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Final Fantasy 8 => FF8 Tools => Topic started by: alexfilth on 2016-08-11 23:42:03

Title: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: alexfilth on 2016-08-11 23:42:03
Hello! Myself, Maki and JWP are happy to finally release Doomtrain!  ;D

Doomtrain is an editor developed in C# for the FF8 kernel.bin, it can edit most of the data section present in the file.  :evil:

(http://i.imgur.com/1raKi8r.png)

It's important to say that as this is the first public release it's possible a few bugs are still present, but we did our best to fix everything wrong we saw.
If you find a bug please report it in this thread.


Download Doomtrain v1.0.0 (https://github.com/alexfilth/doomtrain/releases/tag/v1.0.0)
Download Doomtrain v1.0.1 (https://github.com/alexfilth/doomtrain/releases/tag/v1.0.1)


Credits
alexfilth: coding and a little bit of reverse engineering.
Maki: coding.
JWP: helping me with a lot of stuff, coding and the vast majority of the reverse engineering.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Kefka on 2016-08-12 07:23:52
This is definitely the best news of the day for me! Many thanks to all three of you! Oh how I've been longing for this, now I can really start the work on my FF8 mod.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: JWP on 2016-08-12 19:08:12
Thanks :). Good luck with your mod, hopefully it'll be easier to do what you want with Doomtrain.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Kefka on 2016-08-13 07:17:03
Ok, after playing around a bit yesterday, I've got a couple questions/requests:

The first is regarding enemy attacks, specifically physical attacks: Am I correct in the assumption that the "Attack Param" determines the accuracy (hit%) of an attack? Because certain late-game enemies have attacks that keep missing almost the entire time, and I'd like to change that. I'm mainly referring to Elnoyle's Tail Needle, Behemoth's Assault Horn, Krysta's Charge and such. How exactly does the Attack Param translate to accuracy? I'm fairly sure it can't be a direct percentage, as all of the aforementioned attacks have an Attack Param in the range of 50-60, but that doesn't match with their performance in-game. These attacks hit successfully MAYBE 1 out of 20 times, so their accuracy sucks.

Also about enemy physical attacks, do you know how the chance for critical hits is determined (because I know that certain enemy attacks have a rather high chance of dealing critical hits?).

My next question is, will it be possible in future versions to edit the names and descriptions of items/magics/abilities? Because I've just changed the % boost of the various stat-increasing abilities, but if their names and descriptions still display the standard 20%, 40% etc, that'll be confusing.

And lastly, do you plan on making the various Refinement-Abilities editable? I mean being able to determine exactly which Refinement-Ability can transform which item into what, and such. That would be awesome. So far there's only an index to certain m00x files and a range of offsets, but I'm kinda left in the dark as to what that stands for, or how to edit what I want. Could you explain that part to me please?
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Girl next door on 2016-08-13 11:20:17
Great job guys! :-) i'm trying to delete the "GF" ability but it doesn't work. I tried to set "none" instead or change the condition but it's the same issue. I think it will be the same problem with all the abilities already learned by a gf.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: alexfilth on 2016-08-13 12:34:00
@Girl next door: If i recall correctly for abilities already learned from the start you need to change init.out and start a new game. Format is pretty much the same as save.

@Kefka:
Attack param does different things depending on the attack hence why the generic name. For example with fixed damage attack type it is used to subtract from power*100.

No idea apart from editing the hardcoded crit formula, which is not easy to do.

For names you can use the editor Carbuncle.

Which refinement ability can transform which item i don't think it's in the kernel. m00x file are in menu.fi, 255 means it's hardcoded and offsets should be the offsets to the selected m00x file if i remember right.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Kefka on 2016-08-13 14:25:21
@Kefka:
Attack param does different things depending on the attack hence why the generic name. For example with fixed damage attack type it is used to subtract from power*100.

No idea apart from editing the hardcoded crit formula, which is not easy to do.

For names you can use the editor Carbuncle.

Which refinement ability can transform which item i don't think it's in the kernel. m00x file are in menu.fi, 255 means it's hardcoded and offsets should be the offsets to the selected m00x file if i remember right.

Oh, I see, thanks for the reply. One more question though, a lot of enemy attacks are still shown as "null", but I'm guessing they aren't all unused, are they? I've already stumbled upon some that I know, e.g. 108 and 109 are used by the T-Rexaur, so they must be his Tail Swipe and his Devour-like attack, respectively. Will these attacks be identified in future versions?
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: JWP on 2016-08-13 15:19:58
Quite a lot of them are used just for camera movements, basic attacks and death animations. They're mostly just ones that we haven't identified yet. They'll probably be updated as we find them.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: miruss89 on 2016-08-13 15:42:30
i'm trying to edit Squall Weapons Renzokuken finisher to just Lion Heart only but getting error (the game hang) when trying to getting into renzokuken mode in battles. Is there any parameter i should change besides each weapons finisher? i'm already try changed the renzokuken finisher parameter but still getting error. Is it hardcoded in the .exe?

By the way, thank you for the great program. Really make my day for modding greatest rpg of all time for me.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: JWP on 2016-08-13 15:57:06
I think the problem might be the way it picks a finisher, it might not like having Lionheart without all the other finishers.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: alexfilth on 2016-08-13 16:02:20
I didn't test it but maybe you could get around this by simply editing rough divide to be lion heart but you'll lose rough divide this way.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: miruss89 on 2016-08-13 16:26:49
I didn't test it but maybe you could get around this by simply editing rough divide to be lion heart but you'll lose rough divide this way.

Already tried it. But animation for Lion Heart finisher is kinda little off. Dont know what happen though. But i tried change the Doom commands to become Lion Heart and it works flawlessly but not for Rough Divide, Fated Circle and Blasting Zone.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: JWP on 2016-08-13 17:35:54
What do you mean by "a little off"? Do you mean the camera animation, the character animation or the damage animation?
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Maki on 2016-08-13 18:31:01
My next question is, will it be possible in future versions to edit the names and descriptions of items/magics/abilities? Because I've just changed the % boost of the various stat-increasing abilities, but if their names and descriptions still display the standard 20%, 40% etc, that'll be confusing.

