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Final Fantasy 7 => FF7 Tools => Topic started by: nfitc1 on 2008-10-08 14:48:39

Title: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2008-10-08 14:48:39
Now this really can edit virtually all bytes of the KERNEL.BIN and kernel2.bin (at least, to the best of my knowledge). In case something is wrong (I'm almost sure something will be), let me know. I cannot stress enough to make backups!!

Note: All discussion of Proud Clod has been moved to this thread (http://forums.qhimm.com/index.php?topic=8481.0).

WallMarket 1.4.5 is here!! (http://www.filefront.com/17391356/WallMarket145.zip/)
Mediafire Mirror (http://www.mediafire.com/?z6jpvqwg3q2z9vy)

Few more bug fixes. Attack Damage formula is handled differently as is Materia Type. Materia Links should be easier to manage too.

Requires:
Microsoft .NET Framework 3.5 (https://www.microsoft.com/en-us/download/details.aspx?id=22&source=mscom-net&desc=dotnet35) or higher
Microsoft Visual Basic Power Packs 3.0 (http://msdn.microsoft.com/en-us/vbasic/bb735936.aspx) or higher (for WallMarket)

Blog (http://wmprc.blogspot.com/).

Optional:
Included .dat file. This file contains all the display characters and battle script addresses and their values. If you decide to change the character set, update this file. If this file is not present in the same directory as WallMarket.exe, then WallMarket will use the standard FFVII display characters. Also, disassembly will not display functions of known address values. If you discover the function of an unknown value, add it to the bottom of the file (or anywhere after the first 256 lines) in the same format as the rest of the addresses:
<4-digit hex address>|<function>
and it will show up during disassembly.

Images: (no longer completely accurate, but close enough :D )
Command: http://img110.imageshack.us/img110/7498/commandtablf4.png
Attack: http://img110.imageshack.us/img110/4/attacktabof6.png
Initial Data/Character Data: http://img176.imageshack.us/img176/3476/initialcharacterdataot2.png
Initial Data/Party Data: http://img185.imageshack.us/img185/1170/initialpartywz7.png
Initial Data/Character Growth: http://img8.imageshack.us/img8/7586/charactergrowth.png
Initial Data/Curves: http://img8.imageshack.us/img8/8121/curves.png
Initial Data/Character AI: http://img228.imageshack.us/img228/6392/charainew.png (Not taken directly from WM, but looks the same)
Initial Data/Random Numbers: http://img8.imageshack.us/img8/8501/randomnumbers.png
Initial Data/Scene look-up: http://img8.imageshack.us/img8/7484/scenelookup.png
Initial Data/Spell Order: http://img8.imageshack.us/img8/7274/spellorder.png
Item: http://img110.imageshack.us/img110/9983/itemtabnl1.png
Weapon: http://img110.imageshack.us/img110/6761/weapontabne5.png
Armor: http://img110.imageshack.us/img110/7611/armortabpm3.png
Accessory: http://img110.imageshack.us/img110/5271/accessorytabgv5.png
Materia: http://img110.imageshack.us/img110/6660/materiatabxs1.png
Key Item Text: http://img110.imageshack.us/img110/2026/keyitemtabwb3.png
Battle Text: http://img118.imageshack.us/img118/3682/battletexttabot1.png
Summon Attack Names: http://img118.imageshack.us/img118/364/summonattacktabxr0.png
Raw Data Window: http://img118.imageshack.us/img118/9242/rawdatawindowcb7.png


All the information for this program is described in this thread. In a nutshell, this can edit in-battle information on attacks, items, weapons, armor, accessories, and materia! Want to make a potion heal 1000 HP? Easy! Want to make Bahamut ZERO hit all targets, party and enemies alike? Simple! Want to make casting Ultima end the battle without rewards and be holy elemental AND cause poison, silence, and darkness? No problem! Want to make Buster Sword have 8 linked Materia slots with triple growth? Piece of Cake! You get the idea by now, I hope. ;) Almost any effect any attack has can be given to another. Any weapon can be modified to be equipable by another party member (may cause graphical errors . . . haven't tested this much). Armors can be changed to raise stats very high or not at all. Accessories can be changed to nullify any elements and block ALL status effects. Materia levels can be increased or AP requirements decreased!
I could go on and on about what this can do, but I'd run out of space! :D Just download it for yourself and see!!
Always keep a backup, unmodified KERNEL.BIN in case some change causes the game to crash. Every modification of known information I've made has successfully been reflected in battle.

Features:

    * WallMarket will detect if the PC version exists and will initially point to kernel directory
    * Finally updated that help file
    * Can edit all parts of KERNEL.BIN!!
    * If you can call this a feature, it now requires Microsoft Visual Basic PowerPacks 1.2 or higher.
    * Can edit Character AI and moderately accurately disassembles into something readable similar to C or Java.
         NOTE: Disassembly not always accurate. I can't get it much more accurate than it is now so don't contact me about it unless it crashes during disassembly.
    * Forgot to mention that it comes with a WallMarket.dat file that contains the text and script address functions. Doesn't handle multi-character font values yet. Still working on that. Rather, it will read the multi-characters and display just fine, but it won't save them back the way you'll expect.
          o Actually saves now. Stupid 1.1.8.2 was written to account for the Read-Only flag, but didn't save if it wasn't on. Talk about embarrassing.  :oops:
    * You can now save changes in a smaller file that can be distributed and applied to other users' KERNELs via WM. Best part of this is that the changes will stack! You can load one file that changes names, then another that changes data and both will take effect!
    * Fixes some string issues related to AI Editing
    * Smaller file size and virtual footprint
    * Attack Damage is split in two. This offers more variety to attack types.*new*
    * Materia type is also split in two. This is likely going to be more confusing than before, but it's meant to be wholistic.*new*
    * Fixed Initial Materia AP not saving when clicking on materia picture as well as a few other things.*new*
    * Limited size of PC text so it will warn you if you exceed the game's maximum allowed size. *new*


Note: Most information is known, but not all. If you have any information on unknown values please let me know by replying to this or PMing me.
Also keep in mind that I intend to continue updating this with relevant information so this is not the final version.
Note2: zlib1.dll needs to be in the same directory as WM or in the WINDOWS\system32 directory. If you get an error during KERNEL.BIN creation saying it can't find zlib1.dll, put it in the same directory as WM.
Note3: Filefront was saved so the links to the Filefront files has been restored and I'll be staying with them.
Note4: Comes with an incomplete readme with opcodes and such.
Note5: To delete scripts, highlight the script section ("Pre-Battle", "Main", etc) and press the Delete key on the keyboard.
Note6: For questions about animations indexes, read this thread (http://forums.qhimm.com/index.php?topic=8195.0) first. It will likely answer most of them.

PS - In case anyone is having problems with the new version, sorry. The old versions are dead. :(


I've gotten a request or two for this. It's a basic LZS Compressor/Decompressor (http://www.mediafire.com/?hwyyk2zjjjj) that's designed to work with FF7 LZS files and largely based off the LZS compression WM uses for the PCs kernel2.bin file, but optimized for larger files. As far as I can tell it works fine and usually compresses better than Qhimm's method which is really just designed to work with the PC version so size wasn't an issue. In the few tests I've made with this prog, it decompressed all tests successfully and re-compressed them to be smaller than the original LZS file. These newly compressed files were then decompressed and shown to be identical to the first decompressed file. Tests went like this:
File.LZS -> File.Dec -> File2.LZS -> File2.Dec
Size of File2.LZS < Size of File.LZS    AND    File.Dec identical to File2.Dec
Basically, that means it'll work for PSX modding too since they can be injected into a disc image without rearranging file locations. The prog comes with a basic readme as well that should explain how to use it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: *:.Griever.:* on 2008-10-08 15:10:47
This actually sounds rather good.  I'll give it a try when I get home.  Well done. :-)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Deathblow on 2008-10-08 17:13:11
ive been using it the last couple of days and i cant put to words how much easier and helpful its been.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Auraplatonic on 2008-10-08 17:14:07
Im excited to try.  I have the download but I haven't tried it yet.  Will let you know whats up soon.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-08 18:25:24
Thank you! I'm going to try this right away.

And well done for getting it finished so quickly; just a few weeks ago a kernel.bin editor was the alcohol-induced dream of a raving madman. Now my dream has come true ;-) Hurrah!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: CyberPirate on 2008-10-08 18:44:26
Wow, this is really nice! What can I edit in the Command tab? Can I add 10x-Cut? :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-08 19:50:12
Very good. I've just tried a few things, and have made a couple of observations, which I apologise profusely for not noticing during beta testing:

#Status attack for weapons (at 0x05) only goes up to 11 (MBarrier). I think that any status can go in here; I've had berserk (17h) and Paralyse (19h) work before (although their success rate is low, which may explain why it was thought that they don't work).

#It seems that MP cost for attacks is controlled by one byte; when I tried to make some attacks cost more than 255MP, the cost overflowed: setting the cost to 300MP will make it cost 44MP in the game.

EDIT: I was going to mention the problem with item effects used in the menu, then I read the helpme file. I suspect that the data for item effects in the menu is in ff7.exe (where attack data for limit beaks is).

Still, an excellent program; my modding is now much less time consuming and more reliable.

EDIT2: Wow, that was quick!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-08 20:42:42
#Status attack for weapons (at 0x05) only goes up to 11 (MBarrier). I think that any status can go in here; I've had berserk (17h) and Paralyse (19h) work before (although their success rate is low, which may explain why it was thought that they don't work).

#It seems that MP cost for attacks is controlled by one byte; when I tried to make some attacks cost more than 255MP, the cost overflowed: setting the cost to 300MP will make it cost 44MP in the game.

I've made these changes and updated the executable on FileFront. Only five downloads have occured to this point so I don't think too many people will explode over there being an update so soon. :)

Thank you all for your positive reactions to this! I have to admit, I wasn't sure what kind of response I'd get from this. Even when I began this project I was sure that there was something like this already and someone was going to say "Why did you do this when [This program] does it too...and better?" That would surely have ruined my last two weeks. LKM, your reaction to this was particularly amusing. :D

CyberPirate, unfortunately the Command tab cannot be edited YET. When that happens I'll bump this version up to 1.0. I'm still trying to identify those first two bytes and I think I'll have it.

I just noticed that one of the item effects is mislabeled. 0x50 is labeled as "Raises Stats" when I believe 0x00 actually should be "Raises Stats" and 0x50 should remain "Unknown". This is minor and not worth an update yet.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-08 21:01:10
Quote from: NFITC1
LKM, your reaction to this was particularly amusing.

I always enjoy a little bit of self-deprecating humour.

Anyway, I too thought that there would have been a kernel.bin editor by now; since so many important changes can be made by editing that file I'd have thought it would have been one of the first to have its own editor.

And do you have any idea how long it would take before the program will be able to edit kernelbin.2&3? At the moment I am editing these manually to make my own hardcore mod (for personal use at the moment - it will be a long, long (long) time before I have anything worth releasing).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-08 21:45:47
Kernel.bin2/3? Hmm... Most of that information is quite incomplete in the wiki. I'd have to go through it on my own to determine what it all means unless someone can provide a whitesheet with that kind of stuff on it.

3 looks easy enough as it's just a blank portion of a savemap (which has pretty complete information).
2 would be significantly harder without more precise definitions of things like "Character Data", "Stat Curve", and "Character AI".
The other sections were cake walks to the challenge that these two would provide. I really wanted to finish them before releasing the first version, which I believe I have. I just need values for those first two bytes of the commands and I'll rework it again. :)

I'd expect that it could take another month before I'm ready to for testing on 2 or 3. There are at least 6 sections covering 64 bytes in the save map 3 contains that are not identified. Not to mention that each character map has 4 bytes that are still unidentified. That's a rather large amount of "Unknown data" present, but it's still possible. It will require a lot of boring/tedious play-testing to nail down some of the differences.
Let me "re-coup" from Wall Market and make sure it's accurate before I start on adding more to it. :) Rest assured, I do intend (as I always have) to do this.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-08 22:10:33
There's a an FAQ on gamefaqs called the "Party Mechanics Guide"

http://www.gamefaqs.com/console/psx/game/197341.html

which may come in handy when trying to decipher kernel.bin2, but I'll admit, it looks quite tricky...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2008-10-08 23:31:49
Yay nice! I've been paying attention to this one a while. 1 question. Though I've never tested it I think "Additional Effects" (AD) must be 00h to make "Effect Modifier" (EM) usable. If EM is number of times the attack shall take effect that is (I don't see it can be anything else here). But both AD end EM can be combined to make an effect together. Like the Hero Drink effect. I was just wondering how this proggy handles this (if it's true what I suspect)?

EDIT: ok I see that AD has a number of hits choice. Should have checked 1st. :P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Gingercat on 2008-10-09 03:51:22
*Does a happy dance*

:lol: I am officially delighted :lol:

From a simple request and a pipe dream, to the magnificence on clear display for all who love FF7 to tinker with to their heart's content... And so quick to bring it all together!! NFITC1, a big, large, Huge Thankyou Materia to you from me for picking up my simple request and running with it like it was an Olympic sprint! (The Huge Thankyou Materia is orange with thin white stripes by the way; it's on display at the Observatory with the others ;).)

Seriously, how cool is this? It's way beyond anything I could ever do with my meagre skills; the beta testing though I could really sink my sharp little teeth into. I'm good at finding bugs :)

I'm going to be posting links to WallMarket's topics on here to the forums I'm a Super Mod on; I reckon some more interest will come from over there too, and will then spread from there! Anyone who loves FF7 should check this out.

Out of respect and etiquette I'm not going to just post the name of those forums on here; if interested, type this into Google:

"Brad the Gingercat" +forum

That'll lead ya there :P

Weeeeeeee!

Love the icons on the tabs too - That is really inventive. Visual appeal++!

Weeeeeeee! :lol:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-09 05:51:32
Glad to see that all my fans are happy about this. :)

Semi-sad/semi-breakthrough news:
Good News: I have decoded the Command tab values! :D
Bad News: Editing them would be mostly worthless. :(

Here's why:
The format for the command codes in KERNEL.BIN0 are thus:
Code: [Select]
Byte 0x00: Cursor Action:
0x00: Character
0x01: Magic Menu
0x02: Summon Menu
0x03: Item Menu
0x04: E.Skill Menu
0x05: Throw Menu
0x06: "Limit"
0x07: Enemy
0x08: W-Item Menu
0x09: W-Magic Menu
0x0A: W-Summon Menu
0x0B: Coin Menu
0xFF: Untested, might cause crash
Byte 0x01: Force Target
Byte 0x02: NULL (0xFF)
Byte 0x03: NULL (0xFF)
Word 0x04: Force Camera (Single)
Word 0x06: Force Camera (Multiple)

Looks good, right? I tested quite a few of these and was quite satisfied with the results as they gave me what I expected. So now I can change "Attack" into "Limit" right?! . . . No. This is the bad news.
While it LOOKS like you could easily change "Attack"'s leading byte of 0x07 to 0x06, this does not change the behavior of Attack. First of all, the game is hard-wired to know that "Attack" is "Attack". Even if you bring up a W-Summon Menu it will still attack. After an object (magic, summon, item) is selected, only a pointer to that item will be returned to the battle engine. The battle engine is programmed to know that Command 0x03 is used to cast magics so if you try to summon something or throw an item, it will only cast the magic in the position of the summon or item in the menu that was brought up.

Example to demonstrate what I mean: I changed "Magic" to bring the "Summon" menu. I wanted to summon Titan. In the list of summons, he is number 5. However, the number 5 is returned as being paired with command 0x03, which the battle engine understands as "Magic". So instead of trying to summon Titan, it performed the magic that is number 5 on the list, which happens to be Poisona.

Still, being able to edit this will not be ignored nor considered a waste of time. The Force Target worked rather well. When setting this to 0x97 (pick one random target from ALL enemies), EVERY magic attack picked one random enemy even though the targeting information of the attack was different. In a few cases, I tried to cast cure on one of my party members and it cast cure on a random monster. I tried to cast Ultima and it only hit one random monster. :D Pretty fun no?
I still also believe that those NULL bytes still have some function. In fact, I refuse to believe they're worthless.  I know that it's not Index, MP Cost, Element, Attack Properties, Sound, Status Changes, Additional Effects, or Attack Attribute. It MIGHT have to do with linked materia.
My theory about these is this: These eight bytes (or at least, the last seven) are a sort of template of things to pass to the battle engine. When an object is selected (be it magic, summon, item, monster, or player), data appropriate to this action are copied into this string and sent to the battle engine to handle. I know that setting byte 0x01 overrides ANY targeting information the attack might have, even if the cursor only points to a single target on the opposite side of the field. Now it's possible that these two NULLS deal with multipliers (which I'd have no way of tracing). Even playing around with different values in these I could never see any difference in the way the battle occurred.

Yet another tiny update: Additional Effect 0x23 on the Attack Tab should read "Receive no Gil from enemy hit by this attack".
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: CyberPirate on 2008-10-09 10:29:05
I know you said you was going to edit so we can edit the Command tab, and it seems like you figured it out as well. But is there really a way to edit the materia to create more cuts, or would that be impossible?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-09 12:09:16
Not with this. This is just a kernel editor. I believe that to be a battle engine issue. I don't know how to edit that. It's either hard-coded into the executable (likely) or it's part of battle.lgp, which I'm not going to touch. You'd have to change the way the battle engine responds to the 0x1B command...or any command I guess. I suppose this could be tracked with a debugger, but I don't have any experience with those and wouldn't really know what to look for.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-10-09 13:42:02
This is seriously awesome. Thank you very much for making this !

Something I just noticed : in the Attack tab, the "Unused" box in the status field should really be "Dual" - because if you only check the already existing Dual box, the spell will make the game crash.
The Dual status works fine as long as those two boxes are checked.

Also, would it be possible to add a text editor ? I'm gonna have to rename lots of stuff (items, armors, weapons, accessories and materias) as well as to edit some descriptions - but hex-editing is a pain...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-09 14:02:34
You can edit text with Teioh:

http://forums.qhimm.com/index.php?topic=6385.0
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-09 14:39:13
Something I just noticed : in the Attack tab, the "Unused" box in the status field should really be "Dual" - because if you only check the already existing Dual box, the spell will make the game crash.
The Dual status works fine as long as those two boxes are checked.

Wow! That's an excellent find! I was wondering what that Unused was really for. It seems that the "Unused" flags the character as being in Dual, but the "Dual" actually does the HP draining. So "Unused" will be renamed to "Dual" and the "Dual" will be renamed to "DualHP" and will require that "Dual be checked.

EDIT: Just noticed that Items' "Restore Apply" and Attacks' "Attack Attribute" are the same things. Items' "Amount Multiplier" will be changed to "Item Strength". Because of this, Attack Attribute 0x50 is going to be "Unknown" again. :( I can't shake the feeling that it has something to do with the ATB.

RE-EDIT: This is a good day for items! Unknown 1 is "Camera"; Unknown 2 is now "Additional Effects" (as I had expected); Unknown 3 is now "Item Properties" (Identical to Attack Properties). So Item tab is all filled in terms of function. :D Values are still a mystery. I'll upload the newest version 0.9.10 (not to be confused with 0.9.1) after I'm finished writing an updated Help file.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-10-09 16:00:26
You can edit text with Teioh:

http://forums.qhimm.com/index.php?topic=6385.0

Great utility ! I just tried it... ...and it won't work :(
That's because I'm modding the PSX game, so there is no KERNEL2.BIN file...
Oh well, I guess I'll just have to hex-edit again.

Quote
Wow! That's an excellent find! I was wondering what that Unused was really for. It seems that the "Unused" flags the character as being in Dual, but the "Dual" actually does the HP draining. So "Unused" will be renamed to "Dual" and the "Dual" will be renamed to "DualHP" and will require that "Dual be checked.

You're welcome  :-D
I'm not the one who figured this out, though.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-09 21:38:12
I have made a crude Enemy attack information viewer based on WallMarket. I'm trying to find additional effects that the characters don't use that the enemies do. Only discovered a few things so far:

Ruby Weapon's Whirlsand has "Additional Effect" 0x11. Remove target from battle?
Gighee's "Sun Diver" has "Additional Effect" 0x12. I have no idea what this does.
Ultima Weapon's "Ultima Beam" has the Unknown element. I'd call it ultima element, but the magic Ultima doesn't have it.
Aps's Sewer Tsunami has "Additional Effect" 0x04. There are two of these, each identical except for having different camera movements and Effect Modifiers. Could this be "causes double damage to row [modifier]?" because I think there's one that comes from behind him that causes him double damage and one that comes from behind Cloud, Tifa, and Aeris that causes them double damage.

Any one want this thing to help me find other missing values?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-09 22:45:30
Interestingly, I have been looking at the data at 0x11 for Ruby Weapon's Whirlsand and the Midgar Zolom's "sweep" attack. It seems that having this at 11h (as Ruby's Whirlsand does) flags the victim as dead when removed from battle, whereas having it as 12h flags the enemy as "escaped". I changed 0x11 of the Midgar Zolom's sweep to 11h rather than 12h and voila! the player was flagged as dead and I got game over when the one remaining character was killed, when I didn't before (you can see this on my youtube video).

I wonder whether the unusual effect you noticed in "Sewer Tsunami" might have something to do with the fact that it attacks both sides, but does more damage to one than the other?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-09 23:31:19
I wonder whether the unusual effect you noticed in "Sewer Tsunami" might have something to do with the fact that it attacks both sides, but does more damage to one than the other?

My thought exactly. In one of them the Effect Modifier is 0 and the other is 1. This probably indicates a side to take more damage.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-10 01:14:17
I might try it out; I'm thinking of having a few more attacks like this in the game.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-10 01:51:00
Try these effects too:

06 Bandit: Hold-Up (steal Gil)
07 Bandit: Mug (steal item)
11 Remove target from battle and cause death
12 Remove target from battle as if escaped
1B Remove caster from battle (no reward?)

Attack Attributes:
 00 is used in quite a few monsters, but I think it's indicates a scripted effect although I can't find the scripts or the index.
 25 should be changed to Magical (Ignore def calculation)
 6A I believe is Heartless Angel (reduce target(s) to 1 HP)

EDIT: I think I just discovered what the Attack/Item property "Angel Whisper" does. It's really "Do not retarget if dead".
I set Bolt3 to this property and cast flare on an enemy in a group then told another party member to cast Bolt3 on that same enemy while Flare was animating. Bolt3 hit the target where the dead enemy was! I tried this again with an unchanged Fire3 and Fire3 re-targeted! Angel Whisper also does this. If you are about to kill an enemy and cue up some party member to cast Angel Whisper on it before it dies (and the battle doesn't end with the killing of that one enemy) then Angel Whisper will actually bring back the fallen enemy to full health.
So it's KINDA like "Miss if not dead", which can target targets with the "Death" status, but it won't miss.

I also thought I was onto something about property 0x0002 dealing with multiple targets and animations. Here's a list of Magics/E.Skills that can have it:
Code: [Select]
0x0002 Property:
Life
Life2
Confu
Haste
Slow
Death
Escape
Remove
Fire3
Ice3
Bolt3
Quake2
Quake3
Bio3
Demi3
FullCure
Ultima
All Summons (15)
White Wind
Big Guard
Bad Breath
Beta
Aqualung
Trine
Magic Breath
Pandora's Box

With the exception of Big Guard, FullCure, and Ultima, these all have a single animation for "all targets" that is different from the animation from the single target. FullCure doesn't even work with multiple targets. Game crashes.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Tyler_Wu on 2008-10-10 18:05:11
Awesome! This could really make things interesting. Thanks for sharing!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Terid__K on 2008-10-10 20:30:40
I already learned how to mess with the kernel.bin file using Hex editing, thanks to The Saint and gjoerulv. It's a shame that this tool didn't show up earlier, oh well...

Great job on it, I'm sure this will help a lot of people.

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-10 21:45:36
Quote from: NFITC1
Try these effects too:

06 Bandit: Hold-Up (steal Gil)
07 Bandit: Mug (steal item)
11 Remove target from battle and cause death
12 Remove target from battle as if escaped
1B Remove caster from battle (no reward?)

11h and 12h definitely have those effects

I have looked at the others. Using 06h and 07h with Fire and Fire2 didn't have any effect; perhaps it only works with certain attacks, perhaps something else is going on. 1Bh had an interesting effect; using it with Fire3 did not remove Red XIII from the battle when he cast it, but after he lost all of his HP, he was not flagged as dead. When the entire party was finished off, I was taken back to the world map; it would seem that 1Bh flags the user as escaped (but I'm not sure about that). Also, I couldn't use "Enemy Skill" when I was trying these (I could use every other command that I tried; I have no idea why this happened. Finally, I have been trying to see whether one of the bytes of weapon data marked as "unknown" might correspond to this byte from attack data: at the moment, nothing has worked...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-10 22:00:45
I'm not surprised that 6 and 7 didn't work as I'm sure it is looking for the item list the party has. Since the enemies don't have an item list, or Gil total, then nothing happens.
1B though I figured was "escaped" since the Chocobos and the bandits use it to run away. Flagging them as dead would have told the battle engine that they were successfully defeated and the rewards would be given.

Discovered anything more about 4?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-10 23:15:56
Quote from: NFITC1
I'm not surprised that 6 and 7 didn't work as I'm sure it is looking for the item list the party has. Since the enemies don't have an item list, or Gil total, then nothing happens.

That makes sense.

Quote from: NFITC1
Discovered anything more about 4?

I've been doing a little research on 04h; it doesn't seem to have any effect when used with fire3 or ice3 when they target both sides of the battle screen. Whether or not 04h is used, the party receives more damage than the enemies. I am going to do a bit more research on this tomorrow, but I have a feeling that the animation for the Sewer tsunami attacks that make the difference, or the "number of hits" byte at 0x13.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-11 00:17:52
I've been doing a little research on 04h; it doesn't seem to have any effect when used with fire3 or ice3 when they target both sides of the battle screen. Whether or not 04h is used, the party receives more damage than the enemies. I am going to do a bit more research on this tomorrow, but I have a feeling that the animation for the Sewer tsunami attacks that make the difference, or the "number of hits" byte at 0x13.

As I said a few posts ago, I think the effect modifier for effect 4 should be 0 or 1 at least (possibly 2 as well since there are technically 3 battle rows). I doubt any other value would work.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2008-10-11 00:23:45
Ib toogles escape flag, correct! There are also several effect that alters the stats.
You guys have all the raw attack data. In case not here it is:


Code: [Select]
FF FF 00 FF 05 00 FF FF 00 00 28 00 0D 00 25 05 00 FF FF FF FF FF FF FF 00 02 FF FD Cure
FF FF 00 FF 18 00 FF FF 01 00 24 00 0D 01 25 23 00 FF FF FF FF FF FF FF 00 02 FF FD Cure2
FF FF 00 FF 40 00 FF FF 02 00 24 00 0D 02 25 82 00 FF FF FF FF FF FF FF 00 02 FF FD Cure3
FF FF 00 FF 1E 00 FF FF 00 00 24 00 0D 03 22 00 00 3F FF FF 00 80 00 00 00 00 FF FD Regen
FF FF 00 FF 03 00 FF FF 01 00 24 00 0D 04 22 00 02 7F FF FF 08 00 00 00 00 00 FF FD Poisona
FF FF 00 FF 0F 00 FF FF 02 00 24 00 0D 05 22 00 02 7F FF FF FC 78 80 06 00 00 FF FD Esuna
FF FF 00 FF 78 00 FF FF 02 00 24 00 01 06 22 00 FF 3F FF FF 00 00 00 20 00 00 FF FD Resist
FF FF 00 FF 22 00 FF FF 05 00 25 00 0D 07 24 08 FF 7F FF FF 01 00 00 00 00 02 FD FC Life
FF FF 00 FF 64 00 FF FF B1 00 25 00 0D 08 24 20 FF 7F FF FF 01 00 00 00 00 02 FD FC Life2
64 FF 00 FF 0A 00 FF FF 06 00 24 00 0F 09 22 00 FF 92 FF FF 00 10 00 00 00 00 FF FD Mini
64 FF 00 FF 0E 00 FF FF 07 00 24 00 0F 0A 22 00 FF 92 FF FF 00 08 00 00 00 00 FF FD Toad
64 FF 01 FF 08 00 FF FF 03 00 24 00 0F 0B 22 00 FF 12 FF FF 04 00 00 00 00 00 FF FD Sleepel
64 FF 00 FF 12 00 FF FF AD 00 25 00 0F 0C 22 00 FF 0F FF FF 40 00 00 00 00 00 FD FD Confu
64 FF 01 FF 18 00 FF FF 04 00 24 00 0F 0D 22 00 FF 14 FF FF 80 00 00 00 00 00 FF FD Silence
64 FF 00 FF 1C 00 FF FF 08 00 24 00 0F 0E 22 00 FF 14 FF FF 00 00 80 00 00 00 FF FD Berserk
FF FF 00 FF 10 00 FF FF 1E 00 28 00 0D 0F 50 00 FF 3F FF FF 00 00 01 00 00 00 FF FD Barrier
FF FF 00 FF 18 00 FF FF 1E 00 28 00 0D 10 50 00 FF 3F FF FF 00 00 02 00 00 00 FF FD MBarrier
FF FF 00 FF 1E 00 FF FF 1F 00 24 00 0D 11 50 00 02 3F FF FF 00 00 04 00 00 00 FF FF Reflect
FF FF 00 FF 3A 00 FF FF 1F 00 24 00 0D 12 50 00 FF 3F FF FF 00 00 03 00 00 00 FF FD Wall
FF FF 00 FF 12 00 FF FF 20 00 25 00 0D 13 50 00 02 3F FF FF 00 01 00 00 00 00 FD FD Haste
64 FF 00 FF 14 00 FF FF 21 00 25 00 0F 14 50 00 FF 19 FF FF 00 02 00 00 00 00 FD FD Slow
64 FF 00 FF 22 00 FF FF 22 00 24 00 0F 15 50 00 FF 0F FF FF 00 04 00 00 00 00 FF FD Stop
FF FF 00 FF 0C 00 FF FF AF 00 24 00 0F 16 22 00 FF 7F FF FF 00 00 17 00 00 00 FF FF DeBarrier
FF FF 00 FF 14 00 FF FF B0 00 24 00 0F 17 22 00 02 7F FF FF 00 87 17 30 00 00 FF FF DeSpell
64 FF 00 FF 1E 00 FF FF 23 00 25 00 0F 18 22 00 FF 0B FF FF 01 00 00 00 00 00 FD FD Death
6E FF 00 FF 10 00 FF FF B3 00 B3 00 00 19 22 00 FF FF 05 FF FF FF FF FF 00 00 FD FF Escape
6E FF 00 FF 63 00 FF FF 1C 00 1C 00 07 1A 22 00 FF 3F 23 FF 01 00 00 00 00 00 FD FF Remove
64 FF 00 FF 04 00 FF FF 06 00 24 00 0F 1B 22 08 FF FF FF FF FF FF FF FF 01 00 FF FD Fire
64 FF 00 FF 16 00 FF FF 0C 00 24 00 0F 1C 22 14 FF FF FF FF FF FF FF FF 01 00 FF FD Fire2
64 FF 00 FF 34 00 FF FF 12 00 90 00 0F 1D 22 40 FF FF FF FF FF FF FF FF 01 00 FD FD Fire3
64 FF 00 FF 04 00 FF FF 07 00 24 00 0F 1E 22 08 FF FF FF FF FF FF FF FF 02 00 FF FD Ice
64 FF 00 FF 16 00 FF FF 0D 00 24 00 0F 1F 22 14 FF FF FF FF FF FF FF FF 02 00 FF FD Ice2
64 FF 00 FF 34 00 FF FF 13 00 90 00 0F 20 22 40 FF FF FF FF FF FF FF FF 02 00 FD FD Ice3
64 FF 00 FF 04 00 FF FF 08 00 24 00 0F 21 22 08 FF FF FF FF FF FF FF FF 04 00 FF FD Bolt
64 FF 00 FF 16 00 FF FF 0E 00 24 00 0F 22 22 14 FF FF FF FF FF FF FF FF 04 00 FF FD Bolt2
64 FF 02 FF 34 00 FF FF 14 00 91 00 0F 23 22 40 FF FF FF FF FF FF FF FF 04 00 FD FD Bolt3
64 FF 00 FF 06 00 FF FF 09 00 24 00 0F 24 22 0B FF FF FF FF FF FF FF FF 08 00 FF FD Quake
64 FF 00 FF 1C 00 FF FF 0F 00 25 00 0F 25 22 18 FF FF FF FF FF FF FF FF 08 00 FD FD Quake2
64 FF 02 FF 44 00 FF FF 15 00 92 00 0F 26 22 46 FF FF FF FF FF FF FF FF 08 00 FD FD Quake3
64 FF 00 FF 08 00 FF FF 0A 00 24 00 0F 27 22 0A FF 0C FF FF 08 00 00 00 10 00 FF FD Bio
64 FF 00 FF 24 00 FF FF 10 00 24 00 0F 28 22 15 FF 0C FF FF 08 00 00 00 10 00 FF FD Bio2
64 FF 00 FF 50 00 FF FF 16 00 91 00 0F 29 22 44 FF 12 FF FF 08 00 00 00 10 00 FD FD Bio3
4B FF 01 FF 0E 00 FF FF 0B 00 24 00 0F 2A 23 08 FF FF FF FF FF FF FF FF 20 00 FF FF Demi
4B FF 01 FF 21 00 FF FF 11 00 24 00 0F 2B 23 10 FF FF FF FF FF FF FF FF 20 00 FF FF Demi2
4B FF 01 FF 30 00 FF FF 17 00 91 00 0F 2C 23 18 FF FF FF FF FF FF FF FF 20 00 FD FF Demi3
64 FF 02 FF 46 00 FF FF 18 00 18 00 03 2D 22 50 FF FF FF FF FF FF FF FF 00 00 FF FF Comet
64 FF 02 FF 6E 00 FF FF 26 00 26 00 87 2E 22 1E FF FF 00 04 FF FF FF FF 00 00 FF FF Comet2
64 FF 02 FF 52 00 FF FF 19 00 24 00 03 2F 22 5F FF 11 FF FF 00 04 00 00 02 00 FF FD Freeze
64 FF 00 FF 56 00 FF FF AE 00 24 00 03 30 22 64 FF 08 FF FF 00 40 00 00 08 00 FF FD Break
64 FF 02 FF 5A 00 FF FF 1A 00 24 00 03 31 22 69 FF 08 FF FF 40 00 00 00 80 00 FF FD Tornado
64 FF 02 FF 64 00 FF FF 1B 00 24 00 03 32 22 73 FF FF FF FF FF FF FF FF 01 00 FF FD Flare
FF FF 00 FF 63 00 FF FF 29 00 29 00 01 33 24 20 00 FF FF FF FF FF FF FF 00 02 FD FF FullCure
64 FF 02 FF 82 00 FF FF 1D 00 1D 00 07 34 22 69 FF FF FF FF FF FF FF FF 00 00 FD FF Ultima
FF FF 00 FF B4 00 FF FF B2 00 24 00 11 35 50 00 02 3F FF FF 00 00 10 00 00 00 FF FF Shield
FF FF FF FF 00 00 FF FF FF FF FF FF 00 18 00 00 FF 3F FF FF 01 00 00 00 FF FF FD FF

FF FF 00 FF 0E 00 FF FF 8E 00 8E 00 17 00 22 10 FF 0A 02 0F 00 04 00 00 00 00 FD FF Choco/Mog
FF FF 00 FF 20 00 FF FF 8D 00 8D 00 17 01 22 18 FF FF FF FF FF FF FF FF 02 00 FD FF Shiva
FF FF 00 FF 22 00 FF FF 8C 00 8C 00 17 02 22 1B FF FF FF FF FF FF FF FF 01 00 FD FF Ifrit
FF FF 00 FF 28 00 FF FF 8F 00 8F 00 17 03 22 1E FF FF FF FF FF FF FF FF 04 00 FD FF Ramuh
FF FF 00 FF 2E 00 FF FF 8C 00 8C 00 17 04 22 21 FF FF FF FF FF FF FF FF 08 00 FD FF Titan
FF FF 00 FF 50 00 FF FF 8D 00 8D 00 17 05 22 00 FF 17 01 FF 01 00 00 00 00 00 FD FF Odin
FF FF 00 FF 4E 00 FF FF 8F 00 8F 00 17 06 22 4B FF FF FF FF FF FF FF FF 40 00 FD FF Leviathan
FF FF 00 FF 64 00 FF FF 8E 00 8E 00 17 07 22 41 FF FF FF FF FF FF FF FF 00 00 FD FB Bahamut
FF FF 00 FF 6E 00 FF FF 8C 00 8C 00 17 08 22 64 FF FF FF FF FF FF FF FF 07 00 FD FF Kujata
FF FF 00 FF 78 00 FF FF 8D 00 8D 00 17 09 22 78 FF FF FF FF FF FF FF FF 00 01 FD FF Alexander
FF FF 00 FF B4 00 FF FF 8E 00 8E 00 17 0A 22 3C FF FF 0E FF FF FF FF FF 01 00 FD FF Phoenix
FF FF 00 FF 8C 00 FF FF 8F 00 8F 00 17 0B 22 50 FF FF FF FF FF FF FF FF 00 00 FD FB Neo Bahamut
FF FF 00 FF 96 00 FF FF 8C 00 8C 00 17 0C 22 5A FF 3F FF FF CC 1A 00 02 00 00 FD FF Hades
FF FF 00 FF A0 00 FF FF 8D 00 8D 00 17 0D 22 6E FF FF FF FF FF FF FF FF 0F 00 FD FB Typhon
FF FF 00 FF B4 00 FF FF 8E 00 8E 00 17 0E 22 78 FF FF FF FF FF FF FF FF 00 00 FD FB Bahamut ZERO
FF FF 00 FF FA 00 FF FF 8F 00 8F 00 17 0F 22 50 FF FF 00 0D FF FF FF FF 00 00 FD FB Knights of Round
64 FF 00 FF 05 00 FF FF 95 00 95 00 03 00 22 00 FF BF FF FF 04 08 00 00 00 00 FF FD Frog Song
04 FF 02 FF 0A 00 FF FF 96 00 96 00 07 01 83 1F FF 3F FF FF 00 10 00 00 00 00 FF FD L4 Suicide
64 FF 00 FF 03 00 FF FF 97 00 97 00 03 02 26 05 FF FF FF FF FF FF FF FF 00 00 EE FD Magic Hammer
FF FF 00 FF 22 00 FF FF 98 00 98 00 05 03 60 FF 00 7F FF FF CC 7E 80 36 00 02 FD FF White Wind
FF FF 00 FF 38 00 FF FF 99 00 99 00 05 04 22 00 FF 3F FF FF 00 01 03 00 00 00 FD FF Big Guard
FF FF 00 FF 32 00 FF FF 9A 00 9A 00 01 05 24 20 00 7F FF FF CD 7E 80 06 00 02 FF F7 Angel Whisper
FF FF 00 FF 13 00 FF FF 9B 00 9B 00 01 06 22 00 FF FF 1C 96 FF FF FF FF 00 00 FF FF Dragon Force
FF FF 00 FF 03 00 FF FF 9C 00 9C 00 01 07 22 00 FF 3F FF FF 00 00 00 10 00 00 FF FF Death Force
64 FF 00 FF 0A 00 FF FF 9D 00 9D 00 03 08 22 0E FF FF FF FF FF FF FF FF 01 00 FF FD Flame Thrower
64 FF 00 FF 10 00 FF FF 9E 00 9E 00 03 09 23 10 FF FF FF FF FF FF FF FF 20 00 FF FD Laser
64 FF 02 FF 08 00 FF FF 9F 00 9F 00 07 0A 22 0B FF FF FF FF FF FF FF FF 00 00 FF FD Matra Magic
64 FF 00 FF 3A 00 FF FF A0 00 A0 00 07 0B 22 00 FF 3F FF FF CC 18 00 00 00 00 FD FF Bad Breath
64 FF 02 FF 23 00 FF FF A1 00 A1 00 07 0C 22 36 FF FF FF FF FF FF FF FF 01 00 FD FF Beta
64 FF 00 FF 22 00 FF FF A2 00 A2 00 07 0D 22 34 FF FF FF FF FF FF FF FF 40 00 FD FD Aqualung
64 FF 02 FF 14 00 FF FF A3 00 A3 00 07 0E 22 22 FF FF FF FF FF FF FF FF 04 00 FD FF Trine
64 FF 00 FF 4B 00 FF FF A4 00 A4 00 07 0F 22 4D FF FF FF FF FF FF FF FF 07 00 FD FF Magic Breath
64 FF 00 FF 03 00 FF FF A5 00 A5 00 03 10 61 FF FF FF FF FF FF FF FF FF 00 00 FF FF ????
64 FF 02 FF 00 00 FF FF A6 00 A6 00 03 11 11 0C FF FF 09 FF FF FF FF FF 00 00 FF FF Goblin Punch
64 FF 00 FF 03 00 FF FF A7 00 A7 00 03 12 69 FF FF FF FF FF FF FF FF FF 00 00 FF FF Chocobuckle
05 FF 00 FF 16 00 FF FF A8 00 A8 00 07 13 83 00 FF 3F FF FF 01 00 00 00 00 00 FF FF L5 Death
64 FF 00 FF 0A 00 FF FF A9 00 A9 00 03 14 22 00 FF 3F FF FF 00 00 20 00 00 00 FF FF Death Sentence
FF FF 00 FF 06 00 FF FF AA 00 AA 00 C7 15 22 00 FF 3F FF FF 01 00 00 00 00 00 FF FF Roulette 
64 FF 02 FF 64 00 FF FF AB 00 AB 00 03 16 22 7D FF FF FF FF FF FF FF FF 00 00 FF FD Shadow Flare
64 FF 02 FF 6E 00 FF FF AC 00 AC 00 07 17 22 3C FF FF FF FF FF FF FF FF 00 00 FD F9 Pandora's Box
FF FF 00 FF 0E 00 FF FF 8E 00 8E 00 17 10 22 14 FF FF FF FF FF FF FF FF 00 00 FD FF Fat-Chocobo
FF FF 00 FF 50 00 FF FF 8D 00 8D 00 13 11 22 4E FF FF FF FF FF FF FF FF 00 00 FD FF Gunge Lance
FF FF 00 FF 00 00 FF FF 3E 00 3E 00 97 15 B1 14 FF FF FF FF FF FF FF FF 00 00 FF FF Beat Rush
FF FF 00 FF 00 00 FF FF 42 00 42 00 97 15 B1 16 FF FF FF FF FF FF FF FF 00 00 FF FF Somersault
FF FF 00 FF 00 00 FF FF 40 00 40 00 97 15 B1 18 FF FF FF FF FF FF FF FF 00 00 FF FF Waterkick
FF FF 00 FF 00 00 FF FF 41 00 41 00 97 15 B1 1A FF FF FF FF FF FF FF FF 00 00 FF FF Meteodrive
FF FF 00 FF 00 00 FF FF 43 00 43 00 97 15 B1 1C FF FF FF FF FF FF FF FF 00 00 FF FF Dolphin Blow
FF FF 00 FF 00 00 FF FF 44 00 44 00 97 15 B1 1E FF FF FF FF FF FF FF FF 00 00 FF FF Meteor Strike
FF FF 00 FF 00 00 FF FF 45 00 45 00 97 15 B1 2A FF FF FF FF FF FF FF FF 00 00 FF FF Final Heaven
FF FF 00 FF 00 00 FF FF 81 00 81 00 17 3D 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Game Over
FF FF 00 FF 00 00 FF FF 80 00 80 00 15 3C 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Death Joker
FF FF 00 FF 00 00 FF FF 7C 00 7C 00 17 3A 11 50 FF FF FF FF FF FF FF FF 00 00 FF FF Toy Soldier
FF FF 00 FF 00 00 FF FF 7D 00 7D 00 15 3B 22 00 FF 3F FF FF 00 00 00 40 00 00 FF FF Lucky Girl
FF FF 00 FF 00 00 FF FF 7B 00 7B 00 15 39 08 20 FF FF FF FF FF FF FF FF 00 02 FF FF Mog Dance
FF FF 00 FF 00 00 FF FF 7E 00 7E 00 15 38 22 00 FF FF 10 FF FF FF FF FF 00 00 FF FF Transform
FF FF 00 FF 00 00 FF FF 79 00 79 00 13 46 11 FF FF FF 08 FF FF FF FF FF 00 00 FF FF Toy Box
78 25 00 FF 00 00 23 00 7F 00 7F 00 13 FF 11 18 FF FF FF FF FF FF FF FF 00 00 FF FF Berserk Dance
64 FF 00 FF 00 00 FF FF 83 00 83 00 17 3F 22 3C FF FF FF FF FF FF FF FF 01 00 FF FF Beast Flare
78 2C 00 FF 00 00 14 00 8A 00 8A 00 13 FF 11 2A FF FF FF FF FF FF FF FF 00 00 FF FF Gigadunk
64 FF 00 FF 00 00 FF FF 85 00 85 00 17 41 22 46 FF FF FF FF FF FF FF FF 04 00 FF FF Livewire
78 23 00 FF 00 00 E2 00 8B 00 8B 00 13 FF 11 08 FF FF 00 05 FF FF FF FF 00 00 FF FF Splattercombo
64 FF 00 FF 00 00 FF FF 87 00 87 00 13 43 22 00 FF 3F FF FF CC 18 00 00 00 00 FF FF Nightmare
78 19 00 FF 00 00 A3 01 93 00 93 00 17 FF 11 28 FF FF FF FF FF FF FF FF 00 00 FF FF Chaos Saber
64 FF 00 FF 00 00 FF FF 89 00 89 00 17 45 22 00 FF 07 18 79 01 00 00 00 00 00 FF FF Satan Slam
FF FF FF FF 00 00 FF FF FF FF FF FF 17 4D 11 32 FF FF FF FF FF FF FF FF 00 00 FF FF Finishing Touch
64 FF FF FF 00 00 FF FF FF FF FF FF 17 4E 22 5A FF FF FF FF FF FF FF FF 00 00 FF FF Satan Slam
FF FF FF FF 00 00 FF FF FF FF FF FF 16 4F 11 10 FF FF FF FF FF FF FF FF 00 40 FF FF

