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Messages - FinalFanatic

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Hi there, I've hit a wall I can't seem to find a solution to. I have original PSone FFVII Discs 1-3 that I can pack onto my PSP. I've tested it without any mods and it works and plays perfectly fine. But, let's say I were to modify the KERNEL.BIN file before packing them? If I did so, the PSP will load the game perfectly fine, but will crash the very instant I select something like "Item" or "Materia" in the main menu. The weird thing is, I don't encounter this issue with an emulator like ePSXe. Only my PSP.

I've searched and searched and haven't found a solution. Only an old thread with the *exact* same issue, which here is the link: http://forums.qhimm.com/index.php?topic=8377.0

Thanks for any help!

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Well this is interesting. Modifying KERNEL.BIN will make my eboot.PBP crash on my PSP, but not on ePSXe.

Has anyone else encountered this issue before?

3
I did a lot of detective work and managed to locate the kernel.bin file, extract it from the .BIN, edit it with WM, and reinsert it into the .BIN file. However, when repacking the game onto my PSP, it crashes once I select 'Item' from the main menu.

To help clarify: the game does run (I started on Disc One), and as a matter of fact, if I select 'Magic' from the main menu, I can see some of the changes I made: Ice to Blizzard and Bolt to Thunder, for example. But, if I select Item or Materia, the PSP system crashes.

I narrowed the issue to something being edited in the kernel.bin file. I came to this conclusion because I originally started with my 3 physical disc copies of PSX FFVII and packed them onto my PSP as an eboot.pbp. The game played perfectly. But, let's say before repacking them, I modified the kernel.bin. That's when the crash issue comes up. I've tried making less modifications (to the point of just changing Cure2 to Cura), making sure the new kernel.bin is the same or slightly smaller size in KB than the original, but it still crashes.

I've searched and found this thread http://forums.qhimm.com/index.php?topic=8377.0 which pretty much describes the same issue and the only clue I found was something about the memory alignment?

4
The ONLY file you should open is the KERNEL.BIN in the INIT folder.
So only KERNEL.BIN, even for PSX? I burned my 3 physical disc copies of FFVII for PSone and I don’t have that file, or folder. It seems no matter which version of PSX FFVII I try, there’s no KERNEL.BIN. I’ve tried downloading an ISO, both online and as a PSone classic directly from PS store; I’ve tried converting the physical discs...I never encounter KERNEL.BIN.

5
Hello, I'm pretty new to this and have minimal experience in modding, but I'm trying to use this WallMarket tool on a burned copy of the PSX FFVII that I physically have. I've downloaded the necessary requirements and made sure I am running Microsoft .NET Framework 3.5 and running Microsoft Visual Basic Power Packs 3.0, but when I run the WM application and attempt to open a .bin file, I receive an error:

"Unhandled exception has occurred in your application. If you click continue, the application will ignore this error and attempt to continue. If you click quit, the application will close immediately.

Arithmetic operation resulted in an overflow"

If I choose to Continue, the same error occurs if I click on any tab such as Materia or Weapon. It doesn't list anything in such tabs either so maybe I'm not loading the correct bin file?

This might be a Windows 10 issue, but the one solution I found and followed did nothing to solve it and I'm still receiving the same error. I was wondering if anyone could at least point me in the right direction to fix this? Here is the debug log if it helps:
Code: [Select]
************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
   at WallMarket.Form1.GUnZip(Byte[]& byteCompressed)
   at WallMarket.Form1.SeparateFiles()
   at WallMarket.Form1.Open_KERNEL(Char kernel)
   at WallMarket.Form1.OpenKERNELBINToolStripMenuItem_Click(Object sender, EventArgs e)
   at WallMarket.Form1.Form1_Load(Object sender, EventArgs e)
   at System.EventHandler.Invoke(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Thanks for any assistance!

6
I do, in fact, have a physical copy of FFVII (yes all 3 discs). I put one of the discs into my laptop's disc drive, saved the data, and found the KERNEL.BIN file and managed to use WallMarket with it successfully. So at least now I understand how it all works and how it differs from a PS1 Classic download from PS store or an .iso for that matter. Thanks for that information everyone, the KERNEL.BIN roadblock was really starting to annoy me lol.

I was testing out the program a bit and it seems straightforward enough albeit with a lot of little options when it comes to creating new magic. I imagine the simplest thing to do would be to create new materia and attack animations based on what already exists in the game. The help file is very useful though so I'm sure I'll figure it out (kudos to the developer(s) in the WallMarket thread).

