Author Topic: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)  (Read 704207 times)

DLPB_

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1175 on: 2017-03-18 22:15:49 »
It will very likely be in the exe.  just move the cursor for one corner and see what changes.  Track it that way.

azertyuiop2

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1176 on: 2017-03-19 13:45:35 »
Hum... sorry it does not help me, but maybe I was not clear enough, or maybe I don't understand what you mean.

First, the color of windows for an existing save is inside the save file. I compared 1 save before and after a change, and I noticed that a small change just in one corner of one game's save changes a lot of bytes in the save file, not only the bytes related to the color itself... probably because of "security" bytes or something like this (so that if I change only the bytes related to the color itself, the game's save is not valid anymore and I can't load it anymore).

...But I would like to change the colors of the windows for a new game, and it looks like it is the same used for the "Continue menu --> select the file to open" when starting the game, which does not depend on the saved files.

I agree that it should be in the exe, but the problem is that the default colors have really common values (corner up-left in RGB: 0,0,176 --> 0000B0 in hexadecimal and there is a ton of "0000B0" bytes in the exe). I just found the following line at offset (h) 00595150:
00 58 B0 00 00 80 00 00 50 00 00 20 00 00 00 00
These bytes starting at B0 are like Blue-Green-Red (or BRG) for corners up-left, down-left, up-right, down-right.
But if I modify them, it doesn't change anything when starting the game. So I guess it is just a coincidence.
« Last Edit: 2017-03-19 13:48:56 by azertyuiop2 »

DLPB_

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1177 on: 2017-03-19 22:24:45 »
If you can trace what addresses are being used for the config - then you can see what writes to those addresses on new game.  It's pretty simple stuff.  I'll have a go now:

DC10D8 is the address that deals with the data.  4 bytes per corner. But you can see that on exit of the config colour screen, these values are written to memory starting 91EFC8, which is the real time data used. The title screen sets this to B0 00 00 80 80 00 00 80 50 00 00 80 20 00 00 80

at  6E7CC3.  The addresses above will be written to multiple times when you have the load/save screen up - since it has to display the colours for all save files, one to the next.

All you want to do is choose what colours are being used as default on game start.  To do this, see what uses 6E7CC3 to write the values on title screen.  It happens to be the addresses at 9261F8.  This is the address you need to change for default colours.

In the exe, this is 9261F8 - 401600. Hex. Which is 524BF8.



« Last Edit: 2017-03-19 22:26:48 by DLPB »

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1178 on: 2017-03-20 00:16:48 »
Fascinating, but it doesn't belong in this thread.

azertyuiop2

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1179 on: 2017-03-20 20:45:17 »
NFITC1: Indeed... Sorry for this.
DLPB: Thank you a lot ! I got it now :evil:

sutebenukun

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1180 on: 2017-06-14 02:33:24 »
Hi!

I have what I hope is an easy and quick question to answer:

I have Wallmarket and it's working perfectly but I can't figure something out and that is, I would like to give the Buster Sword the ability to ignore Morph's damage reduction. How would I do that?

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1181 on: 2017-06-14 03:09:08 »
http://wiki.qhimm.com/view/FF7/Battle/Damage_Calculation

http://wiki.qhimm.com/view/FF7/DamageFormula#X1:

I'm going to put those up front just 'cause.

Morph changes the Weapon's power from 16 to 2. This affects almost all damage calculations by directly reducing their output by an eighth. Weapon's increase damage by changing the characters' actual attack stat. You can't avoid this using the standard X1 damage calculation value that weapons use. There are a few calculations that don't use the power stat, but you can't set some flag to make the vanilla sword just ignore the Morph penalty.

These damage calculations are the 6X and 7X calculations (for weapons you'd probably want the 6X as that's physical damage). These are conditional damages and not really meant to be used on regularly used actions.
You could use Conformer's Damage calc of A3 which modifies power after the morph penalty, but it might be really weak in the early game and way overpowered in the late game.
A7 (Death Penalty) is mostly exempt from the penalty. Since DP's power is always increasing with every kill, this will reduce the power to no more than 10, possibly 11. If the kills are great enough to result in a power of 18 (1024 kills) then morph would result in a damage of 11 (a 38.9% reduction rather than 87.5%). However, IIRC I rarely got any character to exceed 1K kills in any normal playthrough (including grinding).

Robo Jesus

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1182 on: 2017-07-05 05:13:10 »
I figured I should report that the download links for the required microsoft updates do not work anymore (those links are used on the blog as well). You may have to ultimately download those files and 'zip' them before putting said zip file on mediafire or whathaveyou.


Anyways, thank you for this program and the work you put into it.
« Last Edit: 2017-07-05 05:26:02 by Robo Jesus »

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1183 on: 2017-07-05 13:42:46 »
Thanks for reporting that! The .NET frameworks have been updated to 4.7. Even though WM only uses 3.5, that version isn't "secure" anymore. I'll change the links.

