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

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Does anyone know where the text for the battle area is stored?
I'm working on a personal translation and cannot find where "Off course!" and "No, way!" is stored to correct.
 
Does anyone know where the text for the battle area is stored?
I'm working on a personal translation and cannot find where "Off course!" and "No, way!" is stored to correct.
they are in ff7.exe (or ff7_en.exe)... in the exe you can find a lot of menu entries and the shop buy sell exit
Other text in Battle (character speech, rnemy name and Attack name) are in scene.bin
In kernel2.bin item name and description, Battle command text
 
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I can't figure out how to get the program to run.  I've extracted the files and tried double clicking the exe.  I've tried to drag the kernel.bin over top the exe, nothing has worked.  I've been using the GUI version.

EDIT: Never mind, turns out I can't read.
 
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im attempting to change the spell name format from the fira/aga to the numbered fire1,2,3. the only mods i have installed are gjoerulv's hardcore mod which among many other changes, changed the name type to the ff8 and later a/aga. i learned of this program through a google search and someone asking the same question i had in a steam forum and the answer was the wallmarket program.

in the attack tab i attempted to click on the PSX button on the bottom which seemed to swap the spell names to the numbered format, and then checked the update text and hit file>create kernel.bin. when i do this though a warning message pops up telling me that the kernel is too large, 22558 bytes when only 22528 are allowed. i hit yes to continue anyways, but when launching the game the spell names arnt changed. how do i accomplish this, or am i attempting to use the wrong program to mess with the spell names?
 
im attempting to change the spell name format from the fira/aga to the numbered fire1,2,3. the only mods i have installed are gjoerulv's hardcore mod which among many other changes, changed the name type to the ff8 and later a/aga. i learned of this program through a google search and someone asking the same question i had in a steam forum and the answer was the wallmarket program.

in the attack tab i attempted to click on the PSX button on the bottom which seemed to swap the spell names to the numbered format, and then checked the update text and hit file>create kernel.bin. when i do this though a warning message pops up telling me that the kernel is too large, 22558 bytes when only 22528 are allowed. i hit yes to continue anyways, but when launching the game the spell names arnt changed. how do i accomplish this, or am i attempting to use the wrong program to mess with the spell names?
Here's what's happened; the Kernel for PC has all the spell names, text, etc. stored within itself like the PSX Kernel. However, the PC Kernel actually ignores this text and instead reads it from a separate file called Kernel2.bin. That's why you're able to edit the text of a PC kernel using the PSX option, but it won't actually show up in game because the PC version will read the unaltered kernel2.bin.

To modify the PC kernel text, make sure the tool is set to PC and not PSX. And make sure that a kernel2.bin is sitting in the same folder as the Kernel.bin you're editing (otherwise the tool will only allow PSX mode editing).

Side note, this thing you're doing is the exact thing that got me into modding to start with. It all kind of snowballed from there.
 
i figured it out just by messing with the program over and over. eventually i tried double clicking the spell name and it opened a small new window where i could edit its name and description. felt kinda foolish when i saw that. i was really expecting it to have its own rename box like it handled the summon attack names, battle text, or key item text. but yeah i ended up using the create kernel.bin 1 and 2 and it seemed to keep the additions.

now im just trying to figure out how to remove functionality from the mega-all but thats a different topic i started in troubleshooting.
 
Hello, I'm pretty new to this and have minimal experience in modding, but I'm trying to use this WallMarket tool on a burned copy of the PSX FFVII that I physically have. I've downloaded the necessary requirements and made sure I am running Microsoft .NET Framework 3.5 and running Microsoft Visual Basic Power Packs 3.0, but when I run the WM application and attempt to open a .bin file, I receive an error:

"Unhandled exception has occurred in your application. If you click continue, the application will ignore this error and attempt to continue. If you click quit, the application will close immediately.

Arithmetic operation resulted in an overflow"

If I choose to Continue, the same error occurs if I click on any tab such as Materia or Weapon. It doesn't list anything in such tabs either so maybe I'm not loading the correct bin file?

This might be a Windows 10 issue, but the one solution I found and followed did nothing to solve it and I'm still receiving the same error. I was wondering if anyone could at least point me in the right direction to fix this? Here is the debug log if it helps:Code: [Select]
Code:
************** Exception Text **************System.OverflowException: Arithmetic operation resulted in an overflow.   at WallMarket.Form1.GUnZip(Byte[]& byteCompressed)   at WallMarket.Form1.SeparateFiles()   at WallMarket.Form1.Open_KERNEL(Char kernel)   at WallMarket.Form1.OpenKERNELBINToolStripMenuItem_Click(Object sender, EventArgs e)   at WallMarket.Form1.Form1_Load(Object sender, EventArgs e)   at System.EventHandler.Invoke(Object sender, EventArgs e)   at System.Windows.Forms.Form.OnLoad(EventArgs e)   at System.Windows.Forms.Form.OnCreateControl()   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)   at System.Windows.Forms.Control.CreateControl()   at System.Windows.Forms.Control.WmShowWindow(Message& m)   at System.Windows.Forms.Control.WndProc(Message& m)   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)   at System.Windows.Forms.ContainerControl.WndProc(Message& m)   at System.Windows.Forms.Form.WmShowWindow(Message& m)   at System.Windows.Forms.Form.WndProc(Message& m)   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Thanks for any assistance!
 