FF FF 00 FF 00 00 FF FF 32 00 32 00 13 00 11 30 FF FF FF FF FF FF FF FF 00 00 FF FF Braver
FF FF 00 FF 00 00 FF FF 34 00 34 00 13 01 11 34 FF 3F FF FF 00 00 00 02 00 00 FF FF Cross-slash
FF FF 00 FF 00 00 FF FF 33 00 33 00 13 02 11 38 FF FF 1A 7A FF FF FF FF 00 00 BF FF Blade Beam
FF FF 00 FF 00 00 FF FF 35 00 35 00 13 03 11 46 FF FF FF FF FF FF FF FF 00 00 FF FF Climhazzard
FF FF 00 FF 00 00 FF FF 36 00 36 00 97 04 11 1A FF FF 00 06 FF FF FF FF 00 00 FF FF Meteorain
FF FF 00 FF 00 00 FF FF 39 00 39 00 17 05 11 00 FF 3F 18 78 01 00 00 00 00 00 FF FF Finishing Touch
FF FF 00 FF 00 00 FF FF 3B 00 3C 00 97 06 11 0C FF FF 00 0F FF FF FF FF 00 00 FF DF Omnislash
FF FF 00 FF 00 00 FF FF 46 00 46 00 13 07 11 34 FF FF FF FF FF FF FF FF 00 00 FF FF Big Shot
FF FF 00 FF 00 00 FF FF 48 00 48 00 17 08 11 36 FF FF FF FF FF FF FF FF 00 00 FF FF Grenade Bomb
FF FF 00 FF 00 00 FF FF 49 00 49 00 13 09 23 20 FF FF FF FF FF FF FF FF 20 00 FE FF Mindblow
FF FF 00 FF 00 00 FF FF 4B 00 4B 00 13 0A 11 00 FF 3F FF FF 01 00 00 00 00 00 FF FF Hammerblow
FF FF 00 FF 00 00 FF FF 4D 00 4D 00 17 0B 11 23 FF FF FF FF FF FF FF FF 00 00 FF DF Satellite Beam
FF FF 00 FF 00 00 FF FF 4E 00 4E 00 97 0C 11 08 FF FF 00 12 FF FF FF FF 00 00 FF FF Angermax
FF FF 00 FF 00 00 FF FF 4F 00 4F 00 97 0D 11 14 FF FF 00 0A FF FF FF FF 00 00 FF FF Catastrophe
FF FF 00 FF 00 00 FF FF 5A 00 5A 00 15 0E 24 10 FF FF FF FF FF FF FF FF 00 02 FF FF Healing Wind
FF FF 00 FF 00 00 FF FF 5B 00 5B 00 17 0F 22 00 FF 3F FF FF 80 04 00 00 00 00 FF FF Seal Evil
FF FF 00 FF 00 00 FF FF 5E 00 5E 00 15 10 22 00 FF 7F FF FF FC 7E 80 36 00 00 FF FF Breath of the Earth
FF FF 00 FF 00 00 FF FF 62 00 62 00 15 11 00 FF FF FF 14 FF FF FF FF FF 00 80 FF FF Fury Brand
FF FF 00 FF 00 00 FF FF 60 00 60 00 15 12 22 00 FF 3F FF FF 00 00 00 01 00 00 FF FF Planet Protector
FF FF 00 FF 00 00 FF FF 61 00 61 00 15 13 08 20 FF 7F FF FF 01 00 00 00 00 02 FF F7 Pulse of Life
FF FF 00 FF 00 00 FF FF 63 00 63 00 15 14 08 20 FF 3F FF FF 00 00 00 01 00 02 FF FF Great Gospel
FF FF 00 FF 00 00 FF FF 3E 00 3E 00 97 15 B1 14 FF FF 13 FF FF FF FF FF 00 00 FF FF Beat Rush
FF FF 00 FF 00 00 FF FF 42 00 42 00 97 15 B1 16 FF FF 13 FF FF FF FF FF 00 00 FF FF Somersault
FF FF 00 FF 00 00 FF FF 40 00 40 00 97 15 B1 18 FF FF 13 FF FF FF FF FF 00 00 FF FF Waterkick
FF FF 00 FF 00 00 FF FF 41 00 41 00 97 15 B1 1A FF FF 13 FF FF FF FF FF 00 00 FF FF Meteodrive
FF FF 00 FF 00 00 FF FF 43 00 43 00 97 15 B1 1C FF FF 13 FF FF FF FF FF 00 00 FF FF Dolphin Blow
FF FF 00 FF 00 00 FF FF 44 00 44 00 97 15 B1 1E FF FF 13 FF FF FF FF FF 00 00 FF FF Meteor Strike
FF FF 00 FF 00 00 FF FF 45 00 45 00 97 15 B1 2A FF FF 13 FF FF FF FF FF 00 00 FF FF Final Heaven
FF FF 00 FF 00 00 FF FF 64 00 64 00 13 1C 11 34 FF FF FF FF FF FF FF FF 00 00 FF FF Boost Jump
FF FF 00 FF 00 00 FF FF 65 00 65 00 13 1D 11 14 FF FF FF FF FF FF FF FF 00 00 CF FF Dragon
FF FF 00 FF 00 00 FF FF 67 00 67 00 17 1E 11 38 FF 05 FF FF 01 00 00 00 00 00 FF FF Hyper Jump
FF FF 00 FF 00 00 FF FF 68 00 68 00 17 1F 11 24 FF FF FF FF FF FF FF FF 00 00 FF FF Dynamite
FF FF 00 FF 00 00 FF FF 6A 00 6A 00 97 20 11 17 FF 07 00 06 01 00 00 00 00 00 FF FF Dragon Dive
FF FF 00 FF 00 00 FF FF 6C 00 6C 00 97 21 11 12 FF FF 00 08 FF FF FF FF 00 00 FF FF Big Brawl
FF FF 00 FF 00 00 FF FF 6D 00 6D 00 97 22 11 0B FF FF 00 12 FF FF FF FF 00 00 FF FF Highwind
FF 27 00 FF 00 00 23 00 50 00 50 00 13 23 11 30 FF FF FF FF FF FF FF FF 00 00 FF FF Sled Fang
FF FF 00 FF 00 00 FF FF 51 00 51 00 00 24 22 00 FF 3F 17 A0 00 01 80 00 00 00 FF FF Howling Moon
FF FF 00 FF 00 00 FF FF 53 00 53 00 13 25 11 14 FF FF FF FF FF FF FF FF 00 00 CF FF Blood Fang
FF FF 00 FF 00 00 FF FF 55 00 55 00 97 26 11 0A FF FF 00 0A FF FF FF FF 00 00 FF FF Stardust Ray
FF FF 00 FF 00 00 FF FF 56 00 56 00 15 27 22 00 FF 3F 16 96 00 01 00 00 00 00 FF FF Lunatic High
FF FF 00 FF 00 00 FF FF 58 00 58 00 97 28 11 1E FF FF 00 05 FF FF FF FF 00 00 FF FF Earth Rave
FF FF 00 FF 00 00 FF FF 59 00 59 00 17 29 11 7D FF FF FF FF FF FF FF FF 00 00 FF FF Cosmo Memory
FF FF 00 FF 00 00 FF FF 78 00 78 00 13 2A 68 FF FF FF FF FF FF FF FF FF 00 00 FF FF Dice
FF FF 00 FF 00 00 FF FF 79 00 79 00 13 46 11 FF FF FF 08 FF FF FF FF FF 00 00 FF FF Toy Box
FF FF 00 FF 00 00 FF FF 7A 00 7A 00 17 2C 00 FF FF FF 0F FF FF FF FF FF 00 00 FF FF Slots
FF FF 00 FF 00 00 FF FF 82 00 82 00 00 2D 00 FF FF FF 03 00 FF FF FF FF 00 00 FF FF Galian Beast
FF FF 00 FF 00 00 FF FF 84 00 84 00 00 2E 00 FF FF FF 03 01 FF FF FF FF 00 00 FF FF Death Gigas
FF FF 00 FF 00 00 FF FF 86 00 86 00 00 2F 00 FF FF FF 03 02 FF FF FF FF 00 00 FF FF Hellmasker
FF FF 00 FF 00 00 FF FF 88 00 88 00 00 30 00 FF FF FF 03 03 FF FF FF FF 00 00 FF FF Chaos
FF FF 00 FF 00 00 FF FF 6E 00 6E 00 13 31 11 32 FF FF FF FF FF FF FF FF 00 00 FF FF Greased Lightning
FF FF 00 FF 00 00 FF FF 73 00 73 00 15 32 24 10 FF FF FF FF FF FF FF FF 00 02 FF FF Clear Tranquil
FF FF 00 FF 00 00 FF FF 71 00 71 00 17 33 11 30 FF FF FF FF FF FF FF FF 08 00 FF FF Landscaper
FF FF 00 FF 00 00 FF FF 72 00 72 00 97 34 11 0A FF FF 00 0A FF FF FF FF 00 00 FF FF Bloodfest
FF FF 00 FF 00 00 FF FF 74 00 74 00 17 35 11 1C FF FF FF FF FF FF FF FF 00 00 FF DB Gauntlet
FF FF 00 FF 00 00 FF FF 76 00 76 00 97 36 11 0A FF FF 00 0F FF FF FF FF 00 00 FF FF Doom of the Living
FF FF 00 FF 00 00 FF FF 77 00 77 00 17 37 11 80 FF FF FF FF FF FF FF FF 00 00 FF FF All Creation
FF FF 00 FF 00 00 FF FF 7E 00 7E 00 15 38 22 00 FF FF 10 FF FF FF FF FF 00 00 FF FF Transform
FF FF 00 FF 00 00 FF FF 7B 00 7B 00 15 39 08 20 FF FF FF FF FF FF FF FF 00 02 FF FF Mog Dance
FF FF 00 FF 00 00 FF FF 7C 00 7C 00 17 3A 11 50 FF FF FF FF FF FF FF FF 00 00 FF FF Toy Soldier
FF FF 00 FF 00 00 FF FF 7D 00 7D 00 15 3B 22 00 FF 3F FF FF 00 00 00 40 00 00 FF FF Lucky Girl
FF FF 00 FF 00 00 FF FF 80 00 80 00 15 3C 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Death Joker
FF FF 00 FF 00 00 FF FF 81 00 81 00 17 3D 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Game Over
78 25 00 FF 00 00 23 00 7F 00 7F 00 13 FF 11 18 FF FF FF FF FF FF FF FF 00 00 FF FF Berserk Dance
64 FF 00 FF 00 00 FF FF 83 00 83 00 17 3F 22 3C FF FF FF FF FF FF FF FF 01 00 FF FF Beast Flare
78 2C 00 FF 00 00 14 00 8A 00 8A 00 13 FF 11 2A FF FF FF FF FF FF FF FF 00 00 FF FF Gigadunk
64 FF 00 FF 00 00 FF FF 85 00 85 00 17 41 22 46 FF FF FF FF FF FF FF FF 04 00 FF FF Livewire
78 23 00 FF 00 00 E2 00 8B 00 8B 00 13 FF 11 08 FF FF 00 05 FF FF FF FF 00 00 FF FF Splattercombo
64 FF 00 FF 00 00 FF FF 87 00 87 00 13 43 22 00 FF 3F FF FF CC 18 00 00 00 00 FF FF Nightmare
78 19 00 FF 00 00 A3 01 93 00 93 00 17 FF 11 28 FF FF FF FF FF FF FF FF 00 00 FF FF Chaos Saber
64 FF 00 FF 00 00 FF FF 89 00 89 00 17 45 22 00 FF 07 18 79 01 00 00 00 00 00 FF FF Satan Slam
FF FF FF FF 00 00 FF FF FF FF FF FF 17 4D 11 32 FF FF FF FF FF FF FF FF 00 00 FF FF Finishing Touch
64 FF FF FF 00 00 FF FF FF FF FF FF 17 4E 22 5A FF FF FF FF FF FF FF FF 00 00 FF FF Satan Slam

Enemy attacks part1(almost complete)
Code: [Select]
64 30 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Handclaw
64 ff 00 ff 00 00 ff ff d2 00 d2 00 03 16 11 12 ff ff ff ff ff ff ff ff 00 20 ff ff Beam Gun (Grunt)

64 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Wheelie
5f 25 00 ff 00 00 23 00 01 01 01 01 07 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Drift Turn (Devil Ride)

64 2e 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 1c ff ff ff ff ff ff ff ff 00 20 ff ff W Machine Gun
4b ff 00 ff 00 00 ff ff ff ff ff ff 03 40 11 18 ff ff ff ff ff ff ff ff 00 20 ff ff Smoke Shot
64 ff 02 ff 08 00 ff ff 9f 00 9f 00 07 0a 22 0b ff ff ff ff ff ff ff ff 00 00 ff fd Matra Magic (Custom Sweeper)

78 30 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Fang
64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow (Kalm Fang)

64 24 00 ff 00 00 1c 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Hit
05 42 00 ff 00 00 e4 00 ff ff ff ff 03 ff 00 00 ff ff 07 ff ff ff ff ff 00 00 ff ff Steal
14 42 00 ff 00 00 05 00 ff ff ff ff 03 ff 00 08 ff ff 07 ff ff ff ff ff 00 00 ff ff Grind
64 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 00 ff ff Seize
ff ff 00 ff 00 00 ff ff 3c 01 3c 01 00 40 00 00 ff ff 1b ff ff ff ff ff 00 00 7f ff Escape (Prowler)

78 ff 00 ff 00 00 ff ff ff ff ff ff 03 92 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Rock Toss
64 ff 00 ff 00 00 ff ff e7 00 e7 00 03 51 22 10 ff ff ff ff ff ff ff ff 40 00 ff ff Sewer
64 ff 00 ff 00 00 ff ff d6 00 d6 00 03 85 11 26 ff ff ff ff ff ff ff ff 08 00 ff ff Sinking
ff ff 00 ff 00 00 ff ff e7 00 e7 00 03 52 25 07 ff ff ff ff ff ff ff ff 00 02 ff ff Hot Springs
04 ff 02 ff 0a 00 ff ff 96 00 96 00 07 01 83 1f ff 3f ff ff 00 10 00 00 00 00 ff fd L4 Suicide (Mu)

6c 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bird Kick
5f 30 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 20 ff 02 ff ff 20 00 00 00 00 08 ff ff Flaming Peck (Levrikon)

64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
5f ff 00 ff 05 00 ff ff d8 00 d8 00 03 50 22 08 ff 19 ff ff 10 00 00 00 00 20 ff ff Shower (Elfadunk)

64 30 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Grass Punch
73 27 01 ff 00 00 23 00 0a 01 0a 01 03 ff 11 0a ff 3f ff ff 00 02 00 00 00 08 ff ff Slow Dance (Mandragora)

64 ff 00 ff 00 00 ff ff 4d 01 4d 01 07 56 11 10 ff ff ff ff ff ff ff ff 80 00 ff ff Clap
4b ff 02 ff 04 00 ff ff ff ff ff ff 03 88 22 0f ff ff ff ff ff ff ff ff 04 00 ff ff Thunderbolt
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
64 25 00 ff 00 00 23 00 ff ff ff ff 07 ff 11 10 ff ff ff ff ff ff ff ff 80 00 ff ff Clap
4b ff 02 ff 04 00 ff ff ff ff ff ff 03 88 22 0f ff ff ff ff ff ff ff ff 04 00 ff ff Thunderbolt
ff ff 00 ff 22 00 ff ff 98 00 98 00 05 03 60 ff 00 7f ff ff cc 7e 80 36 00 02 fd ff White Wind
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation (Zemzelett)

67 30 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Beak
ff ff 02 ff 04 00 ff ff 02 01 02 01 03 63 22 10 ff ff ff ff ff ff ff ff 01 00 ff ff Heatwing (Nerosuferoth)

73 19 00 ff 05 00 23 00 ff ff ff ff 03 ff 22 10 ff ff ff ff ff ff ff ff 80 00 ff ff Air Bomber
69 19 00 ff 12 00 e2 00 ff ff ff ff 07 ff 22 0a ff ff ff ff ff ff ff ff 80 00 ff ff Blue Impulse
7d 22 00 ff 1a 00 e2 00 4f 01 4f 01 07 ff 22 0e ff ff ff ff ff ff ff ff 80 00 ff ff Cross Impulse (Formula)

5f 37 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Iron Mallet
ff ff 02 ff 0c 00 ff ff 4e 01 4e 01 07 19 22 00 ff ff 19 ff ff ff ff ff 00 80 ff ff Electromag
5f 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 18 ff ff ff ff ff ff ff ff 00 08 ff ff Ballistic (Hell Rider VR2)

5f 3c 00 ff 00 00 dd 00 ff ff ff ff 03 ff 22 10 ff ff ff ff ff ff ff ff 00 08 ff ff Wire Attack
64 ff 00 ff 00 00 ff ff 14 01 14 01 03 42 22 18 ff ff ff ff ff ff ff ff 00 08 ff ff Grand Spark (Capparwire)

ff ff 00 ff 04 00 ff ff 15 01 15 01 03 10 22 00 ff 12 ff ff 00 00 00 04 00 00 ff ff Darkeye
64 ff 00 ff 00 00 ff ff 16 01 16 01 03 0e 11 14 ff ff ff ff ff ff ff ff 00 40 ff ff Silver Wheel
64 ff 00 ff 00 00 ff ff 17 01 17 01 03 0e 11 14 ff ff ff ff ff ff ff ff 00 40 ff ff Silver Wheel
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Put Out
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Vanish
ff ff 00 ff 04 00 ff ff ff ff ff ff 03 10 22 00 ff 12 ff ff 10 20 00 00 00 00 ff ff Triclops
ff ff 00 ff 04 00 ff ff ff ff ff ff 03 10 22 00 ff 12 ff ff 00 04 00 00 00 00 ff ff Stop Eye (Grangalan series)

64 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Chute Attack
ff ff 00 ff 04 00 ff ff 04 01 04 01 03 0d 22 0c ff ff ff ff ff ff ff ff 04 00 ff ff Thunder Kiss (Needle Kiss)

64 32 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Beak
6c 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bird Kick
64 ff 01 ff 00 00 ff ff 38 01 38 01 03 40 22 00 ff 12 ff ff 00 20 00 00 00 80 ff ff Petrify Smog (Cokatolis)

5f 31 00 ff 00 00 19 00 ff ff ff ff 0b ff 11 10 ff ff ff ff ff ff ff ff 00 00 ff ff Bite
ff ff 00 ff 38 00 ff ff 99 00 99 00 05 04 22 00 ff 3f ff ff 00 01 03 00 00 00 fd ff Big Guard
64 ff 00 ff 04 00 ff ff 07 00 24 00 0f 1e 22 08 ff ff ff ff ff ff ff ff 02 00 ff fd Ice (Beachplug)

5f 18 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Swordblade
6e 0a 02 ff 00 00 e2 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 04 ff ff Upper Cutter (Spencer)

ff 09 00 ff 00 00 dd 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Tailbeat
ff ff 00 ff 08 00 ff ff 18 01 18 01 03 22 22 0c ff ff ff ff ff ff ff ff 80 00 ff ff Flying Sickle (Flapbeat)

5f 30 00 ff 00 00 e3 00 ff ff ff ff 0b ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Chocobo goes nuts
64 ff 00 ff 03 00 ff ff a7 00 a7 00 03 12 69 ff ff ff ff ff ff ff ff ff 00 00 ff ff Chocobuckle
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Taking Bait
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff 1b ff ff ff ff ff 00 00 7f ff Escape
5f 30 00 ff 00 00 e3 00 ff ff ff ff 0f ff 11 10 ff ff ff ff ff ff ff ff 00 00 ff ff Chocobo goes nuts
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Finished Bait
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff 1b ff ff ff ff ff 00 00 7f ff Escape (Chocobo)

6e 1a 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Spinning Card
82 ff 00 ff 00 00 ff ff e4 00 e4 00 03 2e 11 18 ff ff ff ff ff ff ff ff 00 00 ff ff Spade
ff ff 00 ff 00 00 ff ff e5 00 e5 00 03 2f 25 0a ff ff ff ff ff ff ff ff 00 02 ff ff Heart
ff ff 00 ff 00 00 ff ff e4 00 e4 00 03 30 22 0c ff ff ff ff ff ff ff ff 08 00 ff ff Club
ff ff 00 ff 00 00 ff ff e5 00 e5 00 03 31 22 01 ff ff ff ff ff ff ff ff 00 00 ff ff Diamond
ff ff 00 ff 00 00 ff ff e4 00 e4 00 03 32 22 00 ff 0c ff ff 01 00 00 00 00 00 ff ff Joker (Joker)

82 32 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Claw
64 ff 00 ff 14 00 ff ff ff ff ff ff 03 09 22 00 ff 19 ff ff 08 00 00 00 00 00 ff ff Poison Storm
64 ff 00 ff 22 00 ff ff a2 00 a2 00 07 0d 22 34 ff ff ff ff ff ff ff ff 40 00 fd fd Aqualung (Harpy)

5f 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Punch
ff ff 00 ff 00 00 ff ff 19 01 19 01 03 85 22 18 ff ff ff ff ff ff ff ff 08 00 ff ff Grand Punch (Grand Horn)
 
64 0a 00 ff 00 00 60 01 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Claw
ff ff 01 ff 05 00 ff ff 1a 01 1a 01 03 57 22 00 ff 3f ff ff 00 20 00 00 00 80 ff ff Stone Stare (Gagighandi)

55 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 02 ff bf ff ff 00 08 00 00 00 08 ff ff Frog Jab
64 ff 00 ff 05 00 ff ff 95 00 95 00 03 00 22 00 ff bf ff ff 04 08 00 00 00 00 ff fd Frog Song (Touch Me)

82 32 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Claw
8c ff 00 ff 08 00 ff ff 1c 01 1c 01 07 6f 22 04 ff ff ff ff ff ff ff ff 00 00 fe ff Peacock
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
82 32 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Claw
8c 40 00 ff 08 00 23 00 ff ff ff ff 07 ff 22 04 ff ff ff ff ff ff ff ff 00 00 fe ff Peacock
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation (Griffin)

64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Tail
ff ff 01 ff 0a 00 ff ff 52 01 52 01 03 57 22 00 ff 3f ff ff 00 40 00 00 00 80 ff ff Stone Strike
64 ff 00 ff 1c 00 ff ff 0f 00 25 00 0f 25 22 18 ff ff ff ff ff ff ff ff 08 00 fd fd Quake2 (Bagrisk)

64 42 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Harpoon
78 ff 00 ff 00 00 ff ff 53 01 53 01 03 05 11 00 ff 0c ff ff 00 00 00 04 08 00 ff ff Sandgun
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Shell Defense (Desert Sahagin)

67 30 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Beak
4b 2c 00 ff 00 00 fa 00 1b 01 1b 01 03 ff 11 28 ff 12 ff ff 20 00 00 00 00 40 ff ff Rage Bomber (Skeeskee)

5f 26 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Golem Punch
78 2e 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 20 ff ff Finger Shot
6e 26 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 1e ff ff ff ff ff ff ff ff 00 08 ff ff Megaton Punch
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Advance
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Retreat (Golem)

82 32 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Claw
64 ff 01 ff 08 00 ff ff 03 00 24 00 0f 0b 22 00 ff 12 ff ff 04 00 00 00 00 00 ff fd Sleepel
64 ff 00 ff 04 00 ff ff 08 00 24 00 0f 21 22 08 ff ff ff ff ff ff ff ff 04 00 ff fd Bolt
7c 3d 00 ff 00 00 e4 00 ff ff ff ff 03 ff 22 01 ff 3f ff ff 00 40 00 00 00 10 ff ff Deadly Needles
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Advance
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Retreat (Crown Lance)

64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
78 30 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Fang
ff ff 39 ff 00 00 ff ff ff ff ff ff 01 5e 24 20 ff 7f ff ff 01 00 00 00 00 02 ff fe Howling
5f ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 14 ff ff ff ff ff ff ff ff 00 00 7f ff Howling (Nibel Wolf)

6e 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Speed Punch
5f 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Jump Kick
64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 24 08 ff ff ff ff ff ff ff ff 00 08 ff ff Dive Kick
ff ff 00 ff 14 00 ff ff b0 00 24 00 0f 17 22 00 02 7f ff ff 00 87 17 30 00 00 ff ff Despell
ff ff 00 ff 18 00 ff ff 1e 00 28 00 0d 10 50 00 ff 3f ff ff 00 00 02 00 00 00 ff fd MBarrier
4b ff 01 ff 30 00 ff ff 17 00 91 00 0f 2c 23 18 ff ff ff ff ff ff ff ff 20 00 fd ff Demi3 (Valron)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2008-10-11 00:25:58
Due to length I had to split it

part2
Code: [Select]
64 3d 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Bone Cutter
ff 3d 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Jumping Cutter
ff ff 00 ff 04 00 ff ff ff ff ff ff 03 41 22 02 ff ff ff ff ff ff ff ff 00 00 ee ff Magic Cutter
64 ff 01 ff 18 00 ff ff 04 00 24 00 0f 0d 22 00 ff 14 ff ff 80 00 00 00 00 00 ff fd Silence
64 ff 00 ff 14 00 ff ff 21 00 25 00 0f 14 50 00 ff 19 ff ff 00 02 00 00 00 00 fd fd Slow (Bahba Velamyu)

64 ff 00 ff 00 00 ff ff ff ff ff ff 03 06 11 00 ff 3f ff ff 00 00 00 04 00 20 ff ff Seed Shot
64 ff 00 ff 10 00 ff ff ff ff ff ff 03 39 22 10 ff ff ff ff ff ff ff ff 00 00 ff ff Four Laser (Battery Cap)

64 0a 00 ff 00 00 60 01 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Claw
64 ff 00 ff 04 00 ff ff 1d 01 1d 01 03 7a 22 00 ff 12 ff ff 08 00 00 00 00 20 ff ff Poison Blow (Velcher Task)

61 24 01 ff 00 00 e4 00 46 01 46 01 03 ff 11 28 ff ff ff ff ff ff ff ff 00 00 ff ff Lay Flat (Kyuvilduns)

5f 1a 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Glasscutter
5f ff 01 ff 0f 00 ff ff 28 01 28 01 03 0b 22 00 ff 0c ff ff 20 00 00 00 00 00 ff ff Spaz Voice
64 ff 00 ff 03 00 ff ff 97 00 97 00 03 02 26 05 ff ff ff ff ff ff ff ff 00 00 ee fd Magic Hammer (Razor Weed)

5f 31 00 ff 00 00 19 00 ff ff ff ff 0b ff 11 10 ff ff ff ff ff ff ff ff 00 00 ff ff Bite
5f 09 02 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 00 ff ff Somersault (Tail Vault)

64 30 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Scissors
5f ff 02 ff 08 00 ff ff 21 01 21 01 03 88 22 10 ff ff ff ff ff ff ff ff 04 00 ff ff Electric Burst (Edgehead)

5f 31 00 ff 00 00 e3 00 ff ff ff ff 0b ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Stab
5f ff 02 ff 10 00 ff ff 22 01 22 01 07 88 22 14 ff ff ff ff ff ff ff ff 04 00 ff ff Lightning (Thunderbird)

5f 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
5f 30 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 00 ff ff Scorpion Attack
5f ff 01 ff 00 00 ff ff 54 01 54 01 07 5e 11 19 ff 3f ff ff 08 00 00 00 10 00 ff ff Toxic Powder
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation (Bizarre Bug)

5f ff 00 ff 00 00 ff ff 55 01 55 01 03 00 11 10 ff ff ff ff ff ff ff ff 00 40 ff ff Light Shell
ff ff 00 ff 03 00 ff ff 9c 00 9c 00 01 07 22 00 ff 3f ff ff 00 00 00 10 00 00 ff ff Death Force
ff ff 00 ff 10 00 ff ff 1e 00 28 00 0d 0f 50 00 ff 3f ff ff 00 00 01 00 00 00 ff fd Barrier
ff ff 00 ff 18 00 ff ff 1e 00 28 00 0d 10 50 00 ff 3f ff ff 00 00 02 00 00 00 ff fd MBarrier (Adamantaimai)

64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
5f ff 00 ff 2d 00 ff ff 24 01 24 01 03 7e 22 00 ff 15 ff ff 00 28 00 00 00 00 ff ff Petrified Frog (Under Lizard)

5f 31 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Angle Punch
5f 31 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 00 ff ff Horn Lift (Dual Horn)

64 32 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 20 ff ff ff ff ff ff ff ff 00 10 ff ff Claw
64 ff 02 ff 00 00 ff ff 26 01 26 01 07 55 11 1e ff 0a ff ff 00 00 00 04 80 00 ff ff Great Gale
5f ff 01 ff 00 00 ff ff ff ff ff ff 0f 84 11 14 ff ff ff ff ff ff ff ff 80 00 ff ff Big Sound (Tonadu)

78 42 00 ff 00 00 e4 00 ff ff ff ff 03 ff 22 01 ff 16 ff ff 18 00 00 00 00 10 ff ff Bug Needle
78 42 00 ff 00 00 e4 00 ff ff ff ff 03 ff 22 01 ff 0c ff ff 00 00 80 00 00 10 ff ff Berserker Needle
78 42 00 ff 00 00 e4 00 ff ff ff ff 03 ff 22 01 ff 05 ff ff 00 00 00 02 00 10 ff ff Paralyzer Needle (Slaps)

6e 30 00 ff 00 00 60 01 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Claw
64 ff 00 ff 00 00 ff ff f1 00 f1 00 03 3c 11 00 ff 3f ff ff 08 00 00 00 10 00 ff ff Liquid Poison (Kelzmelzer)

5a 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Tail Attack
5f 44 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Violent Advance
5f ff 01 ff 16 00 ff ff 25 01 25 01 03 73 22 10 ff ff ff ff ff ff ff ff 04 00 ff ff Bolt Ball (Vlakorados)

78 ff 00 ff 00 00 ff ff ff ff ff ff 03 92 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Rock Toss
5f ff 02 ff 00 00 ff ff ff ff ff ff 03 53 11 10 ff ff ff ff ff ff ff ff 01 00 ff ff Magma
64 ff 00 ff 00 00 ff ff e7 00 e7 00 03 51 22 10 ff ff ff ff ff ff ff ff 40 00 ff ff Sewer
5f ff 00 ff 00 00 ff ff ff ff ff ff 03 87 11 10 ff ff ff ff ff ff ff ff 08 00 ff ff Sinking
ff ff 00 ff 00 00 ff ff e7 00 e7 00 03 52 25 07 ff ff ff ff ff ff ff ff 00 02 ff ff Hot Springs
5f ff 00 ff 00 00 ff ff ff ff ff ff 03 54 11 10 ff ff ff ff ff ff ff ff 00 00 ff ff Gold Mountain
04 ff 02 ff 0a 00 ff ff 96 00 96 00 07 01 83 1f ff 3f ff ff 00 10 00 00 00 00 ff fd L4 Suicide (Trickplay)

64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
5f 3c 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 14 ff 0c ff ff 40 00 00 00 00 00 ff ff Bite
ff ff 39 ff 00 00 ff ff ff ff ff ff 01 5e 24 20 ff 7f ff ff 01 00 00 00 00 02 ff fe Howling
5f ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 14 ff ff ff ff ff ff ff ff 00 00 7f ff Howling (Bandersnatch)

5f 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 00 ff ff Dive Kick
5f 0a 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 c8 ff ff ff ff ff ff ff ff 00 04 ff ff Club Sword (Jumping)

5f 26 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Golem Punch
5f ff 00 ff 00 00 ff ff ff ff ff ff 03 5f 11 10 ff ff ff ff ff ff ff ff 02 00 ff ff Cold Snap
78 ff 02 ff 0f 00 ff ff ff ff ff ff 07 4c 22 0f ff ff ff ff ff ff ff ff 04 00 ff ff Wide Grazer
6e 26 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 1e ff ff ff ff ff ff ff ff 00 08 ff ff Megaton Punch
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Advance
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Retreat
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Defense Start
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Defense Down
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Advance
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Retreat (Ice Golem)

5f 1b 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Wing Cut
5f 3d 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff 0c ff ff 08 00 00 00 00 00 ff ff Scorpion's Tail
64 ff 00 ff 10 00 ff ff ff ff ff ff 0b 3b 22 64 ff ff ff ff ff ff ff ff 02 00 ff ff Snowstorm
5f ff 01 ff 00 00 ff ff ff ff ff ff 0f 21 11 3c ff ff ff ff ff ff ff ff 02 00 ff ff Avalanche (Lessaloploth)

64 32 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Beak
5a ff 00 ff 10 00 ff ff ff ff ff ff 03 8c 11 30 ff ff ff ff ff ff ff ff 00 08 ff ff ???
02 ff 01 ff 12 00 ff ff ff ff ff ff 0f 25 83 00 ff 3f ff ff 40 00 00 00 00 20 ff ff L2 Confu
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
64 32 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Beak
5a 40 00 ff 10 00 23 00 ff ff ff ff 03 ff 11 30 ff ff ff ff ff ff ff ff 00 08 ff ff ???
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation (Hippogriff)

64 31 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Angle Punch
64 28 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Spin (Spiral)

64 12 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Sickle
5f 09 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 00 ff ff Rising Dagger (Headhunter)

64 30 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bite
5f ff 00 ff 0a 00 ff ff ff ff ff ff 03 3e 22 00 ff 3f ff ff 04 00 00 00 00 00 ff ff Sleep Scales (Crysales)

ff ff 02 ff 0a 00 ff ff 3d 01 3d 01 07 87 22 06 ff ff ff ff ff ff ff ff 08 00 ff ff Earthquake
ff ff 00 ff 00 00 ff ff 3e 01 3e 01 07 0c 11 20 ff 0c ff ff 00 00 00 04 08 00 ff ff Sandstorm
5a 2c 00 ff 00 00 14 00 ff ff ff ff 03 ff 11 30 ff ff ff ff ff ff ff ff 00 08 ff ff Rush (Sea Worm)

5a 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 30 ff ff ff ff ff ff ff ff 00 08 ff ff Mystery Kick
64 ff 00 ff 00 00 ff ff ff ff ff ff 03 1f 26 32 ff ff ff ff ff ff ff ff 00 20 ff ff 1000 Needles
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Dodge (Cactuer)

5f 30 00 ff 00 00 23 00 ff ff ff ff 0b ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Fight
64 ff 02 ff 00 00 ff ff a6 00 a6 00 03 11 11 0c ff ff 09 ff ff ff ff ff 00 00 ff ff Goblin Punch
64 ff 01 ff 08 00 ff ff 03 00 24 00 0f 0b 22 00 ff 12 ff ff 04 00 00 00 00 00 ff fd Sleepel (Goblin)

5a 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 30 ff ff ff ff ff ff ff ff 00 08 ff ff Mystery Kick
64 ff 00 ff 00 00 ff ff ff ff ff ff 03 1f 26 32 ff ff ff ff ff ff ff ff 00 20 ff ff 1000 Needles
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Dodge
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Report (Cactuar)

5f 30 00 ff 00 00 23 00 ff ff ff ff 0b ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Fight
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 40 00 00 ff ff 1b ff ff ff ff ff 00 00 7f ff Throw
5f ff 00 ff 00 00 ff ff ff ff ff ff 0b 02 11 00 ff 3f ff ff 00 02 00 00 00 00 ff ff Spider Web
5f ff 00 ff 00 00 ff ff ff ff ff ff 0b 7e 11 00 ff 3f ff ff 00 08 00 00 00 00 ff ff Impaler
5f ff 00 ff 00 00 ff ff ff ff ff ff 0f 8b 11 10 ff ff ff ff ff ff ff ff 01 00 ff ff Fire Fang (Mystery Ninja L17/22)

5f 30 00 ff 00 00 23 00 ff ff ff ff 0b ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Fight
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 40 00 00 ff ff 1b ff ff ff ff ff 00 00 7f ff Throw
5f ff 00 ff 00 00 ff ff ff ff ff ff 0b 02 11 00 ff 3f ff ff 00 02 00 00 00 00 ff ff Spider Web
5f ff 00 ff 00 00 ff ff ff ff ff ff 0f 01 11 10 ff ff ff ff ff ff ff ff 01 00 ff ff Fire Veil
5f ff 00 ff 00 00 ff ff ff ff ff ff 0f 1a 11 14 ff ff ff ff ff ff ff ff 40 00 ff ff Leviathan Scales
5f ff 00 ff 00 00 ff ff ff ff ff ff 0f 0d 11 14 ff ff ff ff ff ff ff ff 04 00 ff ff Swift Bolt (Mystery Ninja L27/32/37/42)

64 32 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 20 ff ff ff ff ff ff ff ff 00 10 ff ff Claw
64 ff 02 ff 64 00 ff ff ab 00 ab 00 03 16 22 7d ff ff ff ff ff ff ff ff 00 00 ff fd Shadow Flare
64 ff 00 ff 1c 00 ff ff 0f 00 25 00 0f 25 22 18 ff ff ff ff ff ff ff ff 08 00 fd fd Quake2
64 ff 02 ff 28 00 ff ff ff ff ff ff 07 8d 22 18 ff ff ff ff ff ff ff ff 00 80 ff ff Ultima Beam
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Report
64 ff 01 ff 14 00 ff ff ff ff ff ff 03 73 22 14 ff ff ff ff ff ff ff ff 04 00 ff ff Thunderball (Ultimate Weapon)

5f 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Punch
5a ff 00 ff 0a 00 ff ff 09 01 09 01 03 7a 22 0c ff 15 ff ff 08 00 00 00 10 00 ff ff Poison Breath
64 ff 02 ff 00 00 ff ff ff ff ff ff 0f 87 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Grand Attack (CMD. Grand Horn)

64 32 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 28 ff ff ff ff ff ff ff ff 00 08 ff ff Dragon Fang
64 ff 00 ff 0a 00 ff ff 9d 00 9d 00 03 08 22 0e ff ff ff ff ff ff ff ff 01 00 ff fd Flame Thrower (Dragon)

64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Machine Gun
55 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 18 ff ff ff ff ff ff ff ff 00 08 ff ff Tonfa (MP)

64 30 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bite
5a 3c 00 ff 00 00 dd 00 ff ff ff ff 03 ff 11 18 ff ff ff ff ff ff ff ff 00 08 ff ff Tentacle (Guard Hound)

64 30 00 ff 00 00 e1 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Drilldrive
64 ff 00 ff 04 00 ff ff 06 00 24 00 0f 1b 22 08 ff ff ff ff ff ff ff ff 01 00 ff fd Fire (Mono Drive)

64 ff 00 ff 00 00 ff ff ff ff ff ff 03 04 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Laser Cannon (1st Ray)

64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Machine Gun
64 2e 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 1c ff ff ff ff ff ff ff ff 00 20 ff ff W Machine Gun
4b ff 00 ff 00 00 ff ff ff ff ff ff 03 40 11 18 ff ff ff ff ff ff ff ff 00 20 ff ff Smoke Shot (Sweeper)

64 2e 00 ff 00 00 23 00 00 00 00 00 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Rifle
5f 3d 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 1c ff ff ff ff ff ff ff ff 00 20 ff ff Scorpion Tail
ff ff 00 ff 00 00 ff ff d3 00 d3 00 03 4b 11 00 ff ff ff ff ff ff ff ff 00 20 ff ff Search Scope
64 2e 00 ff 00 00 0f 00 ff ff ff ff 01 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Rifle
78 ff 02 ff 00 00 ff ff d4 00 d4 00 16 4c 11 30 ff ff ff ff ff ff ff ff 00 20 ff ff Tail Laser
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation (Guard Scorpion)
 
64 12 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Sickle
5a ff 01 ff 00 00 ff ff d8 00 d8 00 03 02 22 00 ff 3f ff ff 00 02 00 00 00 00 ff ff Silk (Grashtrike)

6e 30 00 ff 00 00 60 01 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Claw
4b 09 00 ff 00 00 e2 00 ff ff ff ff 03 ff 23 04 ff ff ff ff ff ff ff ff 00 08 ff ff Rolling Claw (Chuse Tank)

4b ff 00 ff 00 00 ff ff d6 00 d6 00 03 13 11 18 ff ff ff ff ff ff ff ff 00 20 ff ff Rocket Launcher (Rocket Launcher)

5f 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
64 ff 00 ff 00 00 ff ff d7 00 d7 00 03 4f 50 0c ff 14 ff ff 04 00 00 00 00 00 ff ff Hell Bubbles (Blugu)

64 30 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Handclaw
64 ff 00 ff 00 00 ff ff d2 00 d2 00 03 16 11 12 ff ff ff ff ff ff ff ff 00 20 ff ff Beam Gun
5c ff 00 ff 00 00 ff ff d9 00 d9 00 03 2a 11 20 ff ff ff ff ff ff ff ff 00 40 ff ff Wave (Special Combatant)

64 30 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bite
6e 3c 01 ff 00 00 dd 00 ff ff ff ff 03 ff 11 0a ff ff ff ff ff ff ff ff 00 00 ef ff Tentacle Drain (Blood Taste)

64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Machine Gun (Proto Machinegun)

64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Punch
5a ff 00 ff 00 00 ff ff ff ff ff ff 03 15 11 0c ff 16 ff ff 08 00 00 00 00 00 ff ff Smog
69 ff 00 ff 00 00 ff ff d8 00 d8 00 03 15 11 0c ff 17 ff ff 00 00 00 04 00 00 ff ff Smog (Smogger)

73 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 20 ff ff Rear Gun
73 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 20 ff ff Rear Gun
ff ff 00 ff 00 00 ff ff db 00 db 00 00 5a 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Destroyed
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 5a 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Destroyed
5a 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 28 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
64 ff 02 ff 00 00 ff ff fa 00 fa 00 03 58 11 32 ff ff ff ff ff ff ff ff 00 20 ff ff Big Bomber
64 ff 00 ff 00 00 ff ff da 00 da 00 03 2b 11 1e ff ff ff ff ff ff ff ff 00 40 ff ff Energy Ball
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
5f 26 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 28 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
64 ff 02 ff 00 00 ff ff 0c 01 0c 01 03 58 11 32 ff ff ff ff ff ff ff ff 00 20 ff ff Big Bomber
64 ff 00 ff 00 00 ff ff 0b 01 0b 01 03 2b 11 1e ff ff ff ff ff ff ff ff 00 40 ff ff Energy Ball
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation (Air Buster)

5f 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
64 ff 00 ff 04 00 ff ff 06 00 24 00 0f 1b 22 08 ff ff ff ff ff ff ff ff 01 00 ff fd Fire (Hedgehog Pie)

64 12 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Sickle (Whole Eater)

64 24 00 ff 00 00 1c 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Hit
05 42 00 ff 00 00 e4 00 ff ff ff ff 03 ff 00 00 ff ff 07 ff ff ff ff ff 00 00 ff ff Steal
14 42 00 ff 00 00 05 00 ff ff ff ff 03 ff 00 08 ff ff 07 ff ff ff ff ff 00 00 ff ff Grind
64 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 00 ff ff Seize
ff ff 00 ff 00 00 ff ff 3c 01 3c 01 00 40 00 00 ff ff 1b ff ff ff ff ff 00 00 7f ff Escape (Vice)

50 ff 00 ff 00 00 ff ff ff ff ff ff 03 15 11 10 ff 07 ff ff 00 00 00 04 00 20 ff ff Erupt
58 ff 02 ff 00 00 ff ff dc 00 dc 00 03 3f 11 18 ff ff ff ff ff ff ff ff 00 20 ff ff Hell Bomber
ff ff 00 ff 00 00 ff ff ff ff ff ff 07 79 11 10 ff ff ff ff ff ff ff ff 08 00 ff ff Suicide Drop (Hell House A)

5a 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 28 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
ff ff 00 ff 00 00 ff ff ff ff ff ff 07 79 11 10 ff ff ff ff ff ff ff ff 08 00 ff ff Suicide Drop
5a 27 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 1c ff ff ff ff ff ff ff ff 00 08 ff ff Lunattack
64 2b 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 18 ff ff ff ff ff ff ff ff 00 08 ff ff Hell Press (Hell House B)

64 24 00 ff 00 00 1c 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Hit
64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Machine Gun (Corneo's Lackey/Scotch)

5a 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Tail Attack
64 ff 01 ff 00 00 ff ff de 00 de 00 03 72 11 04 ff 3f ff ff 10 00 00 00 00 00 ff ff Lick
64 ff 00 ff 00 00 ff ff df 00 df 00 47 48 11 14 ff ff 04 01 ff ff ff ff 40 00 ff ff Sewer Tsunami
64 ff 00 ff 00 00 ff ff e0 00 e0 00 47 49 11 14 ff ff 04 00 ff ff ff ff 40 00 ff ff Sewer Tsunami (Aps)

64 42 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Harpoon
5a ff 00 ff 00 00 ff ff e1 00 e1 00 03 06 11 16 ff ff ff ff ff ff ff ff 00 20 ff ff Water Gun
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Shell Defense (Sahagin)

5f 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
4b ff 00 ff 00 00 ff ff e2 00 e2 00 03 4f 11 0c ff ff ff ff ff ff ff ff 40 00 ff ff Bubble (Ceasar)

64 00 00 ff 00 00 60 01 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Scratch
64 ff 00 ff 04 00 ff ff 06 00 24 00 0f 1b 22 08 ff ff ff ff ff ff ff ff 01 00 ff fd Fire
ff ff 00 ff 01 00 ff ff dd 00 dd 00 03 17 22 06 ff ff ff ff ff ff ff ff 00 00 ef ff Drain
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Vanish
ff ff 00 ff 00 00 ff ff eb 00 eb 00 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Appear (Ghost)

64 30 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Scissors
64 30 02 ff 00 00 e2 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Dualspike (Cripshaw)

64 18 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Wing Cutter
64 ff 00 ff 04 00 ff ff 07 00 24 00 0f 1e 22 08 ff ff ff ff ff ff ff ff 02 00 ff fd Ice
4b ff 01 ff 0e 00 ff ff 0b 00 24 00 0f 2a 23 08 ff ff ff ff ff ff ff ff 20 00 ff ff Demi (Deenglow)

64 09 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Sword Attack
6e ff 00 ff 00 00 ff ff e3 00 e3 00 03 04 11 0e ff ff ff ff ff ff ff ff 00 20 ff ff Mono Laser
64 ff 01 ff 18 00 ff ff 04 00 24 00 0f 0d 22 00 ff 14 ff ff 80 00 00 00 00 00 ff fd Silence
64 ff 01 ff 08 00 ff ff 03 00 24 00 0f 0b 22 00 ff 12 ff ff 04 00 00 00 00 00 ff fd Sleepel (Eligor)

78 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Kick
6e 30 00 ff 00 00 23 00 e9 00 e9 00 03 ff 11 18 ff ff ff ff ff ff ff ff 00 04 ff ff Propeller
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
4b 09 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Propeller Sword
50 42 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 12 ff ff ff ff ff ff ff ff 00 08 ff ff Sword Rush (Aero Combatant)

6e 42 00 ff 00 00 5c 01 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Short Staff
ff ff 00 ff 00 00 ff ff 0e 01 0e 01 03 00 22 00 ff 3f ff ff 00 00 00 80 00 00 ff ff Pyramid
ff ff 00 ff 00 00 ff ff 11 01 11 01 03 00 22 00 ff 3f ff ff 00 00 00 80 00 00 ff ff Pyramid
ff ff 00 ff 00 00 ff ff d8 00 d8 00 03 00 22 00 ff 3f ff ff 00 00 00 80 00 00 ff ff Pyramid
ff ff 00 ff 00 00 ff ff 11 01 11 01 03 ff 22 00 ff ff ff ff ff ff ff ff 00 00 ff ff Pyramid Release
ff ff 00 ff 00 00 ff ff 0e 01 0e 01 03 ff 22 00 ff ff ff ff ff ff ff ff 00 00 ff ff Pyramid Release
ff ff 00 ff 00 00 ff ff d6 00 d6 00 03 ff 22 00 ff ff ff ff ff ff ff ff 00 00 ff ff Pyramid Release
64 3f 00 ff 00 00 90 00 0f 01 0f 01 03 ff 11 18 ff 06 ff ff 00 00 00 02 04 00 ff ff Electro-Mag Rod
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Report (Turks:Reno)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2008-10-11 00:27:25
Code: [Select]
ff ff 00 ff 00 00 ff ff eb 00 eb 00 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Appear
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Vanish (Pyramid)

64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Machine Gun
46 2c 02 ff 00 00 14 00 ff ff ff ff 03 ff 11 23 ff ff ff ff ff ff ff ff 00 20 ff ff Hand Grenade (Grenade Combatant)

64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Machine Gun
6e 2d 00 ff 00 00 0f 00 ee 00 ee 00 03 ff 11 1e ff ff ff ff ff ff ff ff 00 08 ff ff Double Shot
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Grunt Death (Mighty Grunt A)
 
6e 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Roller Dash
5a 24 00 ff 00 00 23 00 ec 00 ec 00 03 ff 11 1c ff ff ff ff ff ff ff ff 00 08 ff ff Rollerspin
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Skating (Mighty Grunt B)

5f 36 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Hammer Attack
5a 3c 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 08 ff 0c ff ff 40 00 00 00 00 08 ff ff Myuddle Mallet
69 36 00 ff 00 00 23 00 d8 00 d8 00 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Zip Hammer
64 3c 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 08 ff 0c ff ff 40 00 00 00 00 08 ff ff Zip Confu
ff ff 00 ff 00 00 ff ff eb 00 eb 00 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Appear
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Vanish
5a 36 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Flying Hammer
55 3c 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 08 ff 0c ff ff 40 00 00 00 00 08 ff ff Flying Muddle
64 36 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Flying Zip
5f 3c 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 08 ff 0c ff ff 40 00 00 00 00 08 ff ff Flying Zip Confu
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Appear
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Vanish
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Report (Hammer Blaster)

64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
64 33 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 04 ff ff Gash
5f 30 00 ff 00 00 76 00 ff ff ff ff 03 ff 11 14 ff 0c ff ff 20 00 00 00 00 08 ff ff Slap
64 19 00 ff 00 00 e2 00 ff ff ff ff 07 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Sawback
64 19 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 1e ff ff ff ff ff ff ff ff 00 04 ff ff Spinning Cut (Sword Dance)

ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Vanish
64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Machine Gun
ff ff 00 ff 00 00 ff ff eb 00 eb 00 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Appear
64 ff 00 ff 00 00 ff ff ff ff ff ff 03 04 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Laser Cannon
1e ff 01 ff 00 00 ff ff ea 00 ea 00 03 04 11 10 ff 02 ff ff 00 00 00 02 00 20 ff ff Paralaser (Warning Board+parts)

64 0b 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Split
64 ff 00 ff 16 00 ff ff 0e 00 24 00 0f 22 22 14 ff ff ff ff ff ff ff ff 04 00 ff fd Bolt2
64 ff 00 ff 16 00 ff ff 0d 00 24 00 0f 1f 22 14 ff ff ff ff ff ff ff ff 02 00 ff fd Ice2
64 ff 01 ff 08 00 ff ff 03 00 24 00 0f 0b 22 00 ff 12 ff ff 04 00 00 00 00 00 ff fd Sleepel
ff ff 00 ff 08 00 ff ff 18 01 18 01 03 22 22 0c ff ff ff ff ff ff ff ff 80 00 ff ff Flying Sickle (SOLDIER:3rd)

64 30 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Verbal Attack
55 33 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 1d ff ff ff ff ff ff ff ff 00 04 ff ff Speed Slice (Moth Slasher)