Tegrenath

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1184 on: 2017-08-03 19:39:13 »
Hi,

I have a PSX version of FF7 on CD, playing on PC via ePSXe. I can copy the kernel.bin file, run WallMarket and edit it (minor changes only - extra materia slots on favourite weapons etc). Is there any way that I can run my game using the updated kernel.bin file? I've tried copying all files from the CD, replacing the kernel.bin and using ImgBurn to create an ISO file, but that doesn't work (black screen only). I've got a usable ISO file, but don't know how to incorporate my kernel.bin file into it.

Apologies if this is a stupid question, or if it is answered elsewhere. I have tried to look for a solution, but have been unsuccessful. Any constructive suggestions, or signposts as to where else to look, would be greatly appreciated.

Thanks.

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1185 on: 2017-08-03 21:10:20 »
That's not a stupid question. It gets asked a lot. Start here:

http://forums.qhimm.com/index.php?topic=7928.msg206109#msg206109

Jordancyre

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1186 on: 2017-08-07 20:09:59 »
Speaking of stupid questions.  Many of the limit break attacks are greyed out for me and I cannot edit them.  Is there something I am missing?

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1187 on: 2017-08-08 13:18:11 »
Limit break data is not in the KERNEL.BIN. Use LiBrE for PC. I'm not sure a similar tool exists for PSX.

Tegrenath

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1188 on: 2017-08-08 19:51:32 »
Hi,

Thanks for the response (Reply #1185). I followed the link, and downloaded CUE's tool, but it seems to be designed for splitting out the kernel file, and then packing it together again, which doesn't seem to help me.

I have the PSX CDs for FF7, and have copied the kernel.bin file from the CD, and edited it using Black Chocobo. But I don't have any means of putting the edited kernel.bin either back onto the CD or into an ISO or equivalent file, such that I can load it in ePSXe.

Have I missed something with the kernel extraction tool? Or is there some means of putting an updated kernel into an existing ISO file (i.e. if I use ImgBurn to create an image of the CD)?

Thanks again for any assistance!

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1189 on: 2017-08-08 21:32:35 »
I can't really help further. I wish I could, but your best bet is to start a new thread in Troubleshooting.

Ansem

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1190 on: 2017-08-08 22:30:08 »
CDmage can import individual files back in place, without changing the structure of the ISO. The new kernel can't be longer than the old one, so be mindful about that. Shorter files are just fine, because it will just pad the missing bytes with zeros.

ammudava

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1191 on: 2017-08-15 23:13:47 »
it seem the size limiting is somewhat anoying :(.

Godlift

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1192 on: 2017-08-31 02:12:21 »
Would it be possible to use this program to remove the effect on the ultima weapon that changes the aura of the weapon to blue as your hp gets lower? I have replaced the Ultima weapon with the starting buster sword however as my hp gets lower the weapon turns blue.

DLPB_

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1193 on: 2017-08-31 02:16:39 »
That isn't possible with Wallmarket.  I'm not sure if changing the formula so that HP doesn't affect power is possible... but the colour will be executable based.

Godlift

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1194 on: 2017-08-31 02:38:21 »
All i am interested is removing the color shift as Clouds hp gets lower, when you say executable based what do you mean? What would I have to do to essentially disable that animation or texture change or whatever you would call it.

I attempted to change the formula for Cloud's Ultima weapon to use Vincent's formula which wall market is able to do but sadly it only changed the damage formula and not the blue color when hp gets lower.

Thanks DLPB you are always the one helping me on here when I have a question aha

DLPB_

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1195 on: 2017-08-31 02:41:52 »
You'd need to change the game code with assembly. It's a built in hard coded feature of the game.

Godlift

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1196 on: 2017-08-31 02:57:26 »
Damn I was hoping there would be an easier solution. Normally I am up for learning and I would ask how or what to do however I know that would be a total waste of your time for such a small cosmetic issue having you try and explain assembly to me isn't worth the effort for a cosmetic issue like this. I am ocd but messing with the game code is a little extreme for a color I dont like lol.

Thanks for letting me know DLPB.

I think an alternative solution I am going to swap the weapon names and attributes completly using wallmarket with ragnarock or some other weapon as a work around that is good enough.

DLPB_

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1197 on: 2017-08-31 03:18:26 »
Im currently solving your issue.  Please stand by.

Godlift

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1198 on: 2017-08-31 04:14:07 »
Wow that is amazing, thank you so much for taking the time to do that! I have sent over a small donation as a thanks for this and for your continued hard work on the reunion and all your other awesome mods.

DLPB_

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1199 on: 2017-08-31 04:41:52 »
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.
« Last Edit: 2017-08-31 18:47:56 by DLPB »