The ONLY file you should open is the KERNEL.BIN in the INIT folder.
So only KERNEL.BIN, even for PSX? I burned my 3 physical disc copies of FFVII for PSone and I don’t have that file, or folder. It seems no matter which version of PSX FFVII I try, there’s no KERNEL.BIN. I’ve tried downloading an ISO, both online and as a PSone classic directly from PS store; I’ve tried converting the physical discs...I never encounter KERNEL.BIN.
 
Yup. If you're able to play the game you have that file. This file exists on all versions in the same location. You won't likely get it from the downloaded PS store edition without some unpacking which I'm not qualified to walk you through.
 
I did a lot of detective work and managed to locate the kernel.bin file, extract it from the .BIN, edit it with WM, and reinsert it into the .BIN file. However, when repacking the game onto my PSP, it crashes once I select 'Item' from the main menu.

To help clarify: the game does run (I started on Disc One), and as a matter of fact, if I select 'Magic' from the main menu, I can see some of the changes I made: Ice to Blizzard and Bolt to Thunder, for example. But, if I select Item or Materia, the PSP system crashes.

I narrowed the issue to something being edited in the kernel.bin file. I came to this conclusion because I originally started with my 3 physical disc copies of PSX FFVII and packed them onto my PSP as an eboot.pbp. The game played perfectly. But, let's say before repacking them, I modified the kernel.bin. That's when the crash issue comes up. I've tried making less modifications (to the point of just changing Cure2 to Cura), making sure the new kernel.bin is the same or slightly smaller size in KB than the original, but it still crashes.

I've searched and found this thread https://www.ff7catalog.com/threads/5508/ which pretty much describes the same issue and the only clue I found was something about the memory alignment?
 
You may have either too long of a string or an invalid character on either an item or a materia. I don't recall the limit (or even if there is one) and the characters don't work past code 240 or so. Double check your texts. If they aren't too long (16 for names and probably 40 for descriptions) then PM me.
 
Well this is interesting. Modifying KERNEL.BIN will make my eboot.PBP crash on my PSP, but not on ePSXe.

Has anyone else encountered this issue before?
 
Well this is interesting. Modifying KERNEL.BIN will make my eboot.PBP crash on my PSP, but not on ePSXe.

Has anyone else encountered this issue before?
I was not able to get an eboot file to load on my psp. Would always freeze before I could get to the new game/continue screen. Could not get the iso to work on a ps1 or ps2 using a dew different techniques.

I have been successful with using ePSXe so far. Have you had any luck with your eboot yet?
 
Take that discussion to another topic, please. This is about WM. If we’re convinced that WM is not the cause then the solution would be found easier in a new thread.
 
Hi NFITC1,

And thanks for this miracle-tool. It's amazing and full of love!

I was experimenting with its many functions and wanted to put "Shadow Flare" as a normal magic spell on (for example) the forth slot inside the destruc materis but didn't worked. I put Shadow Flare's ID in the last slot of spells in the destruct materia and even though it seemed to have worked it didn't appear on the casting magic list.

It's possible to do this?

Thankyou very much for all this!
 
No. Shadow Flare's an E.Skill and can't be accessed through the Magic menu so it won't be granted by a magic materia. Green materia only grant access to actions with IDs no greater than 56.
 
Thankyou for your response NFITC1!!  :)

I also tried replacing the animation ID of a green materia spell with Shadow Flare's but it didn't work either.  :(
 
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Heee! I'm so glad to see that this wonderful program is still alive and kicking :D (And that I'm still mentioned in the credits, lol.)

I've decided to go back to oldskool FF7 since it's been a few years, and figured I'd drop in and say hi in the process since I'll be using WM to stack some Materia growth to my advantage, and... a few other fun tweaks.

So... Hi! How's everyone doing now that 2020 is officially in the past?
 
Idk if anyone can actually help me with this or if I'll have to find it myself, but I have no idea how to access the kernel.bin file. The only thing I can find is the .bin for each disc of the game. I assume the kernel is found within but I can't seem to find a way to open it and look around. I'd like to do some value modification and maybe add materia slots to early weapons but not much else. Gameshark has been my primary method for modding FF7 but after finding this, if I can get it to work, I can finally do some things I'd only dreamed of doing. Thanks in advance for any help, even if in the end, I'm on my own

Edit: Idk how I missed Sega Chief's post on the previous page when looking for info but I believe I have found my answer. I only hope that I don't actually need a disk drive and have to extract it from my physical copy as my laptop doesn't have one
 
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