64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
5f ff 00 ff 04 00 ff ff ef 00 ef 00 03 03 22 06 ff 10 ff ff 04 00 00 00 10 00 ff ff Refuse
5f ff 00 ff 04 00 ff ff f0 00 f0 00 03 14 22 0c ff 10 ff ff 08 00 00 00 10 00 ff ff Refuse (Brain Pod)

0a 3c 00 ff 01 00 e4 00 ff ff ff ff 03 ff 11 01 ff 02 ff ff 00 00 00 02 00 00 ff ff Needle
ff ff 02 ff 0a 00 ff ff f3 00 f3 00 03 1c 23 06 ff ff ff ff ff ff ff ff 00 00 ff ff Suicide (Vargid Police)

78 30 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Fang
ff ff 00 ff 06 00 ff ff ff ff ff ff 03 09 22 08 ff 12 ff ff 08 00 00 00 10 00 ff ff Piazzo Shower
ff ff 00 ff 06 00 ff ff f9 00 f9 00 03 01 22 0a ff ff ff ff ff ff ff ff 01 00 ff ff Ghenghana (Zenene)

64 09 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Keyclaw
ff ff 00 ff 04 00 ff ff f4 00 f4 00 07 4d 22 00 ff 12 ff ff 08 00 00 00 10 00 ff ff Shady Breath
ff ff 00 ff 28 00 ff ff f5 00 f5 00 05 00 24 ff ff 7f ff ff 01 00 00 00 00 02 ff fe Reanimagic
ff ff 00 ff 00 00 ff ff 40 01 40 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Order
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Order
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Vanish (Sample:H0512)

5f 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
64 ff 00 ff 04 00 ff ff 06 00 24 00 0f 1b 22 08 ff ff ff ff ff ff ff ff 01 00 ff fd Fire
64 ff 00 ff 04 00 ff ff 07 00 24 00 0f 1e 22 08 ff ff ff ff ff ff ff ff 02 00 ff fd Ice
5a 42 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 30 ff ff ff ff ff ff ff ff 00 08 ff ff Rolling Attack
5a 42 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 30 ff ff ff ff ff ff ff ff 00 08 ff ff Rolling Attack
5a 42 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 30 ff ff ff ff ff ff ff ff 00 08 ff ff Rolling Attack (Sample:H0512-opt)

ff ff 00 ff 00 00 ff ff ff ff ff ff 00 7d 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Glass Shatter
64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Aux Artillery
78 ff 00 ff 00 00 ff ff ff ff ff ff 03 5b 11 14 ff ff ff ff ff ff ff ff 00 20 ff ff Hidden Artillery
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 1c 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Destroyed
64 2e 00 ff 00 00 0f 00 f6 00 f6 00 07 ff 11 12 ff ff ff ff ff ff ff ff 00 20 ff ff Main Artillery
64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 16 ff ff ff ff ff ff ff ff 00 20 ff ff Sub Artillery
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 1c 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Destroyed
ff ff 02 ff 00 00 ff ff fb 00 fb 00 07 6d 11 1b ff ff ff ff ff ff ff ff 00 20 ff ff Wave Artillery
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Charging (Hundred Gunner)

64 2e 00 ff 00 00 0f 00 f7 00 f7 00 03 ff 11 10 ff 07 ff ff 04 00 00 00 00 20 ff ff AB Cannon
64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 10 ff 07 ff ff 08 00 00 00 00 20 ff ff C Cannon
64 2f 00 ff 00 00 0f 00 fc 00 fc 00 07 ff 11 13 ff 05 ff ff 0c 00 00 00 00 20 ff ff Firing Line
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Start Spin
64 43 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Spinning Bodyblow
5f 3d 00 ff 00 00 23 00 fd 00 fd 00 03 ff 11 18 ff ff ff ff ff ff ff ff 00 08 ff ff Flying Drill (Heli Gunner)

64 2d 00 ff 00 00 12 01 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Shotgun
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Dodge
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Report (Rufus)

64 30 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bite
ff ff 00 ff 10 00 ff ff 1e 00 28 00 0d 0f 50 00 ff 3f ff ff 00 00 01 00 00 00 ff fd Barrier
ff ff 00 ff 18 00 ff ff 1e 00 28 00 0d 10 50 00 ff 3f ff ff 00 00 02 00 00 00 ff fd MBarrier
64 ff 00 ff 04 00 ff ff 08 00 24 00 0f 21 22 08 ff ff ff ff ff ff ff ff 04 00 ff fd Bolt (Dark Nation)

5f 25 00 ff 00 00 23 00 ff ff ff ff 07 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Highway
5f 28 00 ff 00 00 23 00 ff ff ff ff 0f ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Deadly Wheel
ff ff 00 ff 10 00 ff ff fe 00 fe 00 0f 47 22 0a ff ff ff ff ff ff ff ff 01 00 ff ff Twin Burner
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
5f 28 00 ff 00 00 23 00 ff ff ff ff 0f ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Deadly Wheel
ff ff 00 ff 18 00 ff ff 00 01 00 01 07 46 22 10 ff ff ff ff ff ff ff ff 01 00 ff ff Rolling Fire
6e 31 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Arm Attack
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
5a ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 30 ff ff ff ff ff ff ff ff 00 00 ff ff x (Motor Ball)

6e 32 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bite
6e 32 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bite
64 ff 02 ff 23 00 ff ff a1 00 a1 00 07 0c 22 36 ff ff ff ff ff ff ff ff 01 00 fd ff Beta
ff 44 03 ff 00 00 23 00 03 01 03 01 03 ff 00 00 ff ff 12 ff ff ff ff ff 00 00 ff ff Blown Away
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Change (Midgar Zolom)

64 0a 00 ff 00 00 60 01 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Claw
64 ff 00 ff 0a 00 ff ff 9d 00 9d 00 03 08 22 0e ff ff ff ff ff ff ff ff 01 00 ff fd Flame Thrower (Ark Dragon)

73 37 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Iron Ball
64 ff 00 ff 00 00 ff ff 08 01 08 01 03 18 11 04 ff 3f ff ff 00 00 00 04 00 08 ff ff Swamp Shoot (Madouge)

64 30 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bite
64 ff 00 ff 02 00 ff ff 05 01 05 01 03 08 22 01 ff ff ff ff ff ff ff ff 02 00 ff ff Cold Breath (Crawler)

64 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff 2-stage Attack
4b ff 00 ff 00 00 ff ff 06 01 06 01 03 0d 11 16 ff ff ff ff ff ff ff ff 04 00 ff ff Scissor Spark (Castanets)

5a 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 28 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
5a 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Tail Attack
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Fury Blast
5f 26 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 28 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
5a 27 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Moonstrike
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Fury Blast
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Fury Blast
ff ff 00 ff 00 00 ff ff 57 01 57 01 03 4a 00 00 ff 3f ff ff 01 00 00 80 00 00 ff ff Waterball
ff ff 00 ff 00 00 ff ff ff ff ff ff 03 4a 00 00 ff 3f ff ff 01 00 00 80 00 00 ff ff Waterball
ff ff 00 ff 00 00 ff ff ff ff ff ff 03 4a 00 00 ff 3f ff ff 01 00 00 80 00 00 ff ff Waterball
64 ff 00 ff 00 00 ff ff ff ff ff ff 07 1a 11 1e ff ff ff ff ff ff ff ff 40 00 ff ff Big Wave
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Chill (Bottomswell)

ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Vanish
ff ff 00 ff 00 00 ff ff eb 00 eb 00 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Appear (Waterpolo)

64 30 00 ff 00 00 e1 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Drilldrive
64 ff 00 ff 16 00 ff ff 0d 00 24 00 0f 1f 22 14 ff ff ff ff ff ff ff ff 02 00 ff fd Ice2
64 ff 00 ff 16 00 ff ff 0c 00 24 00 0f 1c 22 14 ff ff ff ff ff ff ff ff 01 00 ff fd Fire2 (Scrutin Eye)

64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Machine Gun
55 ff 02 ff 00 00 ff ff ff ff ff ff 07 5d 11 14 ff ff ff ff ff ff ff ff 00 00 ff ff Grenade
4b ff 00 ff 00 00 ff ff ff ff ff ff 03 7c 11 00 ff 19 ff ff 04 00 00 04 00 80 ff ff Smoke Bullet (Marine)

5a ff 00 ff 00 00 ff ff ff ff ff ff 03 04 b1 30 ff ff ff ff ff ff ff ff 00 20 ff ff Laser
5a ff 00 ff 00 00 ff ff 58 01 58 01 03 3c b1 30 ff ff ff ff ff ff ff ff 00 00 ff ff Gas
5a ff 00 ff 00 00 ff ff ff ff ff ff 03 5b b1 30 ff ff ff ff ff ff ff ff 00 20 ff ff W-Laser
5a ff 02 ff 00 00 ff ff ff ff ff ff 07 4c b1 30 ff ff ff ff ff ff ff ff 00 20 ff ff Tail Laser
64 ff 00 ff 22 00 ff ff 22 00 24 00 0f 15 50 00 ff 0f ff ff 00 04 00 00 00 00 ff fd Stop (Jenova*BIRTH)

64 ff 00 ff 00 00 ff ff 39 01 39 01 03 07 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Seed Shot
64 ff 00 ff 08 00 ff ff 3a 01 3a 01 03 05 22 07 ff ff ff ff ff ff ff ff 00 00 ff ff Four Laser (Search Crown)
 
78 30 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Fang
64 0a 00 ff 00 00 60 01 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Claw
64 31 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 12 ff ff ff ff ff ff ff ff 00 10 ff ff Horn
5a ff 00 ff 0a 00 ff ff 09 01 09 01 03 7a 22 0c ff 15 ff ff 08 00 00 00 10 00 ff ff Poison Breath (Bagnadrana)

5f 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
64 ff 01 ff 00 00 ff ff ff ff ff ff 03 1b 11 19 ff ff ff ff ff ff ff ff 00 00 ff ff Vacuum
64 ff 00 ff 00 00 ff ff ff ff ff ff 03 1f 26 0a ff ff ff ff ff ff ff ff 00 10 ff ff Spiky Hell (Bloatfloat)

64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
5a 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 28 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
64 ff 00 ff 03 00 ff ff ff ff ff ff 03 01 22 10 ff ff ff ff ff ff ff ff 01 00 ff ff Fireball
64 ff 02 ff 00 00 ff ff ff ff ff ff 03 43 11 fe ff ff ff ff ff ff ff ff 00 00 ff ff Bomb Blast (Bomb)

ff ff 00 ff 40 00 ff ff 02 00 24 00 0d 02 25 82 00 ff ff ff ff ff ff ff 00 02 ff fd Cure3
ff ff 02 ff 00 00 ff ff ff ff ff ff 03 1c 23 18 ff ff ff ff ff ff ff ff 00 00 ff ff Self-Destruct (2-Faced)

64 24 00 ff 00 00 1c 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Hit
64 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 00 10 ff ff 06 ff ff ff ff ff 00 00 ff ff Hold-up
64 24 00 ff 00 00 23 00 3b 01 3b 01 03 ff 11 10 ff ff 07 ff ff ff ff ff 00 00 ff ff Mug
ff ff 00 ff 00 00 ff ff 3c 01 3c 01 00 40 00 00 ff ff 1b ff ff ff ff ff 00 00 7f ff Escape (Bandit)

64 31 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Claw
64 34 00 ff 0a 00 e3 00 ff ff ff ff 03 ff 11 10 ff 05 ff ff 00 00 00 02 00 10 ff ff Death Claw
64 ff 00 ff 10 00 ff ff 9e 00 9e 00 03 09 23 10 ff ff ff ff ff ff ff ff 20 00 ff fd Laser
ff ff 00 ff 10 00 ff ff 1e 00 28 00 0d 0f 50 00 ff 3f ff ff 00 00 01 00 00 00 ff fd Barrier
ff ff 00 ff 18 00 ff ff 1e 00 28 00 0d 10 50 00 ff 3f ff ff 00 00 02 00 00 00 ff fd MBarrier (Death Claw)
 
64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bodyblow
64 ff 02 ff 08 00 ff ff 9f 00 9f 00 07 0a 22 0b ff ff ff ff ff ff ff ff 00 00 ff fd Matra Magic (Bullmotor)

ff ff 02 ff 0a 00 ff ff 3d 01 3d 01 07 87 22 06 ff ff ff ff ff ff ff ff 08 00 ff ff Earthquake
ff ff 00 ff 00 00 ff ff 3e 01 3e 01 07 0c 11 20 ff 0c ff ff 00 00 00 04 08 00 ff ff Sandstorm (Land Worm)

5a 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 30 ff ff ff ff ff ff ff ff 00 08 ff ff Needle Gun
64 ff 00 ff 04 00 ff ff 06 00 24 00 0f 1b 22 08 ff ff ff ff ff ff ff ff 01 00 ff fd Fire
5a ff 00 ff 00 00 ff ff ff ff ff ff 03 3a 11 32 ff ff ff ff ff ff ff ff 00 08 ff ff S-Mine
5a ff 00 ff 00 00 ff ff ff ff ff ff 0f 8c 11 34 ff ff ff ff ff ff ff ff 00 08 ff ff Molotov Cocktail
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Report
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation (Dyne)

64 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Butterfly Attack
64 ff 00 ff 05 00 ff ff ff ff ff ff 03 06 22 00 ff 3f ff ff 00 04 00 00 00 20 ff ff Stop Web
ff ff 00 ff 00 00 ff ff ff ff ff ff 03 02 11 22 ff ff ff ff ff ff ff ff 00 04 ff ff Spider Attack (Kimara Bug)

64 ff 00 ff 24 00 ff ff 10 00 24 00 0f 28 22 15 ff 0c ff ff 08 00 00 00 10 00 ff fd Bio2
ff ff 00 ff 01 00 ff ff dd 00 dd 00 03 17 22 06 ff ff ff ff ff ff ff ff 00 00 ef ff Drain
ff ff 01 ff 00 00 ff ff ff ff ff ff 03 41 23 1c ff ff ff ff ff ff ff ff 00 00 ee ff Energy Siphon
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Change
64 ff 00 ff 00 00 ff ff ff ff ff ff 03 59 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Seed Bullet
62 ff 00 ff 00 00 ff ff ff ff ff ff 03 5b 23 1e ff ff ff ff ff ff ff ff 00 20 ff ff W Laser
82 ff 00 ff 00 00 ff ff ff ff ff ff 07 3e 11 0c ff 14 ff ff 04 00 00 00 00 00 ff ff Pollen (Flower Prong)

50 25 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 18 ff ff ff ff ff ff ff ff 00 08 ff ff Charge
5a 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 18 ff ff ff ff ff ff ff ff 00 08 ff ff Wheelie Attack
6e 29 02 ff 00 00 23 00 ff ff ff ff 07 ff 11 18 ff ff ff ff ff ff ff ff 00 08 ff ff Big Spiral (Heavy Tank)

6e 42 00 ff 00 00 5c 01 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Short Staff
5a ff 00 ff 00 00 ff ff ff ff ff ff 03 01 22 0c ff ff ff ff ff ff ff ff 00 00 ff ff Turk Light
5a 45 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 30 ff ff ff ff ff ff ff ff 04 00 ff ff Electroprod
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Report (Turks:Reno)

5a 25 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 30 ff ff ff ff ff ff ff ff 00 08 ff ff Shoulder Attack
64 ff 00 ff 04 00 ff ff 06 00 24 00 0f 1b 22 08 ff ff ff ff ff ff ff ff 01 00 ff fd Fire
ff ff 00 ff 05 00 ff ff 00 00 28 00 0d 00 25 05 00 ff ff ff ff ff ff ff 00 02 ff fd Cure
64 ff 00 ff 00 00 ff ff 14 01 14 01 03 42 22 18 ff ff ff ff ff ff ff ff 00 08 ff ff Grand Spark
5a ff ff ff 00 00 ff ff ff ff ff ff 00 ff 00 30 ff ff ff ff ff ff ff ff 00 00 7f ff Cover (Turks:Rude)

64 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Triple Attack
64 ff 00 ff 0a 00 ff ff a9 00 a9 00 03 14 22 00 ff 3f ff ff 00 00 20 00 00 00 ff ff Death Sentence (Sneaky Step)

6e 3c 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff 3f ff ff 08 00 00 00 00 08 ff ff Poison Fang
6e 3c 00 ff 00 00 e4 00 ff ff ff ff 03 ff 11 0e ff 07 ff ff 00 00 00 02 00 10 ff ff Halt Whip (Heg)

64 30 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Skewer
64 31 00 ff 00 00 e3 00 5a 01 5a 01 03 ff 11 14 ff 07 ff ff 00 00 00 02 00 10 ff ff Hell Spear
64 ff 00 ff 0a 00 ff ff a9 00 a9 00 03 14 22 00 ff 3f ff ff 00 00 20 00 00 00 ff ff Death Sentence (Gi Spektor)
 
6e 31 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Sting
64 2b 00 ff 14 00 23 00 ff ff ff ff 03 ff 23 18 ff ff ff ff ff ff ff ff 00 10 ff ff Sting Bomb
6e 34 00 ff 00 00 e3 00 3f 01 3f 01 03 ff 11 20 ff ff ff ff ff ff ff ff 00 10 ff ff Rabbit Gouge (Stinger)

ff 3e 01 ff 00 00 23 00 ff ff ff ff 03 ff 11 00 ff ff ff ff ff ff ff ff 00 00 ff ff Take Over
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Return
64 ff 00 ff 16 00 ff ff 0c 00 24 00 0f 1c 22 14 ff ff ff ff ff ff ff ff 01 00 ff fd Fire2 (Soul Fire)

64 31 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 23 ff ff ff ff ff ff ff ff 00 10 ff ff Spear Attack
ff ff 00 ff 00 00 ff ff ff ff ff ff 03 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Take Over
ff ff 00 ff 00 00 ff ff ff ff ff ff 03 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Take Over
ff ff 00 ff 01 00 ff ff dd 00 dd 00 03 17 22 06 ff ff ff ff ff ff ff ff 00 00 ef ff Drain
ff ff 01 ff 01 00 ff ff ff ff ff ff 03 41 22 02 ff ff ff ff ff ff ff ff 00 00 ee ff Aspil
ff ff 00 ff 0c 00 ff ff af 00 24 00 0f 16 22 00 ff 7f ff ff 00 00 17 00 00 00 ff ff DeBarrier
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Vanish (Gi Nattak)

64 18 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Cutter
64 ff 00 ff 0a 00 ff ff 41 01 41 01 03 5e 22 00 ff 3f ff ff 80 00 00 00 00 80 ff ff Curses
ff ff 00 ff 0a 00 ff ff 42 01 42 01 07 4d 22 00 ff 06 ff ff 40 00 00 00 00 80 ff ff Funny Breath
ff ff 00 ff 00 00 ff ff 43 01 43 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Ascend (Dorky Face)

ff 18 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 28 ff ff ff ff ff ff ff ff 00 04 ff ff Guillotine
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
ff ff 00 ff 00 00 ff ff 44 01 44 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Catch Chain
ff ff 00 ff 00 00 ff ff 45 01 45 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Fail to Catch (Ghirofelgo)

5a 36 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Swing Attack
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Reflection (Mirage)

5a 36 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Spin Attack
64 ff 00 ff 03 00 ff ff a5 00 a5 00 03 10 61 ff ff ff ff ff ff ff ff ff 00 00 ff ff ???
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Lean to LL
5a 36 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Spin Attack
64 ff 00 ff 16 00 ff ff 0c 00 24 00 0f 1c 22 14 ff ff ff ff ff ff ff ff 01 00 ff fd Fire2
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Lean to LR (Jersey)

ff 3c 01 ff 00 00 e4 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ef ff Blood Suck
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Dodge (Black Bat)

64 2c 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Ying Punch
64 2c 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Sadistic Attack
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Vanish (Ying)

64 ff 00 ff 16 00 ff ff 0e 00 24 00 0f 22 22 14 ff ff ff ff ff ff ff ff 04 00 ff fd Bolt2
64 ff 00 ff 16 00 ff ff 0d 00 24 00 0f 1f 22 14 ff ff ff ff ff ff ff ff 02 00 ff fd Ice2
64 ff 02 ff 00 00 ff ff ff ff ff ff 03 1c 24 1f ff ff ff ff ff ff ff ff 00 00 ff ff Suicide Yang
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Happy Yang
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff Enchanted Yang (Yang)

5f 26 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Punch
ff ff 00 ff 00 00 ff ff 10 01 10 01 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff ?Animation
64 ff 00 ff 16 00 ff ff 0e 00 24 00 0f 22 22 14 ff ff ff ff ff ff ff ff 04 00 ff fd Bolt2
64 ff 00 ff 04 00 ff ff 08 00 24 00 0f 21 22 08 ff ff ff ff ff ff ff ff 04 00 ff fd Bolt
78 3e 00 ff 00 00 dd 00 ff ff ff ff 03 ff 11 28 ff ff ff ff ff ff ff ff 00 08 ff ff Tentacle
ff ff 01 ff 01 00 ff ff ff ff ff ff 03 41 22 02 ff ff ff ff ff ff ff ff 00 00 ee ff Aspil
64 ff 00 ff 24 00 ff ff 10 00 24 00 0f 28 22 15 ff 0c ff ff 08 00 00 00 10 00 ff fd Bio2
64 ff 00 ff 1c 00 ff ff 0f 00 25 00 0f 25 22 18 ff ff ff ff ff ff ff ff 08 00 fd fd Quake2
64 ff 00 ff 08 00 ff ff 0a 00 24 00 0f 27 22 0a ff 0c ff ff 08 00 00 00 10 00 ff fd Bio
64 ff 00 ff 06 00 ff ff 09 00 24 00 0f 24 22 0b ff ff ff ff ff ff ff ff 08 00 ff fd Quake
5f 25 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 32 ff ff ff ff ff ff ff ff 00 08 ff ff Lost Blow (Lost Number)

ff 24 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 80 00 ff ff Sonic Attack
64 ff 00 ff 00 00 ff ff 20 01 20 01 03 2c 11 20 ff ff ff ff ff ff ff ff 00 08 ff ff Harrier (Sonic Speed)

64 32 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 20 ff ff ff ff ff ff ff ff 00 10 ff ff Claw
64 ff 02 ff 00 00 ff ff 26 01 26 01 07 55 11 1e ff 0a ff ff 00 00 00 04 80 00 ff ff Great Gale (Zuu)

ff 24 01 ff 00 00 e4 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 00 ef ff Absorb
ff ff 00 ff 05 00 ff ff ff ff ff ff 03 10 22 00 ff 3f ff ff 00 00 00 02 00 00 ff ff Stare Down (Twin Brain)

73 37 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Ironball
64 ff 02 ff 00 00 ff ff 1e 01 1e 01 07 86 11 28 ff ff ff ff ff ff ff ff 08 00 ff ff Iron Attack
5e ff 01 ff 04 00 ff ff 1f 01 1f 01 03 3d 22 00 ff 3f ff ff 10 00 00 00 00 00 ff ff War Cry (Screamer)

64 09 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Keyclaw
5f 32 02 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Big Horn
5f 43 00 ff 00 00 23 00 27 01 27 01 03 ff 11 1c ff ff ff ff ff ff ff ff 00 00 ff ff Hell Combo
64 ff 02 ff 14 00 ff ff a3 00 a3 00 07 0e 22 22 ff ff ff ff ff ff ff ff 04 00 fd ff Trine
ff ff 00 ff 18 00 ff ff 01 00 24 00 0d 01 25 23 00 ff ff ff ff ff ff ff 00 02 ff fd Cure2 (Materia Keeper)

64 ff 00 ff 16 00 ff ff 0c 00 24 00 0f 1c 22 14 ff ff ff ff ff ff ff ff 01 00 ff fd Fire2
64 ff 00 ff 16 00 ff ff 0d 00 24 00 0f 1f 22 14 ff ff ff ff ff ff ff ff 02 00 ff fd Ice2
64 ff 00 ff 16 00 ff ff 0e 00 24 00 0f 22 22 14 ff ff ff ff ff ff ff ff 04 00 ff fd Bolt2
64 ff ff ff 00 00 ff ff ff ff ff ff 00 ff 00 10 ff ff ff ff ff ff ff ff 00 00 ff ff Incite
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 ff ff Palmer "Ugh!" (Palmer)

64 30 00 ff 00 00 19 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Bite
5f ff 00 ff 05 00 ff ff 29 01 29 01 03 3e 22 0c ff 3f ff ff 40 00 00 00 00 00 ff ff Confu-scales
5a ff 01 ff 00 00 ff ff d8 00 d8 00 03 02 22 00 ff 3f ff ff 00 02 00 00 00 00 ff ff Silk
5f ff 01 ff 00 00 ff ff ff ff ff ff 03 02 22 00 ff 19 ff ff 00 04 00 00 00 00 ff ff Thread (Jayjujayme)

64 0a 00 ff 00 00 60 01 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Claw
5f ff 02 ff 10 00 ff ff ff ff ff ff 0f 1d 22 14 ff ff ff ff ff ff ff ff 01 00 ff ff Flame Dance (Foulander)

5a 37 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 08 ff ff Rod
64 ff 00 ff 16 00 ff ff 0d 00 24 00 0f 1f 22 14 ff ff ff ff ff ff ff ff 02 00 ff fd Ice2
64 ff 00 ff 16 00 ff ff 0e 00 24 00 0f 22 22 14 ff ff ff ff ff ff ff ff 04 00 ff fd Bolt2
ff ff 01 ff 08 00 ff ff 2a 01 2a 01 03 41 22 08 ff ff ff ff ff ff ff ff 00 00 ee ff Dance
ff ff 01 ff 08 00 ff ff 2a 01 2a 01 03 17 22 08 ff ff ff ff ff ff ff ff 00 00 ee ff Dance (Garuda)

5f 1b 00 ff 00 00 e2 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 04 ff ff Wing Cut
5f 3d 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff 0c ff ff 08 00 00 00 00 00 ff ff Scorpion's Tail
64 ff 00 ff 32 00 ff ff ff ff ff ff 03 5c 22 32 ff ff ff ff ff ff ff ff 80 00 ff ff Aero3 (Rapps)

64 2d 00 ff 00 00 0f 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 20 ff ff Machine Gun
55 ff 02 ff 00 00 ff ff ff ff ff ff 07 5d 11 14 ff ff ff ff ff ff ff ff 00 00 ff ff Grenade
4b ff 00 ff 00 00 ff ff ff ff ff ff 03 7c 11 00 ff 19 ff ff 04 00 00 04 00 80 ff ff Smoke Bullet (Attack Squad)

64 25 00 ff 00 00 23 00 ff ff ff ff 03 ff 24 08 ff ff ff ff ff ff ff ff 00 08 ff ff Dive Kick
ff ff 00 ff 10 00 ff ff 1e 00 28 00 0d 0f 50 00 ff 3f ff ff 00 00 01 00 00 00 ff fd Barrier
4b ff 01 ff 21 00 ff ff 11 00 24 00 0f 2b 23 10 ff ff ff ff ff ff ff ff 20 00 ff ff Demi2
ff ff 00 ff 1e 00 ff ff 1f 00 24 00 0d 11 50 00 02 3f ff ff 00 00 04 00 00 00 ff ff Reflect
ff ff 00 ff 1e 00 ff ff 00 00 24 00 0d 03 22 00 00 3f ff ff 00 80 00 00 00 00 ff fd Regen (Gorkii)

67 30 00 ff 00 00 e3 00 ff ff ff ff 03 ff 11 10 ff ff ff ff ff ff ff ff 00 10 ff ff Beak
4b 2c 00 ff 00 00 fa 00 1b 01 1b 01 03 ff 11 28 ff 12 ff ff 20 00 00 00 00 40 ff ff Rage Bomber (Shake)

ff 24 01 ff 00 00 e4 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 00 ef ff Absorb
ff ff 00 ff 05 00 ff ff ff ff ff ff 03 10 22 00 ff 3f ff ff 00 00 00 02 00 00 ff ff Stare Down (Chekhov)

73 37 00 ff 00 00 23 00 ff ff ff ff 03 ff 11 14 ff ff ff ff ff ff ff ff 00 08 ff ff Ironball
64 ff 02 ff 00 00 ff ff 1e 01 1e 01 07 86 11 28 ff ff ff ff ff ff ff ff 08 00 ff ff Iron Attack
5e ff 01 ff 04 00 ff ff 1f 01 1f 01 03 3d 22 00 ff 3f ff ff 10 00 00 00 00 00 ff ff War Cry (Staniv)

ff ff 00 ff 18 00 ff ff 01 00 24 00 0d 01 25 23 00 ff ff ff ff ff ff ff 00 02 ff fd Cure2
64 ff 01 ff 08 00 ff ff 03 00 24 00 0f 0b 22 00 ff 12 ff ff 04 00 00 00 00 00 ff fd Sleepel
64 ff 00 ff 0a 00 ff ff 06 00 24 00 0f 09 22 00 ff 92 ff ff 00 10 00 00 00 00 ff fd Mini
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff To Beast
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff To Cheater
5f ff 02 ff 00 00 ff ff ff ff ff ff 0f 19 11 10 ff ff ff ff ff ff ff ff 00 00 ff ff Beast Sword
64 ff 02 ff 14 00 ff ff a3 00 a3 00 07 0e 22 22 ff ff ff ff ff ff ff ff 04 00 fd ff Trine
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff To Human
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff To Cheat
64 ff 00 ff 24 00 ff ff 10 00 24 00 0f 28 22 15 ff 0c ff ff 08 00 00 00 10 00 ff fd Bio2
4b ff 01 ff 30 00 ff ff 17 00 91 00 0f 2c 23 18 ff ff ff ff ff ff ff ff 20 00 fd ff Demi3
ff ff 00 ff 01 00 ff ff dd 00 dd 00 03 17 22 06 ff ff ff ff ff ff ff ff 00 00 ef ff Drain
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff To Beast
ff ff 00 ff 00 00 ff ff ff ff ff ff 00 ff 00 00 ff ff ff ff ff ff ff ff 00 00 7f ff To Human (Godo)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-11 03:48:03
Yar, that be a lot of code, matey!

What I REALLY want is the Limit break attacks (not Tifa's, Cait Sith's, or Vincent's because those are in the KERNEL.BIN)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-11 13:48:14
I have tried the "Sewer Tsunami" additional effect with both 00 and 01 as attack modifiers and still got the same result. I have also tried using the Sewer Tsunami animations and camera positions, but when used with Fire3 (for which the attack modifier was 00) I got the "L5 death" animation and when I used it with Ice3 the game crashed. Hmmm, something must still be going wrong.

Now to see what happens if I put something else at 0x12 for Aps' Sewer Tsunami in his scene.bin file (this could take a bit of time).

By the way, Limit Breaks are (starting at 0x51E0D4 of ff7.exe for the PC and somewhere in MENU\LIMTMENU.MNU for the PSX - I'm at university and don't have my discs right now):

Code: [Select]
FF FF 00 FF 00 00 FF FF 32 00 32 00 13 00 11 30 FF FF FF FF FF FF FF FF 00 00 FF FF Braver
FF FF 00 FF 00 00 FF FF 34 00 34 00 13 01 11 34 FF 3F FF FF 00 00 00 02 00 00 FF FF Cross-slash
FF FF 00 FF 00 00 FF FF 33 00 33 00 13 02 11 38 FF FF 1A 7A FF FF FF FF 00 00 BF FF Blade Beam
FF FF 00 FF 00 00 FF FF 35 00 35 00 13 03 11 46 FF FF FF FF FF FF FF FF 00 00 FF FF Climhazzard
FF FF 00 FF 00 00 FF FF 36 00 36 00 97 04 11 1A FF FF 00 06 FF FF FF FF 00 00 FF FF Meteorain
FF FF 00 FF 00 00 FF FF 39 00 39 00 17 05 11 00 FF 3F 18 78 01 00 00 00 00 00 FF FF Finishing Touch
FF FF 00 FF 00 00 FF FF 3B 00 3C 00 97 06 11 0C FF FF 00 0F FF FF FF FF 00 00 FF DF Omnislash
FF FF 00 FF 00 00 FF FF 46 00 46 00 13 07 11 34 FF FF FF FF FF FF FF FF 00 00 FF FF Big Shot
FF FF 00 FF 00 00 FF FF 48 00 48 00 17 08 11 36 FF FF FF FF FF FF FF FF 00 00 FF FF Grenade Bomb
FF FF 00 FF 00 00 FF FF 49 00 49 00 13 09 23 20 FF FF FF FF FF FF FF FF 20 00 FE FF Mindblow
FF FF 00 FF 00 00 FF FF 4B 00 4B 00 13 0A 11 00 FF 3F FF FF 01 00 00 00 00 00 FF FF Hammerblow
FF FF 00 FF 00 00 FF FF 4D 00 4D 00 17 0B 11 23 FF FF FF FF FF FF FF FF 00 00 FF DF Satellite Beam
FF FF 00 FF 00 00 FF FF 4E 00 4E 00 97 0C 11 08 FF FF 00 12 FF FF FF FF 00 00 FF FF Angermax
FF FF 00 FF 00 00 FF FF 4F 00 4F 00 97 0D 11 14 FF FF 00 0A FF FF FF FF 00 00 FF FF Catastrophe
FF FF 00 FF 00 00 FF FF 5A 00 5A 00 15 0E 24 10 FF FF FF FF FF FF FF FF 00 02 FF FF Healing Wind
FF FF 00 FF 00 00 FF FF 5B 00 5B 00 17 0F 22 00 FF 3F FF FF 80 04 00 00 00 00 FF FF Seal Evil
FF FF 00 FF 00 00 FF FF 5E 00 5E 00 15 10 22 00 FF 7F FF FF FC 7E 80 36 00 00 FF FF Breath of the Earth
FF FF 00 FF 00 00 FF FF 62 00 62 00 15 11 00 FF FF FF 14 FF FF FF FF FF 00 80 FF FF Fury Brand
FF FF 00 FF 00 00 FF FF 60 00 60 00 15 12 22 00 FF 3F FF FF 00 00 00 01 00 00 FF FF Planet Protector
FF FF 00 FF 00 00 FF FF 61 00 61 00 15 13 08 20 FF 7F FF FF 01 00 00 00 00 02 FF F7 Pulse of Life
FF FF 00 FF 00 00 FF FF 63 00 63 00 15 14 08 20 FF 3F FF FF 00 00 00 01 00 02 FF FF Great Gospel
FF FF 00 FF 00 00 FF FF 3E 00 3E 00 97 15 B1 14 FF FF 13 FF FF FF FF FF 00 00 FF FF Beat Rush
FF FF 00 FF 00 00 FF FF 42 00 42 00 97 15 B1 16 FF FF 13 FF FF FF FF FF 00 00 FF FF Somersault
FF FF 00 FF 00 00 FF FF 40 00 40 00 97 15 B1 18 FF FF 13 FF FF FF FF FF 00 00 FF FF Waterkick
FF FF 00 FF 00 00 FF FF 41 00 41 00 97 15 B1 1A FF FF 13 FF FF FF FF FF 00 00 FF FF Meteodrive
FF FF 00 FF 00 00 FF FF 43 00 43 00 97 15 B1 1C FF FF 13 FF FF FF FF FF 00 00 FF FF Dolphin Blow
FF FF 00 FF 00 00 FF FF 44 00 44 00 97 15 B1 1E FF FF 13 FF FF FF FF FF 00 00 FF FF Meteor Strike
FF FF 00 FF 00 00 FF FF 45 00 45 00 97 15 B1 2A FF FF 13 FF FF FF FF FF 00 00 FF FF Final Heaven
FF FF 00 FF 00 00 FF FF 64 00 64 00 13 1C 11 34 FF FF FF FF FF FF FF FF 00 00 FF FF Boost Jump
FF FF 00 FF 00 00 FF FF 65 00 65 00 13 1D 11 14 FF FF FF FF FF FF FF FF 00 00 CF FF Dragon
FF FF 00 FF 00 00 FF FF 67 00 67 00 17 1E 11 38 FF 05 FF FF 01 00 00 00 00 00 FF FF Hyper Jump
FF FF 00 FF 00 00 FF FF 68 00 68 00 17 1F 11 24 FF FF FF FF FF FF FF FF 00 00 FF FF Dynamite
FF FF 00 FF 00 00 FF FF 6A 00 6A 00 97 20 11 17 FF 07 00 06 01 00 00 00 00 00 FF FF Dragon Dive
FF FF 00 FF 00 00 FF FF 6C 00 6C 00 97 21 11 12 FF FF 00 08 FF FF FF FF 00 00 FF FF Big Brawl
FF FF 00 FF 00 00 FF FF 6D 00 6D 00 97 22 11 0B FF FF 00 12 FF FF FF FF 00 00 FF FF Highwind
FF 27 00 FF 00 00 23 00 50 00 50 00 13 23 11 30 FF FF FF FF FF FF FF FF 00 00 FF FF Sled Fang
FF FF 00 FF 00 00 FF FF 51 00 51 00 00 24 22 00 FF 3F 17 A0 00 01 80 00 00 00 FF FF Howling Moon
FF FF 00 FF 00 00 FF FF 53 00 53 00 13 25 11 14 FF FF FF FF FF FF FF FF 00 00 CF FF Blood Fang
FF FF 00 FF 00 00 FF FF 55 00 55 00 97 26 11 0A FF FF 00 0A FF FF FF FF 00 00 FF FF Stardust Ray
FF FF 00 FF 00 00 FF FF 56 00 56 00 15 27 22 00 FF 3F 16 96 00 01 00 00 00 00 FF FF Lunatic High
FF FF 00 FF 00 00 FF FF 58 00 58 00 97 28 11 1E FF FF 00 05 FF FF FF FF 00 00 FF FF Earth Rave
FF FF 00 FF 00 00 FF FF 59 00 59 00 17 29 11 7D FF FF FF FF FF FF FF FF 00 00 FF FF Cosmo Memory
FF FF 00 FF 00 00 FF FF 78 00 78 00 13 2A 68 FF FF FF FF FF FF FF FF FF 00 00 FF FF Dice
FF FF 00 FF 00 00 FF FF 79 00 79 00 13 46 11 FF FF FF 08 FF FF FF FF FF 00 00 FF FF Toy Box
FF FF 00 FF 00 00 FF FF 7A 00 7A 00 17 2C 00 FF FF FF 0F FF FF FF FF FF 00 00 FF FF Slots
FF FF 00 FF 00 00 FF FF 82 00 82 00 00 2D 00 FF FF FF 03 00 FF FF FF FF 00 00 FF FF Galian Beast
FF FF 00 FF 00 00 FF FF 84 00 84 00 00 2E 00 FF FF FF 03 01 FF FF FF FF 00 00 FF FF Death Gigas
FF FF 00 FF 00 00 FF FF 86 00 86 00 00 2F 00 FF FF FF 03 02 FF FF FF FF 00 00 FF FF Hellmasker
FF FF 00 FF 00 00 FF FF 88 00 88 00 00 30 00 FF FF FF 03 03 FF FF FF FF 00 00 FF FF Chaos
FF FF 00 FF 00 00 FF FF 6E 00 6E 00 13 31 11 32 FF FF FF FF FF FF FF FF 00 00 FF FF Greased Lightning
FF FF 00 FF 00 00 FF FF 73 00 73 00 15 32 24 10 FF FF FF FF FF FF FF FF 00 02 FF FF Clear Tranquil
FF FF 00 FF 00 00 FF FF 71 00 71 00 17 33 11 30 FF FF FF FF FF FF FF FF 08 00 FF FF Landscaper
FF FF 00 FF 00 00 FF FF 72 00 72 00 97 34 11 0A FF FF 00 0A FF FF FF FF 00 00 FF FF Bloodfest
FF FF 00 FF 00 00 FF FF 74 00 74 00 17 35 11 1C FF FF FF FF FF FF FF FF 00 00 FF DB Gauntlet
FF FF 00 FF 00 00 FF FF 76 00 76 00 97 36 11 0A FF FF 00 0F FF FF FF FF 00 00 FF FF Doom of the Living
FF FF 00 FF 00 00 FF FF 77 00 77 00 17 37 11 80 FF FF FF FF FF FF FF FF 00 00 FF FF All Creation
FF FF 00 FF 00 00 FF FF 7E 00 7E 00 15 38 22 00 FF FF 10 FF FF FF FF FF 00 00 FF FF Transform
FF FF 00 FF 00 00 FF FF 7B 00 7B 00 15 39 08 20 FF FF FF FF FF FF FF FF 00 02 FF FF Mog Dance
FF FF 00 FF 00 00 FF FF 7C 00 7C 00 17 3A 11 50 FF FF FF FF FF FF FF FF 00 00 FF FF Toy Soldier
FF FF 00 FF 00 00 FF FF 7D 00 7D 00 15 3B 22 00 FF 3F FF FF 00 00 00 40 00 00 FF FF Lucky Girl
FF FF 00 FF 00 00 FF FF 80 00 80 00 15 3C 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Death Joker
FF FF 00 FF 00 00 FF FF 81 00 81 00 17 3D 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Game Over
78 25 00 FF 00 00 23 00 7F 00 7F 00 13 FF 11 18 FF FF FF FF FF FF FF FF 00 00 FF FF Berserk Dance
64 FF 00 FF 00 00 FF FF 83 00 83 00 17 3F 22 3C FF FF FF FF FF FF FF FF 01 00 FF FF Beast Flare
78 2C 00 FF 00 00 14 00 8A 00 8A 00 13 FF 11 2A FF FF FF FF FF FF FF FF 00 00 FF FF Gigadunk
64 FF 00 FF 00 00 FF FF 85 00 85 00 17 41 22 46 FF FF FF FF FF FF FF FF 04 00 FF FF Livewire
78 23 00 FF 00 00 E2 00 8B 00 8B 00 13 FF 11 08 FF FF 00 05 FF FF FF FF 00 00 FF FF Splattercombo
64 FF 00 FF 00 00 FF FF 87 00 87 00 13 43 22 00 FF 3F FF FF CC 18 00 00 00 00 FF FF Nightmare
78 19 00 FF 00 00 A3 01 93 00 93 00 17 FF 11 28 FF FF FF FF FF FF FF FF 00 00 FF FF Chaos Saber
64 FF 00 FF 00 00 FF FF 89 00 89 00 17 45 22 00 FF 07 18 79 01 00 00 00 00 00 FF FF Satan Slam
FF FF FF FF 00 00 FF FF FF FF FF FF 17 4D 11 32 FF FF FF FF FF FF FF FF 00 00 FF FF Finishing Touch
64 FF FF FF 00 00 FF FF FF FF FF FF 17 4E 22 5A FF FF FF FF FF FF FF FF 00 00 FF FF Satan Slam

EDIT:

I have been editing materia as well. Summon materia to be precise, and I have found that the materia attributes from 0x0E-0x13 seem to be redundant. After trying to edit KotR in such a way that the player would be required to get it to level two before it could be used once, I found that I could still use it once with lv.1 KotR materia, twice with it at lv.2 and three times with it at lv.3 (when it was supposed to be once - the point of lv.3 would be to master the materia and nothing else).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-10-11 19:39:57
Hey, brilliant program ya got goin' on here!
With it, I was able to Edit Magic/Materia and sort of create new spells and such, combined with teioh and the like.

But i have a question. would it be possible with this to actually add NEW spells/attacks etc? for example i was thinking it might be quite good to give cloud a new Limit break, and Edit it so it does different things.

Again, Great program, and thanks a lot.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-11 22:10:02
I'm not certain adding new spells would be possible. They're all indexed. Now you COULD make a materia to enable one of the dummied attacks and give that some "magic" properties, but I don't know if it would appear anywhere on the magic menu. That would have to be edited too.

PS - This was planned to be Phase V, but deemed impossible for this reason.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-10-11 22:41:42
Ahh, i see, well thanks for replying, and for making this Cool Program
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: GrammerNatzi on 2008-10-12 02:29:59
God damn, I wish I could get 99999 damage using this and the patch to break the 9999 damage limit, but it's impossible. I can't even get past 15000, no matter how high I set anything to.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Tyler_Wu on 2008-10-12 03:18:05
you can go up to 30 000 dmg and HP i thought, using dziugos patch?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-12 03:25:19
You can't go past 32767 damage because damage is handled by a 16-bit signed integer. If you try to go beyond that the data will go out of scope and cause an overflow error. This is not to be confused with the "overflow bug" that exists with the Missing Score and the Death Penalty.

Quote
I have also tried using the Sewer Tsunami animations and camera positions, but when used with Fire3 (for which the attack modifier was 00) I got the "L5 death" animation and when I used it with Ice3 the game crashed. Hmmm, something must still be going wrong.

I think this goes back to the problem with editing commands. The game knows that it's a player's magic that's requesting that animation so it tries to pull that animation offset from the "player attack" animation set. The enemies' animation for Tsunami just happens to coincide with the player's L5Death.

EDIT: I went and tested some new values for 0x12 - 0x13 based on the Limit Break info that LKM provided.
0x1A - Blade Beam  [performs [] on other row members. Sorta worked on enemy, but when cast on party member they all froze. Not the game, just the characters. Perhaps the "Blade Beam" property needs to be set {0x1A = "10111111"]
0x13 - Tifa's LBs [Bring up slots? Don't perform if "miss"? one of these two, I think.]
0x17 - Howling Moon (A0) [no effect]
0x16 - Lunatic High (96) [no effect]
0x0F - Slots ["Game Over" win battle. 0x13 doesn't change this when on magic]
0x03 - Vincent's Transformations (00,01,02,03) [Lose control of caster. ATB would fill then go to 0 as if attack had been chosen, but not performed. When forced upon vincent, he didn't transform, but the camera moved as if he were trying to perform it.]

It also doesn't seem like the "unused" target flag or properties 0004h, 0008h, 1000h, 4000h, or 8000h do anything at all. I'm still trying to figure out property 0002h's function.

MULTI-RE-EDIT: I was playing around with different possibilities of 0002h's effect and came across something odd. Normally Pandora's Box has this flag enabled. When I cast un-altered Pandora's Box on a Grangalan and it died as it was supposed to if you killed it completely before it could summon/spawn Grangalan Jrs. However, when I turned that bit off Pandora's Box and cast it again, the Grangalan Jr appeared inside the Grangalan as it was dying. The G.Jr then died as well. Maybe this has something to do with counter-attacks.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Gingercat on 2008-10-12 10:40:32
And thus it is that progress continues apace!

It's really, really interesting reading the posts on the game dynamics so far.

I wonder how much bugchecking they did before initial release?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-12 14:49:57
I wonder how much bugchecking they did before initial release?

Seeing as they never intended 0x12 to be h04 for any attack other than Tsunami and h03 for any other "attack" other than Vincent's Limit Breaks (etc), probably not a lot. Their bug checking probably involved making sure no player attacks had any property that were designated "monsters only" and vice versa.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Gingercat on 2008-10-13 05:17:34
Mmm, they didn't really count on their fanbase pulling it down to its skeleton and rebuilding it hey :P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-13 06:04:16
Mmm, they didn't really count on their fanbase pulling it down to its skeleton and rebuilding it hey :P

No. No they didn't. Considering on the basest of senses that this is reverse-engineering and a violation of the EULA, no. At least on the PSX version. I don't know about the PC's restrictions.


Quote
I have been editing materia as well. Summon materia to be precise, and I have found that the materia attributes from 0x0E-0x13 seem to be redundant. After trying to edit KotR in such a way that the player would be required to get it to level two before it could be used once, I found that I could still use it once with lv.1 KotR materia, twice with it at lv.2 and three times with it at lv.3 (when it was supposed to be once - the point of lv.3 would be to master the materia and nothing else).

I have heavy-heartedly confirmed this. This makes me sad. I figure this is another "lazy programmer" trick where they suddenly decided "they're all the same, why not just hard code it?" Lousy programmers. :( So, this makes Materia Type 3Bh into "Allows Summon [1] [AP level] times in one battle." So no Ultima/FullCure/Shield effect where you have to get to level 2 before you can summon.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-13 13:28:43
Damn. That would have been a very good way to balance out the attack power of the big summons like KotR and Bahamut ZERO, which I think should be almost impossible to use before disc three.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-13 16:25:37
I had to update once again. Materia AP calculation wasn't working and for some reason, lost to the deepest reaches of time, I forgot to allow the accessories' elements to change! Talk about embarrassing.  :oops:
So sorry to everyone who has downloaded this before. I hope you keep coming here every few days to check up on it.

Updates:

EDIT: I just ran through the entirety of scene.bin and NO monsters use the attack attributes that are unknown (0004h, 0008h, 1000h, 4000h, 8000h). These might be ignored by the game or cause crashes when set. I haven't tested any of them. I suppose I should leave them there just because. :)

RE-EDIT:More "Additional Effects":
19h Hell Rider VR2's Electromag. Switch targets' row positions
1Dh: Carry Armor's "Damage Attack"
1Dh: Carry Armor's Left Arm's "Release Left Character"
1Dh: Carry Armor's Left Arm's "Release Right Character" Release character from escaped/death?

There are no additional Damage Formula values that are used (yay!), but 83h should now read: "Hit for HP * ([]/32) if level/Atk% is not a fraction."

