Author Topic: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)  (Read 289160 times)

Godlift

  • Fast newbie
  • *
  • Posts: 46
  • Karma: 0
    • View Profile
Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1200 on: 2017-08-31 04:42:46 »
Awesome :) Looking forward to it!

Kimsiudog

  • Fast newbie
  • *
  • Posts: 11
  • Karma: 0
    • View Profile
Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1201 on: 2017-08-31 06:14:07 »
nice tool, makes me want to play FF7 pc more :D

Godlift

  • Fast newbie
  • *
  • Posts: 46
  • Karma: 0
    • View Profile
Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1202 on: 2017-08-31 19:48:22 »
I'll have the fix for you within 24hr :)

Edit.

Code: [Select]
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.

Thank you so much this worked like a charm! I really appreciate the help not only with this but also the other times you have helped out when I have had a question. I decided to use hext edit. I look forward to the release of your new tool and R06!

Tegrenath

  • Newbie
  • *
  • Posts: 4
  • Karma: 0
    • View Profile
Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1203 on: 2017-09-10 10:58:56 »
Hi,

Is there any way to enable double cut and slash-all menu items to appear together (i.e. so that they add additional commands to the battle menu, rather than being replacers for the attack command)?

The Wallmarket editor shows that they are set up to replace the attack command, and it lets you edit this so that they should be able to appear separately (e.g. if replacing the 'coin' command), but this doesn't seem to actually achieve any difference in the game itself. There doesn't seem to be a mechanism in Wallmarket for associating the menu command and materia item with the actual output of the command?

Any suggestions welcomed.

Tegrenath

  • Newbie
  • *
  • Posts: 4
  • Karma: 0
    • View Profile
Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1204 on: 2017-09-10 11:32:35 »
Apologies, just seen this thread which solves it beautifully!
http://forums.qhimm.com/index.php?topic=14947.0

resinate

  • Cool newbie
  • *
  • Posts: 76
  • Karma: 1
    • View Profile
Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1205 on: 2017-11-15 05:44:53 »
when i mod the kernel.bin from PSX bin files the tool saves the files in different sizes and when i re import it game doesnt load