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

  • Thread starter Thread starter nfitc1
  • Start date Start date
Status
Not open for further replies.
Hello ! Sorry for this question, but I just downloaded WallMarket 1.4.5 and this doesn't run. SO is Win 10 Home x64.

Why would it be ? It literally does nothing to double click the .exe, the process appears for a second and then disappears in Task Manager.

Thanks in advance !
 
Excellent job, ive been modding ff7 for 10 years now and i owe most of it to WallMarket (and Kimera). I love it, literal years of fun thanks to you! GG

ps. 1.5  ;D
 
guys any advice on how to make my changes into a patch for distribution?  Is ok I figured it out. :)
 
Last edited:
hi, I have a question because I really don't understand how to use this tool: what a kernel.bin is? I thought I could directly open the bin of the game, final fantasy 7, but I can't and I don't know what to do...
 
Basically, that means it'll work for PSX modding too since they can be injected into a disc image without rearranging file locations. The prog comes with a basic readme as well that should explain how to use it.
[/quote]

So i've been messing with the tool trying to edit the KERNEL.BIN that i extracted from a PSX image and i can get wallmarket to make the changes on that file but hen i try to add it back the LBA's in the image get rearranged and i cant figure out how to prevent that. Whenever i try and Mount the iso im getting a "file corrupt" error so that's complicating matters too.

this is my first foray into modding on something and Any help would be appreciated
 
There’s one on media fire that’s linked to from the blog. Use that link for now
 
Sorry I must've been distracted or something... I really should've just tried the 2nd link in the OP. Only the first one is dead
 
tbh... it's a joke that the inner bar isn't been calculated on the fly...  that it has a separate var is ridiculous.
Kind of yes and kind of no. I can easily imagine that it takes a toll on processing power on the PSX's part to calculate a percentage of needed EXP each time the menu is loaded for each character. It might have created a delay that the development team wasn't willing to accept and just made it calculate it at the end of every battle when a lot of background calculations were happening anyway. It might have been overcome at some point and adjusting it to calculate on the fly never got reexamined.
 
Actually, the max is 3D. That's even more bizarre. Maybe the gauge is 61 pixels long.

Starting at 0x5C766A and ending at 0x5C76AB. That's definitely limiting the needed exp bar value to 3D.
 
Last edited:
This tool is very nice, and I've used it to change the names that my friend pointed out to me that were different than recurring names in the series (Like Fire2, Bolt2, etc.). My friend asked me how to get it to work on emulator (ePSXe), and I realized that not even I knew. I tried to find help from the forum, but no matter what method I tried or programs I used, the game would never load.  :(

If anyone has clear directions on what program(s) I need to use to go from my edited KERNEL.BIN all the way to the actual game file, that'd be much appreciated!  :)
 
This tool is very nice, and I've used it to change the names that my friend pointed out to me that were different than recurring names in the series (Like Fire2, Bolt2, etc.). My friend asked me how to get it to work on emulator (ePSXe), and I realized that not even I knew. I tried to find help from the forum, but no matter what method I tried or programs I used, the game would never load.  :(

If anyone has clear directions on what program(s) I need to use to go from my edited KERNEL.BIN all the way to the actual game file, that'd be much appreciated!  :)
First off, the PSX Kernel is almost like the PC kernel except that it keeps the text strings all in one file instead of keeping them in a separate kernel2.bin file. Wall Market works with both though; just make sure it's in PSX mode when editing the extracted PSX kernel.

You need to get a tool like CDMage to extract the Kernel first; this version should do the trick:
https://mega.nz/#!fsU1RYQK!v_FTaA8IuyKHgdL1XDwwzuyJ7fMPs3CH3R-xEHlOr54

Open your disc as a Track M2 (2nd option) rather than the default M1 track. This should load the disc + its files properly. Click into the disc's file structure and look for the INIT folder. Right click on the Kernel.bin inside and extract it to desktop (by default it will try to extract to temporary file folders, make sure to specify somewhere you can easily find it like desktop).

Make your changes to the kernel using wall market tool. Try to keep your file size smaller than the original if possible (as in, by using less text overall; you can try shortening some text here and there to ensure that it does). This is because when we import it back into the disc, it needs to fit in there. It's OK for it to be smaller but can be a hassle if it's larger.

Open the disc again in CDMage (M2 track as before) and go back to the INIT folder. Right-click the KERNEL file and select import, and put your modified kernel in. If it's smaller, it'll ask if you want to pad the file with 00s; confirm and should be ready to go.