Also of note, no monster-exclusive attacks have the attribute of 0002h (whatever that does :( ). Still need to find this out and I think this will do it for unknown attack values.

RE-RE-EDIT: Effect 08h, "Toy Box ?". It randomly picks an animation between its own animation + 1 and its own animation + 7 to show. It still retains all the properties of its own attack.
Eg: Fire (anim of 1Bh) was given effect 08h and would randomly perform an animation from Fire2 (1Ch), Fire3 (1Dh), Ice (1Eh), Ice2 (1Fh), Ice3 (20h), and Bolt (21h). It retained all other properties such as Element and MP cost.
Note: this is probably specific to the type of attack (magic, summon, E.Skill, limit break) it is since I think the animations are separated this way as well.
Some people have probably already figured this out, but no one decided to tell me. :(
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-13 16:47:46
Just downloaded it.

Yes, the new layout is much better.

And I think that if you make an accessory absorb health, the character wearing it will be damaged by healing spells and KO'd by Life spells/Phoenix Downs, just like undead enemies.

EDIT: Oops. I've just noticed that the equip effects for materia are missing.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-13 19:17:01
EDIT: Oops. I've just noticed that the equip effects for materia are missing.

Fixed. Sorry I didn't see that before.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-14 13:44:34
I have just got round to trying Aps' Sewer Tsunami without the mysterious 04h modifier at 0x12; without it, both kinds of Sewer Tsunami did the same amount of damage to both sides (and Aeris, who was in the back row, took half damage both times as well).

So, it looks as if 04h does what we thought it did, but it might not be possible to use it with attacks the party can use.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-14 16:01:25
It just occurred to me that Magic causes NO back attack damage. I can't believe that it took me this long to realize that. The attack needs to be physical and the target goes to all battle participants. I changed Comet2 to have a Damage Base of 11h (physical), Strength of 3, target to 47h (multiple, both sides, same as both Sewer Tsunamis), 0x12 to 04h and 0x13 to 0 and my party took around 1050 avg dmg while the enemy party I was up against took about 875 avg dmg. I changed Comet2's 0x13 to 1 and my party took around 560 avg dmg and the same enemies took 1900 avg dmg.
So 0x12:04h  DOES work, but only if the attack is physical. Target may not necessarily have to be 47h. Description is: "Causes back attack damage (physical only) to target in row []". I'm guessing caster's row is always row 0.

I've been screwin' around with Damage Base (as it will now be called as that's what it really is) and I think I have identified 47h and 50h. 50h at least, causes no damage calculation (not even a miss or 0) and is used in quite a few magics that change statuses. 47h has the same damage calculation as 37h, but is Magic. Both 37h and 47h ignore Barriers so they should be thus:

37h: Physical Damage [Strength x 16]; ignores Barrier
47h: Magical Damage [Strength x 16]; ignores MBarrier
50h: No Damage Calculation

Def Ignoring is completely different. Pandora's Box is Def Ignoring, but MBarrier still protects against half the damage. Def Ignoring will ignore the target's Def and MDef stat. Even with these values, however, there is still the random variance ([224..255]/256 or so) that the attack is multiplied by every time. Only 26h skips the random variance and M/Def status. If an attack/item were set to 37h and Def Ignoring, it would act the same if it were, instead, set to 47h and Def Ignoring.

To Test:
Effects: 01h, 02h, 03h, 09h, 16h, 17h.

Just tested 01h. If the attack attempts to inflict death, but the target is immune, then it "summons" Gunge Lance.
Just tested 02h. The attack randomly "summons" Fat-Chocobo.
I say "summons" because this gets tricky. Fat-Chocobo's animation is 10h for SUMMONS. If a Magic attempts to "summon" Fat-Chocobo, the battle engine will read the data on the Fat-Chocobo attack (except it keeps the original target(s)) as a Magic and perform animation 10h (MBarrier). The same thing would probably happen with Items (10h is Smoke Bomb) and E.Skills (????). The same sort of thing happens to Gunge Lance. The camera just freezes in most cases when these happen, however.
Choco/Mog gives the Modifier 0x13 a value of 15. This is probably the chance that it will summon. I'm not sure what it's out of, but it seems that even at 15 it rarely happens. I must have cast Bio 20 or more times in one battle trying to get it to summon Fat-Chocobo. It might just be straight-up percent.

I haven't even touched 09. I tried a few attacks with 16h and 17h, but couldn't get any results.

0Ah, 0Bh, 0Ch, 0Dh, 1Ah, and 1Eh - 22h. These are not used anywhere in the game, but they exist in gaps between other known effects. Do they have any purpose? Probably not. I'm likely to ignore these, but if someone wants to test them, go for it. :)

Oops: 1Ah is Blade Beam's. It's "perform attack [] on targets not targeted". I made Fire perform "Knights of Round" (not "Ultimate End". Again, it's using the attack data's names as well since Summon attack names are stored elsewhere.) on 5 out of 6 battery caps. However it has the same animation issue as 02h has in that it will use the animation index of the Magics and not summons and this attack looked like Barrier. :)

The 0002h property. I have no clue what it is. I thought it might be related to pausing ATB, but it doesn't seem to have that effect. ATB pauses on "wait" mode whether or not that is checked.
Also, what effect does Blade Beam property have? I know it's the only attack that uses it and I thought it might be something like "target becomes caster" or "maintain individual animation for multiple targets", but those don't seem to be correct.

I think these are the last unknowns. If I can get some help flattening out the unknown parts of these then this will be ready for version 1.0!

EDIT: Once again I updated this with the new descriptions. I also re-did the Weapons tab because the element information was limited. I removed the limitation. Until now, you could only have one element on your weapon. Now you can have as many as there are. I don't know why exactly I did it that way to begin with, but now you can make the Buster Sword do Fire, Ice, and Bolt Damage.
Other Properties were changed from their values to simply "unused". No attack in the entire game uses them, but I'll keep them there in case anyone wants to play with them. Ya know, try to cause crashes or something. ;)
Menu restraints in the upper left were re-done. Seems that everything that shows up in the out-of-battle menu shows up in the in-battle menu. So the "Appears in Battle Menu" was changed to "Sellable" (which is what I figured it was since beginning this).
I JUST noticed a (rather embarrassing) typo in the Attack Damage selection. Ignore it for now. I'll fix it in the next version. It's not worth a re-upload. :)

RE-EDIT: I screwed around with 0x12:13h (On Tifa's LBs) a little yesterday and got some strange results. I set Fire2 to that effect expecting it to give me a slot and when Vincent cast it he transformed into Death Gigas! I didn't lose control over him though. That was weird. I told him to attack the only enemy left and for a while I thought it froze, but he went through an entire idle animation loop beginning after the loop I commanded him on ended, appeared in front of the enemy, performed another entire idle animation loop (maybe two), the enemy just took damage as if hit (but DG didn't move), went through ANOTHER idle animation loop or two, went back to his position in line, performed MORE idle animation loops then the battle ended. Very weird. I've been afraid to test it with another character. :)
Speaking of Tifa's LBs, I've currently got Damage Base B1h set to "Based on Slot (Hit/Miss/Crit)". While this is true for Tifa, it's not exclusive to her. JENOVA*Birth's attacks all have this Damage Base as well. TFergusson states that it cannot critical. That makes a lot of sense. You wouldn't want Tifa's LBs critcal-ing on their own since it's based on the slot wheels. So I'm changing the description to:
"B1 Physical (Base * [Strength / 16]); No random criticals"
Either that or 11h must become "11 Physical (Base * [Strength / 16]); Allow random criticals" since 37h doesn't critical either.
I also noticed that since Blade Beam itself calls upon attack 7Ah that the attack in KERNEL.BIN must be the blade beam shockwave. So I'm changing its name from Braver to Blade Beam Wave and truncating the rest because they aren't really Cloud's limits. There will be an update soon with these corrections.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Auraplatonic on 2008-10-15 00:46:06
First off I just wanted to say that i'm having alot of fun with this.  The only problem I am finding is when trying to add multiple hits to attacks.  I was able to increase the number of hits that Comet2 does but when trying to add multiple hits to matra magic, nothing changed.  I also tried chocobuckle to test and also no go.  I was thinking it had something to do with the hits not being able to register before the attack was finished but all I ever saw was one hit.


EDIT:  I have also seen that if you modify, that is add or subtract added attributes from materia, the changes will not stay when you choose a different materia or if you save.  The same thing happens with regards to changing who can be equipped with armor.  Thanks again for the great stuff :)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-15 14:22:21
First off I just wanted to say that i'm having alot of fun with this.  The only problem I am finding is when trying to add multiple hits to attacks.  I was able to increase the number of hits that Comet2 does but when trying to add multiple hits to matra magic, nothing changed.  I also tried chocobuckle to test and also no go.  I was thinking it had something to do with the hits not being able to register before the attack was finished but all I ever saw was one hit.

Multiple hits are tricky. I think there's something in the animation that tells the battle engine when to apply damage. It probably does multiple hits, but only shows the first/last one? The only way to know for sure is to set an attack (say fire) to a low power with multiple hits and sense if your target has fewer HP than that number took off. Easy enough to set up. I might test this later.
EDIT: I just tested this on the Midgar Zolom. Fire was set to 2 hits and cast on "Big MZ." Damage displayed was 880, yet its HP went from 4000 to 2229 (difference of 1771). So there WAS another hit in there that did 891 damage, it just didn't show up.

EDIT:  I have also seen that if you modify, that is add or subtract added attributes from materia, the changes will not stay when you choose a different materia or if you save.  The same thing happens with regards to changing who can be equipped with armor.  Thanks again for the great stuff :)

This is terrible! Somehow this got by my testers *glares* that the data never changes. Actually, the Armor values DO change, but I made a typo for the equips and it alters the data at 0x13 twice instead of 0x12 and 0x13. Teehee. And apparently I never did write anything to alter Materia Statuses or accidentally erased it since. I have no idea how that happened.
It has been resubmitted.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Tyler_Wu on 2008-10-15 17:52:23
I just wanted to say i love the new format,     only thing that i can suggest would be making the list of weapons and armour and such appear in the order they are supposed to be found in the game.

right now for example in the list, force stealer is listed way down the list but when playing the game you find or can buy the force stealer soon after you get the hardedge
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-15 18:21:48
right now for example in the list, force stealer is listed way down the list but when playing the game you find or can buy the force stealer soon after you get the hardedge

This is the order the game has the data stored in (so it must remain so for editing purposes) and it's the way the game organizes it in the item menu when you tell it to organize items by type. It goes through the items in the order WM lists them, then weapons, armors, and accessories. Changing this order can be disastrous for keeping the data straight. If I reorganized any of it, there's a chance that shops would start selling the wrong things since they're based on the order stored in the KERNEL.BIN.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Tyler_Wu on 2008-10-15 19:06:44
I suspected that might screw things up, oh well not a big deal.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Prince Lex on 2008-10-16 00:54:02
Just to say, thanks for this program so much :D

I'm having so much fun screwing around with things its unreal, I've been waiting for a kernel.bin editor forever! So much easier than hexing my way to better armour.

One thing I was wondering... would it be possible to make 3 slots in weapons/armour linkable?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-16 01:39:47
One thing I was wondering... would it be possible to make 3 slots in weapons/armour linkable?

Nope, sorry. The game only allows 2 links. WM is enforcing links in pairs because I don't know what would happen if you tried to make a weapon that had, say, three left links in the first three slots (I might try that sometime, but I think it'll crash or treat them as single links anyway). So no, You can't link things like "Steal-as-well" to "DeathBlow" to "Added Cut".
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-10-16 16:59:35
Hey, sorry if this has been brought up, but i noticed that MP needed for attacks cannot exceed 255, or FF, even though the Limit should be, and it states in the program too, that it should be 9999. can you fix this easily?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-16 17:21:59
NeoCLoudstrife: No, ignore that. I forgot it was even there. The limit is 255. LKM confirmed that even if it was over this, the game ignored it.

New update (0.9.24): Only a few things have changed. Most of them visual.

I still need a good icon. It can only be 256 colors, though so no image of Ms. Cloud like I wanted. :( I can still have that in the About Box though so no big loss I guess.
I was also thinking of providing my PayPal account name for donations. I doubt many people would donate and I don't care if they don't. But if they REALLY liked the program...

Edit: I've been playing around with weapons and Damage Bases. It seems that the damage bases that require a strength don't work right on weapons. When I told Cloud to do "Exact target's HP" damage he would only do half that number. When I gave it "Exact target's MHP" the target died in no fewer than two hits "have his HP each time". And it looks like 08h is healing recovery even if it is of a different element. Quite odd, but that's why weapons are traditionally restricted to 11h to A0h - A8h. Humbug, I say to that! HUMBUG!! I'll make it whatever I want and chance the consequences!!! I couldn't find anything to change that made Cloud do more than MHP/2 dmg when it was 24h yet. I'd like to know some others' experiences so we can refine this. It might even be one of the unknown FFs lurking in the Weapon data.

Edit 2: Akari just indirectly clued me into this. I wish he had mentioned it on the forum a while back. Oh well. Targeting flag 20h that is currently marked as "unused" is actually the "Long Range" flag. With this, the physical elements "Hit, Cut, Punch, Shoot, Shout" are not halved when attacking a target in the back row! While this means little for magic/summon attacks, but this DOES mean that the first byte in the weapon data is NOT just 03h for normal and 23h for long range, but that it is, in fact, the famed targeting flags! Setting the Buster Sword to 2Fh, it can target all enemy targets (can be toggled to one) and hits all targets and does the same damage in the back row! So the "unused" will be renamed to "Long Range" and the weapon tab will have to be re organized to include targeting data.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Gingercat on 2008-10-20 02:53:47
Nifty!!

I've been buried in my C-programming uni assignments recently so I haven't been on here to read about new developments as much as I'd like to have been.

My most recent creation is a simple guessing and pattern game setup. Nothing anywhere near as advanced as what's going on with the WallMarket editor, heh :)

It's definitely fascinating reading the discoveries on here!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Gingercat on 2008-10-20 02:59:59
37h: Physical Damage [Strength x 16]; ignores Barrier
47h: Magical Damage [Strength x 16]; ignores MBarrier
50h: No Damage Calculation

Doesn't physical damage ignore MBarrier, and magical ignore Barrier?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-20 04:36:41
37h: Physical Damage [Strength x 16]; ignores Barrier
47h: Magical Damage [Strength x 16]; ignores MBarrier
50h: No Damage Calculation

Doesn't physical damage ignore MBarrier, and magical ignore Barrier?

It does, and before you ask your next question, yes, I'm certain 37h is really a physical attack and 47h is really a magical attack.
How do I know this? The area around Wutai have those stupid locoweeds (or whatever they're called, I never liked them) that cast "Spaz Voice" with a high level of probability to any physical attack that doesn't kill them. Using a weakened grenade will cause them to "spaz", but using a weak Fire Veil will not. Conveniently enough, that area also has the Adamantoise which loves nothing more than to cast Barrier and MBarrier on itself. Both these items definitely went straight through the barriers and did damage to him based on his def or m.def. It should also be noted that 37h and 47h do not depend on the user's stats (at least not for items). So instead of base damage being multiplied by the (strength x 16) like most attacks, the base just IS (strength x 16).

I'm going to shoot for another update in the morning with the targeting data for weapons and the "unused" target flag renamed to "Long Range".
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Gingercat on 2008-10-20 05:58:37
Ah, I understand. That makes sense.

That could be compared (in a way) to enemy abilities in FF10 that "pierce" (ie, ignore) protections. Perhaps a more specific description would be "pierces Barrier" - This would show that the attack can "go right through" an appropriate-type barrierif it exists?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-20 15:22:40
^ No. I don't want to add FFX descriptions to a FFVII editor. I can reasonably assume that anyone using Wall Market would be familiar with FFVII terms, but I can't say that for FFX terms.

New version of WM is out! Weapon tab shows the most change with the addition of a target frame. As stated before, Target flag 20h has been identified, but I decided to call it "Short Range" because it is on if the weapon is not long range. I think the last big project is finding out just what the property 0002h is. The list of attacks that have it are in a previous post. This is the last milestone to get over. Also, I updated the helpfile to reflect these changes (You can now press F1 in the program and bring up the helpfile) and added my PayPal account to it in case people want to give donations. It will go right back into wallmarket if you do. I don't like the dependency upon gzip, but to get rid of that I'd have to pay for a gzip component (not going to do that just for this and I can't find any free ones). If enough people desire this, I will re-write WallMarket in .NET (it's currently VB6 because that's what I have available at work) which will further rid the dependency on comdlg32.ocx! This step will likely take a while, however.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-10-20 18:39:36
^ No. I don't want to add FFX descriptions to a FFVII editor. I can reasonably assume that anyone using Wall Market would be familiar with FFVII terms, but I can't say that for FFX terms.

New version of WM is out! Weapon tab shows the most change with the addition of a target frame. As stated before, Target flag 20h has been identified, but I decided to call it "Short Range" because it is on if the weapon is not long range. I think the last big project is finding out just what the property 0002h is. The list of attacks that have it are in a previous post. This is the last milestone to get over. Also, I updated the helpfile to reflect these changes (You can now press F1 in the program and bring up the helpfile) and added my PayPal account to it in case people want to give donations. It will go right back into wallmarket if you do. I don't like the dependency upon gzip, but to get rid of that I'd have to pay for a gzip component (not going to do that just for this and I can't find any free ones). If enough people desire this, I will re-write WallMarket in .NET (it's currently VB6 because that's what I have available at work) which will further rid the dependency on comdlg32.ocx! This step will likely take a while, however.

About 0x0002 - what data is this? Maybe I already know what it is. (I'm very close to damage calculation functions in my reverse now)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-20 19:54:03
It's flag 02h of attack byte 0x1A. Here is a list (http://forums.qhimm.com/index.php?topic=7928.msg95509#msg95509) of all the attacks that have that. No Enemy specific attack has it either. If it's 0 it's on and if it's 1 it's off. Kinda backwards I think, but that's the way it works. 0x1A and 0x1B of attacks have a lot of special functions.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Gingercat on 2008-10-20 23:12:05
That which grabs my immediate notice is on the Summon Materias - Having previously set them to 2 summons per star, and infinite for a Mastered, the 6th field is now blank instead of displaying "FF".

For "Master Summon", ALL fields are blank.

Is this normal?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-21 00:34:48
The value of FF in any of the materia fields is NULL and would probably have no effect. So they aren't displayed. This is mostly to avoid confusion as to what the FFh's are about. They're displayed in Dec now anyway.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2008-10-21 10:21:12
Are you planning on making the init and growth section editable.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-21 11:56:12
Planning, yes. But I have to figure out what all that data is. That is definitely the most complicated section. TFergusson's guide on GFAQ's should prove helpful in figuring that out.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2008-10-21 12:49:23
It really isn't that complicated. It depedns on how advanced you want it. I made a proggy that generates a HP curve (not exp and MP). If you want the user to generate his/hers own curve it might be tricky. But init data is easy.

Well the AI data might be a bit hard to make an editor for as well, but you could at least chose to disable Sephiroths AI to make him controlablein the flashback.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-10-21 13:12:28
How hard is it to mod the EXP/level up curve properly? I've done this a few times, but the results have been strange; the amount of EXP needed to get to level 99 changes, but not evenly. It seems to affect the levels at which the curve changes (i.e.52, 62, 82 etc.) far more than the others, making it more like a track with a series of hurdles than a curve.

It would also be nice to be able to play around with the amount of EXP that new characters are given when the player names them, although I'm not sure whether that is in the kernel.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-10-21 18:35:33
It's flag 02h of attack byte 0x1A. Here is a list (http://forums.qhimm.com/index.php?topic=7928.msg95509#msg95509) of all the attacks that have that. No Enemy specific attack has it either. If it's 0 it's on and if it's 1 it's off. Kinda backwards I think, but that's the way it works. 0x1A and 0x1B of attacks have a lot of special functions.

if this flag is off - this is magic attack.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2008-10-21 18:38:44
imo the exp curve is good in FF7. Basically all curves head towards their baseline.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-21 19:30:19
It's flag 02h of attack byte 0x1A. Here is a list (http://forums.qhimm.com/index.php?topic=7928.msg95509#msg95509) of all the attacks that have that. No Enemy specific attack has it either. If it's 0 it's on and if it's 1 it's off. Kinda backwards I think, but that's the way it works. 0x1A and 0x1B of attacks have a lot of special functions.

if this flag is off - this is magic attack.

Eh? What that mean?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-10-21 19:49:10
It's flag 02h of attack byte 0x1A. Here is a list (http://forums.qhimm.com/index.php?topic=7928.msg95509#msg95509) of all the attacks that have that. No Enemy specific attack has it either. If it's 0 it's on and if it's 1 it's off. Kinda backwards I think, but that's the way it works. 0x1A and 0x1B of attacks have a lot of special functions.

if this flag is off - this is magic attack.

Eh? What that mean?

I'm sorry 0x0004 is magic attack. But it's seems very stupid. Almost all attacks has it, but it removes from code if upper damage function is 0,1,3,6,a or b. FFVII very puzzled.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-21 21:13:25
Are you talking about the way the attack data is stored or how it's used in the battle? And what are you calling upper damage function?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-10-22 02:29:49
Are you talking about the way the attack data is stored or how it's used in the battle? And what are you calling upper damage function?

There are two damage functions that called during damage calculations. They are defind by damage function id byte in attack and weapon data. For example for most of weapons there is 0x11 damage function id. This give us upper four bits as upper damage function 0x1 and lower four bits as lower damage function 0x01. More info to come =)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Rufus95 on 2008-10-29 19:19:40
thankyou I've been looking for a kernel.bin editor
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-30 17:48:28
Q: Hey there NFITC1! We haven't heard from you about this in a while. Have you got any updates to WallMarket?

A: Not quite yet. I'm re-writing the entire thing in VB9 (or VB2008 if you want to call it that). Among some speed and possibly size issues, this will eliminate the dependency on the comdlg32.ocx ActiveX control (which I never liked about VB6).

Q: Sweet! Will anything be added/changed?

A: Oh, maybe one or two things and a misspelling or two. (http://img79.imageshack.us/img79/452/rawdatabi0.png)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Gingercat on 2008-10-31 00:24:15
Again I say: Awesome :lol:

Leaps and bounds forward.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-31 06:14:35
As awesome as it looks, I've hit a really strange snag.

First off, the LZS compression is really weird. I just spent the last 20 minutes trying to figure it out. It doesn't seem that hard, but it's still not going to be a simple thing. However, I never learned how to compress things. Can anyone teach me how compressing works? Else we're going to end up with an uncompressed kernel2.bin, which would be easier on me at least. :)

Secondly, and most importantly, in the KERNEL.BIN for the PSX there are some weird goings on with the descriptions and names. There seems to be a function, F9h, that takes a single byte argument that somehow references what it has already written. As an example, here's the description (raw and decoded) for Poison Ring (begins at offset 0:94 and is entry index 7):

Code: [Select]
24 52 41 49 4E 53 00 3B 30 4F 49 53 4F 4E 3D 00 41 54 54 41 43 4B 53 0C 00 50 52 4F 54 45 43 54 53 00 41 47 F9 21 54 F9 A0 3D
 D  r  a  i  n  s     [  P  o  i  s  o  n  ]     a  t  t  a  c  k  s  ,     p  r  o  t  e  c  t  s     a  g ** ??  t ** ??  ]

There at the end are two "text calls". The first, F9h 21h, references "ains" from the word "Drains" (offset 0:96) to complete the word "against". The second one, F9h A0h, references the "[Poison" (offset 0:9B) at the beginning. It's likely that this "text call" can only return up to eight characters or else it could have retrieved the nine characters that make up the first "[Poison]" instead of leaving the "]" on at the end.

This happens a LOT in all the FFText files of the KERNEL. It doesn't have to reference just its entry. Quite often it will reference an entry several indexes back. Can anyone explain just how it's coming up with this?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: dziugo on 2008-10-31 16:49:37
Just a blind guess:
0x21 -> 00100001b -> 00 | 100001
0xA0 -> 10100000b -> 10 | 100000

First two bits:
00 - copy 4 bytes
01 - copy 6 bytes
10 - copy 8 bytes
11 - copy ?10? bytes
It starts at 4 bytes, because the special command already occupies 2 bytes, so if you'd want to copy only 2 bytes, you could just aswell write them to the output as regular characters.

The remaining 6 bits:
100001b is 0x21 (or 33 decimal) and the 'ains' string is exactly 34 bytes from the 0xF9 character
100000b is 0x20 (or 32 decimal) and the '_[Poison' string is exactly 33 bytes from the 0xF9 character
The deltas are decreased by 1 because it would make no sense to reference text zero bytes from the current offset.

Again, just a blind guess. You're better off asking Akari for help, as he is the master of the PSX version disassembly.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-10-31 16:55:05
Topic about text in kernel

http://forums.qhimm.com/index.php?topic=6878.0

Compression.
Code: [Select]
            temp = file->GetU8(offset);

            if (temp == 0xF9)
            {
                // simple string compression, reference an earlier substring
                ++offset;
                int dist  = (file->GetU8(offset) & 0x3F) + 2;

                int count = (file->GetU8(offset) >> 6) * 2 + 4;
                for (int k = 0; (k < count) && (file->GetU8(offset - dist + k) != 0xFF); ++k)
                {
                    name.push_back(file->GetU8(offset - dist + k));
                }
            }
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-10-31 20:08:06
Once again, that was marvelously helpful! Because of it, the accessory descriptions are now displaying correctly. Also, I now have a (more or less) complete mapping of FF7's font.

More than ever I wish I had a wiki account because I'm always seeing small errors all over the place. There's an error on the LZS description page's example that had me scratching my head for several minutes. Almost all the sections to the kernel's contents are wrong or are lacking in information to some degree.


EDIT: I don't remember this (http://img355.imageshack.us/my.php?image=battletextmi4.png) ever said in the game. :)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-11-02 15:46:16
I don't remember this (http://img355.imageshack.us/my.php?image=battletextmi4.png) ever said in the game. :)


those look like 2 letter refferals to bigger words. for instance "At" being attack? who knows :P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-11-03 00:57:25
those look like 2 letter refferals to bigger words. for instance "At" being attack? who knows :P

It looks more like two character references to elements and statuses:
Code: [Select]
Fr - Fire
Ic - Ice
Lt - Lightning
Et - Earth
Ps - Poison
Dm - Gravity? (Dark matter?)
Wt - Water
Wi - Wind
Hl - Heal/Holy (could be either, I'm betting on Holy)
Dt - Death
Re - Regen
Sp - Sleep
Po - Poisoned
Sd - Sadness
An - Fury (Angry?)
Cn - Confuse
Si - Silence
Fa - Haste
Sl - Slow
St - Stop
Td - Toad
Mn - Mini
Sn - Slow-Numb
Dg - ?
At - Barrier (Attack Def?)
Mg - MBarrier (Magic Def?)
Rf - Reflect
Ab - ?
Gd - ?
Cn - ?
Mn - Manipulate
Bs - Berserk
No - Peerless (No damage?)
Pl - Paralyze
Dk - Darkness

Some statuses are missing and they aren't in order nor are they unique. I'm not sure they really serve a purpose...

UPDATE:
Here're some features planned for WallMarket.NET 1.0:

I'm estimating this will take a week at least. I have to rebuild the interface mostly from scratch, but I have all the code still written (though some will have to go through re-writes since this is in a different language). Donations are still welcome, but not required. ;)

EDIT: I had an epiphany about what is currently labeled as "status chance" (0x11 of the attack data). It is split into three sections:
80h: remove status if inflicted, inflict at (chance/63)% success rate
40h: remove status if inflicted with (chance/63)% success rate
20h - 00h: (0 - 63/63) % chance of inflicting indicated status(es)

I don't think I would have noticed this if Frog Song hadn't been BFh while Toad/Mini is just 92h. Toad will miss, but Frog Song will Inflict and Remove Frog and Sleep from a target without missing (as long as the target CAN be frogged/sleeped of course). Learning this kinda made me want to turn on the "ignore status def" of Frog Song and cast it on Safer Sephiroth. :D

RE-EDIT: Forget what this sentence was before. Someone did something about it and it is no longer valid. Thanks to whomever it was. :D
WallMarket.NET will not enforce materia links like WallMarket 0.9.x does. I didn't like doing that, but I didn't ever test it before. Now that I have I discovered that Materia Slots 01h and 04h are empty single slots. To my knowledge, these do not appear in the game anywhere. Only the Ultimate Weapons are no-growth and they are all 8-linked slots (except Aeris's which is 6-L 1-U and normal growth). I just realized that the Gigas Armlet has 0 growth and a 2-L 1-U slots. So this will the only item in the game with a Materia Slot of 01h. These empty ones are just cosmetic as a materia can still gain triple AP in an empty slot.
I played around with some links and it seems like they only work if the odd-numbered slots are linked to the right and the slot they are linked to links to the left:

O O==O O <--- looks fine, but does not work

=O =O O O <-- looks odd on the left, also does not work

O O O==O <-- works just fine

If I put non-support materia in those link slots they work fine and their effects show up in battle. Any value higher than 7 just seems to create unlinked slots. They work fine too.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2008-11-08 10:45:25
This is kind of off the topic of materia slots, but it still classifies as kernel.bin editing.

So I used the information of the Mega All materia to make a "Mega Quadra Magic" materia.  I selected "34" as the materia type, "99" as the materia type attribute [1], and "1" to "5" as the materia type attributes [2] to [6] respectively.  When I tried it in battle, however, it worked perfectly, but as a Mega All materia, not a "Mega Quadra Magic" materia.  And I swear, I did everything perfectly.

I'm thinking that materia type 34 is just for Mega All, but so far, I've only tried out "Mega Quadra Magic" (theoretically, it should also work with Final Attack and maybe other things, as "All", "Quadra Magic", and "Final Attack" are all of the materia type "35").  I might come up with something later.

Until then, does anyone have any answers?  (Or is my guess correct?)  Anyone?

Cheers!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-11-08 13:13:32
A lot of things are hard-coded into the game (as I found when trying to play with the amount of summons the player could perform with different materia levels). Perhaps quadra magic is hard-coded the same way. I'll try this today and I'll see what happens.

EDIT: I've just tried this. Didn't work for me either. Looks like materia type 34 can only do "all" (unless I'm doing something wrong as well).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ModHelp on 2008-11-08 15:07:43
thanks dude ive been wanting a kernel bin editor for a while now

thanks
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-11-08 16:24:37
Weapon and armor slots parsed by pairs so you cant link 1 and 2 slot, only 0-1 2-3 4-5 6-7
Slot types only checked as is
Code: [Select]
if ((slot1 == 2 && slot2 == 3) || (slot1 == 6 && slot2 == 7)) // if linked
{
    [SP + 10] = w(S1);
    A0 = materia1_data;
    A1 = materia2_data;
    A2 = S3;
    A3 = S4;
    system_add_pair_materia_unordered();
}

About megaall. Materia with type 0xX4 ignored during all parse (pairead and single) and only used in special megaall parse function. It doenn't matter if you set type to 0x44 or 0x94. It check lower 4 bits.
And mega all doesn't use any other info in data exept exp needed for materia grouth. It calculate number of activated stars and add this number to all atributes for activated magic, attacks. Many materias work this way.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-11-08 19:32:16
About megaall. Materia with type 0xX4 ignored during all parse (pairead and single) and only used in special megaall parse function. It doenn't matter if you set type to 0x44 or 0x94. It check lower 4 bits.
And mega all doesn't use any other info in data exept exp needed for materia grouth. It calculate number of activated stars and add this number to all atributes for activated magic, attacks. Many materias work this way.

This is, indeed, the most unfortunate setback. It looks like the developers just copied the All materia and changed that type and the AP leveling requirements while making a dedicated function to handle type X4h. Perhaps this saved a few flops during processing, but I doubt it would have been significant. A Master-Steal-As-Well would have been good.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-11-08 19:59:47
About megaall. Materia with type 0xX4 ignored during all parse (pairead and single) and only used in special megaall parse function. It doenn't matter if you set type to 0x44 or 0x94. It check lower 4 bits.
And mega all doesn't use any other info in data exept exp needed for materia grouth. It calculate number of activated stars and add this number to all atributes for activated magic, attacks. Many materias work this way.

This is, indeed, the most unfortunate setback. It looks like the developers just copied the All materia and changed that type and the AP leveling requirements while making a dedicated function to handle type X4h. Perhaps this saved a few flops during processing, but I doubt it would have been significant. A Master-Steal-As-Well would have been good.

Maybe it was in design document but they didn't make it in time, or they deside that this is not need for game. Anyway we may add all this features in Q-Gears as anyone needs them to use ingame. For the editor I think you could make this fields not editable. Just "megaall type", exp and stats boosting.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: adventsoldier on 2008-11-08 20:24:55
sweet.. i'm gonna modify mah buster sword lol. awesome stuff!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-11-09 02:15:30
Maybe it was in design document but they didn't make it in time, or they deside that this is not need for game. Anyway we may add all this features in Q-Gears as anyone needs them to use ingame. For the editor I think you could make this fields not editable. Just "megaall type", exp and stats boosting.

I don't see any reason to make them not editable (it's annoying to make exceptions like that anyway), but I will have to make a note about materia types X4h in the description saying they have no effect. I'll do the same with the summon materia saying that modifiers 2-6 have no effect. There just are a lot of exceptions to these modifiers. Several effects (through modifier 1) don't take certain parameters either. If Steal As Well has a non-0 modifier it will always modify as many times as it wants regardless of what the materia type is (either 25h and 35h). Materia is one of those things I have little actual data on and I'm just basing it on observation of existing combinations. Changing these often doesn't work. :(
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-11-09 02:36:02
Quote from: Akari
Anyway we may add all this features in Q-Gears as anyone needs them to use ingame.

Interesting. How mod-able is Q-Gears likely to be? Will we, for example, be able to change things like what 34h does, as well as which materias have it?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-11-09 15:36:03
Quote from: Akari
Anyway we may add all this features in Q-Gears as anyone needs them to use ingame.

Interesting. How mod-able is Q-Gears likely to be? Will we, for example, be able to change things like what 34h does, as well as which materias have it?

This thing isn't completly understood so I cant tell how it will be done. Most likely there will be hardcoded materia types. Maybe it will be in LUA. In any case there won't be hardcoded materia ID or anything like this.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-11-17 19:53:00
Rejoice with me. I have successfully (and I believe accurately) created a working (http://img99.imageshack.us/img99/4718/commanddescku0.png) kernel2.bin file from scratch! Well, scratch in the sense that I extracted it the original and then re-compressed it. I emailed Ficedula for help (rather bluntly) but he hasn't gotten back to me so I tackled it on my own. Fun thing is, it is the exact size of the original kernel2.bin even though the contents are different from the original, I can see this with a Hex editor, but it functions identically. Now all that's really left to do is to is learn how to encode the PSX text (probably not as hard) and get it all saving everything and version 1.0 will be ready to be released.

I wasn't able to show this (http://img390.imageshack.us/img390/775/summonattackck1.png) earlier because imageshack was acting up (That is Bahamut ZERO's attack which WAS named "Tera Flare" that he's about to perform).

EDIT: I would also like to add that the one that the one I can make is actually SMALLER than the delivered one. Why? Because there are objects (especially weapons and armors) that have no description. The way the file is formated, it has a bunch of pointers at the beginning of the file that points to the start of the description. During the original file's creation, if an object's description is blank it adds a terminator to the data and moves on. What I did was reference the previous terminator instead of add a new one. This saved a total of 493 bytes all together (I COULD potentially make my file even smaller and save more space, but it works as it is so I don't want to tempt fate), but that's that many more that you can use to change things around. :)

RE-EDIT: .NET actually has a GZip stream to work with! Unfortunately, it only uses the basest of compression levels (1) where KERNEL.BIN uses the highest (9). Since there's no way to change this (at least not without paying someone) we're still restricted to using an external gzip program to remake KERNEL.BIN. Expect version 1.0 to be released later this month (by the end of the week maybe). All that's left is to recompress the KERNEL.BIN's text the way the PSX has it. This is a modified version of the LZS so it shouldn't pose to great a challenge since I have that tackled.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-11-18 21:51:13
Quote from: NFITC1
I wasn't able to show this earlier

 :lol:

Seriously though, nice work; keep it up!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-11-19 20:14:33
There are only nine more KERNEL.BIN sections left for me to encode (sans 2 & 3 still). That's the description sections and the battle text. This may sound like a lot, but it's really just means two nearly-identical overloaded functions remaining. That being said, I'm going to need testers for this version. I'd like people who can test the PC and people who can test the PSX sides of it. You don't need to be able to test both, but I need to know that both work. I think this will be ready to be tested before the week is over so PM me your email address if you're interested.

EDIT: An odd thing just happened... I was testing out KERNEL.BIN, putting the pieces back together and all, and before I started working on a encoding method that would implement the decoding method Akari mentioned in reply #85 I decided to rebuild it and see how big the KERNEL.BIN gets over the original. It didn't. It got smaller. The original KERNEL.BIN is 22,376 bytes with blocks 9-16 and 25 encoded and GZipped. Without these blocks encoded, the size is 21,337 GZipped. So in addition to making kernel2.bin smaller (which it is now becoming smaller than I reported a few posts ago), KERNEL.BIN is smaller too. Oh yes, and it works, of course. :) This will prove to be no problem for the PC version since it doesn't use those texts, but I wondering about the memory issues of the PSX. Would it be worth it to encode these? GunZipped and left decoded these 9 sections are 17,898 bytes in size. GunZipped and encoded, they are 14,206 bytes. 3,692 bytes doesn't sound significant, but the PSX has limited RAM to begin with. I don't know how it loads it into memory. Does it decode it into memory or leave encoded text in memory and decode it on the fly? If the answer is decode into memory then the developers made a mistake in making the text encoded in the first place. I wouldn't put it past them, but if this is the case I'm not going to bother writing my own encoding function. I REALLY need someone who can test this out on PSX hardware for this reason. It might be just as well emulated as long as the emulator keeps the same RAM size restriction that the original hardware has.


UPDATE: I have good news, but it's against the forum rules to double post (but someone else can post to bump this *hint*) so I'll have to say it like this:

The working beta is HOT and ready to be tested!!
I did end up compressing the PSX text and finally got it to cooperate only to learn something odd. GZipping makes no sense. That's what I learned.
Once I compressed the PSX text for compiling I noticed that the raw files were smaller. If I just take the original KERNEL.BIN, which is 22,376 bytes, and decompress it, the pieces total 46,534 bytes. After WallMarket gets its virtual hands/claws/teeth on it and re-writes it/compresses it, KERNEL.BIN becomes 22,535 bytes and the pieces total 46,136 bytes. I'm dumbfounded how the loss of nearly 400 bytes of source actually make the compression nearly 160 bytes larger..... So weird.

Anyway, I have no way of testing if this new KERNEL.BIN works with the edited text pieces. I NEED a PSX tester for this. PM me your email address if you're interested.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-11-22 22:38:39
well due to my laziness, i've been hiding away from the PSX side of things. however i REALLY like wallmarket and so i must confess that I have FF7 on PSX and would like to test whatever you need. however, right now, i only have copied discs, which cannot be made into ISO's due to their crappiness. IF you can wait a day to a week, i can get my originals returned to me and make an ISO :D

EDIT: I have reclaimed my Discs and am ready to begin the ISOage :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-11-25 21:54:01
So I'm here to inform you all on some decisions I've made and some help I need.
First of all, WM WILL be able to change Character Growth and Initial Data. Even if it kills me, I'll get it done. It may be a Christmas present...or a New Year's present....maybe even a 4th of July present. But I'll get it done.
Second, I've decided that the only Initial Data that will change will be character data, party formation, item list, and materia list. Everything else in that section is null and is likely overridden when the game begins anyway. In fact, the initial data suggests that Barret and Tifa are in your party to begin with. Apparently they leave before you jump off the train.
Third, I need some help identifying things. The Initial Data section is simple enough to understand and it's all pretty straightforward, but the growth data is still largely unknown to me. For instance, there's this rather large section that the wiki describes only as character AI data with no further details. I'm not good enough at debugging to deduce what these are used for. There are four references in this block to the text "#lovepara@chrZE" which I doubt is just a coincidental set of data the text "!resist earth monster" also resides further toward the end of this block. This data block seems to be the last big question mark in my head. Once this is figured out I'll be able to finish WM.
Four. Still looking for testers. One person PMed me and hasn't replied since I emailed him the beta last Friday (maybe it was Saturday).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-11-25 22:36:33
Quote from: NFITC1
First of all, WM WILL be able to change Character Growth and Initial Data. Even if it kills me, I'll get it done. It may be a Christmas present...or a New Year's present....maybe even a 4th of July present. But I'll get it done.

This makes me happy (except the killing part).

Regarding some of the stranger sections of kernel.bin2, this post (http://forums.qhimm.com/index.php?topic=5759.msg74232#msg74232) may be of some use (or may not). I'd like to give you more help for this (because I desperately want something that can mod these files as well ;-) ), but I'm afraid that I'm in way over my head, and since I don't have my PSX discs with me, I can't help with that either :-( .
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Izban on 2008-11-26 00:39:10
the first bug i have found so far is that it kills what sense sees only showing you the

hp:
weak against:

shows nothing else after using wall market even without changing anything in the kernal2.bin with it

oh sorry about the taking some time to start getting started on the testing

bug 2 sometimes when you change things in the materia tab you get and error usually while editing the hp plus type of materia

bug 3 game crashes if you max the effect modifyer with the additional effect 00 or multy hits so far 55 is the highest that doenst make it crash

just a quick question is it supposed to make 27 parts to both kernal.bin and kernal2.bin if not thats an error too
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-11-26 03:45:10
For instance, there's this rather large section that the wiki describes only as character AI data with no further details. I'm not good enough at debugging to deduce what these are used for. There are four references in this block to the text "#lovepara@chrZE" which I doubt is just a coincidental set of data the text "!resist earth monster" also resides further toward the end of this block. This data block seems to be the last big question mark in my head. Once this is figured out I'll be able to finish WM.

Player AI is simple. It's exactly like enemy AI. First there are 12 two bytes offsets to AI blocks. If this is 0xffff - then there is no AI for this character. This offsets points to block of AI data which is identical to enemy AI. There are 0x10 offsets to AI scripts.

"LOVEPARA:%d %d->%d" - are the script debug log output (opcode 0xA0[number of variable to pop from stack(placed in %d parts)][ASCII string]). You cant see this in game. If you have PSX devkit then this will output to console or log. This part of code is work though. It is related to love affection in battle. But it is never use in field though =(

there are limit ai for vincent and ai for sephiroth too.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-11-26 12:14:09
@LKM: That's the exact post I happened across that informed me of the rest of the character data. I've added that info almost word for word to the wiki. Terence is already credited for providing all that info so I don't think there'd be a problem with that. That guy is just amazing. I don't know how he figured all that out. Maybe he's on the Sony team that developed the game and isn't telling us. ;)

the first bug i have found so far is that it kills what sense sees only showing you the

hp:
weak against:

shows nothing else after using wall market even without changing anything in the kernal2.bin with it

oh sorry about the taking some time to start getting started on the testing

bug 2 sometimes when you change things in the materia tab you get and error usually while editing the hp plus type of materia

bug 3 game crashes if you max the effect modifyer with the additional effect 00 or multy hits so far 55 is the highest that doenst make it crash

just a quick question is it supposed to make 27 parts to both kernal.bin and kernal2.bin if not thats an error too

1. I'll have to look at that. I sort of suspected this would happen and I figure there's some special character following each of those lines. The same thing probably happens with Learning E.Skills too. Did this happen while creating kernel.bin or kernel2.bin?
2. You mean an error in WM? Can you give an exact example? If it's an error in FFVII I'm not going to touch it.
3. That's a gameplay limitation and I'm not going to enforce that in WM.
4. Yes, there are 27 sections to the Kernel.bin (0-26), but only sections 9-26 in kernel2.bin. There shouldn't be a kernel2.bin0 - kernel2.bin8

@Akari: What effect does character AI have on the game? I'll take a look at the enemy AI data and see what I can find out. I didn't think love points were related to battles at all. I remember a rumor once upon a time that it would go down if Cloud died in battle and up if he healed a character, but I thought that was shot down.

EDIT: After reviewing reported bug #1 I noticed that there is a LOT of battle text that doesn't have references made in it. This might account for the text files getting smaller. If it's not referenced WM doesn't read it, ergo, doesn't re-write it. Like the text " was caught by surprise" is at 0x0633 but there are no pointers to it, yet the game says this when Sneak Attack is performed. I may have to read it as binary data. I'd rather not, but I don't see that I have a lot of choice. :( Can someone tell me if this unreferenced data is important?. Never mind this. I figured it out. It's actually a variable insertion code which is followed by two null terminators. Not sure why that is exactly, but at least I don't have to change too much.
I see what's happening with error #2. I don't know what I was thinking with that line (yup, it was only one line messing the modifiers up). I fixed it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-11-26 16:28:43
@Akari: What effect does character AI have on the game? I'll take a look at the enemy AI data and see what I can find out. I didn't think love points were related to battles at all. I remember a rumor once upon a time that it would go down if Cloud died in battle and up if he healed a character, but I thought that was shot down.

This is battle love point. It doesn't have any influence in game. They are just stored in savemap memory bank1 with offset 80 81 82 and 83. For example when Cloud covers some character and this character is one of those Aeris, Barret, Tifa or Yuffie - variable increase by 3.
When some of this character dies it discrease by 5. Only cloud barret tifa aeris and yuffie has this script.
It can't be less than 50 and greater than 200. This variable set to 100 at start of the game and doesn't check anywhere else on fields. I think square planned to use it someway but it was dummied out.

Vincent AI used during limit. Vincent limit enables script1 to run instead of manual input so this script deside what attack to use.
Sephiroth AI enables script1 in the initialization script and use it in battle.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: darkrandom12 on 2008-11-29 15:37:43
Whenever I try to run the .exe it comes up with an error message telling me that "Component 'comdlg32.ocx' or one of its dependencies not correctly registered: a file is missing or invalid" even though that file is there :)
I'm wondering if it's something to do with Vista? although I doubt it.
Any help would be appreciated.

EDIT: Never mind, I ran it as Administrator and it seemed to work :)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-11-30 15:28:58
After looking through the forums about AI data, I found this little gem (http://forums.qhimm.com/index.php?topic=3290.msg45951#msg45951) written by Terence Fergusson! I don't know how this guy does it, but he's awesome! :)

Anyway, This has lead me to decipher at least the first script in the character AI area. Turning assembler into a readable code is something I'm a little new at, but I think I've got the basics down. If I were on my laptop right now (which is where I'm developing WM) and if the wireless weren't crashing the system, I'd post my interpretation of the first script. Let's see if I can remember this:

Code: [Select]
BEGIN AI SCRIPT: Counter - Physical

TempVar:FF=00

if SELF AND &40B8 = 19 then
{
   TempVar:0 = 80
}
elseif SELF AND &40B8 = 18 then
{
   TempVar:0 = 81
}
elseif SELF AND &40B8 = 17 then
{
   TempVar:0 = 82
}
elseif SELF AND &40B8 = 21 then
{
   TempVar:0 = 83
}

If TempVar:FF != 0 then
{
   TempGlobalVar = GlobalVar:(0+TempVar:0)

   TempGlobalVar = TempGlobalVar + 3

   if TempGlobalVar > 200 then
   {
      TempGlobalVar = 200
   }

   GlobalVar:(0+TempVar:0) = TempGlobalVar
   Debug.Print("LOVEPARA CHR:%d, %d->%d/n", 3)
}
END SCRIPT

So what I'm seeing here is this is on Cloud when he is attacked Physically. Characters 17, 18, 19, 21 are Barret, Tifa, Aeris, and Yuffie and the 80, 81, 82, 83 are the global addresses of their love points (or something like that). If Cloud blocks for them (that's the self AND &40B8 where, I suppose, &40B8 is the character being covered) then that will change Var:FF somehow (via another script) and increase the points by 3. Here the cap is 200. then the GlobalVar, offset by the given number, is restored as global. A string is printed to the debug console stating the address of the character's love points, previous love points, and current love points.
*WHEW!* That took me over an hour last night to figure out. I'm not going to be able to decompile that into readable code, but translating into assembler will be good enough.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-11-30 17:42:58
After looking through the forums about AI data, I found this little gem (http://forums.qhimm.com/index.php?topic=3290.msg45951#msg45951) written by Terence Fergusson! I don't know how this guy does it, but he's awesome! :)

Anyway, This has lead me to decipher at least the first script in the character AI area. Turning assembler into a readable code is something I'm a little new at, but I think I've got the basics down. If I were on my laptop right now (which is where I'm developing WM) and if the wireless weren't crashing the system, I'd post my interpretation of the first script. Let's see if I can remember this:

Code: [Select]
BEGIN AI SCRIPT: Counter - Physical

TempVar:FF=00

if SELF AND &40B8 = 19 then
{
   TempVar:0 = 80
}
elseif SELF AND &40B8 = 18 then
{
   TempVar:0 = 81
}
elseif SELF AND &40B8 = 17 then
{
   TempVar:0 = 82
}
elseif SELF AND &40B8 = 21 then
{
   TempVar:0 = 83
}

If TempVar:FF != 0 then
{
   TempGlobalVar = GlobalVar:(0+TempVar:0)

   TempGlobalVar = TempGlobalVar + 3

   if TempGlobalVar > 200 then
   {
      TempGlobalVar = 200
   }

   GlobalVar:(0+TempVar:0) = TempGlobalVar
   Debug.Print("LOVEPARA CHR:%d, %d->%d/n", 3)
}
END SCRIPT

So what I'm seeing here is this is on Cloud when he is attacked Physically. Characters 17, 18, 19, 21 are Barret, Tifa, Aeris, and Yuffie and the 80, 81, 82, 83 are the global addresses of their love points (or something like that). If Cloud blocks for them (that's the self AND &40B8 where, I suppose, &40B8 is the character being covered) then that will change Var:FF somehow (via another script) and increase the points by 3. Here the cap is 200. then the GlobalVar, offset by the given number, is restored as global. A string is printed to the debug console stating the address of the character's love points, previous love points, and current love points.
*WHEW!* That took me over an hour last night to figure out. I'm not going to be able to decompile that into readable code, but translating into assembler will be good enough.

