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

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I downloaded WallMarket 1.4.5 and it seems the last version is from 2010 (!).

Perhaps that is why I was not too surprised that when I run the .exe on Windows 10 nothing happened.

Anyone successful at running this tool on a modern OS?


My bad: I had not installed the required Power Pack software. WallMarket 1.4.5 does start on Windows10. I will see if I can understand how it works.  ;)
 
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Yeah... I have a WIP version that goes between “working” and “not good enough” and “completely broken”. Development stalled a lot during the past year for probably obvious reasons. I still think about it, but at the current point I’m not sure what still isn’t working.
 
im trying to edit the psx mod Retranslation R06g...but wallmarket crashes with this error

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See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************System.IndexOutOfRangeException: Index was outside the bounds of the array.   at WallMarket.WMCommon.FF7Names(Byte[] NameArray, Byte NameIndex)   at WallMarket.Form1.Load_Attack_Desc(String KERNEL10)   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)************** Loaded Assemblies **************mscorlib    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.9151 (WinRelRS6.050727-9100)    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll----------------------------------------WallMarket    Assembly Version: 1.4.5.0    Win32 Version: 1.4.5.0    CodeBase: file:///D:/Games/%23Mods/final%20fantasy%207/tools/WallMarket145/WallMarket.exe----------------------------------------Microsoft.VisualBasic    Assembly Version: 8.0.0.0    Win32 Version: 8.0.50727.9149 (WinRelRS6.050727-9100)    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll----------------------------------------System    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll----------------------------------------System.Windows.Forms    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll----------------------------------------System.Drawing    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll----------------------------------------System.Runtime.Remoting    Assembly Version: 2.0.0.0    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll----------------------------------------Microsoft.VisualBasic.PowerPacks    Assembly Version: 9.0.0.0    Win32 Version: 3.0.30214.0    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll----------------------------------------************** JIT Debugging **************To enable just-in-time (JIT) debugging, the .config file for thisapplication or computer (machine.config) must have thejitDebugging value set in the system.windows.forms section.The application must also be compiled with debuggingenabled.For example:<configuration>    <system.windows.forms jitDebugging="true" /></configuration>When JIT debugging is enabled, any unhandled exceptionwill be sent to the JIT debugger registered on the computerrather than be handled by this dialog box.
 
Then they're apparently using a text that WM isn't capable of modifying (possibly a different language or a text that is longer than normal). 1.4.5 isn't really equipped to resolve that, unfortunately. You can continue running the program after loading and possibly dump pieces and see if it will let you load those. You might need to edit the attack description piece before loading.
 
I'm trying to open WM on Windows 10 but I am having issues. I installed .net framework 4.5 and the only VB Power Packs available was 10.0 (the 3.0 link is broken). But I still can't get it to open. Does anyone have any helpful tips to get it going?
 
Unsure if this is being actively worked on, but I might as well report a bug I guess? When attempting to edit whether a weapon can be sold, used in battle, or used in the item menu, flags will be written to the wrong location. Checking those boxes will result in the flags instead being toggled for "Miss if not Dead", "Reflectable", and "Def Ignoring" in the weapon properties table, and will also show up as such in-game. Editing flags within the Weapon Properties works normally/correctly, but attempting to enable flags in the item/sell menu does not. It does however read all these flags correctly when simply viewing the weapons without making any changes, and this problem does not occur in the Armor or Accessory menus.

Apologies if this has been reported already, and thank you for making this program!
 
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Yes. 1.5 is still being worked on. It's a MAJOR rewrite of a lot of internals and a few visual differences. It will hopefully make problems like this easier to identify and resolve. I'm so sorry for the (years-long) delay. I don't get a lot of dedicated time to it.
 
No worries, I'm glad it exists at all and has a UI that's not busted to shit on top of everything else. I wish you luck!
 
Unsure if this is being actively worked on, but I might as well report a bug I guess? When attempting to edit whether a weapon can be sold, used in battle, or used in the item menu, flags will be written to the wrong location. Checking those boxes will result in the flags instead being toggled for "Miss if not Dead", "Reflectable", and "Def Ignoring" in the weapon properties table, and will also show up as such in-game. Editing flags within the Weapon Properties works normally/correctly, but attempting to enable flags in the item/sell menu does not. It does however read all these flags correctly when simply viewing the weapons without making any changes, and this problem does not occur in the Armor or Accessory menus.

Apologies if this has been reported already, and thank you for making this program!
I've had this issue with Java.

https://files.catbox.moe/3fkk17.png
3fkk17.png


So I guess the solution is to enforce atomic operations where needed (no idea where that is) and refresh the renderer at the end of every update. Though making the entire program as small as possible so more of it fits in the smallest applicable cache may help too and couldn't hurt. I only encountered this behavior when the editor got huge.
 
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WallMarket and ProudClod don't work - they say "access to [path] denied" when I try to create the new KERNEL/SCENE.BIN files.

Any way around this? I've tried using Admin privileges and relocating the source files.
 
wallmarkethelp.chm doesn't seem to work, no matter what I click on the page is just blank

 
Is it possible to increase how often 'Added Effect' goes off and change Chocobuckle to also multiply by level like in the original Japanese release? Or would I need something else like 'Materia Keeper'?
 
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Is it possible to increase how often 'Added Effect' goes off and change Chocobuckle to also multiply by level like in the original Japanese release? Or would I need something else like 'Materia Keeper'?
This is a function of the special effect of the action (summon). It would require some asm rewrite to change it.
 
In the "Weapon" tab checking "Sellable in shops" does not work. Instead it checks "Miss if not Dead".
 
Is it possible to set certain limit break names to be different depending on whether an in-game variable is active or not? The reason I'm asking is because I'm making Jessie a fully playable member of the party in a mod I'm working on and this is done via model & avatar swap with Tifa. I was hoping that although they share the same set of limits that they could at least be named differently for Jessie than for Tifa and possibly have slightly different effects as well. But I'll settle for just different names if need be. Is there any way to do this? I've tried using hext files but while I can make the changes live in Cheat Engine, the address where the information is stored changes every time I load the game, so it doesn't seem like I can do it that way.
 
Well, since WM is the only other way I know of to edit kernel.bin and that's where the information is stored, I asked here. There's no function in WM to use & define variables for things like limit names? Like through the AI section or something?
 
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