Reading names and descriptions was already implemented, but it got later commented out due to the way the program is made. In order to introduce the name and description editor we would have to work out new parsing system for magic (so the magic list gets updated with the real names, not hardcoded ones) and whole system for moving offsets to text section. There is working tool for that already here on Qhimm, so we decided to leave this feature and have it commented for proof-of-concept.

Tips for uncommenting:
e.g. to get the spell name you have to uncomment line 3523, 3524 and 239 in KernelWorker.cs and you'll get currently selected spell name in MagicData.OffsetSpellName (string). 

greatest rpg of all time
Amen.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: miruss89 on 2016-08-13 23:23:47
What do you mean by "a little off"? Do you mean the camera animation, the character animation or the damage animation?

The finisher animations. i edited the rough divide to becaome Lion heart, whenever the renzokuken finisher prompt to be rough divide,  squall attack with lion heart but at the end of the finisher he just attacking empty spaces. The enemy is disappeared from the finisher sequence.

Sorry for my bad english
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: alexfilth on 2016-08-14 00:31:16
The enemy dies during the attack, apart from that the attack looks like it's working fine.
There's something triggering the death before it should happen but i have no idea what it is, JWP should give a look at it tomorrow.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Girl next door on 2016-08-14 10:50:17
Carbuncle is only for the english version, so that would be very helpfull to add a text editor. ;-)
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Girl next door on 2016-08-14 20:41:32
Sorry for the double post. I see that the menu items can't be change. There's a chance to see it in a future release ? (espesially for the gf items)
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: zkshd on 2016-08-14 22:34:59
[Bug report]:

Hi, I found what seems a bug (cuz it is affecting my mod, i am playing the game).
[Title]: magic junction modifications won't save correctly.
[Description]: at magic section, under junction, if I move the status defense percent of esuna from 20% to 30%, save and then reload the percent is set to 0.

Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: JWP on 2016-08-14 22:37:39
As far as I'm aware, the menu item effects aren't in kernel.bin, they might be in one of the files in the menu archive (e.g. mngrp.bin) because of this, it's unlikely that it'll be incorporated into Doomtrain.
Either me or alex will take a look at that bug when we can.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: alexfilth on 2016-08-14 23:31:09
[Bug report]:

Hi, I found what seems a bug (cuz it is affecting my mod, i am playing the game).
[Title]: magic junction modifications won't save correctly.
[Description]: at magic section, under junction, if I move the status defense percent of esuna from 20% to 30%, save and then reload the percent is set to 0.
Bug found and fixed, i'll wait a week or two before releasing a new version to see if other bugs are found.
For those who don't want to wait fork or clone the test branch and compile yourself.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: zkshd on 2016-08-15 00:03:38
Ok, thanks for the fix. Trying it soon.

[Update] Working flawlessly so far.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Kefka on 2016-08-15 08:08:13
Carbuncle is only for the english version, so that would be very helpfull to add a text editor. ;-)

Being another player who owns a non-english version of the game, I'll second that request.

Quote
Sorry for the double post. I see that the menu items can't be change. There's a chance to see it in a future release ? (espesially for the gf items)

If you mean the item effects out-of-battle, then I can only make a guess based on how it is in FF7. There, when you use WallMarket to change e.g. the healing amount that a potion gives, the effect is only changed inside a battle. It turned out that out-of-battle item effects are located in the FF7.exe, so I would think that it's the same for FF8, maybe.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: alexfilth on 2016-08-15 12:40:00
Yes in the kernel there are pretty much only battle related stuff. Also doomtrain can edit almost all of the kernel data section, if something it's not in it chances are it's not in the kernel.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: JWP on 2016-08-15 14:26:11
To clarify, there are 4 bytes per item in the non-battle items section - 2 of which point to an item name, 2 of which point to an item description - and we haven't implemented renaming objects. There isn't anything in the misc section either.
So the item IDs are paired with their effect somewhere other than kernel.bin. The actual effects themselves are in the exe but the parameters are probably in one of the files in the menu archive.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Girl next door 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.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Sega Chief 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?
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: miruss89 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-)
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: JWP 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.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: alexfilth 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
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Sega Chief 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
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: alexfilth on 2016-08-26 18:32:11
Yes, it was updating the kernel with the status attack value. :P
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: zkshd 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.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: alexfilth 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.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: resinate 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.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: stavstav on 2017-04-16 00:41:17
This is awesome!  Nice work!
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: rotschleim 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.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Kefka 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.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Grumpy_Edge 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
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Sega Chief 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.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: JWP on 2017-08-08 19:55:24
Here (https://www.gamefaqs.com/ps/197343-final-fantasy-viii/faqs/58936)
see section 9.7
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: dulaku on 2017-09-02 20:29:37
Looking through this, it looks like there's not a way to add items to the list of battle items. Is that as simple as changing a byte somewhere in a given item's data structure, or is it hardcoded in some really obtuse way? If it's the former I can do it via hex editor or something when I get around to needing to, the latter might take some more work. I'm not too familiar with FF8's internal workings yet, but I've got some ideas I'm trying to get a sense of feasibility for.

This is fantastic, by the way. Really opens a lot of doors.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: JWP on 2017-09-05 10:31:49
It's hardcoded in the exe, if the item id is <32 (iirc it was something like this), it treats it as a battle item and uses a different section of the kernel to get names and data.
In addition to this, the sections before the text in the kernel are hardcoded in size, so it's not possible to add anything to the sections - the exe uses hardcoded offsets to pull the data from the kernel and doesn't use the offsets present at the beginning.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Tedrainbow on 2017-09-29 03:19:45
Can the experiment curve be modified by modifying the CharEXP.cs file?

Because I did a test and it really changes nothing ...

