Author Topic: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)  (Read 257984 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).