If your modified kernel is unavoidably larger, then there's a patch that can be applied to the disc that moves the scene/kernel to a new location with no size limitations:

https://www.ff7catalog.com/threads/7704/
 
First off, the PSX Kernel is almost like the PC kernel except that it keeps the text strings all in one file instead of keeping them in a separate kernel2.bin file. Wall Market works with both though; just make sure it's in PSX mode when editing the extracted PSX kernel.

You need to get a tool like CDMage to extract the Kernel first; this version should do the trick:
https://mega.nz/#!fsU1RYQK!v_FTaA8IuyKHgdL1XDwwzuyJ7fMPs3CH3R-xEHlOr54

Open your disc as a Track M2 (2nd option) rather than the default M1 track. This should load the disc + its files properly. Click into the disc's file structure and look for the INIT folder. Right click on the Kernel.bin inside and extract it to desktop (by default it will try to extract to temporary file folders, make sure to specify somewhere you can easily find it like desktop).

Make your changes to the kernel using wall market tool. Try to keep your file size smaller than the original if possible (as in, by using less text overall; you can try shortening some text here and there to ensure that it does). This is because when we import it back into the disc, it needs to fit in there. It's OK for it to be smaller but can be a hassle if it's larger.

Open the disc again in CDMage (M2 track as before) and go back to the INIT folder. Right-click the KERNEL file and select import, and put your modified kernel in. If it's smaller, it'll ask if you want to pad the file with 00s; confirm and should be ready to go.

If your modified kernel is unavoidably larger, then there's a patch that can be applied to the disc that moves the scene/kernel to a new location with no size limitations:

https://www.ff7catalog.com/threads/7704/
Woah! Thank you for the swift and helpful reply! I did what you said, and yup, the game is running fine (on ePSXe at least), now with Cura, Fira, and so forth!
I did add more letters to attack names and whatnot than remove them, but the game seems to be running just fine. If I have any more questions, I won't hesitate to ask.
Seriously, though! I feel so much more energized, I may just start a personal translation project! Thanks!  :lol:
 
Hello!

As I'm not sure if my NFITC1 mail went well, I'm posting my message here! Sorry for my english which is far from perfect. x)

First of all I wanted to thank him for his great work on WallMarket and ProudClod, these two tools are really great and have been an incredible help for FFVII modding.

I have a question about these tools and more precisely this subject: https://www.ff7catalog.com/threads/5364/

Do we know today what is the basic value of summons animation id on PC? I'd like to turn an enemy attack into a summon but for the moment without this information it's quite complicated. I only get crashes or soft locks... ><'
 
Welcome Bakura!

I don't check the email on my account very often so I'm sorry if I missed a message you sent.

As the PC version goes, you cannot dummy an enemy action to look like a summon. The value required for that would be at least 16Eh just to get to Choco/Mog's action. That's at two bytes long and the animation IDs can only be one. Limits might be able to look like a summon, but WallMarket and ProudClod cannot and will not modify limits.
 
Thank you NFITC1! I've been following some of the topics on this forum since a long time but I've never needed to ask questions that I couldn't find answers to... until now. Also it's ok for the mail, I had sent it only a few hours before I decided to post here. x)

I was afraid of an answer like that, and it's bad news... Well, if it's not possible with WM I don't think I'll insist. At least it works with magic materias, it's better than nothing.

Thanks again! ^^
 
Not exactly. EA FF FF IS the Character Name variable. I believe FF FF had some function at one time as all the substitution texts have that padding. If you substitute EA with other things you get other results. I believe it actually points to meta data that gets translated and EA is "Name of playable actor that invoked text". It only works in the Marquee, however, so you can't change item names/descriptions to dynamically indicate player ownership like who gets what limit manual (a plague on first-time players).

As for the final fight, it has its own custom code that does a lot of interesting things. The biggest issue is that the battle formation itself increases all party actors' limit gauges so when the function at 0x4320AC gets called around 0x43244A it flags all the party for breaking limits and queues the marquee appropriately. It never checks if there actually IS an actor in that slot so it just displays them all.
 
Hello, I am not able to make Wallmarket PC work (since I went from RO5c to RO6d). I clean installed FFVII (steam) along RO6d in its default setting (without character model overhaul & menus). I didn’t add any other mods before using WM.
Wallmarket only seems to function as before (MS.NET FW 4.7 & Visual B.P.P. 3.0 are installed, zlib1.dll is present, the kernel.bin file is located & updated after editing & creating the kernel.bin through WM.exe) but no changes (visual, nor stats) appear ingame.


edit: I was updating the kernel.bin file in the data folder as before, but found and edited the kernel in RO6 New Translation folder. Everything works, love it all, thanks again for the great stuff! As you were x
 
Last edited:
Status
Not open for further replies.
Back
Top