Me new code:

chartEXP.Series["Default"].Points.AddXY
(0, Math.Floor((Math.Pow((2 - 1), 2) * KernelWorker.GetSelectedCharactersData.EXP2) / 256 + (2 - 1) * KernelWorker.GetSelectedCharactersData.EXP1 * 3) * 50 / 77);

chartEXP.Series["Default"].Points.AddXY
(1, Math.Floor((Math.Pow((10 - 1), 2) * KernelWorker.GetSelectedCharactersData.EXP2) / 256 + (10 - 1) * KernelWorker.GetSelectedCharactersData.EXP1 * 5) * 60 / 70);

chartEXP.Series["Default"].Points.AddXY
(2, Math.Floor((Math.Pow((20 - 1), 2) * KernelWorker.GetSelectedCharactersData.EXP2) / 256 + (20 - 1) * KernelWorker.GetSelectedCharactersData.EXP1 * 7) * 80 / 63);

chartEXP.Series["Default"].Points.AddXY
(3, Math.Floor((Math.Pow((30 - 1), 2) * KernelWorker.GetSelectedCharactersData.EXP2) / 256 + (30 - 1) * KernelWorker.GetSelectedCharactersData.EXP1 * 9) * 110 / 57);

chartEXP.Series["Default"].Points.AddXY
(4, Math.Floor((Math.Pow((40 - 1), 2) * KernelWorker.GetSelectedCharactersData.EXP2) / 256 + (40 - 1) * KernelWorker.GetSelectedCharactersData.EXP1 * 11) * 150 / 51);

chartEXP.Series["Default"].Points.AddXY
(5, Math.Floor((Math.Pow((50 - 1), 2) * KernelWorker.GetSelectedCharactersData.EXP2) / 256 + (50 - 1) * KernelWorker.GetSelectedCharactersData.EXP1 * 13) * 200 / 45);

chartEXP.Series["Default"].Points.AddXY
(6, Math.Floor((Math.Pow((60 - 1), 2) * KernelWorker.GetSelectedCharactersData.EXP2) / 256 + (60 - 1) * KernelWorker.GetSelectedCharactersData.EXP1 * 15) * 260 / 40);

chartEXP.Series["Default"].Points.AddXY
(7, Math.Floor((Math.Pow((70 - 1), 2) * KernelWorker.GetSelectedCharactersData.EXP2) / 256 + (70 - 1) * KernelWorker.GetSelectedCharactersData.EXP1 * 17) * 330 / 35);

chartEXP.Series["Default"].Points.AddXY
(8, Math.Floor((Math.Pow((80 - 1), 2) * KernelWorker.GetSelectedCharactersData.EXP2) / 256 + (80 - 1) * KernelWorker.GetSelectedCharactersData.EXP1 * 19) * 410 / 30);

chartEXP.Series["Default"].Points.AddXY
(9, Math.Floor((Math.Pow((90 - 1), 2) * KernelWorker.GetSelectedCharactersData.EXP2) / 256 + (90 - 1) * KernelWorker.GetSelectedCharactersData.EXP1 * 21) * 500 / 26);

chartEXP.Series["Default"].Points.AddXY
(10, Math.Floor((Math.Pow((100 - 1), 2) * KernelWorker.GetSelectedCharactersData.EXP2) / 256 + (100 - 1) * KernelWorker.GetSelectedCharactersData.EXP1 * 23) * 600 / 22);

Thanx so much...
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: JWP on 2017-09-29 06:17:59
If you're trying to mod it in the actual game, no.
The curve in CharEXP.cs is just a copy of how the game calculates EXP, it wouldn't change how the game calculates it.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Tedrainbow on 2017-09-29 10:04:03
With what program have the kernel.bin file been compiled to main.fs?
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: CoolMitten on 2017-10-15 18:56:41
Seems that everyone has no problem with Deling, but for the life of me, I can't seem to get it to work with Qt.

Qt misses compiler that matches its version. I have qt-windows-opensource-5.0.2-msvc2012_64-x64-offline, and I can't seem to get MSVC compiler hooked up. Other Qt versions have MinGW bundled by default (these seem to work well), but I can't find one.

Which out-of-box version of Qt works with Deling? Any alternative to extract, modify, and replace FF8 kernel?
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Girl next door on 2017-10-15 19:54:08
Use FF8 Archive Commander http://www.balamb.pl/qh/ff8ac.7z (http://www.balamb.pl/qh/ff8ac.7z)
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: CoolMitten on 2017-10-15 21:44:45
Whoa! It worked! Very cool and useful tool! Thanks Girl next door :)

Only thing I had to do was change language from Polish to English (I'm a little rusty)  ::).
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Rikku on 2017-10-24 20:38:48
Is there any program like CDMage (Final Fantasy VII) for Final Fantasy VIII ?
I would like to use a kernel.bin editor but i can´t extract it from my ff8.bin file.

Thanks
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Firelawa on 2018-02-11 05:17:51
Can you change the FPS to 25 with this tool?
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: ploppo on 2018-06-03 16:18:26
doomtrain isn't compatible with the steam version of final fantasy 8 , i check that out now , it look for some kernel file that's not present in the steam version :\
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Hazedge on 2018-06-30 11:32:52
doomtrain isn't compatible with the steam version of final fantasy 8 , i check that out now , it look for some kernel file that's not present in the steam version :\
Really? I've been using Doomtrain for FFVIII Steam version some days already and my mods had been working so far, except for two...

1 - When I try to modify the GF's abilities order it got bugged in-game, some were empty and others wasnt the one I changed in Doomtrain.
2 - I dont know whats going on, but since I've changed the ATK Power from Zell's Duel, his limit break were bugging the game, making the enemy receive multiple hits nonstop, being impossible to continue the gameplay, forcing to alt+F4.

Does someone know why these things are happening? The rest of the mods worked just fine. (characters stats growth and exp to level, magics atk power, others limit break atk power, enemies abilities power...)
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: qotsaninsoadkorn on 2018-07-01 05:01:10
doomtrain isn't compatible with the steam version of final fantasy 8 , i check that out now , it look for some kernel file that's not present in the steam version :\

it is you just need to use Deling FF8 Field Editor to extract the file from Final Fantasy VIII\Data\lang-en\main.fs

also you might aswell try out Cactilio another great tool for FF8 found on these forums :)
it's used to modify the battle.out which is found inside Final Fantasy VIII\Data\lang-en\battle.fs

and back up your files before you start... :)

also if this sounds like too much... maybe have a look at my first attempt at modifying both of those :)
http://forums.qhimm.com/index.php?topic=18301.0
started just a few days ago, i've already done so much :) loving these tools :)
for eg lvled up bosses past their previous max lvl... adjusted the attack power / magic powers for almost everything...
since i'm a fan of the Hard_Mode_Launcher for FF8... my mods work alongside that + complement it imo...
i also made some changes to CERBERUS the GF since he is made useless when you use the hard mode ... since double/triple are broken by the unlimited magic mod i guess... now with my mod Cerberus Casts: Haste + Angel Wing + Regen on all party members...
this is like Rinoa's Angel Wing in that it makes the character BERSERK except it's RANDOM MAGIC ATTACKS BASED ON THEIR STOCK AND DOUBLE DAMAGE...

