools, as the dll will add the function of it automatically.  For now, HextLaunch is the best option. If you have any issues with HextLaunch or HextEdit, then let me know.
 
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