The only thing I question is how I can make new magic/materia available to me at certain points in the game like from which shops; as well as if I can use enemy animations for magic (Aero 3 for example, or Flying Sickle from those Wing Beat dragon-flyer monsters for Aero 1 for another example). Other than that, I see how I can mod the game and convert it to .iso and play it successfully, so thanks all for that help.

7
Ok, this is starting to be too much trouble for me. I've tried at least 4 different programs to convert the EBOOT.PBP to an .iso, all either to no success or success with a corrupted unusable .iso file. And this mystery KERNEL.BIN file continues to elude me as I have tried a couple different FFVII .isos online, and still do not see a KERNEL.BIN. Am I viewing the .isos that I'm trying wrong somehow? I'm using WinRAR.

8
Thanks for the reply.

I'm not seeing any /INIT folder on my file though. To be clear, I'm using a PS1 classic version of FFVII on my PSP. The ID of the game (which looks to be the same as any non-legit ISO image) is SCUS94163. I'm not sure if it's because it's not downloaded from the net where users already upload in an ISO format (I manage my official copies of PSP downloads with MediaGo, which has a folder/library of downloaded PS1 classics and PSP games), but the folder of the game itself, labeled SCUS94163, is an actual folder. It's not archived as an ISO image (like .iso).

In either case, there is no KERNEL.BIN file in the folder. The only .BIN file I see is KEYS.BIN, which although WallMarket will open, it gives errors as I try to edit it. I tried to download an .iso from the net and I also do not see a KERNEL.BIN files. Am I looking in the wrong places? Could anyone possibly direct me to an .iso with the KERNEL.BIN file?

Thanks again for the help

9
Hi guys, I'm sort of new here. I've been lurking for a while in and out, mostly using BlackChocobo for FFVII. I'm impressed and satisfied with it. However I'm looking for something that could help me edit the game itself, not just the save. To be clear, I'm using the PS1 classic version, downloaded from the PS store, and playing it on my PSP 3000 with CFW 6.60.

I've searched around and usually I can find what I'm looking for when I do that but this time what I find appears to be way over my head. Most of the mods I see appear to only work for PC versions even though they say it works with both PC and PS1. Or more specific, whenever I extract a file to run, I always have to have a FFVII actual game on file to be put in the same directory as the running file itself (which I tried, but does not seem to work with PS classic version).

Specifically, my goal right now is to simply add my own magic to the game. Two magic material easily and obviously come to mind: Water and Wind with Water and Aero spells respectively. Something identical to what this guy has: http://www.youtube.com/watch?v=CMuGaWnl0ks

If anyone can help, I'd appreciate it.  ;D
Oh, and I'm a Windows 7 user.

10
Pretty sure you need cfw installed to use cwcheat

Sorry I guess I didn't specify that but yes I have installed CFW PRO_B9 successfully in the PSP. I can press select on the XMB and that custom menu will appear. However pressing and holding Select whilst on the New Game/Load Game screen after I start FFVII doesn't bring up any menu.

UPDATE/EDIT: I toyed around with the vsh menu on the XMB a little and tried the game again; this time the cwcheat menu came up and I was able to successfully perform the workaround mentioned in the FAQ. With seemingly no other issues arrising, I think I've got the process down. Thanks for reading.

11
Hi guys I'm new and I have to say this program looks really fun to play around with. I say look because I haven't actually made use of it yet outside of toying around with stats, materia and such. I'm having a lot of trouble with saving the changes I made to a certain save slot because I am playing a PSOne classic version of FFVII on my PSP-3000 (OFW 6.60). I know there is no way to play an edited save on the PSP without a workaround, which is what I've been trying to do based on the FAQ however I'm getting stuck at the point where you hold select for a few seconds to find the "Manage Memory Card" after installing cfwcheats in the memory stick--I followed the instructions perfectly but that menu still does not appear at the New Game/Load Game screen after holding Select. I noticed that the workaround FAQ says the seplugins folder you yourself create for the root of the memory stick is supposed to have "pops.txt" with ta specific line written in it. Does this actually go in the seplugins folder...or the cfwcheats folder?

But yeah aside from that, I could really use some help with this workaround. Any help appreciated, thanks!

UPDATE/EDIT: I toyed around with the vsh menu on the XMB a little and tried the game again; this time the cwcheat menu came up and I was able to successfully perform the workaround mentioned in the FAQ. With seemingly no other issues arrising, I think I've got the process down. Thanks for reading.

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