I also broke the DMG LIMITS for most big moves in the game... Limits / High end Magic / GF's other then Bahumut/Eden
also gave the other GF's better stats at higher levels to try to make them less useless, and made EDEN do a less DMG in fact...

also Doomtrain is great for trying out weird stuff... like Making Zell Perform LIONHEART :P Despite having no Sword / Gunblade LOL
https://nofile.io/f/yQ6nAcHa3Pw/2018-07-01+04_05_51-FINAL+FANTASY+VIII.jpg (https://nofile.io/f/yQ6nAcHa3Pw/2018-07-01+04_05_51-FINAL+FANTASY+VIII.jpg)

basically you can easily change the "button" for something like "doom" "devour" etc to Cast something else... and not limited to just magic obv...
Also managed to make RINOA perform Seifer's Limit Break... FIRE CROSS... her animation is fun to watch, and her weapon reacts as his would pretty much...
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Girl next door on 2018-09-26 20:59:01
Hi guys, I have a problem with the Break Damage Limit tag for Zell's finishers. It's not working. I have no problem with Squall, Irvine or Quistis. Just Zell. Could you please look at it to see if there's a problem with the code ? Or maybe tell me where I can find it by hexedit ? Thanks !
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Soviet_Spyy on 2019-03-14 22:50:53
Hi
How would i go about changing the junction stat boosts for magic, in the ff8 new threat mod having 1 stock of a spell has the same effect as having 100, any help on how i could make this happen?
thanks  :)
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Leythalknight on 2019-04-29 18:45:16
I made a list of what the Unnamed entries in the Enemy Attacks list are. Many of them are used for dialogue, and when I wasn't sure which line an attack triggered I wrote down the conditions for its activation instead.

Spoiler: show
001 - Used by Trauma (involved in summoning monsters?)
002 - Basic physical attack (used by most enemies)
003 - Griever basic physical attack
004 - Ultimecia(3) basic physical attack
024 - Belhelmel dialogue/form change
030 - Cockatrice attack
040 - Fastitocalon form change
041 - Fastitocalon(2) form change
042 - Fastitocalon attack
043 - Fastitocalon(2) attack
044 - Biggs HP < 50%
046 - Snow Lion attack
047 - Snow Lion attack
050 - Armadodo attack
051 - Armadodo-related ("Armadodo falls over!" text or unused?)
052 - Armadodo gets up
075 - Gayla attack
078 - Adamantoise attack
081 - Righty attack
082 - Bomb enlarges once
083 - Bomb enlarges twice
087 - Vysage attack
092 - Blue Dragon attack
101 - Grendel attack
104 - Forbidden's HP < 20%
105 - Appears in Forbidden's ability list but appears to be unused?
115 - Funguar laser
116 - Biggs(2) attack
117 - BGH251F2(2) attack
119 - BGH251F2(2) death
132 - Torama stands up
134 - Thrustaevis attack
156 - Cerberus/Jumbo Cactuar/Seifer/Gargantua/"Sorceress"(3)/Ultimecia(2)/Ultimecia(3)/Seifer(4)/Slapper crit attack
160 - Base Leader HP < 50%
167 - Iron Giant/Red Giant attack
170 - Escaped... (Cactuar)
171 - Imp flies
172 - Abyss Worm rise
173 - Abyss Worm recede
178 - Used by Elastoid (involved with its use of Reflect Beam)
179 - Used by Elastoid (involved with its use of Reflect Beam?)
186 - Seifer(1) death
187 - Abadon stands
188 - Abadon returns to normal
189 - Abadon attack
190 - Abadon attack
191 - Abadon death
195 - Ochu attack
196 - Seifer(1) Turn count = 4
197 - Seifer(1) HP < 50%
198 - Seifer(1) HP < 50% (counter)
202 - Red Giant attack
203 - Red Giant death
205 - Edea(1) turn taken (initial dialogue?)
206 - Edea(1) - >= 1 ally dead
207 - Edea(1) HP < 100% / allies dead >= 1
208 - Raijin(1) death
209 - Raijin(2) death / Fujin alive
217 - Fujin(1) turn count = 4 dialogue ("ELLONE, WHERE?" ?)
218 - Fujin(1) death / Raijin dead
219 - Fujin(2) death / Raijin alive
221 - Tonberry falls over...
224 - Tonberry advances
228 - In Tonberry King's movelist, but unused?
229 - In Tonberry King's movelist, but unused?
232 - "Jumbo Cactuar is hesitating..." ?
241 - Catoblepas death
258 - Used by Sphinxaur upon death
259 - Sphinxara death
260 - Tri-Point death
264 - Edea(1) death
265 - Gargantua appearance?
266 - Gargantua death
267 - Raijin(2) / Fujin dead
268 - Raijin(2) used before using a heal
269 - Raijin(2) "I don't hit girls, ya know?"
270 - Blitz attack
275 - Odin death
277 - Krysta death animation
278 - Krysta counter
279 - Krysta counter
286 - Mobile Type 8 death
290 - Used by Trauma (involved in summoning monsters?)
291 - Trauma death
294 - Raijin(3) attack
296 - Fujin(2) pre-Meteor dialogue?
297 - Fujin(2) death
298 - Raijin(3) moved
299 - Raijin(3) death
300 - Raijin(3) HP > 50% (counter) Squall-related dialogue?
301 - Raijin(3) counter dialogue?
302 - Raijin(3) pre-Aura dialogue?
303 - Raijin(3) dialogue
304 - Raijin(3) dialogue ("I won't take it easy on ya!" ?)
306 - Tiamat death
313 - UFO? death
320 - Adel (Squall dialogue)
321 - Adel (Zell dialogue)
322 - Adel (Selphie dialogue)
323 - Adel (Quistis dialogue)
324 - Rinoa dialogue (Adel fight)
325 - Cerberus HP  20%
326 - Cerberus death
330 - Seifer(4) death (Gilgamesh)
331 - Seifer(2) turn count = 3
332 - Seifer(2) HP < 40% (counter)
333 - Seifer(2) death
334 - Seifer(2) Demon Slice on Squall ("I'll show you who's the better man!" ?)
335 - Ultimecia's GF instakill
340 - Seifer(4) - involved in Odin/Gilgamesh event?
341 - Seifer(4) death (normal)
342 - Seifer(3) death
343 - Edea(2) death
344 - Seifer(3) turn count = 1
345 - Seifer(3) turn count = 4
346 - PuPu-related ("Elixir please"?)
347 - PuPu-related ("More Elixir"?)
348 - PuPu "death"
349 - Edea(2) turn taken (first dialogue?)
361 - Helix attack
363 - Ultimecia(2) - involved in using Great Attractor?
366 - "Sorceress"(1) attack
367 - "Sorceress"(2) attack
368 - Griever death (changes music?)
370 - BGH251F2(1) HP < 60% counter/death
371 - BGH251F2(1) HP < 40% counter/death
372 - Elite Soldier - all allies alive (during BGH251F2 battle)
374 - Used by Helix on init
376 - Ultimecia(2) summons Helix
382 - Unused
383 - Unused
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: brucy on 2019-06-01 11:33:25
thanks for this tool , it solve a lot of problems in this game , but i need to know this : the "Limit Break Param" value determine the percentage for getting crysis level 4 , what is the correct value to set to make sure that the limit breaks are always at level 4 ? i ask because sometimes even if i set 255 the crysis level goes to 1, also please notice that i take only three lines to write this comment so please don't be lazy and reply\help me
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: gunner_1207 on 2019-07-20 08:16:30
AAARRRRRRGGGGGG!!!!!!!!!!!
please help someone i wanna mess about an have some fun with this, but i honestly dunno what im doin. i have doomtrain and deling i think i have extracted the right file, but then i dont know how to modify in doomtrain or even begin to put the file back in the main.
im asking please someone if you would be so kind as to take some time an write a step by step on how to extract the file, open with doomtrain ,then put file back with whatever. please please its the magic draw i really wanna play with.