40B8 - this is ID of character. In case of cover - self mask replaces with mask with covered character. So this check what character has been covered.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-01 14:24:16
40B8 - this is ID of character. In case of cover - self mask replaces with mask with covered character. So this check what character has been covered.

Looking through SceneEdit, there are a lot of these addresses I don't know. I wonder if there's a list of any of them anywhere?

Update: I sent what I hope will be the release of WM 1.0 to my testers. This one's gonna kick so much butt compared to the last one, being able to edit all but two sections of kernel.bin and kernel2.bin combined. XD I'm loosely working on 1.1 which will have the ability to edit the initial data, though I expect that some of it will be pointless to edit since the game is likely to re-write it as it gets it anyway.
I've got a neat looking graph set up for the stat growth section, but exp will need a different graph. That's likely to be annoying.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-12-01 16:35:08
40B8 - this is ID of character. In case of cover - self mask replaces with mask with covered character. So this check what character has been covered.

Looking through SceneEdit, there are a lot of these addresses I don't know. I wonder if there's a list of any of them anywhere?

From my notes

Code: [Select]
800f83a4               battle global structure. (address 0x2000).
00 []       store data performed action type id here. (0x20 for example)
01 []       store data performed attack index here.
04 []       camera data from battle setup 1 (+12[]).
0a [][]     add bits for every inited unit here. Mask for alive units???
0c [][]     self mask for current unit ().
0e [][]     attack mask for current unit (2070).
10 [][]     friends mask for current unit (2080).
12 [][]     0 ().
14 [][]     opponents mask for current unit (0x20A0).
16 [][]     0 ().
18 [][]     init with 0. Add bits for player units.
1a [][]     init with 0. Addt bits for inited enemy units.
1c [][]     all units mask ().
22 [][]     init with 0 at start of battle cycle. Some flags. A0 = (V0 & 25) ? 1 : 7; funca23e0; // battle queue function
28 [][]     store battle id here.
2c [][]     something flags used during attack queue coping. Used during 8 and A 2bytes copying from attack data. 0x0004 checked in battle cycle.
2e [][]     flags. 0x0004 (magical or physical attack)
30 [][]
38 [][][][]


800f83e0               unit data structure. (size 0x68). (address 0x4000).
800f8580               enemy start
00 [][][][] current status. Init with 0. Set sandess/fury flags from savemap structure in case of player. Add 0x00000001 if current hp of character is 0.
04 [][][][] some flags. Init with 0 in case of enemy. Set +0c in battle formation &0x1f here in case of enemy.
            00000002 - looks like if this bit set we are left fighters (right otherwise) in case of side battle.
            00000008 - seems like enabled units in battle. Init with this in case of player.
            00000010 - units with activates auto script 0x01 (action).
            00000020 - remove this flag if we add action with priority >= 2. Looks like defend flag (if we in defend state or not).
            00000040 - set this bit if we in back row.
            00000080 - set this bit for: enemies in case of battle type 0, player in case of battle 2, left row an player 2 in case of battle 4. func1b19ac.
            00000800 - probably bit for temporary unreachable unit (set in battle_update_unit_mask).
            00002000 - set this bit if unit is dead in battle (if unit was dead at the begin of battle flag is not set).
08 []       index. Init with 0xff. Set player character id here in case of player. Set index in case of enemy.
09 []       level. Init with player level.
0b []       store minimum elemental influence here (0 - death, 2 - 200%damage, 3 - normal, 4 - 50%damage, 5 - 0%damage, 6 - 100%absorb, 7 - fully recover)
0c []       formation number. Init with 0. If we init second unit of this type we increment this value by 1 for this unit. If 6 same unit on field they will have 0,1,2,3,4,5 as this value. Set player character id + 0x10 in case of player.
0d []       attack power (strength in enemy data format).
0e []       magic power (magic in enemy data format).
0f []       set evade from armor in case of player (defense% in game).
10 []       init with 0. Set 0x10 during player init. Idle action id.
11 []       init with 5 in case of player. Init with 1 in case of enemy. Hurt action id.
12 []       some data from +a2[] in enemy data (usually 0x10).
13 []       init with 10.
14 []       dexterity.
15 []       luck.
16 []       init with 0 in case of player.
17 []       store 0xff here at start of funcabb0c
18 [][]     attack mask set during run command.
1a [][]     - some mask (maybe mask of those who attack this unit)
1c [][]     -
1e [][]     -
20 [][]     defense. Multiplied by 2 in case of enemy.
22 [][]     magic defense. Multiplied by 2 in case of enemy.
24 [][]     init with 0xffff. Set enemy id here.
28 [][]     current MP.
2a [][]     max MP.
2c [][][][] current HP.
30 [][][][] max HP.
44 [][][][] Init with 0. Store status of this unit here during initialization.
4c []       Init with 1.
4d []       set magic evade (magic defense% in game) from armor equipped in case of player.
4e []       store row from battle formation here during init.
4f []       init with 0xff.
50 [][]     init with 0.
52 [][]     init with 0xffff.
56 []       store 2 here during init in case of enemy. Init with 8 in case of player.
56 [][]     ap.
58 [][][][] gil.
5c [][][][] exp.

And don't forget how modify 40B8 to get real address. drop 0x4000, then right shift by 3 to get bytes. (shifted bits points to bit to get.)
40B8
B8
1011 1000
10111
17
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-12-01 17:27:00
Hey there!


My Beta-Testing of the latest version of WallMarket hasn't been very sucessful.
It's probably my own fault, but it looks like editing the PSX kernel is a no-go.
running debug in the emulator, before the game actualy boots ANYTHING, i would get LOTS of:

Code: [Select]
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908
r3000: executed illegal opcode 67319060
r3000: executed illegal opcode 7dd06cb1
translate_address: illegal physical address 044a0908

is that my poor attempt at creating an ISO, or a problem with WallMarket?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-01 18:27:14
Hey there!


My Beta-Testing of the latest version of WallMarket hasn't been very sucessful.
It's probably my own fault, but it looks like editing the PSX kernel is a no-go.
running debug in the emulator, before the game actualy boots ANYTHING, i would get LOTS of:

. . .

is that my poor attempt at creating an ISO, or a problem with WallMarket?

I don't know... It works fine on the PC version so I couldn't say. Have you tried recreating the ISO without changing anything to see if that's it? I DO know that if any error exists in the Kernel that it would appear at load time. Since the PC version ignores sections 10-27 of kernel.bin I have no way of testing it myself. Sorry. :( Are you using the corrected version (most recent) that I sent you? I believe that I sent two yesterday and I'm pretty sure the first one won't work.

This also may be the side-effect of my "evil genius" of not throwing up terminators when the text is NULL is coming back to haunt me. This works fine on the PC version in the kernel2.bin so I thought it'd work fine in kernel.bin.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-12-01 18:36:43
well, in actual fact, i'm using the one from about a week ago, i havent used either of the more recent ones at all. so It should have worked, right? in any case, if you think i should re-test using the latest one, i will. also, yes, it does work without editing it. so perhaps it is WM. however, anything could have happened...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-01 18:55:58
well, in actual fact, i'm using the one from about a week ago, i havent used either of the more recent ones at all. so It should have worked, right? in any case, if you think i should re-test using the latest one, i will. also, yes, it does work without editing it. so perhaps it is WM. however, anything could have happened...

That's why then. That one was incorrect. It wasn't writing one of the kernel text sections correctly (teehee) so it's no wonder that you were getting illegal address errors. :)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-12-01 19:01:50
ahah. i see. i shall try again then :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-01 19:17:54
Sorry for not replying earlier - but yes, I can test Wall Market 1.1 on the PSX version if you like  :-)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Izban on 2008-12-02 02:09:45
ok next bug
materia section
just clicking in one of the boxes which is clear places a value of 0 there so clicking in the level 5 box gives it a 0 which makes it so that the materia is mastered as soon as you get it

when you set the materia type to 19 and any of the values to 56+ then game seems to glitch also you cant select limits attack ids for the materia type modifiers

dual drain crashes the game

so far with my meddleing there has been 0 bugs in the kernal2.bin files or anything text related

lol you can make a materia that lets you use limits whenever you want to only problem is you can only use the limits you know
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-02 09:32:12
Quote
dual drain crashes the game

It's normal. For the dual status effect to work correctly, both "Dual" and "Dual drain" must be checked or the game crashes. Wall Market has nothing to do with it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-02 15:12:44
Quote
just clicking in one of the boxes which is clear places a value of 0 there so clicking in the level 5 box gives it a 0 which makes it so that the materia is mastered as soon as you get it

Dang. I thought I fixed that. The Materia modifiers and AP requirements are the only ones that should be able to have empty values. The game acts weirdly when they are 0s instead of NULLs.

Quote
when you set the materia type to 19 and any of the values to 56+ then game seems to glitch also you cant select limits attack ids for the materia type modifiers

Materia type 19 is magic materia. Therefore, it will only allow magic attacks. These are attack sections 0 - 3 which comprise the first 56 attacks, or indexes 0-55. Command types will only allow commands so if you go past 31 with any of them that will glitch/crash too. I will NOT make WM enforce these constraints, but I should make a note in the readme for acceptable values. The only constraints that currently exist are only for making sure that the values don't overflow. They're stored very carefully. If any of them go negative or out of scope the program would crash (both WM and FFVII) so that's all the enforcing I'm going to do.

UPDATE: Remember a few posts back when I said GZipping made no sense because the files were larger when the source was smaller? Well now I can say things are even weirder. Kernel.bin file 4 (Item Data) refuses to get along with the rest of the files. The way WM has worked since the first release (and still does) is it executes gzip in a hidden shell with the "-9 -n" extensions. I didn't really like the idea of gzipping each file individually because that's 27 shell commands and 27 chances for something to go wrong. So what I did was chain all the filenames into one LONG command that tells gzip to compress all 27 files at once into 27 different files. Brilliant, right? Yes. But no. When I do this, every file created exactly matches the contents of the original KERNEL.BIN file with one exception. Kernel.bin4.gz is 2 bytes larger. Yet, oddly, extracting both of them results in identical files. I don't know why. When I run it all individually, Kernel.bin4.gz becomes the correct size and I can create a file 100% accurate to the original KERNEL.BIN file when no changes are made. Thus, to maintain complete accuracy with the original file I'm forced to, once again, run gzip 27 times. This ability has improved greatly from VB6 to VB9 so I'm not seeing much of a drop in performance either way.
Also several posts back I was wondering about the text referencing used in the kernel to get descriptions. Battle Text also uses that referencing scheme, but not on the texts that have variable injections like scans and item steals. This is part of the reason why my creation of the battle text was smaller. This has been fixed and now it is identical to the way it is originally stored.
Zack Fair also mentioned that WM kills the ability to sense, making the text show nothing on the PC game. I think I fixed that (http://img528.imageshack.us/img528/9812/neatscanrq2.png). :)
Armorvil also suggested in an email to me that a KERNEL.BIN file larger than the original will not work properly on a PSX emulator. I still think it's his method of injecting it into the ISO, but now there will likely be two new changes:
1. An "Update Text" box has been added that will be unchecked if you are not changing the text.
2. When all the data is compiled and ready to be written, WM will warn you that the file about to be written is larger than the original file.
I think these changes will complement each other well. If you change text and realize that it's too large, you just cancel the writing and uncheck that box and compile again. These changes will only affect the PSX version anyway.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-12-02 19:30:10
Sadly, anything i try with modding the PSX version corrupts the "playstation" screen and chashes straight after...however i may not be the best tester...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 12:31:19
Hi!
This program is very great, but sadly i encounter an error, if i want to compile the (changed files to the) KERNEL.BIN. :( I decompressed the files, changed some items and then i wanted to compress the KERNEL.BIN again, but the result was this:

http://666kb.com/i/b4cye1iqo44kemyub.jpg (http://666kb.com/i/b4cye1iqo44kemyub.jpg)

Btw, the VB Files 4, 5 and 6 couldn't help me with this problem. :( I guess i need a different pack, or something else. I hope someone can help me. =)

Any suggestion would be great!

Greetings

Edit: I have the german version of FF7, because i am german and live there.
Also, my OS is "Windows Server 2008 Enterprise" (Trial Version, since Microsoft was/is giving the Trialversion out for 240 Days). Maybe this information is needed.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-03 13:09:58
Hi!
This program is very great, but sadly i encounter an error, if i want to compile the (changed files to the) KERNEL.BIN. :( I decompressed the files, changed some items and then i wanted to compress the KERNEL.BIN again, but the result was this:

http://666kb.com/i/b4cye1iqo44kemyub.jpg (http://666kb.com/i/b4cye1iqo44kemyub.jpg)

Btw, the VB Files 4, 5 and 6 couldn't help me with this problem. :( I guess i need a different pack, or something else. I hope someone can help me. =)

Any suggestion would be great!

Greetings

Edit: I have the german version of FF7, because i am german and live there.
Also, my OS is "Windows Server 2008 Enterprise" (Trial Version, since Microsoft was/is giving the Trialversion out for 240 Days). Maybe this information is needed.

The fact that you can open WM at all means that your libraries aren't at fault. This is a problem with gzip not being in the same directory as WM. This is a limitation that will be handled differently when version 1.0 is deemed worthy of release.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 13:24:49

The fact that you can open WM at all means that your libraries aren't at fault. This is a problem with gzip not being in the same directory as WM. This is a limitation that will be handled differently when version 1.0 is deemed worthy of release.

Hi!
Thanks for your fast answer. =)

Uhm.. gzip.exe and WallMarket.exe are in the same folder. =) I don't know how i can compress the file though, since i get this error everytime. :( Maybe it is not possible with the german version of the file? I can upload the file for you, if you want that.

Here it is: http://rapidshare.com/files/169848125/KERNEL.BIN.html
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-03 15:08:58

The fact that you can open WM at all means that your libraries aren't at fault. This is a problem with gzip not being in the same directory as WM. This is a limitation that will be handled differently when version 1.0 is deemed worthy of release.

Hi!
Thanks for your fast answer. =)

Uhm.. gzip.exe and WallMarket.exe are in the same folder. =) I don't know how i can compress the file though, since i get this error everytime. :( Maybe it is not possible with the german version of the file? I can upload the file for you, if you want that.

Here it is: http://rapidshare.com/files/169848125/KERNEL.BIN.html

It's working fine for me. Are you selecting the KERNEL.BIN file when you tell it to Compile?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 17:06:47

It's working fine for me. Are you selecting the KERNEL.BIN file when you tell it to Compile?

Yep. Was that wrong? I try it again without selecting the file. I already tried to select a different folder / filename.. :(

If i choose nothing, i can't click "open". :(

How did you create that programm? Maybe i am missing some DLLs.. Visual Basic?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-03 17:11:57
the only thing you have to do is open the kernal file not kernal 2. from there its self exsplanatory. if it dont work its your game or pc. i have a 8 yr old laptop and everything i have found on this site works, with an exception to laviathin.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 17:15:26
the only thing you have to do is open the kernal file not kernal 2. from there its self exsplanatory. if it dont work its your game or pc. i have a 8 yr old laptop and everything i have found on this site works, with an exception to laviathin.

I know what i have to do, but i get the message everytime. Here it is again:

http://666kb.com/i/b4cye1iqo44kemyub.jpg (http://666kb.com/i/b4cye1iqo44kemyub.jpg)

I also know, that it is my pc.. I just need to know which files are missing. :( I thought about the runtime files from Visual Basic, but i installed them and -> nothing. Maybe i try it on Windows XP later, since i use the Server 2008 version (it has the same kernel that vista has).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-03 17:19:53
how many times have you tryed redownloading it?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 17:35:52
how many times have you tryed redownloading it?

I downloaded the file 1 time, if you mean that.

Btw, i tested it on XP.. It worked.. So i miss some files in my OS, but i still don't know which one is missing. Guess i have to wait for NFITC1. :/
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-03 17:53:03
i guess so
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 17:59:16
lol you can make a materia that lets you use limits whenever you want to only problem is you can only use the limits you know


How does that work? o0 Would be great if you say the exact values for this materia. =)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-03 18:07:59
lol you can make a materia that lets you use limits whenever you want to only problem is you can only use the limits you know


How does that work? o0 Would be great if you say the exact values for this materia. =)

I'm not too sure about this, but you could create an attack with the additional effect "14" and have a materia that uses that attack. Unfortunately, it would only fill the limit bar of the other two characters in the party, leaving the bar of the character using it no more full than it was before.*

* With good reason; this property only normally exists in Aeris' limit break "Fury Brand". If it filled her limit bar as well, the player would have infinite limit breaks as long as she was alive.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-03 18:30:45
what you can do is go in and edit skills to where every time the user casts it the other 2 allies get limits. this is great with bahamut zero or phoenix
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 18:51:39
Ah.. Sounds nice. o0

I have the problem, that i can't create new spells. :/ I created the "Holy" spell, and put it into the "Ultima" materia. I changed the text (it is shown in the materiatab), but i can't use it in the spellmenu. :/ The spell isn't shown in battle..
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-03 18:55:45
you have 2 sets of values in the program, ap and the bottom on. you have to set the ap to where you level up the materia and earn it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-03 18:59:30
Ah.. Sounds nice. o0

I have the problem, that i can't create new spells. :/ I created the "Holy" spell, and put it into the "Ultima" materia. I changed the text (it is shown in the materiatab), but i can't use it in the spellmenu. :/ The spell isn't shown in battle..

OK, let me address each of your issues in turn:

1) File not found:
What it's doing when it's compressing the kernel.bin. It needs to find these files. GZip.exe must be in the same directory as WallMarket. Then, all the Kernel files must be in the same directory as the kernel you're trying to write to. After that, it looks for the gz files that gzip should have made. That's all the file access that WM does. If you can "save for later" then it's a problem with it locating gzip. Can you post a picture of the directory where you're storing WM and the kernel?

2) No new attack:
How did you change the name? WM 0.9.X can't do that. How did you add the spell? That may be an issue with the magic list in kernel section 3 (battle and growth data) also which WM 0.9.X can't do.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-03 19:05:59
i begg to differ. iv added skills with wm.. to chang names you need something like teioh. but its done. i have a material with ultima full life and bah. zero all.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 19:12:22
Ah.. Sounds nice. o0

I have the problem, that i can't create new spells. :/ I created the "Holy" spell, and put it into the "Ultima" materia. I changed the text (it is shown in the materiatab), but i can't use it in the spellmenu. :/ The spell isn't shown in battle..

OK, let me address each of your issues in turn:

1) File not found:
What it's doing when it's compressing the kernel.bin. It needs to find these files. GZip.exe must be in the same directory as WallMarket. Then, all the Kernel files must be in the same directory as the kernel you're trying to write to. After that, it looks for the gz files that gzip should have made. That's all the file access that WM does. If you can "save for later" then it's a problem with it locating gzip. Can you post a picture of the directory where you're storing WM and the kernel?

2) No new attack:
How did you change the name? WM 0.9.X can't do that. How did you add the spell? That may be an issue with the magic list in kernel section 3 (battle and growth data) also which WM 0.9.X can't do.

1. I have no problems with Windows XP, but i have problems with Windows Server 2008. Sure, let me upload a picture. =) It is in german, since i am german.

http://666kb.com/i/b4d8kohkkfhwvbt9f.jpg (http://666kb.com/i/b4d8kohkkfhwvbt9f.jpg)

WM Data contains the files (kernel etc). I tried it in the same folder too, i also tried batchfiles for GZip.. The problem must be missing DLLs..

2. I looked into the WM list (found the spellnumber and put it into the materia), and then i changed it in the Kernel2.bin with "Teioh Version 21". =)

Then i had the spell "Holy" in the materia "Ultima".. But sadly not in the battlemenu "spell". :(

Thanks for helping me, btw!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-03 19:14:03
did you fix it?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 19:19:54
Did i fixed what?

I have a materia with Holy too, but i can't select the spell in a battle. :/ But the "Gewaltenteiler" has the skin of the Masamune now! Thanks to Leighos Kudistos Megistos!

Btw, here is a screenshot of my materia..

http://666kb.com/i/b4d8rj7j07mcp7zdv.jpg

Maybe i could increase the size of the spellmenu using Cosmo or Teioh..
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-03 19:24:41
no, go into wall market and add a one to all ap lvls then get 100 ap.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 19:28:53
no, go into wall market and add a one to all ap lvls then get 100 ap.


And then? I still can't select a (completely) NEW spell in the spellmenu.. That's the problem i mean. :/

I didn't change an existing spell, i created a new spell..
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-03 19:34:54
Quote
1. I have no problems with Windows XP, but i have problems with Windows Server 2008. Sure, let me upload a picture. =) It is in german, since i am german.

http://666kb.com/i/b4d8kohkkfhwvbt9f.jpg

WM Data contains the files (kernel etc). I tried it in the same folder too, i also tried batchfiles for GZip.. The problem must be missing DLLs..

I HIGHLY doubt you would even be able to open WM if you were missing DLLs. The libraries are opened before the program is run. On top of that, nothing significantly different happens between when you open the files to begin with and when you compress them. If you can open a kernel then the problem is with opening the kernel.binx or the kernel.binx.gz files. About the picture: Where are all the little kernel files? KERNEL.BIN0, KERNEL.BIN1, etc. Those should be in the same directory as the KERNEL.BIN file you're editing. What's likely causing this is gzip isn't compressing them correctly or the gz files are getting deleted immediately after they are inserted (which shouldn't be happening).

Quote
And then? I still can't select a (completely) NEW spell in the spellmenu.. That's the problem i mean. :/

I didn't change an existing spell, i created a new spell..

This is another limitation of WM. It cannot create new spells like that. You'd also need to change the battle and growth data section of the kernel.bin (see the wiki for more information about that) to accept that as a spell. Did you pick the empty spell after Ultima?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 20:01:35
They are in the Data folder, and the problem is ONLY in Windows Server 2008. It won't happen under the same circumstances (folderorder etc.) in Win XP. So i am missing some dlls for sure, but i don't know which. :/

No, i picked the spell after Vincent's Limits.. I guess it was number 123 or 124 in WM.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-03 20:14:18
They are in the Data folder, and the problem is ONLY in Windows Server 2008. It won't happen under the same circumstances (folderorder etc.) in Win XP. So i am missing some dlls for sure, but i don't know which. :/

No, i picked the spell after Vincent's Limits.. I guess it was number 123 or 124 in WM.

The smaller kernel files HAVE to be in the same directory (in no sub directory) as the kernel.bin file you're trying to edit. And I don't think you're listening about the dlls.

The attack after Vincent's Limit transformations is Blade Beam's shockwave. You can add it to materia, but it will not show up in the magic menu. Only the first 56 attacks have the ability to show up in that menu and even then you'd have to change the KERNEL.BIN2 file for that to happen (not to be confused with kernel2.bin). Even THEN I can't guarantee that attacks 55 and 56 would show up. Trying to add new attacks to a menu is very difficult. You're better off just changing one of the existing attacks.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-03 20:22:22
They are in the Data folder, and the problem is ONLY in Windows Server 2008. It won't happen under the same circumstances (folderorder etc.) in Win XP. So i am missing some dlls for sure, but i don't know which. :/

No, i picked the spell after Vincent's Limits.. I guess it was number 123 or 124 in WM.

The smaller kernel files HAVE to be in the same directory (in no sub directory) as the kernel.bin file you're trying to edit. And I don't think you're listening about the dlls.

The attack after Vincent's Limit transformations is Blade Beam's shockwave. You can add it to materia, but it will not show up in the magic menu. Only the first 56 attacks have the ability to show up in that menu and even then you'd have to change the KERNEL.BIN2 file for that to happen (not to be confused with kernel2.bin). Even THEN I can't guarantee that attacks 55 and 56 would show up. Trying to add new attacks to a menu is very difficult. You're better off just changing one of the existing attacks.

They are in the kernel.bin folder. The kernel.bin in the "main"folder is just a back up. =)

Here is another screenshot (only a small picture with some of the files. All of them are inside though): http://666kb.com/i/b4daauf3yo6w9x9lv.jpg (http://666kb.com/i/b4daauf3yo6w9x9lv.jpg)

Yeah, thought so.. So i have to modify existing spells. :/ Sad.. Maybe i can put the effects "Frog/Small" together, and some other spells also.. I could modify the other spells to my desired spells then (Holy, Terror, Enchantment etc.). Thanks though..

With which program did you create WM? I have to find out which files i could need. Maybe there are the redistributable files available..
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2008-12-04 10:25:51
Why don't you change Angel Whisper to Holy?  You get it late in the game and its pretty much the same as Life2 anyway.  If you want, you can alter Life2 to be more like Angel Whisper and you won't feel the loss.  Just a suggestion.

By the way, I've been wondering something.  If I were to edit Comet2 so that it "performs attack [] after completion" and set the effect modifier to the ID for Comet, would the character end up casting and re-casting Comet until his MP ran out?  Just a thought.  I might put something like that in a mega-cheapskate materia if I feel like it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-04 13:53:40
I don't like the idea. :/ I like Angel Whisper. ^^ I don't use Life 2, since i use (cast) Final Attack + Phoenix most of the time.

I think i keep the enemy mechanics and change Life and Life 2 instead. :P But.. They have the names "Wiederbeleben" (revive) and "Auferstehung" (resurrection).. So i could think about modifying revive.. :P

Not sure at the moment, but maybe someone creates a tool to create new spells and to enhance the battlemenu. =)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-04 18:15:34
Just downloaded the newest version. Being able to read kernel2.bin has really made the GUI better.

I was wondering what this means:

Quote from: kernel2.bin
{BOX:RED}Fail to Union.

I can't remember ever seeing this in battle, yet it appears half way down the "battle text" section and seems to have something to do with limit breaks. Does anyone know when this appears, or can we assume that the makers of the game meant to have something in there that was later taken out?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-12-04 18:47:46
I haven't heard from my testers that anything is going wrong that I haven't already fixed. In case something IS wrong, let me know.

apart from the PSX mode crashing the game? unless you got a different tester to me. in which case nevermind :P

*downloads new release*
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Tyler_Wu on 2008-12-04 19:08:20
So now wall market can do the same things as the teioh in the programming feedback section?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-04 19:14:47

apart from the PSX mode crashing the game? unless you got a different tester to me. in which case nevermind :P


Almost. ArmorVil said he was able to integrate it if the size wasn't too big. Now when you're in PSX mode there's a warning that will inform you if the size will be too big for the PSX.

Quote
So now wall market can do the same things as the teioh in the programming feedback section?

Uh-huh. I'm still working on getting special characters inserted into the text, but that's the biggest difference. Teioh uses Qhimm's method of compressing the text for the kernel2.bin. According to Ficedula (http://www.sylphds.net/f2k3/programs/ficelzs/readme.txt). that's compression level 4. Compression level 5 is the original way that the game was originally compressed in, which is what WallMarket uses. If you'll notice in that thread that some people were complaining that the file got too large for the game to process (over 16384 bytes). WallMarket is actually able to make the kernel2.bin file SMALLER than the original while still being fully workable.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-12-04 19:51:00
OK :P

Question:
Why cant i edit most limits? Most of them are clompletely blanked out :/
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-04 20:04:06
The data for limit breaks is not in the kernel; it is in ff7.exe starting at 0x51E0D4 for the PC version and somewhere in MENU\LIMTMENU.MNU for the PSX.

Code: [Select]
FF FF 00 FF 00 00 FF FF 32 00 32 00 13 00 11 30 FF FF FF FF FF FF FF FF 00 00 FF FF Braver
FF FF 00 FF 00 00 FF FF 34 00 34 00 13 01 11 34 FF 3F FF FF 00 00 00 02 00 00 FF FF Cross-slash
FF FF 00 FF 00 00 FF FF 33 00 33 00 13 02 11 38 FF FF 1A 7A FF FF FF FF 00 00 BF FF Blade Beam
FF FF 00 FF 00 00 FF FF 35 00 35 00 13 03 11 46 FF FF FF FF FF FF FF FF 00 00 FF FF Climhazzard
FF FF 00 FF 00 00 FF FF 36 00 36 00 97 04 11 1A FF FF 00 06 FF FF FF FF 00 00 FF FF Meteorain
FF FF 00 FF 00 00 FF FF 39 00 39 00 17 05 11 00 FF 3F 18 78 01 00 00 00 00 00 FF FF Finishing Touch
FF FF 00 FF 00 00 FF FF 3B 00 3C 00 97 06 11 0C FF FF 00 0F FF FF FF FF 00 00 FF DF Omnislash
FF FF 00 FF 00 00 FF FF 46 00 46 00 13 07 11 34 FF FF FF FF FF FF FF FF 00 00 FF FF Big Shot
FF FF 00 FF 00 00 FF FF 48 00 48 00 17 08 11 36 FF FF FF FF FF FF FF FF 00 00 FF FF Grenade Bomb
FF FF 00 FF 00 00 FF FF 49 00 49 00 13 09 23 20 FF FF FF FF FF FF FF FF 20 00 FE FF Mindblow
FF FF 00 FF 00 00 FF FF 4B 00 4B 00 13 0A 11 00 FF 3F FF FF 01 00 00 00 00 00 FF FF Hammerblow
FF FF 00 FF 00 00 FF FF 4D 00 4D 00 17 0B 11 23 FF FF FF FF FF FF FF FF 00 00 FF DF Satellite Beam
FF FF 00 FF 00 00 FF FF 4E 00 4E 00 97 0C 11 08 FF FF 00 12 FF FF FF FF 00 00 FF FF Angermax
FF FF 00 FF 00 00 FF FF 4F 00 4F 00 97 0D 11 14 FF FF 00 0A FF FF FF FF 00 00 FF FF Catastrophe
FF FF 00 FF 00 00 FF FF 5A 00 5A 00 15 0E 24 10 FF FF FF FF FF FF FF FF 00 02 FF FF Healing Wind
FF FF 00 FF 00 00 FF FF 5B 00 5B 00 17 0F 22 00 FF 3F FF FF 80 04 00 00 00 00 FF FF Seal Evil
FF FF 00 FF 00 00 FF FF 5E 00 5E 00 15 10 22 00 FF 7F FF FF FC 7E 80 36 00 00 FF FF Breath of the Earth
FF FF 00 FF 00 00 FF FF 62 00 62 00 15 11 00 FF FF FF 14 FF FF FF FF FF 00 80 FF FF Fury Brand
FF FF 00 FF 00 00 FF FF 60 00 60 00 15 12 22 00 FF 3F FF FF 00 00 00 01 00 00 FF FF Planet Protector
FF FF 00 FF 00 00 FF FF 61 00 61 00 15 13 08 20 FF 7F FF FF 01 00 00 00 00 02 FF F7 Pulse of Life
FF FF 00 FF 00 00 FF FF 63 00 63 00 15 14 08 20 FF 3F FF FF 00 00 00 01 00 02 FF FF Great Gospel
FF FF 00 FF 00 00 FF FF 3E 00 3E 00 97 15 B1 14 FF FF 13 FF FF FF FF FF 00 00 FF FF Beat Rush
FF FF 00 FF 00 00 FF FF 42 00 42 00 97 15 B1 16 FF FF 13 FF FF FF FF FF 00 00 FF FF Somersault
FF FF 00 FF 00 00 FF FF 40 00 40 00 97 15 B1 18 FF FF 13 FF FF FF FF FF 00 00 FF FF Waterkick
FF FF 00 FF 00 00 FF FF 41 00 41 00 97 15 B1 1A FF FF 13 FF FF FF FF FF 00 00 FF FF Meteodrive
FF FF 00 FF 00 00 FF FF 43 00 43 00 97 15 B1 1C FF FF 13 FF FF FF FF FF 00 00 FF FF Dolphin Blow
FF FF 00 FF 00 00 FF FF 44 00 44 00 97 15 B1 1E FF FF 13 FF FF FF FF FF 00 00 FF FF Meteor Strike
FF FF 00 FF 00 00 FF FF 45 00 45 00 97 15 B1 2A FF FF 13 FF FF FF FF FF 00 00 FF FF Final Heaven
FF FF 00 FF 00 00 FF FF 64 00 64 00 13 1C 11 34 FF FF FF FF FF FF FF FF 00 00 FF FF Boost Jump
FF FF 00 FF 00 00 FF FF 65 00 65 00 13 1D 11 14 FF FF FF FF FF FF FF FF 00 00 CF FF Dragon
FF FF 00 FF 00 00 FF FF 67 00 67 00 17 1E 11 38 FF 05 FF FF 01 00 00 00 00 00 FF FF Hyper Jump
FF FF 00 FF 00 00 FF FF 68 00 68 00 17 1F 11 24 FF FF FF FF FF FF FF FF 00 00 FF FF Dynamite
FF FF 00 FF 00 00 FF FF 6A 00 6A 00 97 20 11 17 FF 07 00 06 01 00 00 00 00 00 FF FF Dragon Dive
FF FF 00 FF 00 00 FF FF 6C 00 6C 00 97 21 11 12 FF FF 00 08 FF FF FF FF 00 00 FF FF Big Brawl
FF FF 00 FF 00 00 FF FF 6D 00 6D 00 97 22 11 0B FF FF 00 12 FF FF FF FF 00 00 FF FF Highwind
FF 27 00 FF 00 00 23 00 50 00 50 00 13 23 11 30 FF FF FF FF FF FF FF FF 00 00 FF FF Sled Fang
FF FF 00 FF 00 00 FF FF 51 00 51 00 00 24 22 00 FF 3F 17 A0 00 01 80 00 00 00 FF FF Howling Moon
FF FF 00 FF 00 00 FF FF 53 00 53 00 13 25 11 14 FF FF FF FF FF FF FF FF 00 00 CF FF Blood Fang
FF FF 00 FF 00 00 FF FF 55 00 55 00 97 26 11 0A FF FF 00 0A FF FF FF FF 00 00 FF FF Stardust Ray
FF FF 00 FF 00 00 FF FF 56 00 56 00 15 27 22 00 FF 3F 16 96 00 01 00 00 00 00 FF FF Lunatic High
FF FF 00 FF 00 00 FF FF 58 00 58 00 97 28 11 1E FF FF 00 05 FF FF FF FF 00 00 FF FF Earth Rave
FF FF 00 FF 00 00 FF FF 59 00 59 00 17 29 11 7D FF FF FF FF FF FF FF FF 00 00 FF FF Cosmo Memory
FF FF 00 FF 00 00 FF FF 78 00 78 00 13 2A 68 FF FF FF FF FF FF FF FF FF 00 00 FF FF Dice
FF FF 00 FF 00 00 FF FF 79 00 79 00 13 46 11 FF FF FF 08 FF FF FF FF FF 00 00 FF FF Toy Box
FF FF 00 FF 00 00 FF FF 7A 00 7A 00 17 2C 00 FF FF FF 0F FF FF FF FF FF 00 00 FF FF Slots
FF FF 00 FF 00 00 FF FF 82 00 82 00 00 2D 00 FF FF FF 03 00 FF FF FF FF 00 00 FF FF Galian Beast
FF FF 00 FF 00 00 FF FF 84 00 84 00 00 2E 00 FF FF FF 03 01 FF FF FF FF 00 00 FF FF Death Gigas
FF FF 00 FF 00 00 FF FF 86 00 86 00 00 2F 00 FF FF FF 03 02 FF FF FF FF 00 00 FF FF Hellmasker
FF FF 00 FF 00 00 FF FF 88 00 88 00 00 30 00 FF FF FF 03 03 FF FF FF FF 00 00 FF FF Chaos
FF FF 00 FF 00 00 FF FF 6E 00 6E 00 13 31 11 32 FF FF FF FF FF FF FF FF 00 00 FF FF Greased Lightning
FF FF 00 FF 00 00 FF FF 73 00 73 00 15 32 24 10 FF FF FF FF FF FF FF FF 00 02 FF FF Clear Tranquil
FF FF 00 FF 00 00 FF FF 71 00 71 00 17 33 11 30 FF FF FF FF FF FF FF FF 08 00 FF FF Landscaper
FF FF 00 FF 00 00 FF FF 72 00 72 00 97 34 11 0A FF FF 00 0A FF FF FF FF 00 00 FF FF Bloodfest
FF FF 00 FF 00 00 FF FF 74 00 74 00 17 35 11 1C FF FF FF FF FF FF FF FF 00 00 FF DB Gauntlet
FF FF 00 FF 00 00 FF FF 76 00 76 00 97 36 11 0A FF FF 00 0F FF FF FF FF 00 00 FF FF Doom of the Living
FF FF 00 FF 00 00 FF FF 77 00 77 00 17 37 11 80 FF FF FF FF FF FF FF FF 00 00 FF FF All Creation
FF FF 00 FF 00 00 FF FF 7E 00 7E 00 15 38 22 00 FF FF 10 FF FF FF FF FF 00 00 FF FF Transform
FF FF 00 FF 00 00 FF FF 7B 00 7B 00 15 39 08 20 FF FF FF FF FF FF FF FF 00 02 FF FF Mog Dance
FF FF 00 FF 00 00 FF FF 7C 00 7C 00 17 3A 11 50 FF FF FF FF FF FF FF FF 00 00 FF FF Toy Soldier
FF FF 00 FF 00 00 FF FF 7D 00 7D 00 15 3B 22 00 FF 3F FF FF 00 00 00 40 00 00 FF FF Lucky Girl
FF FF 00 FF 00 00 FF FF 80 00 80 00 15 3C 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Death Joker
FF FF 00 FF 00 00 FF FF 81 00 81 00 17 3D 22 00 FF 3F FF FF 01 00 00 00 00 00 7F FF Game Over
78 25 00 FF 00 00 23 00 7F 00 7F 00 13 FF 11 18 FF FF FF FF FF FF FF FF 00 00 FF FF Berserk Dance
64 FF 00 FF 00 00 FF FF 83 00 83 00 17 3F 22 3C FF FF FF FF FF FF FF FF 01 00 FF FF Beast Flare
78 2C 00 FF 00 00 14 00 8A 00 8A 00 13 FF 11 2A FF FF FF FF FF FF FF FF 00 00 FF FF Gigadunk
64 FF 00 FF 00 00 FF FF 85 00 85 00 17 41 22 46 FF FF FF FF FF FF FF FF 04 00 FF FF Livewire
78 23 00 FF 00 00 E2 00 8B 00 8B 00 13 FF 11 08 FF FF 00 05 FF FF FF FF 00 00 FF FF Splattercombo
64 FF 00 FF 00 00 FF FF 87 00 87 00 13 43 22 00 FF 3F FF FF CC 18 00 00 00 00 FF FF Nightmare
78 19 00 FF 00 00 A3 01 93 00 93 00 17 FF 11 28 FF FF FF FF FF FF FF FF 00 00 FF FF Chaos Saber
64 FF 00 FF 00 00 FF FF 89 00 89 00 17 45 22 00 FF 07 18 79 01 00 00 00 00 00 FF FF Satan Slam
FF FF FF FF 00 00 FF FF FF FF FF FF 17 4D 11 32 FF FF FF FF FF FF FF FF 00 00 FF FF Finishing Touch
64 FF FF FF 00 00 FF FF FF FF FF FF 17 4E 22 5A FF FF FF FF FF FF FF FF 00 00 FF FF Satan Slam
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-04 20:19:11
OK :P

Question:
Why cant i edit most limits? Most of them are clompletely blanked out :/

Straight from the readme:

Quote from: wallmarkethelp.chm
NOTE: There are 128 attacks with data in the KERNEL.BIN, but there are 256 entries in the text of KERNEL.BIN for Limit Breaks. The texts have been added to the list, but no attack data will be available for them

There IS some data for limits in the kernel, but only the secondary ones. This includes Cait Sith's Slots, Tifa's actual attacks, and Vincent's transformations' attacks. I don't know which set either PC or PSX uses for limit attack data. Regardless, there they are. If you edit them and fun stuff happens, so much the better I suppose.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-04 20:26:30
I haven't heard from my testers that anything is going wrong that I haven't already fixed. In case something IS wrong, let me know.

apart from the PSX mode crashing the game? unless you got a different tester to me. in which case nevermind :P

*downloads new release*

Wall Market sure doesn't make my PSX version crash. But I'm using the US NTSC version, so this may be the reason.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-04 21:02:18
BTW, in case you can stand to wait. Version 1.1 (which will allow the changing of the initial data) is already proceeding. I've been working on that since I uploaded the current version and I've already been able to change the Gil count and item list/counts. It's also loading all the characters' data, but it's not doing anything with it yet. The interface to these parts looks slightly clumsy and will probably stay that way. You've used Jenova save game editor right? well, this won't look much like it, but it'll try. :)

EDIT: Just like I supposed earlier in a previous post, changing initial party members does NOTHING so I'll just take out the ability to edit those.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Skillster on 2008-12-05 00:53:12
Major cahoots for including raw editing for items..
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2008-12-05 09:08:36
This editor is the best, I'm telling you!  Very well done!  And to think v1.1 will include even more options!

I just got my best Christmas present from someone I don't know!!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: hay on 2008-12-05 10:14:52
Awesome work. Kudos friend.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-05 14:39:55
I am ecstatic peoples' positive responses and the fact that not one person has said something doesn't work or complained about the Ms. Cloud graphic on the About window. :D Don't get me wrong. Of course I want to hear if something's not right.


So I have an idea that I want to put it to you, the users. I'm currently playing around with initial materia (initial stuff is a PAIN to test since I have to sit through that stupid first video). I'm wondering, WallMarket has the ability to enforce AP levels and master materia and such. Should I restrict the maximum AP to the highest value set on the materia? For instance, I know a mastered materia stores its AP as 16,777,215 (FFFFFFh), but should I let, say, Knights of Round materia have 600,000 when it's maximum is 500,000? In other words, should the AP selection always be 0 - 16,777,215 inclusive or 0 - (Highest Level AP - 1) & 16,777,215 inclusive?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-05 17:59:39
Quote from: NTIFC1
not one person has said something doesn't work or complained about the Ms. Cloud graphic on the About window

Well, I was going to... ;-)

Quote from: NTIFC1
Should I restrict the maximum AP to the highest value set on the materia? For instance, I know a mastered materia stores its AP as 16,777,215 (FFFFFFh), but should I let, say, Knights of Round materia have 600,000 when it's maximum is 500,000?

Would this cause any problems in the game? If not then I wouldn't be against it. And this reminds me of something else (and sorry for not bringing this up earlier); would it be possible to have armour and accessories with elemental weaknesses as well as immunities? So, for example, one could have a piece of armour that gives the player double damage from lightning? I doubt that many people would use it, but it might come in handy.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-05 18:18:57
I noticed two bugs. Let me explain.

I'm editing the PSX Kernel, and I'm always struggling for size, as in order to insert the modified kernel back into the ISO, it has to be smaller or equal in size to the original.
My last changes made the Kernel size go over the limit, so I decided to "delete" some descriptions by placing numerous FFh in their places. This is because, after the gzip compression, a bunch of FFh together save a lot of space.

I first tried to do this by using Wall Market : I headed into the materia tab, selected a materia, and erased its description. It seemed to work for the first materias (the "pluses" ones), but the ones below wouldn't let me delete their descriptions : the update and ok buttons wouldn't do anything. That's the first bug.

The second bug occured after I used a hex editor. I inserted FFh all over Kernel15.bin (the materia descriptions, because which FF7 veteran needs them ?), and all that was left to do was to recompile the Kernel archive. I decided to use Wall Market for this. Thus, I tried to load my Kernel files into Wall Market, and here is what I got (my windows xp version is the french one) :

Code: [Select]
System.IndexOutOfRangeException: L'index se trouve en dehors des limites du tableau.
   à WallMarket.Form1.FF7Names(Byte[] NameArray, Byte NameIndex)
   à WallMarket.Form1.Load_Materia_Desc(String KERNEL15)
   à WallMarket.Form1.Open_KERNEL(Char kernel)
   à WallMarket.Form1.OpenKERNELBINToolStripMenuItem_Click(Object sender, EventArgs e)
   à WallMarket.Form1.Form1_Load(Object sender, EventArgs e)
   à System.EventHandler.Invoke(Object sender, EventArgs e)
   à System.Windows.Forms.Form.OnLoad(EventArgs e)
   à System.Windows.Forms.Form.OnCreateControl()
   à System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   à System.Windows.Forms.Control.CreateControl()
   à System.Windows.Forms.Control.WmShowWindow(Message& m)
   à System.Windows.Forms.Control.WndProc(Message& m)
   à System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   à System.Windows.Forms.ContainerControl.WndProc(Message& m)
   à System.Windows.Forms.Form.WmShowWindow(Message& m)
   à System.Windows.Forms.Form.WndProc(Message& m)
   à System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   à System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I have the same error message when I try to load into WallMarket this KERNEL.BIN after I recreated it with a GZIP MS-DOS command, by the way. And the problem doesn't come from the Kernel file, as it works great in-game.

A fix would be highly appreciated, as now my "corrupted" kernel can't be loaded into Wall Market anymore  :cry:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-05 18:23:56
So, for example, one could have a piece of armour that gives the player double damage from lightning? I doubt that many people would use it, but it might come in handy.

Great idea, i would use it too! That would be funny, since a firearmor should be weak against ice.. And so on.

@Armorvil

I had a similar error, but i don't remember how it appeared. I am too lazy to look now, but it was not the same exception. It was an error with the .net 3.0 ..

@NFITC1

I like the Icon. Cloud as a girl is cute, or am i wrong? :P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-05 18:41:57
Unfortunately, I think that armour and accessories can only have one level of resistance to elements, i.e. they can not absorb one and halve another, or be immune to one and weak against another. Still, you can have a lot of other double edged swords, such as something that gives the player a high evasion rate but is weak against all physical attack elements or that causes instant death when one particular element is used, or something that raises stats very high but makes the wearer absorb the "restore" element (i.e. he or she will be harmed by "cure" and "life" spells and items). Actually, one might be able to make the latter already...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-05 18:47:23
...but makes the wearer absorb the "restore" element (i.e. he or she will be harmed by "cure" and "life" spells and items).

Yeah, like the "Zombie"-status. =D

Actually, one might be able to make the latter already...

But you did a great job with WallMarket. Very useful tool!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-05 19:51:36
@Armorvil - I'm sorry, but I can't reproduce your error. On my machine, the materia tab and raw editing is working fine. I didn't try blanking out a file, but make sure the address offsets in the header of that file are correct. Logically, looking at the way the FF7Names function is set up, it wouldn't give that error unless there was a offset header that was larger than the length of the file. I warn users in the readme to keep a backup. I hope you did (Psst, send me your corrupted kernel so I can look at it).

@LKM - about the Materia AP limit. I'm not sure what would happen in the game, but imagine if a person wanted materia that was just 1 AP away from mastering so they could slap it on a weapon and get a new one. Maybe that's splitting hairs so I don't know. I'm not really sure how it changes in game. The game stores mastered materia as having 16777215 AP. I'm afraid if you set the KoR materia at 500,001 AP it may have missed the "AP mastered" check and keep gaining AP. This probably wouldn't be a major problem, except it might never master. This would make Barret's overflow bug easier to hit....maybe. I think you're right though. I mean, I don't want someone to open WallMarket just to realize there are restrictions. How lame is that? :) So every materia will be between 0-16777215 inclusive and every item count will be between 0-127 inclusive. It's not my problem if games are crashing when people set them wrong. :D
Also about the elementals. No. That's not possible with the armors or accessories They have one byte that tells them how to handle the whole of the elemental properties. And yes, absorbing restore will hurt leaving the way for the "Zombie" status Jonnylossus mentioned. Too bad you can't make a character berserk based on the armor. :(
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-05 20:54:42
now to get this thing to change default stats/equiped stuff in the kernal3 file. but awsome program.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-05 21:58:27
now to get this thing to change default stats/equiped stuff in the kernal3 file. but awsome program.

