Author Topic: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)  (Read 4977 times)

Girl next door

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
« Reply #25 on: 2016-08-15 15:21:38 »
I had a look at the mngrp.bin but it's a huge file, too hardcoded for me. The only thing I want to do is change a gf item so that we could learn the Card Mod with it. I think I will wait for someone able to do this. Anyway, thanks for the help.

Sega Chief

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
« Reply #26 on: 2016-08-15 22:54:11 »
I saw that AP Ammo uses a formula that's been called 'Terra Break/Great Attractor' in the tool; is this just a physical formula that ignores defence?

miruss89

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
« Reply #27 on: 2016-08-15 23:05:37 »
I saw that AP Ammo uses a formula that's been called 'Terra Break/Great Attractor' in the tool; is this just a physical formula that ignores defence?
Yup, its ignore defence. Already try it with Lionheart finisher with break damage limit on. The result is 60k damage for each 17hit. Overkill!  8-)
« Last Edit: 2016-08-16 11:54:00 by miruss89 »

JWP

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
« Reply #28 on: 2016-08-15 23:09:01 »
yes, some of them aren't named properly because I put placeholder names of some of the abilities that used the attack type until I worked out what it did. I guess I didn't get around to renaming that one xD.
I think "% damage" is % physical damage and "demi" is % magic damage, those probably need renaming too.

If anyone is curious about the camera change stuff in enemy attacks, it's used as follows:
a tick in the box and 127 in the spinner means that there's no sequence change (this sets the byte to 0xFF)
anything else means that the sequence in the spinner is always played and I think the tick box defines if the camera change always happens or not.
The sequences used are stored in the enemy DAT files in section 6.
There'll probably be an interface change at some point to make the camera stuff a bit clearer.
« Last Edit: 2016-08-15 23:29:38 by JWP »

alexfilth

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #29 on: 2016-08-26 18:16:24 »
Updated to version v1.0.1, download link is in the first post.

Changelog  v1.0.1
- Added attack type to weapons section
- In weapons section hit bonus has been renamed to attack param
- Enemy attacks, attack type and magic ID lists are improved
- Added ignore vit attack to enemy attacks chart
- Improved info in GF damage chart.
- Fixed a bug in magic -> junction -> status defense
- Some others minor bugs fixed

Sega Chief

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #30 on: 2016-08-26 18:23:00 »
That's good news about the status defence bug; I noticed it when I tried to change it for some of the spells. Thanks for the update  ;D

alexfilth

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #31 on: 2016-08-26 18:32:11 »
Yes, it was updating the kernel with the status attack value. :P

zkshd

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #32 on: 2016-08-28 16:12:41 »
Hate to bring another report,
[Bug report]:
[Title]: GF status attack Confusion modifications won't save correctly.
[Description]: Minor issue, GF section, under General, at status attack it seems that just Confusion (yes only that) check box is not working, if checked, then save and reload it won't be checked.

alexfilth

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #33 on: 2016-08-28 22:09:41 »
Hate to bring another report,
[Bug report]:
[Title]: GF status attack Confusion modifications won't save correctly.
[Description]: Minor issue, GF section, under General, at status attack it seems that just Confusion (yes only that) check box is not working, if checked, then save and reload it won't be checked.
Thanks for the report, bug fixed. I'll wait another couple of weeks before releasing 1.0.2.

resinate

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #34 on: 2016-11-02 19:40:13 »
how can i make a monster use spells like ultima that normally dont use spells.

also is there a way to enable flag thing for GF having pre learned stuff like SPR-J.
« Last Edit: 2016-11-13 03:37:20 by resinate »

stavstav

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #35 on: 2017-04-16 00:41:17 »
This is awesome!  Nice work!

rotschleim

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #36 on: 2017-05-27 05:13:10 »
Is this unusable with the Steam version? I don't see a Kernel.bin anywhere in its files.

Kefka

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #37 on: 2017-05-27 10:09:27 »
Is this unusable with the Steam version? I don't see a Kernel.bin anywhere in its files.

The kernel.bin is inside the main.fs file, you need Deling to extract it from there. After making your changes with Doomtrain, use Deling again to insert the kernel.bin back into main.fs.

Grumpy_Edge

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #38 on: 2017-06-22 20:35:31 »
Hi all,

Played around with this today (awesome tool), once I'd finished I couldn't get Deling to open the modified kernal to insert it back into main.fs. It just displays the error: "Can not open disk image file. (Unkown error)"

Anyone know what could be the issue? Are there any limits to mods you can make (size?)


Thanks

Edit: I figured out what I was doing wrong, never mind!  :-X
« Last Edit: 2017-06-22 20:38:53 by Grumpy_Edge »

Sega Chief

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #39 on: 2017-08-08 01:38:46 »
Was going through Selphie's Limits and had a question about the Slots Array & Slot Sets. Could someone give me an explanation on how everything is calculated from here? I have a rough idea of how Slots works, but not the probability of each set being used, etc.

JWP

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #40 on: 2017-08-08 19:55:24 »
Here
see section 9.7