No problems figured it out, being a dumbass

New question, are there other kernel.bins to edit with doomtrain or just the one?
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: rick on 2019-09-09 17:50:04
Thanks :). Good luck with your mod, hopefully it'll be easier to do what you want with Doomtrain.

can you share with us the hexadecimal digits to permanently set the effect of the item "hero"? it the one that make you invincible, basically it would be like what you did with the permanent limit brake, or if it is easier , implement something to permanently active it trough this program
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: rick on 2019-09-11 07:09:32
also , the kernel.bin contain the data that don't allow us to directly control odin and ghilgamesh ? or those data are in the exe along with the percentage data that don't allow us to decide what finisher squall should use ?
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Sebanisu on 2019-09-11 15:24:45
AAARRRRRRGGGGGG!!!!!!!!!!!
please help someone i wanna mess about an have some fun with this, but i honestly dunno what im doin. i have doomtrain and deling i think i have extracted the right file, but then i don't know how to modify in doomtrain or even begin to put the file back in the main.
im asking please someone if you would be so kind as to take some time an write a step by step on how to extract the file, open with doomtrain ,then put file back with whatever. please please its the magic draw i really wanna play with.

No problems figured it out, being a dumbass

New question, are there other kernel.bins to edit with doomtrain or just the one?
The drawable magic isn't in kernel. see the ifrit tool.
There is only one kernel.bin
after you extract the file from the fs archive you have to remove it to add the new one back in. You basically take the steps to unpack them and do it in reverse from there.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Sebanisu on 2019-09-11 15:40:40
also , the kernel.bin contain the data that don't allow us to directly control odin and ghilgamesh ? or those data are in the exe along with the percentage data that don't allow us to decide what finisher squall should use ?
There's a wiki on doomtrain that lists almost everything in the kernel that they know about.

Kernel Weapons list which finishers squall can trigger. But it's percent i think is fixed. Googling it led to like 25% per finisher but on weapons that have fewer than 4 get the extra 25% added to the most powerful. so when the weapon has all 4 unlocked it's 25% for each. But if you have only 2 it's 25% and 75%. I donno if this is right I can code but can't reverse anything to confirm. But google.com is works wonders.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: miruss89 on 2019-09-12 00:55:43
There's a wiki on doomtrain that lists almost everything in the kernel that they know about.

Kernel Weapons list which finishers squall can trigger. But it's percent i think is fixed. Googling it led to like 25% per finisher but on weapons that have fewer than 4 get the extra 25% added to the most powerful. so when the weapon has all 4 unlocked it's 25% for each. But if you have only 2 it's 25% and 75%. I donno if this is right I can code but can't reverse anything to confirm. But google.com is works wonders.

Yeah it's true for Squall Finisher. Also in Doomtrain you can enable/disable which Finisher you want\don't want with Squall Gunblade but then when doing renzokuken in battle it will crash. I already try it with FF8R.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: rick on 2019-09-12 19:39:11
@miruss89 @Sebanisu so maybe as long as there are at least two finishers the game shouldn't crash, but if those percentages are written in the kernel, they they could be manipulated in order to give for example 1% for the first three finishers and 97% to the lion heart, also what about the positive statuses, is there something in the kernel file that could allow to modify the auto-abilities? for example: we have auto-reflect, so i would modify that and substitute the effect of reflex with the invincibility effect (you know, when you become transparent and fully invincible)

just in case i will explain myself better: if in the kernel.bin there are the datas about the auto-abilities such as auto-reflex , then i would like to change the equipped magic in that auto ability , and substitute the effect of reflex with the effect of invincibility (when the character become transparent)

the invincibility effect is also called peerless
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: miruss89 on 2019-09-14 14:25:45
@miruss89 @Sebanisu so maybe as long as there are at least two finishers the game shouldn't crash, but if those percentages are written in the kernel, they they could be manipulated in order to give for example 1% for the first three finishers and 97% to the lion heart, also what about the positive statuses, is there something in the kernel file that could allow to modify the auto-abilities? for example: we have auto-reflect, so i would modify that and substitute the effect of reflex with the invincibility effect (you know, when you become transparent and fully invincible)

just in case i will explain myself better: if in the kernel.bin there are the datas about the auto-abilities such as auto-reflex , then i would like to change the equipped magic in that auto ability , and substitute the effect of reflex with the effect of invincibility (when the character become transparent)

the invincibility effect is also called peerless

actually i've tried. But kernel.bin didn't allow for something like that. I think all the percentage calculation for renzokuken finisher is hardcoded in the .exe. But you can do something like this:
For each Renzokuken Finisher such as Rough Divide, Fated Circle and Blasting Zone, change the magic id to Lion Heart, but don't forget to change the Hit Count, Target Info and Attack Flag parameters box to match the original Lion Heart Finisher. So when your getting Renzokuken Finisher in game, it should be Lion Heart for all the finisher except that maybe the old finisher names still not change.