I'm actually working on that right now. ;) The only problem is there's so many little things to squish into the window. You'll be pleased to know, however, that the initial item list and initial materia list are working correctly.


On a more general note: I really hate to say this, but the mistake that Armorvil made with his kernel is the exact thing WallMarket was made to prevent. He's a smart guy. I'm not saying anything to the contrary. The fact that he can put the kernel BACK into a PSX disc image (I still can't get that to work :)) means he knows what he's doing. I built WallMarket to read a kernel that fits the parameters of the original kernel. That was...disrupted. With the headers in range of the data it works fine. Basically, don't edit the contents outside of WM if you can help it. You can still play with KERNEL.BIN2 and KERNEL.BIN3 and recompile those since WM doesn't touch them (.....yet :evil:).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-05 22:14:22
The fact that he can put the kernel BACK into a PSX disc image (I still can't get that to work :)) means he knows what he's doing.

I did not try it, because i was too lazy to create Images of my FF7 PSX CDs, but.. Why is that hard? I thought you just have to open the Image with MagicIso or something equal and switch the original kernel to the modified kernel.. Or am i wrong?

Edit: Got an error message.. Sorry, it is german, since i am german. :P

(http://666kb.com/i/b4ff5lzugory8uibi.jpg)


Code: [Select]
Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.IO.FileNotFoundException: Die Datei E:\Rollenspiele\Final Fantasy VII\data\kernel\KERNEL2.BIN17 wurde nicht gefunden.
   bei Microsoft.VisualBasic.FileSystem.FileLen(String PathName)
   bei WallMarket.Form1.Load_Command_Names(String KERNEL17)
   bei WallMarket.Form1.Open_KERNEL(Char kernel)
   bei WallMarket.Form1.OpenKERNELBINToolStripMenuItem_Click(Object sender, EventArgs e)
   bei System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   bei System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   bei System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   bei System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ToolStrip.WndProc(Message& m)
   bei System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
mscorlib
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.1434 (REDBITS.050727-1400).
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
WallMarket
    Assembly-Version: 1.0.0.0.
    Win32-Version: 1.0.0.0.
    CodeBase: file:///E:/Rollenspiele/Final%20Fantasy%20VII/FF7%20Neue%20Tools/WallMarket10/WallMarket.exe.
----------------------------------------
Microsoft.VisualBasic
    Assembly-Version: 8.0.0.0.
    Win32-Version: 8.0.50727.1434 (REDBITS.050727-1400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll.
----------------------------------------
System
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.1434 (REDBITS.050727-1400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Windows.Forms
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.1434 (REDBITS.050727-1400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System.Drawing
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.1434 (REDBITS.050727-1400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
System.Runtime.Remoting
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.1434 (REDBITS.050727-1400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll.
----------------------------------------
Microsoft.VisualBasic.resources
    Assembly-Version: 8.0.0.0.
    Win32-Version: 8.0.50727.1434 (REDBITS.050727-1400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic.resources/8.0.0.0_de_b03f5f7f11d50a3a/Microsoft.VisualBasic.resources.dll.
----------------------------------------
System.Windows.Forms.resources
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.1434 (REDBITS.050727-1400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
mscorlib.resources
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.1434 (REDBITS.050727-1400).
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
System.Xml
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.1434 (REDBITS.050727-1400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.

Edit2: I managed to open the file now, and i am going to test something.. Maybe it works, but i don't know yet. =)

Edit3: I created an Image of my FF7 Disc, and i was able to load it with ePSXe. But after injecting the kernel to the INIT-Folder, it gave me a blackscreen. :/ Guess i try something else tomorrow..
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-05 23:42:45
On a more general note: I really hate to say this, but the mistake that Armorvil made with his kernel is the exact thing WallMarket was made to prevent. He's a smart guy. I'm not saying anything to the contrary. The fact that he can put the kernel BACK into a PSX disc image (I still can't get that to work :)) means he knows what he's doing. I built WallMarket to read a kernel that fits the parameters of the original kernel. That was...disrupted. With the headers in range of the data it works fine. Basically, don't edit the contents outside of WM if you can help it. You can still play with KERNEL.BIN2 and KERNEL.BIN3 and recompile those since WM doesn't touch them (.....yet :evil:).

Hey, thanks !  :-D
But it's not really complicated, actually. There is a really cool freeware called CDMage (http://www.softpedia.com/get/CD-DVD-Tools/CD-DVD-Images-Utils/CD-Mage.shtml), and with it you can extract any file from an image, and import it back in (as long as the modified file doesn't exceed the original's length, or it will truncate it). Now you know my secret  :-)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-06 04:18:48
Quote
System.IO.FileNotFoundException: Die Datei E:\Rollenspiele\Final Fantasy VII\data\kernel\KERNEL2.BIN17 wurde nicht gefunden.

I think I mentioned this in the readme, but I may not have. WM creates the little files in the same directory that the KERNEL.BIN file is. Therefore, you cannot open this in a place where file access is read-only, such as a CD image. Copy the file to a directory on your hard drive and open the kernel from there.
Also, that error message and your code copy don't match. It looks like you're opening the kernel.bin from the PSX data in the picture. Why is it looking for kernel2.anything? That's weird since it shouldn't do anything kernel2.bin related if it doesn't find a kernel2.bin file in the same directory. Did you make a kernel2.bin and try to open that?

How come people are getting errors on things that I have no control to fix? :(
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-06 09:24:20
I did open the kernel.bin from the HDD. I extracted the files to my pc, created a folder and put all of the files inside. Then i modified the kernel.bin and injected it to the old image.

I was opening the PSX kernel.bin, since i wanted to try that with my PSX version too. =p

No, i didn't make a kernel2.bin, i just tried to open my kernel.bin
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Enoehttonmi on 2008-12-07 12:44:43
Hi, maybe I'm wrong but you forgot about one attack and it's Odin's Gaunge Lance. Sors if I said something silly, I'm noob afterall! :-P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-07 13:05:27
Hi, maybe I'm wrong but you forgot about one attack and it's Odin's Gaunge Lance. Sors if I said something silly, I'm noob afterall! :-P

It's there. It's attack ID #97.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Enoehttonmi on 2008-12-07 13:12:23
Oh...Ooops!  :-D :roll:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-07 15:28:25
hey im looking for a hex editor that allows me to type for example 50 for an ID and actually have that instead of having to type 16 to get 22. any one know of any good freeware that allows that?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-08 15:38:32
You know how you go to the movies sometimes and see teasers for movies that you already know are going to come out, but they don't tell you want the movie's about? This (http://img176.imageshack.us/img176/3476/initialcharacterdataot2.png) is kinda like that (http://img185.imageshack.us/img185/1170/initialpartywz7.png).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-08 15:54:51
Looking good!

Now, I wonder what those missing flags are...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-08 16:10:45
Looking good!

Now, I wonder what those missing flags are...

I'm going to bet that those other flags correspond to the first eight statuses. Death, Near-Death, Sleep, Poison, Sadness, Fury, Confusion, Silence. However, since only Sadness and Fury do NOT get healed at the end of battle they are the ones that get saved. Probably if these other flags are turned on they'd take effect at the beginning of the next battle, but they'd be cured at the end of it anyway. It'd be cruel to have a character start out dead, wouldn't it? :evil: Especially if it were Cloud or Aeris. Instant Game Over at the beginning or if you mess up pushing the barrels. :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-08 16:29:54
Either that, or the makers planned to have some other status changes remain after battle and later decided that only fury or sadness would stay. I'll have a look at those flags tonight.

UPDATE: I put 01h (death) and 08h (poison) in there and nothing happened, but fury and sadness worked as usual. I'll try a few more things later.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-08 21:16:26
Well, I just noticed one thing. The thing I have marked as portrait is NOT portrait. I'm not really sure what it is. There are a few things I noticed about it.

1. If it's duplicated, the first person to have it will be not in battle. The HP and MP will go to 0 although the character won't be "dead" and the other two characters will perform the battle as if the duped character wasn't there.
2. It has something to do with limit bar. If the numbers are swapped with another character then their limit bars will swap IN BATTLE, but not in the menu.
  2a. Extending this line of thought, it MAY affect limits learned and times limits have been used.
  2b. Might also affect number of kills, but I haven't tested either of these yet.
3. It doesn't affect battle names, equipment, materia, stats, or the limits themselves.
4. The characters look the same with any value so it's not battle model.
5. Every character has a unique value at this location.

I have no idea what this is. It's almost like character ID rather than portrait (which I think is determined in the menu files rather than the kernel). But since the equipment and materia doesn't change I can't say for sure.

I tested this out by switching Tifa and Aeris's values at this location in the save games.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-12-09 03:49:59
Well, I just noticed one thing. The thing I have marked as portrait is NOT portrait. I'm not really sure what it is. There are a few things I noticed about it.

1. If it's duplicated, the first person to have it will be not in battle. The HP and MP will go to 0 although the character won't be "dead" and the other two characters will perform the battle as if the duped character wasn't there.
2. It has something to do with limit bar. If the numbers are swapped with another character then their limit bars will swap IN BATTLE, but not in the menu.
  2a. Extending this line of thought, it MAY affect limits learned and times limits have been used.
  2b. Might also affect number of kills, but I haven't tested either of these yet.
3. It doesn't affect battle names, equipment, materia, stats, or the limits themselves.
4. The characters look the same with any value so it's not battle model.
5. Every character has a unique value at this location.

I have no idea what this is. It's almost like character ID rather than portrait (which I think is determined in the menu files rather than the kernel). But since the equipment and materia doesn't change I can't say for sure.

I tested this out by switching Tifa and Aeris's values at this location in the save games.

This is character ID. No more no less.
Sometimes ffvii search this as id, sometimes it use real index. In ffvii a lot of things duplicated.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-09 13:33:30
This is character ID. No more no less.
Sometimes ffvii search this as id, sometimes it use real index. In ffvii a lot of things duplicated.

I had suspected this for a while. The only reason I thought it was portrait was because I didn't see that particular data stored anywhere else. Oh well, I guess it will stay "Character ID" there instead of "Portrait". That's sad because I wanted Cloud to have a Chocobo portrait. :)

EDIT: I believe v1.1 is "ready". I'm waiting to hear back from someone on how to make the executable file smaller and remove that debuging text that Jonnylossus got. Everything should be ready to be released with that exception.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-09 19:32:52
I noticed that the "adjusted max" for HP and MP in the screenshots is 65535, and wondered whether this would cause any problems. I seem to remember reading somewhere on this forum that this value is signed, and the maximum is 32767. I could be wrong.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-09 20:09:43
I noticed that the "adjusted max" for HP and MP in the screenshots is 65535, and wondered whether this would cause any problems. I seem to remember reading somewhere on this forum that this value is signed, and the maximum is 32767. I could be wrong.

Yes, but that's technically NULL for FFVII. The readme's going to say that a lot of those fields will be a "Use at your own risk" basis. :) I don't think those adjusted maxes will alter anything. Since they're all NULL we can reasonably assume that the game engine recalculates it before the game actually starts.

I also just noticed another thing the game ignores. Needed EXP is calculated on a level up basis. The needed experience for Cloud to get to level 7 is actually wrong in the initial data. It's easy to not notice if you don't look too hard at the "win battle" screen. It states fairly clearly that Cloud needs 35 EXP to level, yet the first battle gives him 32 and he still levels (because he really only requires 6 EXP to get to level 7). Also it seems to recalculate his level when the win screen comes up. I set Cloud's level to 4 (which he DID start at) but left his experience at 610. When he gained a level he DID go up at least 3 levels (His Dexterity increased from 6 to 11 after that first battle) and the "Needed EXP to level" was calculated correctly. So level is calculated solely on experience (Also caught/fixed an error that's been around since the first pre-beta that no one noticed).
Heh. The Level Progress is actually between 0-64 (maybe 63). Set higher than that and it creates a "negative" bar beyond where the bar should end. :D Doesn't affect anything else so WM won't enforce any restrictions on it.
Man, that 2 minute intro movie gets old fast. :(
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-10 17:59:30
wow wonderful update! now i can start the project i wanted to do. yay.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-10 18:15:25
Man, that 2 minute intro movie gets old fast. :(

Can't you use GyptInstant from dziugo's YAMP (http://forums.qhimm.com/index.php?topic=5124.0) and skip the opening movie with Ctrl+S? I'm having a little trouble with playing movies on my new machine, which has actually come in handy for when I try things out with kernel.BIN3; it means that I can double click on my ff7 shortcut and be playing within 30 seconds :-)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-10 18:29:52
Man, that 2 minute intro movie gets old fast. :(

Can't you use GyptInstant from dziugo's YAMP (http://forums.qhimm.com/index.php?topic=5124.0) and skip the opening movie with Ctrl+S? I'm having a little trouble with playing movies on my new machine, which has actually come in handy for when I try things out with kernel.BIN3; it means that I can double click on my ff7 shortcut and be playing within 30 seconds :-)

I'm using the Windowed Patch so the patcher doesn't work at the moment. I'm too lazy to get a fresh 1.02 and re-patch everything.

Speaking of the Windowed Patch, it doesn't play the movies correctly. There's a large vertical gap starting at the middle of the window. It doesn't block the video, but it does displace it. It's like several columns of pixels in the video were just shoved aside.

EDIT: I have successfully created a GZip file without using GZip.exe!...except the CRC was wrong. That is fixable if I can figure out how to calculate it (I think I'm close). That's the LAST step in getting this thing independent on GZip.exe. However, now it will need zlib1.dll, which is smaller than the gzip.exe and cygwin1.dll that are packaged in there now and actually native to a Win32 API. This makes me very happy! :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-13 20:36:19
I've noticed that the materia display on the Initial Data/Character Data screen is a little bit messed up, but it's only cosmetic.

In other news, I've used WallMarket to make some new materia and spells!

http://uk.youtube.com/watch?v=CMuGaWnl0ks
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-13 21:09:31
I've noticed that the materia display on the Initial Data/Character Data screen is a little bit messed up, but it's only cosmetic.

In other news, I've used WallMarket to make some new materia and spells!

http://uk.youtube.com/watch?v=CMuGaWnl0ks

What about the Character data is messed up? Is it the materias and the links? If that's the case I'm gonna have to say live with it because there's little/nothing I can do about it.

And I'd switch Aero2's and Aero3's animations, but I'm glad there are finally wind and water attacks. :)

I also determined that the last two FFs in Kernel.bin2 are NOT linked to the empty slots in the attack menu. As far as I can tell they are ignored completely.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-13 21:13:10
Quote from: NTIFC1
What about the Character data is messed up? Is it the materias and the links? If that's the case I'm gonna have to say live with it because there's little/nothing I can do about it.

Yes, the coloured orbs do not line up completely with the slots and I can't see the links, but it's not a big problem.

Quote from: NTIFC1
And I'd switch Aero2's and Aero3's animations, but I'm glad there are finally wind and water attacks.

The Aero2 animation does look a little more dramatic, but the Aero3 animation is actually from an enemy attack called Aero3 (Rapps and Wind Wing use it). By the way, did you notice the music I used? ;-)

P.S.

If anyone wants to know how to use enemy attack animations for player spells, read this (http://forums.qhimm.com/index.php?topic=5896.0).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-14 00:18:14
Quote from: NTIFC1
What about the Character data is messed up? Is it the materias and the links? If that's the case I'm gonna have to say live with it because there's little/nothing I can do about it.

Yes, the coloured orbs do not line up completely with the slots and I can't see the links, but it's not a big problem.


That's what I figured. It looks fine on 96 DPI, but higher than that makes the links small and lower will make the links too big. Really, you just need to see if there's a link there at all. The background image (the links) don't stretch like the foreground image does. At least I don't think it does. I'll try that out later.

The music's appropriate if the viewer knows why you chose that. You should mention it in your description. ;)

Oh yes. I managed to create a 100% accurate GZip file!! I was applying the CRC creation to the encrypted data when it should be applied to the raw data. That was a little embarrassing.  :oops:  Well, all that's left now (at least with THAT feature) is to write the code that will create the GZip data. I don't even have to write them to the disk now. How 'bout that? :D

UPDATE: I need someone to test this on the PSX game. While I can create several identical gzip files, I was only testing a few. When I made it again, the accessory file was different from the others. I'm not really sure why, nor do I really care since all the others are identical. Nice thing is, it's now 1 byte smaller and works just fine on the PC version.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-14 11:58:25
Quote
UPDATE: I need someone to test this on the PSX game. While I can create several identical gzip files, I was only testing a few. When I made it again, the accessory file was different from the others. I'm not really sure why, nor do I really care since all the others are identical. Nice thing is, it's now 1 byte smaller and works just fine on the PC version.

You should know my email address, by now ;)
Excellent work, by the way ! v1.1 works great :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2008-12-14 12:24:57
Great work!
  :-D
You should add gradients and bases For HP, MP and EXP leveling too (as advanced editing or something).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-15 00:34:56
I've noticed that the materia display on the Initial Data/Character Data screen is a little bit messed up, but it's only cosmetic.

In other news, I've used WallMarket to make some new materia and spells!

http://uk.youtube.com/watch?v=CMuGaWnl0ks

What about the Character data is messed up? Is it the materias and the links? If that's the case I'm gonna have to say live with it because there's little/nothing I can do about it.

OK, I'm not too big to admit this. I'm a jerk. :) I fixed this (I think). The next version will not have that issue.


UPDATE: Now that the GZipping is working the way I want, I can begin to make an enemy attack editor that will act as a suppliment to Hojo (Since Armorvil, and I'm sure others, would like this to be so). My biggest concern was always the unpacking/repacking and the various things that could go wrong in-between. Since Hojo already does practically everything else with monster data and SceneEdit can screw with scripts, I'll just stick to editing the attacks and call it something goofy like "Hojo-Market". Making this will be a breeze compared to the nearly constant headaches and teethgrindings WM has caused me (since it'll be a watered down version of WM anyway)

PS: Armorvil reports that the minuscule-ly smaller KERNEL.BIN works in the PSX! Expect version 1.1.5 to be released later today after I remove some now-unneeded code. The only way to make this better would be to integrate the help file into the executable and hand-write the code that does the actual compressions. I honestly don't care to do that at this point. It will run no faster to do that. The point is that WM is no longer executing 27 shell commands per kernel creation which saves on time of creation, CPU ticks, and HD writes. That's what I've wanted all along. The next version update will include battle and growth data, but there's a bit to do in preparation of that so that may take some time. Be patient. It'll come.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-15 15:01:54
when i edit the initial data with this program, the text is all messed up, all the text is on top of each other. how would i fix this?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-15 15:39:48
when i edit the initial data with this program, the text is all messed up, all the text is on top of each other. how would i fix this?

If you're talking about the text in WM then your display DPI is too low. It should be 96 or higher.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-15 15:55:49
Just downloaded it; the formerly messed up materia slots on the initial data/character data screen look right now. So, how's the enemy attack editor going, and what exactly will it do?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-15 16:20:43
Just downloaded it; the formerly messed up materia slots on the initial data/character data screen look right now. So, how's the enemy attack editor going, and what exactly will it do?

How's it coming? I haven't even started yet. :D It'll happen soon. Maybe the initial one by the end of the week. It'll contain a lot of what I like to call Copy Pasta.
It'll look exactly like the Attack Tab does right now except it to the left will be the enemy names and there will be a drop-down or SECOND list with attack names. Rebuilding the Scene.bin file is a little harder than the KERNEL.BIN because every block has to be 8K in size and it's all very strictly enforced. Not a big problem, just annoying. And I don't really like the name "Hojo-Market". I feel like I'm stealing all of Squall78's thunder with that. I'm sure I'll get over it. :)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-15 16:24:45
Well, it's an attack editor; how about giving it a name like Scarlet or Heidegger?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jeeper on 2008-12-15 19:02:54
The most awesome Kernel-editor I've seen this far, I've only got one problem though, I can't compile the files into "Kernel.bin" again, and it doesn't really seem to matter what I do (Save for later, compile or compile and delete), the Kernel I'm working on will be decompiled and be an empty file och 0 bytes... Whenever I try to compile the files, it asks me to open Kernel.bin, could that be the problem?

EDIT:
Terribly sorry, I was using version 0.9-something, everything was fixed when I got my hands on the new, AWESOMER 1.1.5! Superb work!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-15 19:12:11
Well, it's an attack editor; how about giving it a name like Scarlet or Heidegger?

You mean like this?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-15 20:45:30
lol i figured it out, i deleted the window file in the kernal. oops. i fixed it. but the initial datta has an error though. the max ex gained is actually 40000 off. it messes with the kernal to where you cant reopen it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-15 21:01:08
@NTIFC1

That was quick! Are you a robot? ;-)

But there are a couple of things...

An unhandled exception occurs when I open my modded scene.bin; the program seems to work, but doesn't open any of the scenes from EA onwards. It doesn't happen when I open my unmodded backup, so it may be a problem at my end; I'm going to do a bit more experimenting.

And wallmarket doesn't recognise changes to the names of spells, weapons etc. that were made to kernel2.bin after I first used version 1.0; interestingly, it does recognise changes made with Teioh before that. The changes do show up in the game.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-15 21:04:42
@NTIFC1

That was quick! Are you a robot? ;-)

Sadly, no. :(  (you spelled my name wrong. Prepare to Die! ......or not)

But there are a couple of things...

An unhandled exception occurs when I open my modded scene.bin; the program seems to work, but doesn't open any of the scenes from EA onwards. It doesn't happen when I open my unmodded backup, so it may be a problem at my end; I'm going to do a bit more experimenting.

Well, that's a barebones thing anyway. It will work fine with an unmodded one and I thought it would work fine with a modded one too, but I guess not. I never said that was a full release anyway. ;) It's a Beta of a Demo of a Demo. :D

And wallmarket doesn't recognise changes to the names of spells, weapons etc. that were made to kernel2.bin after I first used version 1.0; interestingly, it does recognise changes made with Teioh before that. The changes do show up in the game.

Were you in PC mode? Did you build kernel2.bin after you were done editing the text?
SOLUTION: I know what it is. If kernel2.bin9, kernel2.bin10, etc. still exist then that's what WM's going to read. Open it, then select "Reload" from the File menu.

lol i figured it out, i deleted the window file in the kernal. oops. i fixed it. but the initial datta has an error though. the max ex gained is actually 40000 off. it messes with the kernal to where you cant reopen it.

I have no idea what you mean. What "window file in the kernal[sic]" and what is "max ex gained"?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-15 21:11:36
the window.bin file in the kernal folder. and in the initial stat editorpart of wall market if you set current exp. to the max and save it, when you reopen it it has an error so i went to char edit the save editer i seen what they had as max and its a 40000 difference.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-15 21:17:11
Quote from: NFITC1
Sadly, no.  :-(  (you spelled my name wrong. Prepare to Die! ......or not)

Sorry :oops:. Sometimes I get strange ideas into my head about how things are spelt or pronounced, and once they are in, it is very hard to get them out. ;-)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-15 21:29:59
the window.bin file in the kernal folder. and in the initial stat editorpart of wall market if you set current exp. to the max and save it, when you reopen it it has an error so i went to char edit the save editer i seen what they had as max and its a 40000 difference.

Ah. I see what you mean. At least for the error in WM. I don't know what's going on with whatever save editor you're using, but with WM that's a potential problem... Needs to be fixed quickly.
. . . .
Fixed. ;)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-15 21:53:36
the save editer works fine thats why i used it as a guide to fix my issue (though i live by WM,lol).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-15 21:56:47
You're officially my hero now, NFITC1  :-D
You made Heidegger so fast, and it's working so great it's pure genius.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Saint Gilgamesh on 2008-12-15 22:40:41
I am getting this error with the newest version- mscorwks.dll cannot be loaded.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-15 23:47:12
I am getting this error with the newest version- mscorwks.dll cannot be loaded.

You probably need the latest .NET Framework runtime files. They're available on Microsoft's website.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-16 13:23:58
i think the unknown value in the initial tab in WM might be GP. not sure though.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-16 15:28:00
i think the unknown value in the initial tab in WM might be GP. not sure though.
I am 100% certain that it is not. That Unknown is PER character. It's something to do with that character, but it's always 0 when the game is saved. It comes in the middle of all the HP/MP data so it might have something to do with that or possibly other stat modifing, but I'm not really sure it would do anything.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-16 16:17:24
I was not sure, you think it might have something to do with commands. I would enjoy a command maker that allows you to make commands like jump, or what not. i cant get it to work.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-16 16:29:59
There isn't much that one can do with commands right now :-(; I don't think anyone knows where the data determining how they work is. The only things one can really change by editing kernel.bin0 is the targeting info and the camera, not that that isn't useful: I made my "flash" command hit one enemy only and my "slash-all" toggle multiple targets so that it works like magic + all materia (i.e. one can choose whether to attack one target or all, and the damage is reduced by 1/3 when targeting all).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-12-16 16:41:11
There isn't much that one can do with commands right now :-(; I don't think anyone knows where the data determining how they work is. The only things one can really change by editing kernel.bin0 is the targeting info and the camera, not that that isn't useful: I made my "flash" command hit one enemy only and my "slash-all" toggle multiple targets so that it works like magic + all materia (i.e. one can choose whether to attack one target or all, and the damage is reduced by 1/3 when targeting all).

Commands mostly hardcoded. Not that much you can change about them.

Jump can be made by any attack (spell for example). Just create animation of jump and syncronize it with damage infliction. Easy, but we don't have editors for this thing.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-16 17:28:47
That's a shame  :cry:

So, other than the things that can be changed in the kernel, can anything about them be edited? Is modding them just very hard and complicated or is it impossible to do without making huge changes to the way the game works?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-12-16 18:04:33
Question. Can the kernel(s) determine how many people are in and who is in the party at particular points in the game, and also what stats they have at random intervals. so say for instance i was recreating a different game based on the FF7 engine. Would editing the Kernel allow me add characters when you meet them, give them X stats, remove them when they are removed from the party and make them return freely, and with different stats, just like Aeris and sephiroth are? I'm simply curious to see how this is done, if it anything to do with the kernel, and if so, would WM be able to do this in the future? something tells me the code in the scene files denotes this, however...

EDIT:
NFITC1, with your help, i can now conclude that the website i stumbled across years ago was right:
http://www.willamette.edu/~ejohnson/findex.htm

take a look at the ideas conveyed there, then take a look at the latest secret "key item" found by wallmarket. "Memories of yuna"... suspicious?

:P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-16 18:30:29
Question. Can the kernel(s) determine how many people are in and who is in the party at particular points in the game, and also what stats they have at random intervals. so say for instance i was recreating a different game based on the FF7 engine. Would editing the Kernel allow me add characters when you meet them, give them X stats, remove them when they are removed from the party and make them return freely, and with different stats, just like Aeris and sephiroth are? I'm simply curious to see how this is done, if it anything to do with the kernel, and if so, would WM be able to do this in the future? something tells me the code in the scene files denotes this, however...

*whistle* That's a complicated question. The short answer is no. The kernel has data for Sephiroth and Young Cloud for the Kalm flashback, then that data gets forcibly overwritten by Vincent's and Cait Sith's data by the active script at some point after the flashback is over, possibly as late as the moment they "join the party". The kernel does not contain these characters' stats and, regrettably, can't be affected by WM. Aeris's data never actually leaves the memory. Only the flag allowing you to switch to her is turned off. Same thing can be said about assigning stats. I don't think the game ever assigns this (indeed, there may not even be a function to do so). Rather, it will calculate stats based on average party level at the time the character is first recruited. They start out at level 1. Then they are given experience until their level is within a certain level of the average level of your active members (which is counted in halves in kernel.bin2). Their levels and stats are then increased accordingly.
It is most unfortunate as Vincent's and Cait Sith's initial data are not in the kernel. I don't even know where they are, but they're probably hard-coded into the main executable script.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-16 18:34:45
Quote from: NeoCloudstrife
Question. Can the kernel(s) determine how many people are in and who is in the party at particular points in the game, and also what stats they have at random intervals. so say for instance i was recreating a different game based on the FF7 engine. Would editing the Kernel allow me add characters when you meet them, give them X stats, remove them when they are removed from the party and make them return freely, and with different stats, just like Aeris and sephiroth are? I'm simply curious to see how this is done, if it anything to do with the kernel, and if so, would WM be able to do this in the future? something tells me the code in the scene files denotes this, however...


Listen to that something. If you are talking about having more characters (instead of replacing them for the whole game), you'll have to edit a lot more than the kernel, including but not limited to flevel.lgp and battle.lgp. You'll either have to make some other character IDs shared or add more slots. I'm not sure which will be harder, but neither will be easy.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-12-16 19:14:41
You can't edit number of character in party and in battle. Arrays that holds data for battle units have fixed size (10), most of checks are done like "if (unit_id < 3)"

ps:I see that there is one more slot in battle (4th), but now I think it's for additional script that direct whole battle. Terrence can answer for what 4th slot exist. I still can't. But Im very positive about that you cant adjust number of people in party or in battle.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-12-16 19:15:39
Question. Can the kernel(s) determine how many people are in and who is in the party at particular points in the game, and also what stats they have at random intervals. so say for instance i was recreating a different game based on the FF7 engine. Would editing the Kernel allow me add characters when you meet them, give them X stats, remove them when they are removed from the party and make them return freely, and with different stats, just like Aeris and sephiroth are? I'm simply curious to see how this is done, if it anything to do with the kernel, and if so, would WM be able to do this in the future? something tells me the code in the scene files denotes this, however...

*whistle* That's a complicated question. The short answer is no. The kernel has data for Sephiroth and Young Cloud for the Kalm flashback, then that data gets forcibly overwritten by Vincent's and Cait Sith's data by the active script at some point after the flashback is over, possibly as late as the moment they "join the party". The kernel does not contain these characters' stats and, regrettably, can't be affected by WM. Aeris's data never actually leaves the memory. Only the flag allowing you to switch to her is turned off. Same thing can be said about assigning stats. I don't think the game ever assigns this (indeed, there may not even be a function to do so). Rather, it will calculate stats based on average party level at the time the character is first recruited. They start out at level 1. Then they are given experience until their level is within a certain level of the average level of your active members (which is counted in halves in kernel.bin2). Their levels and stats are then increased accordingly.
It is most unfortunate as Vincent's and Cait Sith's initial data are not in the kernel. I don't even know where they are, but they're probably hard-coded into the main executable script.

so, if i were to come across sephiroth & cloud's stats (possibly in the EXE?), i guess i could use them as a base. i wonder if "young cloud" can level up just as a normal character can...if of course i could completely skip the parts where they "join the party"...active script? you mean scene files script? anyway, can these "flags" that you speak of be controlled via the kernel? and do you have any idea about how the game works out when on the timeline it triggers them? lol i'm pretty curious about this stuff now.

EDIT: just to clear things up, my intention was not to discover if More people could be added to the overall party, but if the people that are already in it could be triggered/added earlier/later than usual, thus being able to give my own feel to a game, if i ever decided to build one upon the FF7 engine.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-12-16 20:08:53
EDIT: just to clear things up, my intention was not to discover if More people could be added to the overall party, but if the people that are already in it could be triggered/added earlier/later than usual, thus being able to give my own feel to a game, if i ever decided to build one upon the FF7 engine.

Yes, you can, via field script.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-16 20:49:58
Well, it's an attack editor; how about giving it a name like Scarlet or Heidegger?

You mean like this?

Something that does this (http://img252.imageshack.us/img252/6389/youshouldwhatoc7.png) or this (http://img408.imageshack.us/img408/8449/ifyousaysoin3.png)? That's on the first post already. ;)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-16 20:59:38
That's quite an odd name for an attack :mrgreen:. Was that random silliness or is there a 4chan meme that I am missing out on?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-16 21:07:47
That's quite an odd name for an attack :mrgreen:. Was that random silliness or is there a 4chan meme that I am missing out on?

Just something random from H*R. Mostly just to see how long the names could be. :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2008-12-17 00:48:36
lol!  That's one random attack name!

One question: I know that you can edit attacks with WM and expect the enemies that use those attacks to have the changes you made.  For instance, if you turned Fire2 into Ultima, then every enemy that has Fire2 will use Ultima instead.  As a result, if you edit attacks that are in the kernel using Heidegger, the changes you made will not register unless the kernel is updated, right?  Is there a way that you could use Heidegger to change an enemy's attack such as Fire to one that's not in the kernel, such as Pale Horse?

The reason why I'm asking is that I want to make an uber Safer Sephy.  I want his Wall to cause Peerless, but at the same time, I don't want my characters to be inflicting Peerless on each other every time they use Wall.  I also want to make his Break more fearsome without changing anything about the Break my characters use.  This would mean changing both to completely different attacks, won't it?  Any way to do that?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-17 07:15:50
niftc1 do you know of any program that can change events? or even add them? for example in reactor 1 there is a recovery materia, would i be able to change it to a different one. if i did i know the text would need to be edited but its worth it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Izban on 2008-12-17 10:11:01
there is one its called metero or metior i cant remember im fairly certain that synergy blades made it but its only in beta stages and hasnt been updated in a long while
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-17 12:12:28
lol!  That's one random attack name!

One question: I know that you can edit attacks with WM and expect the enemies that use those attacks to have the changes you made.  For instance, if you turned Fire2 into Ultima, then every enemy that has Fire2 will use Ultima instead.  As a result, if you edit attacks that are in the kernel using Heidegger, the changes you made will not register unless the kernel is updated, right?  Is there a way that you could use Heidegger to change an enemy's attack such as Fire to one that's not in the kernel, such as Pale Horse?

This is correct, but the answer to the second question is no (I originally believed it was yes, now I know differently). The reason is that all the attacks are indexed. On the wiki (http://wiki.qhimm.com/FF7/Battle/Battle_Scenes#Data_file_format) there's a space in the scenes labeled as Attack IDs starting at address 0x0840. I originally thought this to be specific to the monster, but now it seems it's universal like I had pre-originally thought (it's a long story, don't worry about it). The only way to change a monster's attacks would be to change THAT number and the corresponding attack equivalent in their script. Not a simple task, but not impossible either. I MAY add a feature to Heidegger that will allow reassigning of attack IDs, but don't get your hopes up, that's a VERY ambitious action. What I CAN do is make a data sheet of different attacks' IDs. The data will still have to be changed in the scene files, however.
Basically, if you want to give another monster Pale Horse you'd have to put Pale Horse's data in that monster's scene file(s) and give it a reference in its own script to perform that action. So it is possible, but not with Heidegger (which I've only been working on for a day anyway) at the moment.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jonnylossus on 2008-12-17 12:24:52
there is one its called metero or metior i cant remember im fairly certain that synergy blades made it but its only in beta stages and hasnt been updated in a long while

I think you are talking about meteor.

http://wiki.qhimm.com/FF7/Technical/Customising

Quote
Meteor     Field editor, with dialog, script, walkmesh and encounter editing.     Synergy Blades     0.2b
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-17 13:41:00
any clue on how to extract the field files?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-17 13:57:03
A command-level decision must be reached so I'm putting it to my faithful users. Should WM make the KERNEL.BINXX files anymore? They're not needed because I found out that I can create dynamic arrays (how 'bout that?) that I can store the de/compressed info in. This would be several disk-writes shorter (and possibly make writing the kernel virtually instantaneous if the text isn't being updated). This is currently what Heidegger is doing. It reads the scene.bin and stores all 256 compressed scenes and decompresses them when needed. When a scene is selected it is decompressed into a scene file array. Since they're all 7808 bytes this part was easy. When the "Somethingchanged" check is on (though admittedly it's supposed to be invisible. sorry ;) ) and the scene changes, Heidegger re-compresses the scene that's currently loaded and puts it back in its place before loading the next scene.
So let me give you a little history lesson about WM (for those who don't know or are getting in on the ground floor on how it works). Early on in the development (before 0.9.0 was released) WM couldn't decompress or compress the KERNEL.BIN. So it relied on FF7dec to split the KERNEL.BIN into the 27 pieces so it could load each of those and draw info from. Then I decided that I could do that myself to remove a step that people shouldn't have to take. Since it was already written to use those files I just created files with the same names. This was also for the compressing. WM had to rely on GZip to compress the files (until version 1.1.5 when I learned to do it myself) then WM would read the .gz files and squish them all together in the KERNEL.BIN. This is no longer needed since all GZipping happens internally.
It is still reading from these files and writing to them. This is mostly because some things still aren't being edited (such as the KERNEL.BIN2), but now that even raw data can be edited, there's NO byte in any kernel file other than in KERNEL.BIN1 (some of these WILL NOT be touched because it would be pointless to do so) and KERNEL.BIN2 (feature coming soon) that cannot be edited. Text is also being created dynamically and appropriately. At the moment, KERNEL.BIN2 can be Hex Edited and then WM will read whatever is inside it and put it in the KERNEL.BIN since WM doesn't edit it. Once it does, however, would there really be any need to create these files? I think not or else you'd run into the problem that someone ran into where the data wouldn't match what was in the kernel if it was edited by another application.


PS:
NFITC1, with your help, i can now conclude that the website i stumbled across years ago was right:
http://www.willamette.edu/~ejohnson/findex.htm

take a look at the ideas conveyed there, then take a look at the latest secret "key item" found by wallmarket. "Memories of yuna"... suspicious?

I have no idea what you're talking about. I don't see a key item called "Memories of yuna" or anything similar. What information on that website are you getting these ideas from?


EDIT:
What I CAN do is make a data sheet of different attacks' IDs.

I've just done this. There are just under 1000 unique attacks in this game. I now have a text file and csv file (http://files.filefront.com/MonstersAttackNameszip/;12683545;/fileinfo.html) with a list of their names and the scenes that contain them.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-17 14:43:13
I'd say that WM shouldn't make the kernel.binxx files any more once every file can be edited; in any case, someone who wants to hex edit the kernel.bin files can decompress them using an older version of WM or using one of the other techniques (like this (http://forums.qhimm.com/index.php?topic=7893.msg95080#msg95080)).

And as for changing the properties of attacks that the player can use when they are used by the enemies, gjoerulv confirmed on another thread that one has to make one's own version of the attack, which requires a change of ID and some modification of the AI as well (shared attacks use 60 xx 92, enemy only ones 61 xx xx 92), I've tried this a few times and never got it right.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-17 15:22:15
no!!!! make the kernal.binXX files, i use it for fixing errors. I allways run into mistakes with my pc, for instance it crashes in the middle of it saving. so the kernal.bin files get corrupted. so i have back ups to just slip in the cluster of kernal.binXX files. so please dont get rid of that please. =(
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-17 15:49:29
Btw the guy is trying to bring up the fact that ff7 and 10 are connected. interesting, took me a few days but i played all the games involved and watched advent children and i see the connection. after finishing WM Take a look. then play 7, watch advent children, play dirge of cerberus and then play 10 and 10-2. after that think about it and you will see it massive cleary, the writer of ff7 and x10 is trying to make a point about the real world. funny really.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-17 16:15:05
Btw the guy is trying to bring up the fact that ff7 and 10 are connected. interesting, took me a few days but i played all the games involved and watched advent children and i see the connection. after finishing WM Take a look. then play 7, watch advent children, play dirge of cerberus and then play 10 and 10-2. after that think about it and you will see it massive cleary, the writer of ff7 and x10 is trying to make a point about the real world. funny really.

#1. Don't double post. The "modify" button is there for a reason.

#2. I know what that website is trying to say, but I don't know what the ""key item" found by wallmarket. "Memories of yuna"" is that NeoCloudstrife is talking about.

#3. I think I'll add a "save/load pieces" option to the file menu. I don't know why your pc is crashing, but in the interest of accuracy and complete compatibility WM should not exclusively load from them.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2008-12-17 16:55:01
You know, i have no idea what i'm talking about either. and no, it wasn't a key item, it seems to be below "guide book"...the decription had red box tags and squares (which i'm assuming are japanese characters exposed to an unjapanese format)
it wasnt there in PC mode, only PSX mode, and i cant seem to find it anymore. i may have deleted it, however...
also, as a slightly less weird side note, is the kernel responsible for the HP values of enemies? if so, maybe that could be a nice addition to wallmarket :wink:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-17 16:58:26
Everything about enemies is in scene.bin. If you want to change their HP, use Hojo (http://forums.qhimm.com/index.php?topic=7186.0).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-17 17:03:02
sry bout double posting, my pc crashes because my pc sucks and is over packed(laptop, overloaded harddrive makes it shut down cause it gets to hot), and for the other guy enamy hp is determined in scene.bin. ...


i have an idea, why not make wallmarket a universal editer? insted of just kernal go scene and field scripting.....just a thought.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-17 20:00:39
WM will only ever be a kernel editor.

So I created 1.1.7 that no longer creates the kernel pieces on its own. Rather, it will detect their presence and offer the option to open the pieces or not. It will also create them only when the user chooses to (via a new menu option) and delete them as well. This should fix about 90% of the file-related errors that people get since it will only ever read one file unless you tell it otherwise. Down side of this is it will require more memory. Peaked at just over 24MB (*cough**cough*thankyouverymuchWindows*cough* :P) where previously it was peaking out at just under 22MB I think. Let me update the help file a little and I'll throw it on filefront.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-17 21:01:34
Just one little thing, when you have the time, NFITC1 :
Heidegger is listing the scene files in hexadecimal, while most other tools and documents list them in decimal values... Could you change them to decimal, too ? It would allow one to use gjoerulv's enemy list more easily, for instance.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-17 21:36:26
Just one little thing, when you have the time, NFITC1 :
Heidegger is listing the scene files in hexadecimal, while most other tools and documents list them in decimal values... Could you change them to decimal, too ? It would allow one to use gjoerulv's enemy list more easily, for instance.

NO! I HATE YOU PEOPLE AND YOUR DEMANDS. ....wait. Oops, wrong board. teehee ;) Yeah.... Just updated it. :D
Really I've been meaning to update the Attack ID listed above the Attack names. Now it shows the actual game ID rather than the index in which appears in the file. It goes to 65535 on blank ones because their index is NULL (FFFFh).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2008-12-18 01:43:09
What I CAN do is make a data sheet of different attacks' IDs.
I've just done this. There are just under 1000 unique attacks in this game. I now have a text file and csv file (http://files.filefront.com/MonstersAttackNameszip/;12683545;/fileinfo.html) with a list of their names and the scenes that contain them.

You... are... amazing.  How do you do these things so quickly?  Are you sleep-depriving yourself or something? (please tell me you're not)

Character IA is in the kernel, isn't it?  It's used for Vincent's Limit Breaks and for Sephiroth.  Will this ever be changable?  And if it's not, do you know where it is stored?  I just wanna see what happens when you make Galian Beast, Hellmasker, etc. controllable, that's all.  As for making Seph controllable, I think I found a certain topic on that a while back.  I'll have to go looking for it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-18 02:55:53
What I CAN do is make a data sheet of different attacks' IDs.
I've just done this. There are just under 1000 unique attacks in this game. I now have a text file and csv file (http://files.filefront.com/MonstersAttackNameszip/;12683545;/fileinfo.html) with a list of their names and the scenes that contain them.

You... are... amazing.  How do you do these things so quickly?  Are you sleep-depriving yourself or something? (please tell me you're not)

Character IA is in the kernel, isn't it?  It's used for Vincent's Limit Breaks and for Sephiroth.  Will this ever be changable?  And if it's not, do you know where it is stored?  I just wanna see what happens when you make Galian Beast, Hellmasker, etc. controllable, that's all.  As for making Seph controllable, I think I found a certain topic on that a while back.  I'll have to go looking for it.

No. I'm not sleep deprived at all. I don't have a very demanding job at the moment so I work on my own projects while I have down time. I slightly modified Heidegger to produce that entire list for me so it's not like I went through all 256 scenes and wrote down the unique attacks

Yes, Character AI is in the kernel and WILL eventually (key word there) be editable. The easiest way to make Sephiroth controllable is to disable his script. That's easy. Changing the script, that's harder. I don't know how much control I'll give to this.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2008-12-18 04:57:04
Automatic list production.  Nifty!  I never thought of that.

Character AI, I just want to disable (including Vince's Limits).  Do I just change every AI value to ff or something?  I've never attempted AI editing before.  It seems all so complicated.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-18 06:13:20
Automatic list production.  Nifty!  I never thought of that.

Character AI, I just want to disable (including Vince's Limits).  Do I just change every AI value to ff or something?  I've never attempted AI editing before.  It seems all so complicated.

The data is saved in kernel piece 2 (KERNEL.BIN2 using WM) so you can create the pieces and load from them then save that data. Even though WM doesn't edit that info, it still reads it when it loads. It's like it's begging to be edited :O. Anyway, you'll just need to blank out (make the data FFh) with a hex editor and create the KERNEL.BIN from that.
Well, you obviously don't want to blank out EVERYTHING in that piece or you'll get all screwed up. :) All you'd need to do is blank out four bytes. 0x062A & 0x062B for Vincent and 0x0630 & 0x631 for Sephiroth. Instead of erasing the script, that unlinks the scripts to the characters and the game just ignores them. This SHOULD make the game think they're normal characters. Vincent's characters just have a main script while Sephiroth has Pre-battle and main scripts. However, Vincent's limit forms become uncontrollable if these scripts are disabled. The game is hardwired into looking for specific scripts when the Vincent's turn comes around. If it doesn't find them then his turn is ignored and the timer is reset to 0 and starts over. I don't know if Sephiroth is handled this way or not.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2008-12-18 10:54:22
That's both interesting and disappointing, but I can (almost) guarantee that disabling the AI for Sephiroth will make him controllable.  It's one of the things gjoerulv mentioned in his first post on the thread for his Hardcore mod.  "Disabled Sephiroth's AI so that he is controllable in the Kalm flashback" or something to that effect.  Seph is indeed controllable using his kernel, so yeah. (Unfotunately, his spells consume his MP during battle.)

Thx for the info!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-12-18 16:31:15
Sephiroth can be controllable (I checked it). Just switch his first script off (write 0xffff instead of pointer) His initing script turn on script 2 (attack script) which is run when his timer bar filled. It's not that interesting though.
Vincent limit can't be controllable. His ai turned on from executable. If you switch his attack script off - he will just reset timer bar and will not do anything.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-18 17:04:58
I noticed a weird thing in Wall Market. In my game, Braver and Big Shot randomly damaged my own characters...
I had no clue what caused this, until I decided to uncheck the Random box, in "Limit"'s command target window (in WM "command" tab). The result ? Braver hit all enemies.
Noticing these boxes didn't behave like I thought they would, I remembered that I unchecked the "Short Range" box... ...and as I thought, that's what was making my limit skills hurt my team.

Just to let you know :)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-18 17:42:37
I noticed a weird thing in Wall Market. In my game, Braver and Big Shot randomly damaged my own characters...
I had no clue what caused this, until I decided to uncheck the Random box, in "Limit"'s command target window (in WM "command" tab). The result ? Braver hit all enemies.
Noticing these boxes didn't behave like I thought they would, I remembered that I unchecked the "Short Range" box... ...and as I thought, that's what was making my limit skills hurt my team.

Just to let you know :)

WM is assigning all the targeting data for commands correctly so I'm not going to even begin to speculate why it's doing that. Kinda fun though. :D

Progress on the Battle & Growth data is going well. It's really not as hard as I had initially feared. Although I think there should be a disclaimer saying that editing that is advanced stuff and should be treated with caution.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-18 18:07:35
I know you're gonna hate me and my demands even more after this (lol), but could Heidegger list the scene files from 1 to 256, instead of from 0 to 255 ?  :-P

Quote
Progress on the Battle & Growth data is going well. It's really not as hard as I had initially feared. Although I think there should be a disclaimer saying that editing that is advanced stuff and should be treated with caution.

Wow, that's very cool. So, for example, with this, one could remove all stat growth at level up, huh... I previously had the idea of eliminating stat growth and make enemies drop sources with a chance of 100% - so the player would tightly control everyone's evolution over the course of the game (think FFX) . That could be interesting.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-18 18:29:53
I know you're gonna hate me and my demands even more after this (lol), but could Heidegger list the scene files from 1 to 256, instead of from 0 to 255 ?  :-P

No. And this time I mean it. It is referenced in the KERNEL.BIN as a 0-based index so that's how it's going to stay in Heidegger. Sorry.

Wow, that's very cool. So, for example, with this, one could remove all stat growth at level up, huh... I previously had the idea of eliminating stat growth and make enemies drop sources with a chance of 100% - so the player would tightly control everyone's evolution over the course of the game (think FFX) . That could be interesting.

Yup. Totally possible when this addition is made. That actually sounds fun. :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: burnloungaz on 2008-12-18 18:50:18
NFITC1 would you like to be a moderator for the game section of my forum?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-18 21:59:43
NFITC1 would you like to be a moderator for the game section of my forum?

No. I don't want to take the time to be a moderator to anything.

Just thought I'd leave you all with this (http://img238.imageshack.us/img238/9804/growthdatayf2.png). It's incomplete (obviously), but I'm pretty happy with it so far. Just don't ask how long it took go get that graph to work. :P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-18 22:15:04
Quote from: Me
wallmarket doesn't recognise changes to the names of spells, weapons etc. that were made to kernel2.bin after I first used version 1.0; interestingly, it does recognise changes made with Teioh before that. The changes do show up in the game.