And in kernel.bin you can't put Invincibility into Abilities Junction. But you can edit Mad Rush abilities to trigger Invincibility/Aura. So solved.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: rick on 2019-09-14 21:58:44
actually i've tried. But kernel.bin didn't allow for something like that. I think all the percentage calculation for renzokuken finisher is hardcoded in the .exe. But you can do something like this:
For each Renzokuken Finisher such as Rough Divide, Fated Circle and Blasting Zone, change the magic id to Lion Heart, but don't forget to change the Hit Count, Target Info and Attack Flag parameters box to match the original Lion Heart Finisher. So when your getting Renzokuken Finisher in game, it should be Lion Heart for all the finisher except that maybe the old finisher names still not change.

And in kernel.bin you can't put Invincibility into Abilities Junction. But you can edit Mad Rush abilities to trigger Invincibility/Aura. So solved.

true, it can be a good solution to solve the problem of the finishers , as for the invincibility effect, it is just another positive status like the others so it has to be possible to do that, but if it isn't possible to change the auto-magics with the kernel.bin then it mean that the data of the auto-magics are writed somewere else, so what file contain those datas ? also i hope that by telling that i want to set invincibility as something permanent i am not hitting anyone's sensibility lol
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: gentlemagic on 2020-01-17 12:29:16
i use doomtrain to edit selphie limit , it seem to lack slot arrays 60-65 https://finalfantasy.fandom.com/wiki/Slot_(Final_Fantasy_VIII). And more than 1 The end in all spell sets will crash the game.
I find array 60-65 by changing all arrays to 15 and use hex editor search 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F, end of 0F string is 6 values of 60-65
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: gentlemagic on 2020-01-18 22:05:18
I'm doing a violent mod:

(https://i.imgur.com/Cq04QN1.png)

So with this i can use potion+ to summon Gilgamesh Zantetsuken to chop all bosses, same with Odin can chop all bosses. The problem is after chop them (funny animations) they 're gone but the battle wont end, it's just there my party without opponent.
Edit: Fixed, wrong status, Eject is the right one. It's fun to chop all bosses and skip battle messages. Epecially use Odin to chop Seifer , and use Zantetsuken Reverse to chop Odin when vs him.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: gentlemagic on 2020-01-20 15:32:30
Here is my understanding to unknown labels in kernel.bin . If it is right, please someone edit and recompile Doomtrain  :)

Target info and Attack flags:
(https://i.imgur.com/5hTfBH0.png)

Battle Commands And Command data:
(https://i.imgur.com/dBT2Wcq.png)
(https://i.imgur.com/IySowJO.png)

Rinoa Limit :
(https://i.imgur.com/CFjFmwO.png)
(https://i.imgur.com/nimNhZK.png)

Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: gentlemagic on 2020-01-21 17:31:53
Can we add camera change for battle items ? I add Terra Break and Light Pillar to battle items, but these 2 spells need to change camera angle to look good.
And about Wishing Star it seem the animation riding Angelo lock to Rinoa 's model, if somehow we can change the code from Rinoa's model to caster's model, then anyone can ride Angelo.
Similar to Laguna limit lock to Laguna's model, i would love to see Irvine do Laguna Limit.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: JWP on 2020-04-24 15:25:02
i use doomtrain to edit selphie limit , it seem to lack slot arrays 60-65 https://finalfantasy.fandom.com/wiki/Slot_(Final_Fantasy_VIII). And more than 1 The end in all spell sets will crash the game.
I find array 60-65 by changing all arrays to 15 and use hex editor search 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F, end of 0F string is 6 values of 60-65

The reason 60-65 isn't included is because it overlaps with the item sets. the bytes are: 01 02 04 02 07 02 - this is the start of set 0: 2 Thunder (Magic id 0x01), 2 Thunder (Magic id 0x04), 2 Thunder (Magic id 0x07).
This might be a coding issue with the game and could cause issues.

Can we add camera change for battle items ? I add Terra Break and Light Pillar to battle items, but these 2 spells need to change camera angle to look good.
And about Wishing Star it seem the animation riding Angelo lock to Rinoa 's model, if somehow we can change the code from Rinoa's model to caster's model, then anyone can ride Angelo.
Similar to Laguna limit lock to Laguna's model, i would love to see Irvine do Laguna Limit.

The only thing that could possibly be added to Doomtrain is text editing, every other byte in the kernel.bin file that can be edited is already there.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: rartart on 2020-06-21 17:24:33
i wish that this great program get updated too , i wish there was an option to permanently apply the positive status , i want to permanently apply the hero status :D
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Antoine on 2020-06-24 18:24:27
Thank you for Doomtrain!

I wonder what Power, Power Mod and Level Mod mean in "G-Forces" and "NJ G-Forces"?
Is there a way to increase the effect of Moogle Dance?

Thanks in advance.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Dark_Ansem on 2020-07-02 00:29:41
Playing the Steam non-remastered version here.

So, I tried to make holy hit multiple times, and now enemies don't disappear anymore after being hit - but they absolutely die lol I assume there is no fix for this?

GF attacks cannot be made multi-hit either I suppose.