This is fixed now.

Quote from: Me
An unhandled exception occurs when I open my modded scene.bin; the program seems to work, but doesn't open any of the scenes from EA onwards. It doesn't happen when I open my unmodded backup, so it may be a problem at my end; I'm going to do a bit more experimenting.


But this still happens; it's a "System.ArgumentNullException: Buffer cannot be null" error.

Quote from: NFITC1
Just thought I'd leave you all with this (http://img238.imageshack.us/img238/9804/growthdatayf2.png). It's incomplete (obviously), but I'm pretty happy with it so far. Just don't ask how long it took go get that graph to work. :-P

Looking good!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2008-12-19 00:49:42
I've noticed a tab on that pic that says "spell order".  Does that mean the order of the spells on the menu?  Enemy Skills and Summons included?  Just a curious question.  "Big Gurad" and "White Wind" belong at the top of the Enemy Skill list more so than "Frog Song" and "L4 Suicide" after all.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-19 00:53:32
It only includes spells on the magic menu; I don't know where the data determining in what order the enemy skills and summons go, but it is likely to be in /MENU/MGICMENU.MNU on the PSX version and in ff7.exe for the PC version.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-12-19 03:06:14
It only includes spells on the magic menu; I don't know where the data determining in what order the enemy skills and summons go, but it is likely to be in /MENU/MGICMENU.MNU on the PSX version and in ff7.exe for the PC version.

Order of enemy skills and summons determining by their id only. There is no special data that sorts them.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-19 14:39:53
Quote from: Me
An unhandled exception occurs when I open my modded scene.bin; the program seems to work, but doesn't open any of the scenes from EA onwards. It doesn't happen when I open my unmodded backup, so it may be a problem at my end; I'm going to do a bit more experimenting.

But this still happens; it's a "System.ArgumentNullException: Buffer cannot be null" error.

This has been fixed. Now that it's not forcing there to be no more or less than 33 scene blocks it works fine. :D I recreated LKM's scene.bin perfectly but modified the original one slightly. It's the same size as it's always been so I'm not real concerned. Heidegger now works to my intent and satisfaction. I'll fix errors/bugs, but I won't add any new features to it. It has been updated on the first post.

I think I need to take a brief moment and explain that last picture I hastily posted yesterday. Obviously there are six tabs there. These are representing all the information in the KERNEL.BIN2 file.

Character Growth:
This is where you can set the curves and limit info of the character in the List box in the upper left. The graph shows the possible range of stats for each level and the sliders cannot go outside those bars. Switching the buttons in the lower left will change the graph for the characters' stats. Changing the numbers to the right of those buttons will cause the characters to use a different curve. The graph uses initial data from KERNEL.BIN3 to get starting values so Yuffie's graphs all start at level 1 with stat 0. This will change if you modify the starting values in the Initial Character Data tab under Initial Data. Cait Sith's and Vincent's Initial Data is not contained in the KERNEL.BIN at all so their starting stats have been hard coded into the data.
Let me also add a disclaimer that the graphs assume that the stat increases are sequential in the bonuses and none are lower than the previous increases. If this is broken, the graph will be inaccurate.
You can also see frames for limits. The drop-downs there will be populated with attack names taken from KERNEL.BIN18 so as those change, these will be updated. To the right of limits X-1 and X-2 (sans level 4) there is a Uses required. This is the number of times that limit must be used to get to the next one. The game will ignore this if the next limit is empty or use count is NULL (FFFFh). The HP Divisor at the bottom right of these frames indicates....something. It's a calculation to do with MHP, but I'm not exactly sure how it calculates it. Either MHP / (Divisor / 100) damage raises the limit bar 1 point (what I suspect) or MHP * (Divisor / 100) is amount of damage required to get the limit bar to full. Regardless, the lower the number, the easier it is to "break limit" or whatever you want to call that action. :)

Curves:
The curves themselves can be edited here. Changing them will be reflected on the graph too and you can make some pretty funky curves. It might even be possible to break the program and stuff. :D On here will also be the stat bonus. The process of calculating that is basically described on the wiki (http://wiki.qhimm.com/FF7/Battle_and_growth_data) and in Terence's Party Mechanics FAQ. So you can get your characters to have stats at level 100 within one level or never have any gain if you so choose. The bonuses are universal, but the curves are there to allow you to change the characters as you wish. :)

Character AI:
Admittedly this is currently blank. It will eventually have Character AI data so you can make characters automated or have them perform some action at the beginning of the battles. This will take the longest time to decode. Sorry, be patient. :(

Random Numbers:
This is just crazy stuff. It's all the numbers 0 - 255 inclusive all jumbled up. When the game wants a random number it randomly picks one of these bytes and uses that as the random number..... Crazy, I know. But you can use this to your advantage. If you set them all to the same number then your chances of really rare things happening becomes 100% (this,of course, assumes that you know the right number to change it to ;) ).

Scene look-up:
This is one of those things I'm going to classify as "use at your own risk". I'm only allowing editing of this because it's there in the KERNEL.BIN2 file. Hojo and Heidegger should be able to change these on their own, but you can set them however you want. The results could very well be disastrous so use with great care. More detail on the structure of this is in the wiki link above.

Spell Order:
This is also described on the wiki link above so I won't bother describing it further.

Have fun speculating on how great this will be. ;)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-19 16:59:32
Quote from: NFITC1
The HP Divisor at the bottom right of these frames indicates....something. It's a calculation to do with MHP, but I'm not exactly sure how it calculates it. Either MHP / (Divisor / 100) damage raises the limit bar 1 point (what I suspect) or MHP * (Divisor / 100) is amount of damage required to get the limit bar to full. Regardless, the lower the number, the easier it is to "break limit" or whatever you want to call that action.

I don't think that it is either of those: they would both require the character to lose more HP before a limit break than they actually do. T Fergusson says this in his "party mechanics FAQ":

Code: [Select]
The Limit Bar dictates when you can use a certain Limit Break.
Depending on your Status Attributes, and which Limit Level you have chosen
to build, it will grow quickly or slowly based on the damage you take.

A character's Limit Bar is measured in Units.  Once a Limit Bar contains 255
Units, the Limit Bar is full, and the character may use their Limit Break.

The conversion rate between damage points and Limit Bar Units is as
follows:

   Units gained = [[300 * HP Lost / Max HP] * 256 * Status Factor / LNum]



In the above formula, Status Factor is equal to 2.0 while in 'Fury' Status,
0.5 in 'Sadness' Status, and 1.0 otherwise.

LNum, on the other hand, is a special number that varies for each character
at each Limit Level.  The following table shows the LNum value for all nine
characters at each of their Limit Levels.

                   Level 1       Level 2       Level 3       Level 4
     Cloud           140           324           435           506
     Barret          129           240           374           450
     Tifa            120           334           509           566
     Aeris           200           284           322           436
     Red XIII        195           300           389           486
     Yuffie          200           300           400           480
     Cait Sith       160           180          9590 *       12760 *
     Vincent         202           244           319           426
     Cid             200           280           380           480

 * Cait Sith does not have either a L3 or L4 Limit Break - these numbers
   are still in the data, however.


Obviously, the higher the number, the larger the percentage of your Max HP
you must lose before you can fill the Limit Bar.  With the numbers above, it
is possible to work out the rough percentage of HP that must be lost:

                   Level 1       Level 2       Level 3       Level 4
     Cloud           46.5%        107.6%        144.4%        168.0%
     Barret          42.8%         79.7%        124.2%        149.4%
     Tifa            39.8%        110.9%        169.0%        187.9%
     Aeris           66.4%         94.3%        106.9%        144.8%
     Red XIII        64.7%         99.6%        129.2%        161.4%
     Yuffie          66.4%         99.6%        132.8%        159.3%
     Cait Sith       53.1%         59.8%         ----          ----
     Vincent         67.1%         81.0%        105.9%        141.4%
     Cid             66.4%         93.0%        126.2%        159.3%

This is backed up by my experience; my Cloud (I may have modded this, I have lost track of the number of mods I have made), has a lv1 divisor of d2; using T Fergusson's formula he would need to lose 83 HP at the start of the game (with a MHP of 302) before getting a limit break. I haven't checked this, but that is approximately the amount of HP he loses before getting a limit break.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: NameSpoofer on 2008-12-19 18:49:59
Hello,

Sorry for having some noob questions here but since the fact that I mostly hex edit the kernel.bin, I havent been able to use this program well. So with wall market you can edit the attack sound of the weapon, but does anyone know the index sound of rude's attack? Since i swap rude with barret i want to change the attack sound of barret gunshot to rude's punch.

Also, how do you change the attacking texture of a limit. For example, if i want to change the chain of machine gun shots in barret's ungarmax into a chain of grand spark, how do i do that?

Also, when i swap the limit between cloud and vincent, i got this level overflow glitch (although the battle animations are fine). Any help here?

(http://i57.photobucket.com/albums/g221/sakurai851_091091/primayb4.jpg)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-19 19:02:39
I don't think that it is either of those: they would both require the character to lose more HP before a limit break than they actually do. T Fergusson says this in his "party mechanics FAQ":

. . .

This is backed up by my experience; my Cloud (I may have modded this, I have lost track of the number of mods I have made), has a lv1 divisor of d2; using T Fergusson's formula he would need to lose 83 HP at the start of the game (with a MHP of 302) before getting a limit break. I haven't checked this, but that is approximately the amount of HP he loses before getting a limit break.

Ha. Well I certainly won't argue against Terence. It was mostly a guess on my part anyway with little to no observational data. ;)

Also, how do you change the attacking texture of a limit. For example, if i want to change the chain of machine gun shots in barret's ungarmax into a chain of grand spark, how do i do that?

No clue. Limit data isn't stored in the KERNEL.BIN so you'll have to look elsewhere for that info. The limit's name is stored in the KERNEL so you can use/change that at least.

Also, when i swap the limit between cloud and vincent, i got this level overflow glitch (although the battle animations are fine). Any help here?

What do you mean swap the limit? Are you editing the Growth data manually? At least that picture tells me needed exp is an unsigned Int32 value instead of a signed one. :)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-19 19:10:03
Also, how do you change the attacking texture of a limit. For example, if i want to change the chain of machine gun shots in barret's ungarmax into a chain of grand spark, how do i do that?

No clue. Limit data isn't stored in the KERNEL.BIN so you'll have to look elsewhere for that info. The limit's name is stored in the KERNEL so you can use/change that at least.

Some info on limit breaks is in my post here (http://forums.qhimm.com/index.php?topic=7928.msg96804#msg96804), although I don't know how to give enemy specific animations to limit breaks, so you might have to work that out yourself.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2008-12-19 20:01:05
Also, how do you change the attacking texture of a limit. For example, if i want to change the chain of machine gun shots in barret's ungarmax into a chain of grand spark, how do i do that?

No clue. Limit data isn't stored in the KERNEL.BIN so you'll have to look elsewhere for that info. The limit's name is stored in the KERNEL so you can use/change that at least.

Some info on limit breaks is in my post here (http://forums.qhimm.com/index.php?topic=7928.msg96804#msg96804), although I don't know how to give enemy specific animations to limit breaks, so you might have to work that out yourself.

Limit attack animation manipulated by animation script. Animation script Id for limits - hardcoded (don't remember which is which). To change effect of chain of machine gun shots in barret's ungarmax into a chain of grand spark you need to change animation script (0xF8[XX] - attach effect of machine gun shot to given model joint).  Impact effect id set with attack data though.
ps: I not looked into difficult animations scripts yet so I can't say this is 100% true, but more or less this is true =)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: NameSpoofer on 2008-12-19 20:40:50
Limit swap is, well, changing the limit AI while still keeping the same ID. For example, in my Turks Mod, i modify the kernel.bin so that Rufus ( in vincent's battle skeleton ) is able to do vincent's limit break while still keep ID as Cloud. Like this:

(http://i57.photobucket.com/albums/g221/sakurai851_091091/ff72008-12-1916-28-27-23.jpg)
(http://i57.photobucket.com/albums/g221/sakurai851_091091/ff72008-12-1916-28-55-26.jpg)
(http://i57.photobucket.com/albums/g221/sakurai851_091091/ff72008-12-1916-29-30-17.jpg)

The overflow level exp i got is after i edit the kernel and load a save file. When I start a new game, this didnt occur so I believe it is because of the kernel but I have no idea why. Anyway thanks for the information.

Btw kudistos megistos i saw your video on youtube you were able to change some spells to aero3 how did you do that?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-19 20:47:52
Most of it was general editing with wallmarket. The only thing I found troublesome was the animation ID. It turns out that one has to add 4e to the animation ID of the enemy attack and use that as the ID for the magic attack. For example, the animation ID for Rapps' aero3 is 5c; adding 4e to that makes aa, and that the the animation ID one has to put in for a magic spell to use that animation. I found all of the information I needed to do this in this thread (http://forums.qhimm.com/index.php?topic=5896.0).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-20 19:29:38
I'm eagerly awaiting WallMarket's amazing new version. Actually, my whole project is on hold till I can edit the characters' stat growth. 8-)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-20 19:39:20
I'm doing something similar; my edits won't be quite as dramatic, but I plan to make the characters much more individual and to make the exp. curve much steeper as the levels increase.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-20 19:47:19
I'm doing something similar; my edits won't be quite as dramatic, but I plan to make the characters much more individual and to make the exp. curve much steeper as the levels increase.

Good idea. I thought about that, too. So it looks my mod will be a "no stat growth" (with the player deciding how to use the many sources), while yours will be a "special stat growth" - with Aeris having the stat growth of a mage while Cloud would have the stat growth of a knight, for example ?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-20 19:52:22
More or less. I'm going to exaggerate the differences between the characters in the normal game; Cloud is going to be strong in all areas, Aeris is going to be a mage, Barret will be a even stronger physically (and have the most HP), Yuffie and Tifa will be very quick, and so on. I'm also going to add some more special effects to their weapons: Barret's machine guns will be able to hit all enemies (by ticking both "start as multiple" and "toggle multiple" in wallmarket), Yuffie's weapons will be able to cause status effects (since she always has something up her sleeve). I'm trying to make every character and every weapon unique, so that the player has to choose who and what will be best to use in battle, and the decision will really matter.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-20 20:14:24
More or less. I'm going to exaggerate the differences between the characters in the normal game; Cloud is going to be strong in all areas, Aeris is going to be a mage, Barret will be a even stronger physically (and have the most HP), Yuffie and Tifa will be very quick, and so on.

This looks like what I did in my own patch, with the starting stats.
Here is the character order I chose for each stat :

HP : Barret > Cid > Cloud > Cait > RedXIII > Tifa > Vincent > Yuffie > Aeris
MP : Aeris > Vincent > Cait > Yuffie > Tifa > Red > Cloud > Cid > Barret
STR : Barret > Cid > Cloud > Tifa > RedXIII > Yuffie > Cait > Vincent > Aeris
MAG : Aeris > Cait > Vincent > Yuffie > Tifa > RedXIII > Cloud > Cid > Barret
VIT : Barret > Cid > Cloud > Red > Cait > Vincent > Tifa > Yuffie > Aeris
SPR : Aeris > Yuffie > Vincent > Cait > Red > Tifa > Cloud > Cid > Barret
DEX : Yuffie > Red > Tifa > Vincent > Aeris > Cait > Cloud > Cid > Barret
LCK : Barret > Cid > Cloud > Tifa > Yuffie > Aeris > Red > Vincent > Cait

It's weird that Cait Sith has the worst luck stat, being a fortune-teller, but this choice allowed some kind of balance.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-20 20:27:35
Cait Sith is the only one with whom I don't know what to do. I never use him, but still...I think that I might give him high HP (that giant stuffed mog must offer some protection), high magic power, low speed and low strength (surely a little cat can't hit very hard). I'm might give him weak weapons and make up for it by letting him use limit breaks more often. Actually, that might be a good way to balance things out; characters with higher overall stats and powerful limit breaks and weapons can get limit breaks less often.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-22 16:11:55
I'm still a bit off in generating the HP values for each level. This is what T. Fergusson says they are:

Code: [Select]
  Cloud  8960-9511
 Barret  9435-9999
   Tifa  8513-9037
  Aeris  8304-8816
    Red  8980-9556
 Yuffie  8471-8993
   Cait  8608-9135
Vincent  8211-8779
    Cid  8682-9284

This is what my test stat prog says:
Code: [Select]
  Cloud  9007-9554
 Barret  9481-9999
   Tifa  8561-9075
  Aeris  8348-8854
    Red  9024-9585
 Yuffie  8516-9037
   Cait  8650-9177
Vincent  8253-8801
    Cid  8727-9318

They're all a little bit high as if they're going half-a-level beyond max (like lvl 99.5). Anyone have any insights on calculating these?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-22 19:12:25
What are the min/max HP values for each ten levels? It might help if we could see whether there is a sudden jump or a steady progression in extra HP. And does your program round down (sorry if the answer to that is obvious)?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-22 20:07:32
What are the min/max HP values for each ten levels? It might help if we could see whether there is a sudden jump or a steady progression in extra HP. And does your program round down (sorry if the answer to that is obvious)?

Heh you may regret that ;)

Code: [Select]
Char Level H MHP L MHP

Cloud: 7 334 323
Cloud: 12 474 441
Cloud: 22 955 892
Cloud: 32 1753 1658
Cloud: 42 2806 2639
Cloud: 52 4069 3826
Cloud: 62 5435 5123
Cloud: 82 7834 7381
Cloud: 99 9554 9007

Barret: 2 246 233
Barret: 12 513 486
Barret: 22 1051 988
Barret: 32 1938 1831
Barret: 42 3179 2988
Barret: 52 4623 4358
Barret: 62 6039 5673
Barret: 82 8338 7830
Barret: 99 9999 9481

Tifa: 2 239 228
Tifa: 12 460 432
Tifa: 22 898 841
Tifa: 32 1570 1475
Tifa: 42 2567 2422
Tifa: 52 3824 3590
Tifa: 62 5133 4832
Tifa: 82 7457 7027
Tifa: 99 9075 8561

Aeris: 2 195 185
Aeris: 12 403 382
Aeris: 22 858 812
Aeris: 32 1573 1484
Aeris: 42 2553 2405
Aeris: 52 3714 3496
Aeris: 62 4961 4665
Aeris: 82 7210 6797
Aeris: 99 8854 8348

Red XIII: 2 244 231
Red XIII: 12 502 475
Red XIII: 22 1023 957
Red XIII: 32 1834 1726
Red XIII: 42 2937 2763
Red XIII: 52 4229 3992
Red XIII: 62 5567 5247
Red XIII: 82 7936 7475
Red XIII: 99 9585 9024

Yuffie: 2 127 127
Yuffie: 12 425 425
Yuffie: 22 852 802
Yuffie: 32 1531 1447
Yuffie: 42 2492 2345
Yuffie: 52 3663 3446
Yuffie: 62 4938 4645
Yuffie: 82 7333 6886
Yuffie: 99 9037 8516

Cait Sith: 2 250 236
Cait Sith: 12 544 506
Cait Sith: 22 1117 1061
Cait Sith: 32 1997 1874
Cait Sith: 42 3162 2978
Cait Sith: 52 4610 4340
Cait Sith: 62 5951 5601
Cait Sith: 82 7911 7444
Cait Sith: 99 9177 8652

Vincent: 2 197 187
Vincent: 12 421 392
Vincent: 22 885 828
Vincent: 32 1591 1497
Vincent: 42 2502 2365
Vincent: 52 3637 3421
Vincent: 62 4864 4571
Vincent: 82 7236 6789
Vincent: 99 8800 8253

Cid: 2 248 234
Cid: 12 492 459
Cid: 22 972 913
Cid: 32 1796 1677
Cid: 42 2906 2732
Cid: 52 4172 3934
Cid: 62 5460 5133
Cid: 82 7738 7281
Cid: 99 9319 8722

That's my calculated upper and lower MHP for each of the 8 brackets and the final level. Yes, it is rounding down and here is the basic way I'm calculating it:

Code: [Select]
BaseDifference = 40 * CurveBase + (level - 1) * CurveGradient  [CurveBase is between -128 - 127 inclusive]
Difference = (1 .. 8) + (100 * BaseDifference / CurrentMHP) - 100   [capped between 0 and 11; L MHP uses 1 and H MHP uses 8]
NewMHP = CurrentMHP + Floor(RandomBonus(Difference) * CurveGradient)

The actual code is significantly different from that, but that's the functional equlivalent. :)

EDIT: I also just found an error in his example:
Quote
The minimum for him in that level bracket would, of course, be 40% of 98, or 58 (remember to round down).
40% of 98 is not 58, it's 39. 58 is ~60% of 98
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-22 21:42:50
Quote from: NFITC1
EDIT: I also just found an error in his example:
Quote from: T Fergusson
The minimum for him in that level bracket would, of course, be 40% of 98, or 58 (remember to round down).
40% of 98 is not 58, it's 39. 58 is ~60% of 98

T Fergusson was WRONG!? :-o Hmmm, he calculated 40% of the maximum gain rather than 40% of the gradient.

I was hoping that it would turn out that your program was starting off a level early (giving you level 3 stats at level 2, and so on), but it doesn't look like that is happening and since I haven't done maths in any serious way since I was 16 I probably won't be of much help in a project like this. If your program is doing exactly what the FAQ says it should do (let me check: it is calculating the base and gradient of the level the character is about to gain, isn't it?), then I really don't know what to suggest. Maybe there are some miscalculations in the FAQ?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2008-12-23 04:27:51
T Fergusson was WRONG!? :-o Hmmm, he calculated 40% of the maximum gain rather than 40% of the gradient.

If this is true.... I honestly dare not claim myself more accurate than T Fergusson. If his equations are right then his math is wrong. THAT I could live with (I am a Computer Engineer AND Math major after all ;) ). What I need now is some hard data. I'm going to start a new game and see if I can get Cloud/Barret to have a higher MHP than T Fergusson's Highest MHP or have a lower MHP than my calculated lowest MHP. Unfortunately, I won't be able to do this until next week (this week containing Christmas and all). If anyone would like to help I'd be happy to see the results.

What to do:
1. Start a game where you aren't cheating or use a un-cheated save game (or at least one where the kernel.bin and the save game's MHPs are unaltered)
2. Get Hojo to increase the EXP a nearby enemy (all nearby enemies) to give, like, 3,000,000 Exp. (they'll have to level up naturally for this to work)
3. Load game with save and get players up to level 99.
4. Record MHPs and do step 3 again IF it falls within both mine and T Fergusson's ranges
5. If one is higher than T Fergusson's Highest MHP then mine are probably right; If one is lower than my lowest MHP, then he's probably right and I have to re-think my calculations

If you get a result please email me the save game. The address is beneath my avatar. Development on WallMarket v1.2.0 is on hold until this is resolved (it would be pointless to release without accurate results).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-23 04:32:31
I'll try that tomorrow.

EDIT: I'm trying this now; if Cloud gets more than 9130HP (of course, he has -4% MHP at the start because of his two materia), I'll report. This could take a while, however, so if anyone else wants to have a go...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2008-12-23 19:58:13
I'd like to help, but since I don't have the PC version, I wouldn't be able to email the save game...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2008-12-23 21:28:28
No luck so far. So, has anyone else given this a go yet?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-01-03 19:46:03
It's been less than two weeks and I don't see that anyone has gotten anything conclusive. I haven't been able to touch WM since my last post so there's nothing new yet. Has anyone played with MHP lately? I'm not really sure what to do at this point. I'm going to take an old save and set Cloud back to his original initial stats and see what happens. There's just so many things I'm thinking about doing with this last section I can't remember them all...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-01-03 20:21:01
I still haven't had any luck. I've been using a party of Cloud, Tifa and Aeris, and none of the have had MHPs at level 99 outside of either T Fergusson's or your program's ranges, or have even come close; Cloud, for example, has got an MHP between 9200 and 9450 every time. I'll try a few more times tonight.

Has anyone else been playing with it?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2009-01-03 22:23:16
In my patch I made the curves based on TF's work. Then I tested my altering, and after a few tests (lvl 1 - 99) I was satisfied with all curves. The HP growth went precisely as I wanted. They never want outside the range (at each lvl 10 mark that is).

How are you planning the interface for the curve making?

One note to stat tweakers: Unless you make the base stats extremely high (100+) it's useless to alter 'em, 'cause The curve will eventually even the stats out normally. If you want starting stats 100+ the stats will not grow by level.

EDIT: oh I forgot the reason I posted. :P I see you find TF's numbers to be inaccurate. I just wanted to say that by my calculations and testing the formulas seem pretty accurate. It might be hard to find the exact formula though. As a final solution (as Hitler lol) you could just make the user type in the gradients and the bases for the curves. At least then they'll get a way to alter 'em.
I made a proggy to calculate each level HP and MP increase, and randomized the growth (if possible). This is, of course, based on TF's formulas.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-01-04 06:05:46
How are you planning the interface for the curve making?

There are five steps to curve generation with WM:

1. Get the initial Stat
2. Get the curve that stat is linked to
3. Use the bases and gradients in that curve for each level
4. The curve will be generated based on TFergusson's equations mentioned in my previous post
   4a. The Max MHP will be given the +8 as a random modifier
   4b. The Min MHP will be given the +1 as a random modifier
5. Based on the resultant number in that equation will determine the bonus given to the additional MHP.

EVERY value in this process (except the constants in 4) will be alterable. All initial stats can already be modified. The stat curves will be alterable as will the bases and gradients of each curve and how much bonus is given.

The interface will look something like this (http://img238.imageshack.us/img238/9804/growthdatayf2.png), but that picture is pretty outdated now. It will now only display min and max for a certain level rather than having that entire rectangle (which I always thought looked weird).

It might be hard to find the exact formula though.

This might be my problem. I'm assuming TFergusson's formulas are 100% correct. While all my stats' mins and maxes are lining up perfectly, it's only the MHP and MMP that are different... Those have a lot of variance in them and they may not be getting calculated correctly. And let's face it, the odds of actually getting the Max or Min MHP is so low we might never really see it in the game.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Cheyck on 2009-01-04 08:53:09
Hi !

Sorry but I have a big problem with the last Wallmarket version ... T___T

I used the 0.9.0.2 version of the program before and it functioned very well. When I test to use the program, the error message according to post:

" the application; did not succeed with s' to correctly initialize (0xc0000135)… "

Help me please T___T
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-01-05 14:53:13
Hi !

Sorry but I have a big problem with the last Wallmarket version ... T___T

I used the 0.9.0.2 version of the program before and it functioned very well. When I test to use the program, the error message according to post:

" the application; did not succeed with s' to correctly initialize (0xc0000135)… "

Help me please T___T

Your email address leads me to believe that you speak French so I will try to word this in a way that Babelfish might understand. ;)

I can not and will not support older versions of WallMarket. Many of them do not work properly. Use the most recent version (1.1.7) and take a screen shot of the error you are receiving. Even if it is in French I will be able to understand what the error is.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: dziugo on 2009-01-05 15:27:49
Hi !

Sorry but I have a big problem with the last Wallmarket version ... T___T

I used the 0.9.0.2 version of the program before and it functioned very well. When I test to use the program, the error message according to post:

" the application; did not succeed with s' to correctly initialize (0xc0000135)… "

Help me please T___T
Blind guess - you don't have .NET Framework installed.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-01-05 21:24:05
http://img522.imageshack.us/img522/7997/charaiig6.png

Just to let ya'll know I'm still thinking about ya. ;)
Not complete, of course. I'm still trying to work out a way to determine if there IS a script there or not. Right now all it does is show an asterisk by the name and section of non-empty scripts.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ChickenWuss on 2009-01-05 21:30:55
Just want to say to the designer of this...TOTAL BRILLIANCE :) Keep up the good work
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-01-06 19:27:35
This is something I've wanted to do since I started making WM (http://www.youtube.com/watch?v=gRdLgyBDruk). :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2009-01-06 20:22:33
http://img522.imageshack.us/img522/7997/charaiig6.png

Just to let ya'll know I'm still thinking about ya. ;)
Not complete, of course. I'm still trying to work out a way to determine if there IS a script there or not. Right now all it does is show an asterisk by the name and section of non-empty scripts.

To tell you the truth - script totally uneditable this way. Try to replace some of standart constructs like this

Quote
0x12 0x70 0x20 0x02 0xA0 0x20 0x82 0x90 to SetRandomOpponentToAttack()
and
                if (GetU8(script_offset + pointer + 0)  == 0x60 &&
                    GetU8(script_offset + pointer + 2)  == 0x02 &&
                    GetU8(script_offset + pointer + 5) == 0x92)
                {
                    int action   = GetU8(script_offset + pointer + 1);
                    int address1 = GetU16LE(script_offset + pointer + 3) >> 3;
                    int bits1    = GetU16LE(script_offset + pointer + 3) & 7;

                    LOGGER->Log("RunCommand(0x%02x, h[0x%04x + 0x%02x]);\n", action, address1, bits1);
                    pointer += 6;
                    continue;
                }

I think it was something like this at the beginning and was transformed to this bite code during export.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-01-06 20:41:57
http://img522.imageshack.us/img522/7997/charaiig6.png

Just to let ya'll know I'm still thinking about ya. ;)
Not complete, of course. I'm still trying to work out a way to determine if there IS a script there or not. Right now all it does is show an asterisk by the name and section of non-empty scripts.

To tell you the truth - script totally uneditable this way. Try to replace some of standart constructs like this

I know. Disassembling is very hard to put it into something resembling the original code. I can easily see it in my head when I look at the code, but getting a computer to do it is a little harder because I'd have to make conditions for all that logic. ATM, the scripts are just read-only. If I make them editable it will be for advanced scripters only. Making it so the average person can edit it is a bit harder. It's easier to go from a high-level code down to a low level code, but even that gets tricky because I can only program what is known.

Ex:
Code: [Select]
11 0000
60 70
01 3820
60 02
32
30
90
Becomes:
&0x0000 = (&0x2038 * 2) + 0x70

That's the first "line" of Vincent's main script and the value stored at 0x0000 eventually ends up being the attack he performs when in form [&0x2038]. Changing that 0x70 changes the attacks he attempts.

Problem is. I can't get the program to display that very well.

UPDATE: I'm too busy playing through CC to have done anything with this recently. Fear not, I'm close to the end. Man, that Costly Punch makes lots of the battles a breeze.

PS - "Hey Vegeta! What's the scouter say about this thread's view count?"
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-01-10 17:42:23
So, do you think that your work would be able to translate into an enemy AI editor? Of course, we have stat and attack editors, but editing the AI is what makes  the best mods ;-)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: hotdog963al on 2009-01-10 21:48:38
I'd just like to say thank you for creating this amazing tool!

Stunning, quite stunning. I'm so glad there's an active community out there for all this!  :-)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-01-14 18:01:24
Has it really been over a week since I updated? I guess so. I've been taking Akari's suggestion and running with it. Trying to create something that most people could read. I've run into a problem, however.

Ignoring the fact that this is very hard work, let's also talk about erroneous scripts.

Cloud's Physical Counter and Sephiroth's Main scripts have several instances of two consecutive 72h commands. Only one of these will be called (the first one in each instance) and the second one is completely avoided. Why, then, is it there? Some weird deal with their compiler? Who knows.

Sephiroth's Init script is contradicting TFergusson's data. The script starts out:
Code: [Select]
12 6020
10 2440
80
60 01
90
and it does that three more times with other values in the 10h command. Fergusson states in his nots on command 80h:
Quote
Absolutely *NOTHING* happens (not even popping variables off) if 'y' is a '1x'-type Var.
y is either the first or second pop, he wasn't clear on that, but it's probably the first. However, if you notice the first two commands are to pop 1X-type variables to the stack so according to him this script shouldn't do anything . . . but it does.

This particular script, to me, translates as (in very simple terms):

Code: [Select]
Self.MainScriptOverride = True
Self.Flag(200) = True   [&4029]
Self.Flag(100) = True   [&4028]
Self.Flag(400) = True   [&402A]

I'm not sure what these flags so...I guess I'm slightly stuck. I may just have to leave these in assembler (Which is easiest for me, but I know it's not good for everyone).

UPDATE: So who wants to see the decompiled Character AI Scripts? Yeah, I thought you did. ;)

Cloud.PhysicalCounter:

Code: [Select]
LocalVar:0000 <- 255
If (&BattleVar(Self).CharVar(Ally Covered) == 19)
{
LocalVar:0000 <- 80
}
ElseIf (&BattleVar(Self).CharVar(Ally Covered) == 18)
{
LocalVar:0000 <- 81
}
ElseIf (&BattleVar(Self).CharVar(Ally Covered) == 21)
{
LocalVar:0000 <- 82
}
ElseIf (&BattleVar(Self).CharVar(Ally Covered) == 17)
{
LocalVar:0000 <- 83
}
POP()
If ( (&LocalVar:0000 != 255) )
{
BattleVar(TempGlobal) <- &GlobalVar(0000)
BattleVar(2018) <- &BattleVar(TempGlobal)
BattleVar(TempGlobal) <- &BattleVar(TempGlobal) + 3
If ( (&BattleVar(TempGlobal) > 200) )
{
BattleVar(TempGlobal) <- 200
}
GlobalVar(0000) <- &BattleVar(TempGlobal))
Debug.Print: "LOVEPARA CHR:%d, %d->%d" ; &BattleVar(Self).CharVar(Ally Covered) - 16; &BattleVar(2018); &BattleVar(TempGlobal)
}

Cloud.AllyDeath

Code: [Select]
LocalVar:0020 <- 0
If ( (&LocalVar:0020 < 3) )
{
BattleVar(Target) <- FlagBit(&LocalVar:0020)
If (&BattleVar(Target).CharVar(Status))
{
LocalVar:0000 <- 255
If (&BattleVar(Target).CharVar(Formation) == 19)
{
LocalVar:0000 <- 80
}
ElseIf (&BattleVar(Target).CharVar(Formation) == 18)
{
LocalVar:0000 <- 81
}
ElseIf (&BattleVar(Target).CharVar(Formation) == 21)
{
LocalVar:0000 <- 82
}
ElseIf (&BattleVar(Target).CharVar(Formation) == 17)
{
LocalVar:0000 <- 83
}
POP()
If ( (&LocalVar:0000 != 255) )
{
BattleVar(TempGlobal) <- &GlobalVar(0000)
BattleVar(2018) <- &BattleVar(TempGlobal)
BattleVar(TempGlobal) <- &BattleVar(TempGlobal) - 5
If ( (&BattleVar(TempGlobal) < 50) )
{
BattleVar(TempGlobal) <- 50
}
GlobalVar(0000) <- &BattleVar(TempGlobal))
Debug.Print: "LOVEPARA CHR:%d, %d->%d" ; &BattleVar(Target).CharVar(Formation) - 16; &BattleVar(2018); &BattleVar(TempGlobal)
}
LocalVar:0020 <- &LocalVar:0020 + 1
GOTO: 0x0006
}

Barret.Init

Code: [Select]
Link with scripts on character: 3
Tifa.Init

Code: [Select]
Link with scripts on character: 3
Aeris.GeneralCounter

Code: [Select]
If (&BattleVar(Self).CharVar(Formation) == 19)
{
LocalVar:0080 <- 80
}
ElseIf (&BattleVar(Self).CharVar(Formation) == 18)
{
LocalVar:0080 <- 81
}
ElseIf (&BattleVar(Self).CharVar(Formation) == 21)
{
LocalVar:0080 <- 82
}
ElseIf (&BattleVar(Self).CharVar(Formation) == 17)
{
LocalVar:0080 <- 83
}
POP()
BattleVar(Target) <- &BattleVar(Self).CharVar(40D0)
BattleVar(Target) <-  (&BattleVar(Target).CharVar(Formation) == 16)
If (&BattleVar(Target))
{
LocalVar:0020 <- &BattleVar(Self).CharVar(4160)
LocalVar:0060 <- 0
If ( (&LocalVar:0020 < &LocalVar:0000) )
{
LocalVar:00A0 <- 0
LocalVar:0060 <- 2
}
ElseIf (&LocalVar:00C0)
{
If (&LocalVar:0020)
{
LocalVar:00A0 <- 1
LocalVar:0060 <- 4
}
}
ElseIf ( (&LocalVar:0020 > &LocalVar:0000) )
{
LocalVar:00A0 <- 1
LocalVar:0060 <- 2
}
If (&LocalVar:0060)
{
BattleVar(TempGlobal) <- &GlobalVar(0080)
BattleVar(2018) <- &BattleVar(TempGlobal)
If ( (&LocalVar:00A0 == 1) )
{
BattleVar(TempGlobal) <- &BattleVar(TempGlobal) + &LocalVar:0060
If ( (&BattleVar(TempGlobal) > 200) )
{
BattleVar(TempGlobal) <- 200
}
}
Else
{
BattleVar(TempGlobal) <- &BattleVar(TempGlobal) - &LocalVar:0060
If ( (&BattleVar(TempGlobal) < 50) )
{
BattleVar(TempGlobal) <- 50
}
GlobalVar(0080) <- &BattleVar(TempGlobal))
Debug.Print: "LOVEPARA CHR:%d, %d->%d" ; &BattleVar(Self).CharVar(Formation) - 16; &BattleVar(2018); &BattleVar(TempGlobal)
}

Aeris.DeathCounter

Code: [Select]
If (&BattleVar(Self).CharVar(Formation) == 19)
{
LocalVar:0080 <- 80
}
ElseIf (&BattleVar(Self).CharVar(Formation) == 18)
{
LocalVar:0080 <- 81
}
ElseIf (&BattleVar(Self).CharVar(Formation) == 21)
{
LocalVar:0080 <- 82

}
ElseIf (&BattleVar(Self).CharVar(Formation) == 17)
{
LocalVar:0080 <- 83
}
POP()
BattleVar(Target) <- &BattleVar(Self).CharVar(40D0)
BattleVar(Target) <-  (&BattleVar(Target).CharVar(Formation) == 16)
If (&BattleVar(Target))
{
BattleVar(TempGlobal) <- &GlobalVar(0080)
BattleVar(2018) <- &BattleVar(TempGlobal)
BattleVar(TempGlobal) <- &BattleVar(TempGlobal) - 4
If ( (&BattleVar(TempGlobal) < 50) )
{
BattleVar(TempGlobal) <- 50
}
GlobalVar(0080) <- &BattleVar(TempGlobal))
Debug.Print: "LOVEPARA CHR:%d, %d->%d" ; &BattleVar(Self).CharVar(Formation) - 16; &BattleVar(2018); &BattleVar(TempGlobal)
}

Aeris.PreTurn

Code: [Select]
LocalVar:0000 <- &BattleVar(Self).CharVar(4160)
LocalVar:00C0 <- &BattleVar(Self).CharVar(Status)

Yuffie.Init

Code: [Select]
Link with scripts on character: 3
Vincent.Main

Code: [Select]
LocalVar:0000 <- 98 + &BattleVar(2038) * 2
If ( (Random MOD 10 < 3) )
{
LocalVar:0000 <- &LocalVar:0000 + 1
}
BattleVar(Target) <- &BattleVar(2040)
Perform attack(&LocalVar:0000)

Sephiroth.Init

Code: [Select]
BattleVar(Self).CharVar(Flag(0:4)) <- 1
BattleVar(Self).CharVar(Flag(1:1)) <- 1
BattleVar(Self).CharVar(Flag(1:0)) <- 1
BattleVar(Self).CharVar(Flag(1:2)) <- 1

Sephiroth.Main

Code: [Select]
LocalVar:0000 <- 2
BattleVar(Target) <-  (&BattleVar(Target).CharVar(ElemWeakness) >= 5)
If (&BattleVar(Target))
{
Debug.Print: "RESIST EARTH MONSTER" ; 0
LocalVar:0040 <- 1
}
BattleVar(Target) <-  (&BattleVar(2050).CharVar(Formation) == 25)
If ( ( (&BattleVar(Target) And  (&BattleVar(Target).CharVar(Status) == 1) )  And  (Random MOD 3 == 0) ) )
{
LocalVar:0020 <- 8
}
ElseIf ( (BitCount(&BattleVar(Enemies)) == 1) )
{
BattleVar(Target) <- RandomBit(&BattleVar(Enemies))
If ( (&BattleVar(Target).CharVar(4270) >= 16) )
{
LocalVar:0020 <- 29
}
Else
{
LocalVar:0000 <- 1
}
}
Else
{
BattleVar(Target) <- &BattleVar(Enemies)
If (Random MOD 3 + &LocalVar:0040 == 0)
{
LocalVar:0020 <- 38
LocalVar:0040 <- 1

}
ElseIf (Random MOD 3 + &LocalVar:0040 == 1)
{
LocalVar:0020 <- 32
}
Else
{
LocalVar:0020 <- 35
}
Else
{
POP()
}
Perform attack(&LocalVar:0020)

This was JUST made from the WM 1.2.0 "Proving Grounds". This still isn't editable yet, but this is getting closer.
I realize this is a lot to go through just to read it all and it's probably pretty confusing. Let me point out a few details.

1. This is incomplete. There are still a lot of memory addresses that need to be accounted for. I haven't done them all, just most of the ones that show up in these scripts.
2. Look at Aeris's GeneralCounter. There's an ElseIF statement there near the middle that contains a nested IF statement. Normally this condition would just be ANDed to the ElseIf statement. This is not a mistake with my decompiler, this is the way it's written. Weird. It also needs two more close curly brackets. I'm not sure what to do about that...
3. Sephiroth's Main Script has two Elses at the end of it. This is a very strange (and unnecessary) code that makes disassembling weird. The code at script address 0xDD is "72 E000". For those keeping score, you can see why this is a completely unnecessary line. If 72h does mean go to address xxxx, then this line basically says "go to the next line". The way I keep track of Elses is by where these jump commands are. That POP() statement will just execute in that larger Else statement.

That's about all I have to report. It's taken me about 2 days (about 11 hours work) to get these results from what I had shown previously. I have no clue how to write an assembler for this so this maybe just a translator more than anything else. I will not likely write an assembler, but I might...given the proper incentive of course.


Non-WM-related update: Wondering why I haven't been doing anything WM related lately? I've been fixing the PC MDef bug (http://forums.qhimm.com/index.php?topic=8133.msg97984#msg97984).

WM-related update: I hope people are still looking at this even though it's currently on the second page. I believe I have isolated the damage calculation function and where the 0002h flag is handled. Apparently it does something with the Affect MP.
Here's what it does if that 0002h flag is active (using modified addresses):

Code: [Select]
if (not (&(99E308+6Ch) and 200h) and _   ' Is flag active?
    not (&C3F37C and (1 << arg_4)) and _         ' Not sure what argument_4 is. Often passes
    not (&(99E308+228h) and 40000h) then        ' Some flag it set? Never seen it pass.
var_34 = 1
else
var_34 = 0
end if

var_14 = var_34

var_14 then goes on to be checked with the Affect MP flag.

Code: [Select]
if (var_14 = 0 and _
          not (&(99E308+6Ch) and 100h) and _   'Affect MP?
          not (&(99E308+228h) and 1) and _     'This flag is not on
          not (&(99E308+230h) and C1h) then
     &(99E308+218h) = &(99E308+218h) or 1    'Turn this flag on
end if

If var_14 is 1 it skips several steps afterwards as well.

I don't know what any of these addresses are or what data starts at 0x99E308. Looks like data specific to the current attack since +6Ch is the special flags and something close to +60h and +64 are Camera movements. Apparently that address gets written to address 0x99CE0C almost as soon as the game starts and gets referenced in 1210 places after that! If anyone can identify these addresses let me know. They're probably off from the original 1.02 by a bit.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Tsetra on 2009-02-02 17:46:29
Quote
I can tell you several things:
1. This question is more appropriate to be in the WallMarket topic, but oh well
2. Animation index table is NOT in any piece of the kernel. I haven't looked at any other files than the KERNEL.BIN, kernel2.bin, scene.bin and ff7.exe files
3. I can get Heidegger to make me a listing of all the animation indexes used by monsters to see if any of them aren't used.
4. Some of them (particularly summons and limits) are probably in their own category and can't be swapped between them (eg. Howling Moon can't be made to look like Big Guard, Life2, Choco/Mog, etc).
5. When I get this info I'll probably make a new topic about it so everyone knows what it's about (so you know not to check back here Smiley).

Moved.  :-)

Not to annoy you, but I've got yet another issue. I'm not sure what questions I need to ask so I'll just name the problem: basically I'm trying to add entirely new magic into the game. Using WallMarket, the materia can be made to use dummied attack values, but these values apparently are not recognized as spells and so while the materia itself will show the spells (Aero, Aera, Aeraga), when you equip the materia and look at the magic menu, it shows "Cure". I assume that as "Cure" is the first attack ID, this is the default for any attacks going beyond a range acceptable for magic spells.
Do you know if there's a way to expand this?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-02-02 20:11:37
First let me assure you all that I AM working on version 1.2.0 of WM. There was a recent Ice Storm across Central to Eastern US and I lost power for four days because of it so I'm pretty behind (though I didn't lose anything, thankfully). I'm just at a loss as to how to make the scripts editable. The easiest way is to allow the user to edit the raw bytes themselves and make a "translated version" next to it that tries to make sense of it all. Compiling is something that I have not yet tried and is probably harder than you'd think.

Now, to address Tsetra's question:

I don't know how to add NEW spells to the game. Replacing spells is easy. I recently replaced the "Exit" materia and "Escape"/"Remove" spells with "Kyuushu" Materia and "Drain"/"Osmose" spells. This worked quite well and I'm happy with the result.
Theory of adding spells:
Several Materia are dummied out. It's a simple thing to get a shop to sell one of these dummied materia too so it's easy enough to create a custom magic materia and put it in the game this way. I'm sure there's also a way to put it in a chest or out in the open field somehow, but I haven't even attempted that yet.
The problem comes in the third KERNEL.BIN section (http://wiki.qhimm.com/FF7/Battle_and_growth_data) (bottom of the page) which is currently not editable in WM (that'll be in 1.2.0). This section builds the magic menu from the FIRST 54-56 ATTACKS ONLY!. This is how it keeps track of what is to be displayed in the Magic menu and in what order it is to be displayed in. Also keep in mind that the un-edited Magic menu only has 56 entries to it. No more magics can be added without first increasing the size of this list.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Tsetra on 2009-02-02 21:13:42
Right now I've got the materia so you can grab it on the field using the SMTRA opcode for testing purposes, it's pretty easy. So guess from here I just find a way to increase the list and likely shift everything after it down eh? Lovely.  :-(

Thanks for WallMarket by the way, quite a powerful tool.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-02-09 15:03:37
It occurred to me the other day that I'll have to update Heidegger again. I thought I was happy with it, but now it seems like it's going to be problematic.
As all of you who use it (may or may not) know, every attack that a monster uses in a scene has data in that scene. Well, problem is that the game loads all ~1000 attacks into memory at the beginning of the game. This makes most of the attack data in each scene mostly redundant. Why was it done this way? Who knows. Probably something modular on the part of the developers that they never thought needed changing. This, however, over inflates the SCENE.BIN file as it is with many occurrences of the same attack data for every monster. The attack "Body Blow" is in 38 different scene files! However, it's useless to edit just one of them if you want them all to be that attack unless it's the first one. If the game reads an attack data for an attack that is already loaded it ignores it. So what I want to do with it now is eliminate the scene selection altogether and just have a HUGE list of attacks to the attack selection box on the left of it. Then when it saves it will re-write pretty much every scene that has that attack so you can know that it is going to do that attack. But it will only load attacks IDs >= 256. The others are in the KERNEL.BIN and limit breaks so changing them in the scene.bin won't do any good.
So I'll have to devise a way to inform the user which monster(s) use each attack and which attacks each monster uses. Sounds complicated because it is. :( Oh well. I like a challenge.
It also does this with monster data. If a monster is in multiple scenes, it will only use the first one's data.

WM 1.2.0 is coming along. I've just got to be able to save the Character AI and we're in business. Actually, then I have to merge my test prog into WM and THEN we'll have 1.2.0. :) I'll get there eventually. Just continue to have patience.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-02-09 17:50:22
M'kay, I'm confused. Do you mean that every attack with the same attack ID will have the same data as the first instance of that attack in the scene.bin file? And monsters as well? (I presume that would be based on ID too). For example, if there were an attack with the ID 0101 in the first scene file, the 27th, the 36th and the 129th, would the game would always use the data from the first file?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-02-09 18:27:58
M'kay, I'm confused. Do you mean that every attack with the same attack ID will have the same data as the first instance of that attack in the scene.bin file? And monsters as well? (I presume that would be based on ID too). For example, if there were an attack with the ID 0101 in the first scene file, the 27th, the 36th and the 129th, would the game would always use the data from the first file?

I think so. Two things could happen when a scene is loaded with an already loaded attack.
#1, the game sees that that attack ID is loaded in memory and doesn't re-load it.
#2, the game re-writes it with the attack in the scene file each time.