Let alone enemy attacks...
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Truechimaera on 2021-01-10 01:01:03
Does this work for the steam Remastered version?  I've been trying to get it to work, but I just can't figure out how.  If it is possible, could someone post step by step instructions?
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: faospark on 2021-02-08 10:54:46
you need maki's Demaster and Deling editor.
-Unpack the game using Maki's Demaster tool you should have a folder name DEMASTER_EXP

-Using deling editor locate the main.fs file under DEMASTER_EXP\data\lang-en (assuming your laguage is english) and open the file
-On the deling editor open the eng folder and locate the kernel.bin file . double click it to extract
- you Can now use doomtrain to edit the kernel.bin file
- make a back-up of the kernel.bin file before opening it using Doomtrain.

to make it work in the game you need to replace the kernel.bin with the edited one on the main.fs file you opened earlier.


Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: MysticLord on 2021-04-11 06:14:29
How do I extract the relevant file from /FF8DISK1.IMG, which I assume is a custom archive format SE used?
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: homersimson on 2022-04-13 21:23:45
hi , does the kernel.bin contain also the data of the auto-status abilities ? because by editing those we can set auto-holy war, auto-triple, auto-aura, and if the kernel file contain it , we can even make sure that the aura set the crisis to the maximum level, also , this game deserve the same attention and care in regard of modding programs that are given to final fantasy 9 , infact all the modders here should cooperate in order to have a unique program that comprehend all the functions of the modding programs that are currently separated
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: homersimson on 2022-04-17 09:17:32
as ever , none fucking reply to the questions , fuck you
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Bonez on 2022-04-17 10:48:26
as ever , none fucking reply to the questions , fuck you

I don't know if you've noticed, but I'll clue you in on a couple things.

1. The forum isn't a lively as it once was. It has largely been replaced by our discord server. You'd find help there a lot faster (if not nearly instantly) than here.

2. An extension of 1. The author of this program hasn't logged into the site since March 29. If you insist on using the forums for help, have some patience and wait a little longer than 4 days. Hell, the last reply in this thread was a year ago.

3. No, fuck you. If I knew the answer to your question, I'd be disinclined to respond after that and I hope anyone else feels the same... Get muted for a while.

Welcome to the forum, btw.  :wink:
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: darknesshah66 on 2022-04-25 10:19:58
Hey I got problem with Rinoa's Angelo Limits hitting multiple times after ticking "break damage limit" on them. I don't know why this is happening. I'd just want them to go over 10k in late and not stop at 10k when there'd be potential for more damage. I was able to make Irvine's limits break the damage limit no problem but I got problem with Rinoa. Can anyone help me out?
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: albert on 2022-07-13 10:48:57
Hey I got problem with Rinoa's Angelo Limits hitting multiple times after ticking "break damage limit" on them. I don't know why this is happening. I'd just want them to go over 10k in late and not stop at 10k when there'd be potential for more damage. I was able to make Irvine's limits break the damage limit no problem but I got problem with Rinoa. Can anyone help me out?
Do not ticking "break damage limit" on Rinoa and Zell's limits, It is useless but make a unknown bug.
There is a lot of rules didn't shown on tips, some options related to other files, It's not only effect by kernel.bin.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: NicoChirry on 2023-05-30 19:02:10
Hi there hope someone can help, im trying to change squalls limit renzokuken to Seifers no mercy but only way I can do so is by changing limit ID under character tab to Seifers (17) but when I try using it in game I can select fire cross but doesn’t let me select no mercy (nothing shows up) hope I’ve explained it correctly.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: albert on 2023-06-12 10:14:40
Hi there hope someone can help, im trying to change squalls limit renzokuken to Seifers no mercy but only way I can do so is by changing limit ID under character tab to Seifers (17) but when I try using it in game I can select fire cross but doesn’t let me select no mercy (nothing shows up) hope I’ve explained it correctly.

Emmmm, I guess you must adjust Anime ID at the same time, each Character has a unique anime ID for their limit break, otherwise it will gonna has some trouble when it doesn't fit with wrong ID and wrong data.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: NicoChirry on 2023-06-12 12:23:21
Got this working, had to change fire cross ability under ability commands in doomtrain by ticking the second bottom box and second last bottom box unknown flags same as renzokuken, then changed squalls limit I’d under character tab to 17 (fire cross) this allows me to select fire cross and he does the limit without having sub menu (where u click no mercy)
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: GamberoBallante on 2023-07-05 15:47:39
Hey I got problem with Rinoa's Angelo Limits hitting multiple times after ticking "break damage limit" on them. I don't know why this is happening. I'd just want them to go over 10k in late and not stop at 10k when there'd be potential for more damage. I was able to make Irvine's limits break the damage limit no problem but I got problem with Rinoa. Can anyone help me out?

Attack Flags don't work correctly because the byte structure in kernel.bin of Zell's and Rinoa's limits are different from the others. I found a fix for just for Zell's Limit but is similar for Rinoa's limit i guess. You just need an editor like HexEd (https://hexed.it/).
As documented in wiki (https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29) Zell's duel moves start at 0x48B8 and each move consists of 32 bytes. The byte that represents Attack Flags is the 12th instead of the 9th as is said in the Documentation. So you need to leave the default attack flags in Doomtrain and then go to the 12th byte of each move and change it. In particular if you want to break the damage limit you have to set it to 08.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: WilliamBunch on 2023-07-11 14:06:25
Thanks for the info.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: albert on 2023-07-28 14:07:48
Attack Flags don't work correctly because the byte structure in kernel.bin of Zell's and Rinoa's limits are different from the others. I found a fix for just for Zell's Limit but is similar for Rinoa's limit i guess. You just need an editor like https://hexed.it/ (https://hexed.it/).
As documented in https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29 (https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29) Zell's duel moves start at 0x48B8 and each move consists of 32 bytes. The byte that represents Attack Flags is the 12th instead of the 9th as is said in the Documentation. So you need to leave the default attack flags in Doomtrain and then go to the 12th byte of each move and change it. In particular if you want to break the damage limit you have to set it to 08.

Good work, another question: How about quists's hit count of her limitbreak, I've saw someone edit to mutiple hit for her but I don't know about the address, do you know it? :)
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: albert on 2023-07-29 13:53:00
Attack Flags don't work correctly because the byte structure in kernel.bin of Zell's and Rinoa's limits are different from the others. I found a fix for just for Zell's Limit but is similar for Rinoa's limit i guess. You just need an editor like https://hexed.it/ (https://hexed.it/).
As documented in https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29 (https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29) Zell's duel moves start at 0x48B8 and each move consists of 32 bytes. The byte that represents Attack Flags is the 12th instead of the 9th as is said in the Documentation. So you need to leave the default attack flags in Doomtrain and then go to the 12th byte of each move and change it. In particular if you want to break the damage limit you have to set it to 08.

I got the address of Hitcount for Quistis, Quistis Blue magic (https://github.com/DarkShinryu/doomtrain/wiki/Blue-magic-(Quistis-limit-break)), At Section Structure, 0x000B 1 byte Unknown is for Hitcount, but can not over 3Hit, it is familiar as AOE attack can not exceed 3 Hitcount unless use random target. Next time I'll try which one is random target switch.
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: albert on 2023-07-30 02:47:19
Attack Flags don't work correctly because the byte structure in kernel.bin of Zell's and Rinoa's limits are different from the others. I found a fix for just for Zell's Limit but is similar for Rinoa's limit i guess. You just need an editor like https://hexed.it/ (https://hexed.it/).
As documented in https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29 (https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29) Zell's duel moves start at 0x48B8 and each move consists of 32 bytes. The byte that represents Attack Flags is the 12th instead of the 9th as is said in the Documentation. So you need to leave the default attack flags in Doomtrain and then go to the 12th byte of each move and change it. In particular if you want to break the damage limit you have to set it to 08.

I got the address of target info for Quistis, Quistis Blue magic (https://github.com/DarkShinryu/doomtrain/wiki/Blue-magic-(Quistis-limit-break))., At Section Structure, 0x0009 1 byte Unknown is for target info
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: miruss89 on 2023-08-09 13:59:04
Attack Flags don't work correctly because the byte structure in kernel.bin of Zell's and Rinoa's limits are different from the others. I found a fix for just for Zell's Limit but is similar for Rinoa's limit i guess. You just need an editor like https://hexed.it/ (https://hexed.it/).
As documented in https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29 (https://github.com/DarkShinryu/doomtrain/wiki/Duel-%28Zell-limit-break%29) Zell's duel moves start at 0x48B8 and each move consists of 32 bytes. The byte that represents Attack Flags is the 12th instead of the 9th as is said in the Documentation. So you need to leave the default attack flags in Doomtrain and then go to the 12th byte of each move and change it. In particular if you want to break the damage limit you have to set it to 08.

Can anybody recompile the editor with the new updated findings?
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: GamberoBallante on 2023-08-21 08:55:21
I forked the original repo as the owners were no longer active. If anyone has information on the kernel structure please pm me so I can update the editor. Here i leave the links for the repo and the new exe with Zell duel attack flags problem fixed.

Repository (https://github.com/FedeCosta0/doomtrain/tree/v1.0.2)
Doomtrain v1.0.2 download (https://github.com/FedeCosta0/doomtrain/releases/tag/v1.0.2)
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: albert on 2023-08-25 19:28:25
I forked the original repo as the owners were no longer active. If anyone has information on the kernel structure please pm me so I can update the editor. Here i leave the links for the repo and the new exe with Zell duel attack flags problem fixed.

Repository (https://github.com/FedeCosta0/doomtrain/tree/v1.0.2)
Doomtrain v1.0.2 download (https://github.com/FedeCosta0/doomtrain/releases/tag/v1.0.2)

Good work bro, do you ever update Quistis limit break info that I show it above? :)
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: GamberoBallante on 2023-08-29 10:21:06
Thanks to albert's information i have updated the editor (and the wiki).
v1.0.3 Changelog
- Added Quistis Blue Magic Hit Count
- Added Quistis Blue Magic Target Info

If anyone finds bugs or new information about unknown flags, please let me know in this thread or in PM so I can update the editor.

Download v1.0.3 (https://github.com/FedeCosta0/doomtrain/releases/tag/v1.0.3)
Wiki (https://github.com/FedeCosta0/doomtrain/wiki)
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: albert on 2023-08-30 16:02:45
Thanks to albert's information i have updated the editor (and the wiki).
v1.0.3 Changelog
- Added Quistis Blue Magic Hit Count
- Added Quistis Blue Magic Target Info

If anyone finds bugs or new information about unknown flags, please let me know in this thread or in PM so I can update the editor.

Download v1.0.3 (https://github.com/FedeCosta0/doomtrain/releases/tag/v1.0.3)
Wiki (https://github.com/FedeCosta0/doomtrain/wiki)

Good work, there are more information I can offer to you.

Battle command, that target as shown as DEC, when you transform it to BIN you will know that is target info.
Rinoa's limit break part I, that target as shown also as DEC, we can transform it as target info too.
Attack flags of Rinoa's limit break part II, also wrong as Zell, it actually offset is 0x0009 1 byte Unknown, not 0x0008.
GF also have target info and hitcount, junctionable GF target info offset is 0x0009 1 byte, and hitcount offset is 0x000C 1 byte. Non junctionable GF target info offset is 0x0007 1 byte, hit count offset is 0x000A 1 byte.

That's all I've got as aboved, if anything new I find, I'll let you know.

I believe that Quistis limit break also have element attack %, but I don't find it out yet.


Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: miruss89 on 2023-09-07 14:50:44
Thanks to albert's information i have updated the editor (and the wiki).
v1.0.3 Changelog
- Added Quistis Blue Magic Hit Count
- Added Quistis Blue Magic Target Info

If anyone finds bugs or new information about unknown flags, please let me know in this thread or in PM so I can update the editor.

Download v1.0.3 (https://github.com/FedeCosta0/doomtrain/releases/tag/v1.0.3)
Wiki (https://github.com/FedeCosta0/doomtrain/wiki)

Thank you so much bro.  :cry:
Title: Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Plectro on 2023-09-13 20:47:25
If anyone finds bugs or new information about unknown flags, please let me know in this thread or in PM so I can update the editor.

Hey I have found a few issues with the wiki info.

Zell's Duel Parameters section: https://github.com/DarkShinryu/doomtrain/wiki/Zell-limit-break-parameters
on the wiki says it's 64 bytes, but it's actually 100 bytes long (which happens to be 0x64 in hexadecimal)

Rinoa's Combine limit break section: https://github.com/DarkShinryu/doomtrain/wiki/Rinoa-limit-breaks-%28part-2%29
Wiki says 33 sections but it has only 5 sections.

Everything else seems to line up okay