The KERNEL.BIN attacks always trump the scene.bin attacks. I changed Demi in KERNEL.BIN and a monster that does Demi used the KERNEL.BIN's data to do damage.

I'm pretty sure this happens with monsters too, but the other way around. They might be different depending on where you encounter them. ie, there are a few instances of Gargoyles in the later scenes even though the data is identical. This seems to me, and hopefully many other people, that this is a very inefficient way of storing the data for monsters and attacks as there are several repeated blocks of identical info.

In scene 6 (which, I believe is a dummied scene anyway) there is an Adamantaimai, but in scene 44 it appears again with an identical set of data, AI, attacks, etc. Editing the first instance did nothing. I had to change the script of the second one to get the results I wanted.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-02-09 18:54:21
This is quite odd. I've just tried giving the MPs different MHP in different scenes as well as changing the attack data for their machine gun attack (using Heidegger ftw!), and it worked for me; the MPs outside of the reactor had different MHP and different damage calculation for their machine gun attack from the ones inside.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-02-09 20:43:28
This is quite odd. I've just tried giving the MPs different MHP in different scenes as well as changing the attack data for their machine gun attack (using Heidegger ftw!), and it worked for me; the MPs outside of the reactor had different MHP and different damage calculation for their machine gun attack from the ones inside.

Hmm. Maybe it's because I was using a dummied scene that the first Adamantaimai didn't have any effect on the other one. But I know that KERNEL.BIN attack data trumps the data in the scenes so I assumed the attacks in the scene did too. If it really can be different from scene to scene, I wonder why identical attack data is written into then and uniquely indexed. Hmm....
I GOT IT! The developers were idiots. :P Actually, I don't know why they did this. I had assumed, when I started Heidegger, that the attack indexes were just 0-31 since I knew there are no more than 32 attacks in each scene. This is quite perplexing. I still want to be able to edit every instance of an attack, but I guess I should allow for individual scenes as well...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Sephiroth 1311 on 2009-02-10 12:34:44
Hello there and congrats for your wonderful program.  :-D
I was curious to know if it can compress the text within the files (not using the gzip compression, but with that other system used in PSX kernel.bin, I'm positive you noticed and hacked it), and if it's possible to edit the text table used by the program (in order to make it use special characters, graphical DTEs, etc.).

I'm working on a translation of the game and I'm having problems with maximum size (as of now I just put graphical DTEs which work flawlessly, but I'm sure it's possible to have even more space for translating with the compression).

Ciao!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: hay on 2009-02-10 12:37:46
S'up dude! That's pretty amazing piece of software you've made, honestly. I'll surely check it out more as soon as I get enough free time for "fun". Thanks for your great work and keep it up.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-02-10 13:49:43
Hello there and congrats for your wonderful program.  :-D
I was curious to know if it can compress the text within the files (not using the gzip compression, but with that other system used in PSX kernel.bin, I'm positive you noticed and hacked it), and if it's possible to edit the text table used by the program (in order to make it use special characters, graphical DTEs, etc.).

I'm working on a translation of the game and I'm having problems with maximum size (as of now I just put graphical DTEs which work flawlessly, but I'm sure it's possible to have even more space for translating with the compression).

Ciao!

Do you mean the compression detailed at the bottom of this page (http://wiki.qhimm.com/FF7/FF_Text)? Then yes. WM already uses that compression method to write text to the KERNEL.BIN. It can be slow on some systems so I made it optional. Just remember to click the "Update Text" box next to the PSX button when you want to change the text in the KERNEL.BIN. It will have to be in PSX mode for this to be available. WM produces exact binary clones of all pieces of the original data all the way down to the gzip file (with one exception that I can't quite explain). I can't say the same for the kernel2.bin file because WM actually makes it smaller (but still fully functional).
To answer your second question about the text table. No, it cannot be changed externally. If you have a custom table of characters in your game I can only suggest that you use that as a reference against that page I linked to earlier.

I just completed the last major programmatical hurdle in version 1.2.0. Don't expect an update very soon because now I have to
1. Get it to save the scripts back to the data it holds
2. merge my "proving grounds" app with WM
Not HARD tasks, but it'll take time. Just wanted everyone to know that barring me getting hit by a bus that the next version is coming. If I make this thing look easy then I'm sorry. ;)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Sephiroth 1311 on 2009-02-10 15:24:34
Hello there and congrats for your wonderful program.  :-D
I was curious to know if it can compress the text within the files (not using the gzip compression, but with that other system used in PSX kernel.bin, I'm positive you noticed and hacked it), and if it's possible to edit the text table used by the program (in order to make it use special characters, graphical DTEs, etc.).

I'm working on a translation of the game and I'm having problems with maximum size (as of now I just put graphical DTEs which work flawlessly, but I'm sure it's possible to have even more space for translating with the compression).

Ciao!

Do you mean the compression detailed at the bottom of this page (http://wiki.qhimm.com/FF7/FF_Text)? Then yes. WM already uses that compression method to write text to the KERNEL.BIN. It can be slow on some systems so I made it optional. Just remember to click the "Update Text" box next to the PSX button when you want to change the text in the KERNEL.BIN. It will have to be in PSX mode for this to be available. WM produces exact binary clones of all pieces of the original data all the way down to the gzip file (with one exception that I can't quite explain). I can't say the same for the kernel2.bin file because WM actually makes it smaller (but still fully functional).
To answer your second question about the text table. No, it cannot be changed externally. If you have a custom table of characters in your game I can only suggest that you use that as a reference against that page I linked to earlier.

I just completed the last major programmatical hurdle in version 1.2.0. Don't expect an update very soon because now I have to
1. Get it to save the scripts back to the data it holds
2. merge my "proving grounds" app with WM
Not HARD tasks, but it'll take time. Just wanted everyone to know that barring me getting hit by a bus that the next version is coming. If I make this thing look easy then I'm sorry. ;)
Hey, thanks for the link! I'll make good use of it. ;)
Anyway, if I were you (but I don't know how hard it is, so I may be wrong ;-) ), I wouldn't disdain an option to load external tables in your wonderful program. I assure you that DTEs save a lot of space!) and special characters.

Thanks again.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-02-10 18:12:15
Hey, thanks for the link! I'll make good use of it. ;)
Anyway, if I were you (but I don't know how hard it is, so I may be wrong ;-) ), I wouldn't disdain an option to load external tables in your wonderful program. I assure you that DTEs save a lot of space!) and special characters.

Thanks again.

I have been toying with the idea of a translatable GUI since I know that some people that use WM are not monolingual English speakers. I'm not exactly sure what you mean by DTEs (could you give me an example?), but on context it seems that that wouldn't be an illogical extension of that idea. Currently, you can enter any of the special characters listed on that table into the description fields. I just currently don't have a way to allow the user to do that easily. I've tried several things and wasn't satisfied with any of the solutions. Copy/Paste is the only option left to the user at the time.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Sephiroth 1311 on 2009-02-10 19:59:42
Hey, thanks for the link! I'll make good use of it. ;)
Anyway, if I were you (but I don't know how hard it is, so I may be wrong ;-) ), I wouldn't disdain an option to load external tables in your wonderful program. I assure you that DTEs save a lot of space!) and special characters.

Thanks again.

I have been toying with the idea of a translatable GUI since I know that some people that use WM are not monolingual English speakers. I'm not exactly sure what you mean by DTEs (could you give me an example?), but on context it seems that that wouldn't be an illogical extension of that idea. Currently, you can enter any of the special characters listed on that table into the description fields. I just currently don't have a way to allow the user to do that easily. I've tried several things and wasn't satisfied with any of the solutions. Copy/Paste is the only option left to the user at the time.
DTE (Dual Tile Encoding) means that a single byte is used for two letters.
Take a look at my edited font:

(http://www.sadnescity.it/backup/saffo/font_ff7.bmp)

As you can see, I replaced many of the characters which Italian doesn't use and put DTEs at their place.
Of course, those DTEs are optimized for an Italian kernel.bin, but we'd like to have even more space with that compression. ;)

One thing is sure: if you make the right DTEs, you can almost halve the size of some (uncompressed) files.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-02-10 20:44:14
Ah, Yes. Well, this certainly looks easy enough assuming that I did have an external translate table. It looks like everything from 60h onward (with a few exceptions) is never used in the game anyway. It wouldn't be a big deal, I suppose, to change them. The FFVII font itself is just a 32-byte shift from an ANSI standard font family anyway.
Yeah, I've run into DTEs (I never called them that) before while editing FFV and VI. They have pairings like "ng", "st", "th", etc. common pairings that show up all over.
WM is currently looking at text character by character to see how to store them. I'd have to change it to two characters, but I don't think that'll be an issue since the compressions is a byte-wise compression and not text-wise. I'll look into it. Thanks for the idea!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: hotdog963al on 2009-02-16 20:47:49
[PSX] Uh-oh!

I tested my NTSC mod on the PSP and it crashes when I go onto the Equip Menu, and on the battle swirl!
Also: when I import my NTSC kernel onto a PAL image, it hangs after the Squaresoft logo.
Works fine on the emulator... interesting...

Edit: tried making a new Kernel mod, changing a small amount- yep works!
What could make my new Kernel break on the PSP I wonder? It's smaller in size and is 0-padded when imported with CDMage.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ff7rules on 2009-02-16 21:55:21
[PSX] Uh-oh!

I tested my NTSC mod on the PSP and it crashes when I go onto the Equip Menu, and on the battle swirl!
Also: when I import my NTSC kernel onto a PAL image, it hangs after the Squaresoft logo.
Works fine on the emulator... interesting...

Edit: tried making a new Kernel mod, changing a small amount- yep works!
What could make my new Kernel break on the PSP I wonder? It's smaller in size and is 0-padded when imported with CDMage.

Have you tried not padding it at all?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: hotdog963al on 2009-02-16 22:09:26
Have you tried not padding it at all?
Well that's not going to work. Hmmm.

The Kernel which doesn't work on the PSP is smaller, and gets padded with 0s.
The working one, is exactly the right size.

The confusing part is that it works PERFECTLY in the emulator.
(It's also a complete b*tch to test, as I've got to convert it and copy it over every time I do anything... xD)

!! Come to think of it, this and the two posts above should probably be moved into a separate topic under Programming Feedback. If a moderator could do this I'd be most grateful. Sorry! *gulp*
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ff7rules on 2009-02-18 16:47:07
Well i just burned a test of my patch onto a disc and tried it on my psx it crashes in the Materia menus and magic menus and strangely enough the limit menu too :S this is both out of and in battle anybody any idea why this is its KERNAL related it has to be. Could it be because i changed the magic names? :|
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-02-18 19:23:55
The fact that the game even loads means the KERNEL.BIN is correct. Your problem may be that you've made the name of at least one magic and/or Materia too long. Game can't display it so game crashes. What was it you changed?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ff7rules on 2009-02-18 21:03:58
The fact that the game even loads means the KERNEL.BIN is correct. Your problem may be that you've made the name of at least one magic and/or Materia too long. Game can't display it so game crashes. What was it you changed?

I changed alot of the names to the ones from final fantasy 8 such as thundara cureaga changed comet2 to CometRain stuff like that. Weird thing is works in the emulatior fine  :?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: hotdog963al on 2009-02-18 22:49:00
Ok that's probably my problem, what's the limit for a name?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ff7rules on 2009-02-19 16:55:20
Ok heres everything i have modded for the kernal in wallmarket http://www.imagenerd.com/uploads/moddedinwallmarket-s0uDd.png NOTE: Blank spaces are weapons you cannot get on Disc one.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2009-02-19 20:11:45
Code: [Select]
Self.MainScriptOverride = True
Self.Flag(200) = True   [&4029]
Self.Flag(100) = True   [&4028]
Self.Flag(400) = True   [&402A]

I'm not sure what these flags so...I guess I'm slightly stuck. I may just have to leave these in assembler (Which is easiest for me, but I know it's not good for everyone).

These flags are the immune flags. Immune to physical, magical and statuses. I'm not positive on the 0x402A (statuses) though, just an educated guess.

And it is possible to make multiple attacks with the same IDs in different scenes and have different effects on those attacks. I did that over and over when creating my mod. The game reads from one scene at a time not every scene each battle. It's quite logical if you think about it. There actually are no IDs for an enemy, just their battle model.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warbaque on 2009-03-22 10:55:10
Any news on progress?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-03-22 20:20:01
Any news on progress?

It has been over a month now, hasn't it?

Well, here's the deal. I'm currently trying to find out the best way to allow editing of Character AI. All other parts are functioning to my satisfaction. What the hold-up is is all the addresses for different memory addresses. Like 4198h being size multiplier and such. Since a lot of these are unknown it wouldn't make sense to hard-code them into the program. So I think it'll be easier to make a WallMarket.dat file for the prog to pull known values from so people can edit that. But then, I also want to allow for DTEs like Sephiroth 1311 mentioned a few posts ago. Again, not a complicated task, but it would require a significant re-write.

Also, work and school have picked up a bit and I won't have a lot of, shall we say, domestic time to work on it until Summer (specifically July).

It WILL happen. I promise. Unless something unfortunate happens and I lose everything. It's all backed up in various places so there's not much danger.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-03-22 21:26:37
So, does this mean you have the stat curves sorted out? I remember them causing a few problems.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-03-22 23:49:36
So, does this mean you have the stat curves sorted out? I remember them causing a few problems.

There never was a "problem" per se. The only issue was that my HP/MP Max Values were higher than TFergusson's values. A while ago I decided to just say "to heck with it" and claim that they're only estimations. Seeing as the odds of getting the lowest possible value and the highest possible value are infinitesimal, it's really not worth clamoring to get the completely accurate numbers.

EDIT: In keeping with the post above, I have made a basic dat file at http://files.filefront.com/StatGrowthdat/;13518937;/fileinfo.html for WallMarket to potentially use as a database for the text characters and the memory addresses. I'd ask that people look at it and try to identify the many still-unknowns or clarify some of the existing ones. Perhaps this list should be on the wiki somewhere on a page linking from either the Battle Scenes or Battle Script pages.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Psychotic Ninja on 2009-03-27 18:03:17
I could be a moron (it's been a long time sense I've played ff7 and installed mods for it.) But when ever I try running WallMarket I get "The application failed to initialize properly (0x0000135). Click on OK to terminate the application." I have no clue what I'm doing wrong. Any suggestions?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: dziugo on 2009-03-27 18:38:08
I could be a moron (it's been a long time sense I've played ff7 and installed mods for it.) But when ever I try running WallMarket I get "The application failed to initialize properly (0x0000135). Click on OK to terminate the application." I have no clue what I'm doing wrong. Any suggestions?
Install .NET Framework.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Psychotic Ninja on 2009-03-27 19:59:42
I could be a moron (it's been a long time sense I've played ff7 and installed mods for it.) But when ever I try running WallMarket I get "The application failed to initialize properly (0x0000135). Click on OK to terminate the application." I have no clue what I'm doing wrong. Any suggestions?
Install .NET Framework.

Thank you.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-03-28 15:07:19
'Nother update:

Char AI editing continues to elude me. I have no idea what the best method for doing this is. I don't want to release even a mostly-working version until this is resolved. I keep getting errors all over the place. If anyone has VB.NET programming experience with DataGridViews please let me know. I'm getting massive headaches from this. :(

As you may have suspected, I've been considering integrating this AI editing into Heidegger. I don't see how this could be any different than integrating what I've got into WallMarket, but like I said it's not ready yet.

Also, for those who haven't been keeping up with this topic (http://forums.qhimm.com/index.php?topic=8253.0) I suggest you check it out. Interest seems to have died or at least bottomed-out for the time being. Either way, I was successful in creating a simple LZS program and will upload it to my filefront page soon (mostly so people stop emailing me for it. I haven't been ignoring you, just haven't had the time to do anything about it).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-03-28 15:23:11
May I suggest uploading files somewhere else? FileFront is closing (http://farewell.filefront.com/) in a few days.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-03-30 14:45:49
May I suggest uploading files somewhere else? FileFront is closing (http://farewell.filefront.com/) in a few days.

Already on it. I'm going to move them all over to mediafire and repost links later today.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ct_bolt on 2009-04-01 14:46:10
 8-) I just downloaded everything. Thank you NFITC1 for all the wonderful work you do.

GREAT WORK!  :-o :lol: 8-)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-01 17:04:13
So let me take this opportunity to say I planned on playing an April Fool's day joke on the users of WallMarket by either disallowing downloads or bringing up some pop-up claiming that the user had "fell for it" and they are now infected with a virus. Needless to say, I dismissed this idea shortly after I had it as being something rude and even annoying to pull off. That said, it does NOT surprise me that FileFront's "we're going down" JOKE (yes it was a joke as they are still working just fine) was false. It appears that the users that post on the forums also thought it wasn't funny (http://forums.filefront.com/general-discussion/396036-filefront-closure-joke-funny-vote.html). I had theorized from the first time I read it that it was a joke since Filefront is run by Ziff Davis Media who also runs PCMag, 1Up, and EGM magazines and are in no danger of going under either (unless Filefront really DID go down). Regardless, as a result of this uncouth prank (and because I'm stubborn) I'm not hosting my files on filefront anymore and they will remain on Mediafire. All future updates will go there. I moved all my files to Mediafire not because I fell for the prank, but as a precaution in the rare event that it wasn't. Now I'm not going back.

PS - The password issue on the LZSCDec has been resolved. As always, if there's any problems with it, notify me immediately via PM.

PPS - You know what I DID think was funny? Youtube displaying everything on the page of your first video upside down, including the text. Now THAT'S funny. :D You know what might also be funny? Spell checkers that randomly tell you that correctly spelled words are incorrect and tries to correct them with common misspellings.
You know the origin of April Fools' Day? Christmas used to be held on April 1st. After it was switched, the people that still celebrated it on April 1st were called "April Fools". At least, that's how I hear it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-04-01 17:11:47
An April Fools joke, eh?  :evil: The thought did cross my mind, but I assumed that an April Fools joke would have had them closing down on 1st April; 30th March was a strange choice.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-01 19:04:46
An April Fools joke, eh?  :evil: The thought did cross my mind, but I assumed that an April Fools joke would have had them closing down on 1st April; 30th March was a strange choice.

But, see? That's what makes the jokes so convincing. My wife worked at a store once where the manager pulled this nasty April Fools' prank on her and her fellow cashiers that started back on March 1st. He told them that one of them (of about 4 or 5) had been stealing money from the register and the one doing it would be caught. When it was revealed it was a joke there was a lot of confessed assumptions and hurt friendships afterward.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-04-01 19:54:57
Hmmm, assuming that manager told everyone it was just a prank on 1st April, that might count as an April Fool's joke (albeit a cheeky one), but the FileFront joke was over and done with on 31st March; I'd say that's pushing it a little.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warbaque on 2009-04-03 18:35:02
Quote
Announcement - FileFront has been acquired by the original founders of the site and will NOT be suspended as previously announced. This is NOT an April Fool's Joke.
Quote
FileFront has been acquired by the original founders of the site and will NOT be suspended as previously announced. This is NOT an April Fool's Joke.

After learning about Ziff Davis Media's plan to suspend FileFront at the end of March, the original founders of FileFront made the decision to buy it back from Ziff Davis Media.

We're happy to announce to the gaming community that as of today, April 1st, 2009, FileFront is a completely independent company again and is no longer part of Ziff Davis Media. All previously suspended services should be active and working again. We thank Ziff Davis Media for their cooperation and willingness to keep the site and community alive.

Due to the very unfortunate timing of this event and related announcements on March 24th and April 1st (April Fool's Day), we'd like to make it perfectly clear that:

1) The March 24th announcement about FileFront suspending its operation was NOT an early April Fool's joke.

2) This announcement about the original founders buying back FileFront from Ziff Davis Media is also NOT an April Fool's joke.

3) We're making this announcement on April 1st because the deal was completed today and we want to bring all services back online immediately.

4) We would NEVER suspend FileFront as an April Fool's joke.

5) We are happy to be back!

FileFront has existed in one form or another (originally as FileLeech and Voodoo Extreme's downloads) since 1997. In the last 12 years, FileFront has become the gaming community's most comprehensive and trafficked library hosting millions of files for thousands of games while requiring no registration and providing uncapped download speeds. We look forward to improving FileFront and serving the gaming community for years to come.

Welcome home. Game On!

Email us, [email protected]

To me this explanation seems quite believable.

Anyway, it's always nice to hear what is current status, what has been fixed/changed/added if anything. WM and Heidegger are both great tools and definitely faster than hex-editing.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: dahfa on 2009-04-03 20:20:06

zlib1.dll already in same folder with WallMarket.exe

zlib1.dll also in System32 Folder

.NET Framework already installed prior to having a program(a dsbuff final ver.) before that also required .NET Framework(In march)
proves that .NET Framework already installed.

(http://i44.tinypic.com/20zwkgn.jpg)

yet this happen..

(http://i39.tinypic.com/20fyrut.jpg)

couldn t get to work.

any ideas?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-03 21:00:45

zlib1.dll already in same folder with WallMarket.exe

zlib1.dll also in System32 Folder

.NET Framework already installed prior to having a program(a dsbuff final ver.) before that also required .NET Framework(In march)
proves that .NET Framework already installed.

yet this happen..

couldn t get to work.

any ideas?


You need .NET 3.5; zlib1.dll not appearing will throw a different kind of error.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: dahfa on 2009-04-03 22:40:14
it downloaded from here the .NET framework 3.5 sp 1

http://www.microsoft.com/downloads/thankyou.aspx?familyId=ab99342f-5d1a-413d-8319-81da479ab0d7&displayLang=en

then it ask to either repair or uninstall when i open  the dotnetfx35 exe

and so i did
(http://i39.tinypic.com/voobr6.jpg)

but still its not working.


Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-04 04:43:27
Uninstall the 2.0, then install the 3.5. Repair is for repairing a 3.5 that is no longer working.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: dahfa on 2009-04-04 16:06:18
I must be one heck of a problem for you guys. :mrgreen:

uh...it doesnt work.

now its turning into a .NET framework troubleshooting thread..sorry...

okay more info:

in my add/remove control panel it say 3.5 already installed
(http://i41.tinypic.com/2q1dkyt.jpg)

in my start up thingy it says 2.0
(http://i41.tinypic.com/28gxu0x.jpg)

or i interpret that wrong?

I'm aware of being a nuisance...
but uh okay one last shot at this.then if its still not working...

.... i'll continue to bug you guys..(No .j/k)

I'll just give up.(instead ill ask someone to edit the kernel for me...i just want buster sword with 8 materia slot and as powerful as ultima weapon)



Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-04 19:14:42
1. Uninstall the 3.5 and then reinstall it.

2. If you continue to have problems, create a topic in the Tech support board.

3. The old version of WM (0.9.29) still exists and doesn't require the .NET framework (though it is slower and doesn't have as many features).

EDIT: Well shut my mouth. Filefront was NOT playing an April Fools joke on us. The timing was just such an almost unbelievable coincidence. This has, at least, restored some faith in them although we only have their word that it was not after the fact that everyone said that it was a bad joke... For now, I'm willing to accept this explanation as all the copyright Ziff Davis Media footers have been removed from the site. According to Jeff Mills, he and several others lost their jobs because of this. I never took the files away from filefront and now I feel bad about the things I said about them. I called it an "uncouth prank" and I apologize to anyone affected by its actual (albeit very temporary) closing. After moving things to Mediafire I knew I wouldn't like it as much as filefront and I'll probably re-update the links later.

UPDATE: Who'd like to try out the new version of WM before it modifies CharacterAI, but DOES modify all the other data in the kernel.bin2 section?
RE-UPDATE: I had planned on releasing 1.1.8 today, but I don't have all the files on one machine to do that with. Sorry. :( So, I'll do my best to be able to get it all together tomorrow morning. This new version will let you edit Character Growth, curves, scene order, random numbers, and magic order. Pretty much everything on this list (http://wiki.qhimm.com/FF7/Battle_and_growth_data#General_data_layout) with the exception of addresses 0x61C - 0xE1B. This is Character AI, which I'm still working on because the interface is still quite buggy. In fact, It's possible that I overlooked a bug in the new functions that I had come across, but I have now forgotten what it was. :( If you happen across this bug (should it exist) let me know and I'll thank you in the about box with all the other thanked people and give you a cookie (cookie may or may not have been eaten by the time the bug is reported). I DO know that it can read and write all other pieces of that KERNEL.BIN section now. I was able to read it correctly and dynamically spew it back out in the exact same order (dynamic meaning I reconstructed it, not just read and spit it back out byte-for-byte). So look forward to tomorrow when characters can be given real classes! :D I'm already planning some myself.
PS - If someone would be so kind as to bump this once 1.1.8 is released, I'd also appreciate it. ;)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ff7rules on 2009-04-14 16:39:35
1. Uninstall the 3.5 and then reinstall it.

2. If you continue to have problems, create a topic in the Tech support board.

3. The old version of WM (0.9.29) still exists and doesn't require the .NET framework (though it is slower and doesn't have as many features).

EDIT: Well shut my mouth. Filefront was NOT playing an April Fools joke on us. The timing was just such an almost unbelievable coincidence. This has, at least, restored some faith in them although we only have their word that it was not after the fact that everyone said that it was a bad joke... For now, I'm willing to accept this explanation as all the copyright Ziff Davis Media footers have been removed from the site. According to Jeff Mills, he and several others lost their jobs because of this. I never took the files away from filefront and now I feel bad about the things I said about them. I called it an "uncouth prank" and I apologize to anyone affected by its actual (albeit very temporary) closing. After moving things to Mediafire I knew I wouldn't like it as much as filefront and I'll probably re-update the links later.

UPDATE: Who'd like to try out the new version of WM before it modifies CharacterAI, but DOES modify all the other data in the kernel.bin2 section?
RE-UPDATE: I had planned on releasing 1.1.8 today, but I don't have all the files on one machine to do that with. Sorry. :( So, I'll do my best to be able to get it all together tomorrow morning. This new version will let you edit Character Growth, curves, scene order, random numbers, and magic order. Pretty much everything on this list (http://wiki.qhimm.com/FF7/Battle_and_growth_data#General_data_layout) with the exception of addresses 0x61C - 0xE1B. This is Character AI, which I'm still working on because the interface is still quite buggy. In fact, It's possible that I overlooked a bug in the new functions that I had come across, but I have now forgotten what it was. :( If you happen across this bug (should it exist) let me know and I'll thank you in the about box with all the other thanked people and give you a cookie (cookie may or may not have been eaten by the time the bug is reported). I DO know that it can read and write all other pieces of that KERNEL.BIN section now. I was able to read it correctly and dynamically spew it back out in the exact same order (dynamic meaning I reconstructed it, not just read and spit it back out byte-for-byte). So look forward to tomorrow when characters can be given real classes! :D I'm already planning some myself.
PS - If someone would be so kind as to bump this once 1.1.8 is released, I'd also appreciate it. ;)

I can't wait to test this and see what we can do with character classes :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-17 15:24:01
Well, phooey on all of you. I found two bugs including the one I forgot about.

1) Weapon "Model ID" wasn't being saved correctly at all. It was reversing the byte order. This has probably existed since version 1.0.0 and no one ever said anything about it.

2) The graph doesn't look at the initial stats like I wanted it to.

I'm fixing these right now as I type (sorta, I can't type two things at once :) ) and 1.1.8.1 will be out soon.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ff7rules on 2009-04-17 15:34:05
Well, phooey on all of you. I found two bugs including the one I forgot about.

1) Weapon "Model ID" wasn't being saved correctly at all. It was reversing the byte order. This has probably existed since version 1.0.0 and no one ever said anything about it.

2) The graph doesn't look at the initial stats like I wanted it to.

I'm fixing these right now as I type (sorta, I can't type two things at once :) ) and 1.1.8.1 will be out soon.

I can't get the new one to work i got the framework and packs still nothing it says something about a debug error?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-17 15:41:24
Well, phooey on all of you. I found two bugs including the one I forgot about.

1) Weapon "Model ID" wasn't being saved correctly at all. It was reversing the byte order. This has probably existed since version 1.0.0 and no one ever said anything about it.

2) The graph doesn't look at the initial stats like I wanted it to.

I'm fixing these right now as I type (sorta, I can't type two things at once :) ) and 1.1.8.1 will be out soon.

I can't get the new one to work i got the framework and packs still nothing it says something about a debug error?

Can you get a screeny of the error?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ff7rules on 2009-04-17 16:49:44
Well, phooey on all of you. I found two bugs including the one I forgot about.

1) Weapon "Model ID" wasn't being saved correctly at all. It was reversing the byte order. This has probably existed since version 1.0.0 and no one ever said anything about it.

2) The graph doesn't look at the initial stats like I wanted it to.

I'm fixing these right now as I type (sorta, I can't type two things at once :) ) and 1.1.8.1 will be out soon.

I can't get the new one to work i got the framework and packs still nothing it says something about a debug error?

Can you get a screeny of the error?

Yeah sure here ya go http://www.imagenerd.com/uploads/error-nnLxE.jpg
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-17 17:22:45
I'm not sure what to tell you about that, actually. Vista's error message is a lot more helpful. :(

If this is happening when you try to load it then you either don't have PowerPacks installed or you don't have the .NET runtime libs installed. I'm having no problems with it when PowerPacks 3 is installed on either my XP machine or my Vista machine. Try re-installing the powerpacks.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ultima espio on 2009-04-17 18:08:54
I know this might sound a little stupid, but is this the kernel the place that stores how many player id's there are? Would it be possible to create a whole new player id?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-17 18:19:21
I know this might sound a little stupid, but is this the kernel the place that stores how many player id's there are? Would it be possible to create a whole new player id?

No. There's only data in the savemap for 9 players at any given time and there's only 9 sets of curves for character growth. I don't think it's possible to add a character without some extensive modifications to the executable anyway.

I fixed the bugs I mentioned above and the new file is up. It's mostly a cosmetic change, but the ModelID on the weapons have been wrong for a while. It was reading it in one order and writing it in another.

BAD...

SHAME...

APOLOGY...

Yeah, I hated Fujin. No depth to her until the end of Disc 3. And then she had that one line about things not being like they used to. Lame.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ultima espio on 2009-04-17 18:19:55
Thought as much, but it was worth asking anyway  :-) I'll try this fixed version out now, see if it works for me.

EDIT: nope, still get the error when it tries to open :-(
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-17 19:53:21
Thought as much, but it was worth asking anyway  :-) I'll try this fixed version out now, see if it works for me.

EDIT: nope, still get the error when it tries to open :-(

:/ I'm having no problems opening it on any of my machines. ??? Does anyone running Vista get an error? I need to see the details of it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: levinson on 2009-04-17 21:19:01
Here you go. I'm vista ultimate 32bit user, and having a similar error.

I installed both VisualBasicPowerPacks3Setup.exe and dotnetfx35.exe.

WallMarket 1.1.7.0 still works fine though.

-----------------------------------------------------------------------

WallMarket has stopped working

Description:
  Stopped working

Problem signature:
  Problem Event Name:   CLR20r3
  Problem Signature 01:   wallmarket.exe
  Problem Signature 02:   1.1.8.0
  Problem Signature 03:   49e4a9fe
  Problem Signature 04:   WallMarket
  Problem Signature 05:   1.1.8.0
  Problem Signature 06:   49e4a9fe
  Problem Signature 07:   11
  Problem Signature 08:   c6
  Problem Signature 09:   System.InvalidOperationException
  OS Version:   6.0.6001.2.1.0.256.1
  Locale ID:   1042

Read our privacy statement:
  http://go.microsoft.com/fwlink/?linkid=50163&clcid=0x0409

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-17 21:28:46
Here you go. I'm vista ultimate 32bit user, and having a similar error.

I installed both VisualBasicPowerPacks3Setup.exe and dotnetfx35.exe.

WallMarket 1.1.7.0 still works fine though.

-----------------------------------------------------------------------

WallMarket has stopped working

Description:
  Stopped working

Problem signature:
  Problem Event Name:   CLR20r3
  Problem Signature 01:   wallmarket.exe
  Problem Signature 02:   1.1.8.0
  Problem Signature 03:   49e4a9fe
  Problem Signature 04:   WallMarket
  Problem Signature 05:   1.1.8.0
  Problem Signature 06:   49e4a9fe
  Problem Signature 07:   11
  Problem Signature 08:   c6
  Problem Signature 09:   System.InvalidOperationException
  OS Version:   6.0.6001.2.1.0.256.1
  Locale ID:   1042

Read our privacy statement:
  http://go.microsoft.com/fwlink/?linkid=50163&clcid=0x0409


That still isn't enough info.... Try running it as administrator and see what happens.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2009-04-17 22:28:05
I have the same problem, and I installed everything you asked (session ran as administrator).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-18 01:11:55
I think I solved the problem. It's complicated, but the link in the first post should be working for those that have had problems. Sorry this took so long.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2009-04-18 08:58:24
Awesome, it works !  :-D You rock !! I can't wait for the version that allows AI script editing ^^
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: levinson on 2009-04-18 09:34:09
Wow, it works for me too. You really fixed it out of my little information?? god, you're good. Thanks. ^^
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-18 16:06:23
Wow, it works for me too. You really fixed it out of my little information?? god, you're good. Thanks. ^^


Sorry to say, no one's info helped. It was an entirely different problem. :) I had suspected it might be an issue when I first uploaded it. Regardless, it works now so no point in drowning in that sorrow. Enjoy :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Prince Lex on 2009-04-18 22:33:54
Wow, this thing has grown really powerful now. And so quickly, too!

Super-kudos.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: levinson on 2009-04-19 03:54:05
New version is not saving any changes as supposed to, at least for me. I tried to modify the whole list of magic names and nothing really changed. anybody having same problem??
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ff7rules on 2009-04-19 17:51:19
Thanks for fixing this it works great now! I do have a few questions though, can you explain what stuff like scene look ups, random numbers and curves do? i trtied working it out but i can't. Im guessing scene look ups is like what code each scene is given?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-19 20:43:40
Thanks for fixing this it works great now! I do have a few questions though, can you explain what stuff like scene look ups, random numbers and curves do? i trtied working it out but i can't. Im guessing scene look ups is like what code each scene is given?

Read the help file or check out this page: http://wiki.qhimm.com/FF7/Battle_and_growth_data

EDIT: So I made an unbelievably stupid error preventing (any of) the KERNEL.BIN from being saved at all in most cases. This has been resolved and I'm sorry for the trouble. Use the link on the first post again.

Unusual Update:
So I was screwing around with the FFVIII files seeing what they looked like. The files on the PC version in the data folder are grouped in threes (.fs, .fl, .fi). There's a "battle", "field", "magic", "main", "menu", and "world". The FS files contain what appears to be a concatenation of many LZSed and raw files together. The FL file contains to be a listing of the file's names, likely in the order they are compressed into the FS file. The FI files seem to be an what their uncompressed size is, index of where each file is in the archive, and if they're LZS (I'm operating under the assumption that it is) compressed or not. The reason I even bothered posting it in this thread is that I found FFVIII's kernel.bin! :D It's the 13th file in main.fs. Unfortunately, it doesn't make any sense to me. :( It's still interesting.

More Update:
It occurs to me that some people may be using the "break the 9999 MHP" patch. I guess I'm going to have to add the functionality to display HP/MP if they want to grow beyond this range. That shouldn't be too hard an update. I'll either release that soon as version 1.1.9 or just wait until version 1.2.0. ....I'll probably wait. I've gotten lazy and too interested in playing Mario World hacks (I'm not sure why, they're just fun).

Another again Update:
I'm VERY close to getting the functionality of AI Script editing. It can save them just fine, there's no problem with that. The problem lies in the interface. How would you like it if you had spent 10 minutes tinkering with an AI script only to have it crash on you close to the end? I wouldn't either.
The more interesting part of this means that I can give Heidegger this functionality too and I can start rewriting enemies' AIs.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2009-04-29 14:09:32
Rock on ! An AI editor sounds like the second coming of Jesus Christ  :-D

As for its interface... ...Do you know FF3USME ? It's a multi-editor for the FFVI rom, and it's the only one I know that can edit the monsters' AI. Its interface is really good, and very noob-friendly.

Here is a screenshot (http://img252.imagevenue.com/img.php?image=14444_Image2_122_101lo.jpg), in case it gives you ideas.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-04-29 17:05:00
Rock on ! An AI editor sounds like the second coming of Jesus Christ  :-D

Well.....I hope it doesn't mean the end of everything. :-o

As for its interface... ...Do you know FF3USME ? It's a multi-editor for the FFVI rom, and it's the only one I know that can edit the monsters' AI. Its interface is really good, and very noob-friendly.

Here is a screenshot (http://img252.imagevenue.com/img.php?image=14444_Image2_122_101lo.jpg), in case it gives you ideas.

Yes I DO know of FF3usme and have used it to modify several bosses; Including making a harder MagiMaster and a counter-attack-only Dark Chadernook. HOWEVER...The AI of FF7 is infinitely more complicated than FFVI's. FFVI's has a patterned AI, but FFVII's is much more high-leveled than that.

EX:
Most enemies of FFVI have little more than a list of attacks to choose from. Take the "Dark Force" for example. He has a very simple script:

Perform one of three actions
Wait until next turn
Perform one of three actions
Wait until next turn
Perform one of three actions
Wait until next turn
Perform one of three actions
Wait until next turn
Perform one of three actions
Wait until next turn
Perform one of three actions
Wait until next turn
Perform one of three actions
End Script (wait until next turn to start over)
End Script (this is the counter attack script, which he doesn't have)

And that's the sum total of his script. It takes ~36 bytes of code to do this. However, in FF7, it would take probably 150 bytes (likely more) to do this since it has fewer built-in functions.

Now let's look at Rufus' script:

AI: Main
{
   If ((Rufus' HP > 200) AND (TempVar:HPDiff < 100) AND (1/3 Chance)) Then
   {
      Print Message [Rufus "Heh, Heh, Heh..."]
      Choose Self
      Use <> on Target
   } Else {
      Choose Random Opponent
      Use Shotgun on Target
   }
}
AI: Counter - General
{
   TempVar:HPDiff = TempVar:PrevHP - Rufus' HP
   TempVar:PrevHP = Rufus' HP
}
AI: Counter - Death
{
   Print Message [Rufus "Heh... That's all for today..."]
   Choose Self
   Use <(Report)> on Target
   If (Dark Nation doesn't have Death Status) Then
   {
      Remove Dark Nation
   }
}

Some of this can't be done in FFVI, but this script takes 199 bytes and executes the entire main script in one turn.

FFVII doesn't have a "choose one of the following three attacks" built in to it. All those "choose one"s have to be randomly selected using if statements which are made more difficult because we have to write it in assembler. I know of no way to make this noob-friendly, but I'll probably make some tutorials (in the helpfile and otherwise) on how to do certain things like if-conditions, random choices, loops, etc.

EDIT: Speaking of scripting, now that this is close to being able to edit scripts (it's so close now I can smell it. Continue being patient) I feel a tutorial needs to be made on how to do such things. I've started making one in the helpfile, but I think it needs to be more centralized than that. I was thinking of making something like Morrowind's Scripting for Dummies (http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6083) guide. It's 230 pages long, but since there are less than 100 opcodes available to us in FFVII, we'd have fewer pages. :) Would anyone with advanced scripting knowledge like to help me write one or, at least, proof-read my tutorials to make sure they're correct?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: lorddolor1989 on 2009-04-30 20:19:12
The link of Filefront doesn't works for me,can you upload it somewhere else please?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-01 14:28:59
The link of Filefront doesn't works for me,can you upload it somewhere else please?

No. Because the lastest version on FileFront right now has several (REALLY retarded) flaws and I'm almost ready to release another one.

I changed Scene 232 (from SceneEdit's output files) address 0x1248 to 14h and changed 0x124A to 86h. Now when Cloud's supposed to retaliate at Sephiroth in the REALLY final battle (as I like to call it :) ), he does Omnislash rather than just lamely take a swing. Isn't that great? :D

AI editing is coming along mostly smoothly. I hit a VERY peculiar snag, however. In order to make the process of editing AI bearable I had to improvise. However, now in order to make up for that I'll need to sync two things together. BUT THEY'RE BOTH READONLY PROPERTIES!!! What genius at MS thought of that? Nevermind that. I figured a way around it. :) Just a few steps left.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ff7rules on 2009-05-02 14:09:31
Can't wait man really appreciate all the work you put into wallmarket and heid.So your saying this next one will allow us to edit the AI enemys with needing to hex edit AND characters? if so thats INCREDIBLE! can't wait.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-03 00:14:27
Can't wait man really appreciate all the work you put into wallmarket and heid.So your saying this next one will allow us to edit the AI enemys with needing to hex edit AND characters? if so thats INCREDIBLE! can't wait.

WallMarket will only ever edit KERNEL.BIN and/or kernel2.bin. Heidegger will soon after evolve to edit Enemy AI.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: ff7rules on 2009-05-05 15:07:44
Can't wait man really appreciate all the work you put into wallmarket and heid.So your saying this next one will allow us to edit the AI enemys with needing to hex edit AND characters? if so thats INCREDIBLE! can't wait.

WallMarket will only ever edit KERNEL.BIN and/or kernel2.bin. Heidegger will soon after evolve to edit Enemy AI.

My mistake mate sorry. so in the next version of hedigegger how will editing the AI work? will we be given a list of commands we can input and what attack we want them to link to or will it only do the simple stuff? It will be so usefull as making one mistake in hex editing can ruin a whole script.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-06 04:16:33
so in the next version of hedigegger how will editing the AI work? will we be given a list of commands we can input and what attack we want them to link to or will it only do the simple stuff? It will be so usefull as making one mistake in hex editing can ruin a whole script.

Oh yes, it will be complicated. There's no way to make it easy. It will have to be done in assembler since I don't have the ability to compile. Theoretically it could, but it's not likely. AI Scripting for this game is just that complex.
The readme will come with a moderately detailed explanation on how to code in the assembler you're allowed, but it's up to you to decide how you want to do it all.

UPDATE:
Some may have noticed the new tag here, but not noticed anything new (unless I updated this of course ;) ). What changed is the picture of the completed CharAI on the first post. It now will end up looking like this (http://img228.imageshack.us/img228/6392/charainew.png). Cool, huh?
This is the way it will look in WM. It will look similar in Proud Clod as well. The interface is still just a little clumsy, but let me explain what it's got right now.

There are only six parts to it. It's got a character list, a script section list, a "Disassemble" button, a Total Script Size indicator, the actual code in assembler that can be edited, and a "translated" scrollable, copyable text box.

The asterisks by the character names and script section names indicates that there is a script linked to those (eg. "Cloud*" means Cloud has scripts while "Red XIII" does not and there is a "General Counter*" script while there is not a "Pre-Battle" one).
The total script size MUST NOT EXCEED 2048 BYTES! Any larger than that and the game won't load (seriously banged my head for a LONG while confused as to why my game wouldn't start :) ). This count updates when a script is edited so you can keep track of how much space you have left.
NOTE: Removing those pointless "Battle Love Character Points" script from the characters reduces used space from 1508 to 410! That should be more than enough to do several little things to most of the characters. I'd suggest leaving Vincent's Main script alone or his Limit Breaks won't work the same.
The editable code is conveniently separated into Opcode and Argument. If an Opcode is entered that requires an argument, this will conveniently add 0s equal to the required Argument length in the Argument column. More conveniently so, if an argument is typed that is too short, it makes it the appropriate length. Even MORE conveniently, if an Argument is typed where one is not allowed, it just removes it. If that weren't enough, the arguments are in Little Endian instead of Big Endian! (That means that the value 1 is stored as "0001" instead of "0100") That's a lot of convenience!!! And yes, I'm hyping all that because I can't compile code like "If Self.HP = 1". and get good results.
The "translated window" to the right will show the assembler version of what the codes mean. This probably won't mean much to some. But the "Disassemble" button will (key word alert!)attempt(key word alert!) to turn it into readable code similar to C or Java. It may or may not end up exactly the way the game will read it and it's mostly based on the existing scripts on characters.

And that's what I've got. Aside from one annoying interface fluke it's all fully functional. I'm now devoting more time trying to iron that out since my final is over.

UPDATE 2:
Look promising? (http://img410.imageshack.us/img410/9992/heretic.png) Ignore the red text and the mis-aligned curly brackets.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Chrysalis on 2009-05-13 02:09:34
1.1.8 wont run for me, OS is windows XP.

1.1.7 works fine.
1.1.8 I get a hourglass for split second and then nothing happens, I get no dialog box, no errors etc.

--edit--
to add heiddeggar is one sweet app, and does what I was looking for, got to modify enemy attacks.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: obesebear on 2009-05-13 02:36:06
Also seems to be incompatible with Windows 7 RC 7100.

EDIT:  Disregard.  I should have payed more attention to the original post
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Chrysalis on 2009-05-13 02:59:56
ok I see I needed to install visual basic powerpacks for new version so installed it.  I already got net 3.5 installed.

It now runs but after clicking on initial data tab I got this error and it crashed.

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
   at WallMarket.Form1.DrawStatIndic()
   at WallMarket.Form1.Draw_Curves(Object sender, EventArgs e)
   at WallMarket.Form1.Radio_CheckedChanged(Object sender, EventArgs e)
   at System.Windows.Forms.RadioButton.OnCheckedChanged(EventArgs e)
   at System.Windows.Forms.RadioButton.set_Checked(Boolean value)
   at WallMarket.Form1.TabControl1_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.TabControl.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)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
    CodeBase: file:///C:/WINNT/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.1.8.2
    Win32 Version: 1.1.8.2
    CodeBase: file:///F:/patches/ff7/WallMarket118/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///C:/WINNT/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Chrysalis on 2009-05-13 22:35:04
ok question if ok.

If I were to set clouds level to 1 for start of game but left his stats alone, would that mean he would still have same stats but just have higher base values? so by the time he reaches the original starting level he would have higher stats than otherwise in affect making the game easier.  If this is the case how do I know what to adjust the stats to on level 1 so he has the same stats on the higher levels.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BlitzNCS on 2009-05-13 22:36:20
:O new version of WM!?
sweet :D
*edis some AI*
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-05-13 22:51:51
ok question if ok.

If I were to set clouds level to 1 for start of game but left his stats alone, would that mean he would still have same stats but just have higher base values? so by the time he reaches the original starting level he would have higher stats than otherwise in affect making the game easier.  If this is the case how do I know what to adjust the stats to on level 1 so he has the same stats on the higher levels.

If you don't change the growth curves then it won't matter because the stats will sort themselves out after a few level ups; Yuffie, for example, has starting stats of 1 for each attribute at level 1 but has normal stats by the time she reaches level 17. Have a look at section 1.4 of the party mechanics (http://www.gamefaqs.com/console/psx/file/197341/36775) guide to see how it works.

In short, there is a baseline curve for character stats that is involved in the formula for stat growth at level up that stops stats from growing if they are higher than they should be for that level and makes them grow more if they are lower than they should be. Starting stats aren't really important.

You probably won't have exactly the same stats at level 6 no matter what you set his level 1 starting stats at because of the random element in stat gains, but as long as you don't dramatically increase his stats, they will normalise by the time you get to about level 15 (maybe earlier).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: -Ric- on 2009-05-13 23:00:17
somehow i cant install Microsoft Visual Basic Power Packs 3.0  :/
when its finishing it gives this error

"Cannot register types for DXCore assembly"

any ideas?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Chrysalis on 2009-05-14 05:25:30
ok question if ok.

If I were to set clouds level to 1 for start of game but left his stats alone, would that mean he would still have same stats but just have higher base values? so by the time he reaches the original starting level he would have higher stats than otherwise in affect making the game easier.  If this is the case how do I know what to adjust the stats to on level 1 so he has the same stats on the higher levels.

If you don't change the growth curves then it won't matter because the stats will sort themselves out after a few level ups; Yuffie, for example, has starting stats of 1 for each attribute at level 1 but has normal stats by the time she reaches level 17. Have a look at section 1.4 of the party mechanics (http://www.gamefaqs.com/console/psx/file/197341/36775) guide to see how it works.

In short, there is a baseline curve for character stats that is involved in the formula for stat growth at level up that stops stats from growing if they are higher than they should be for that level and makes them grow more if they are lower than they should be. Starting stats aren't really important.

You probably won't have exactly the same stats at level 6 no matter what you set his level 1 starting stats at because of the random element in stat gains, but as long as you don't dramatically increase his stats, they will normalise by the time you get to about level 15 (maybe earlier).

ok thanks understood. I might mess with the curve stuff so more difference between the characters.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-05-14 06:05:21
Something just occured to me.  Is the "All Lucky 7s" thing in character AI?  Would it be possible to alter it to "Lucky Max HP"?  :-D

EDIT: Never mind.  It seems that it isn't in the kernel.  It's at the end of the damage equation, which is why enemies can get it.  I haven't been doing my HW.  Sorry about that.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-14 13:22:46
It's at the end of the damage equation, which is why enemies can get it.  I haven't been doing my HW.  Sorry about that.

Eh? Enemies can get it?! I never knew that!

ok question if ok.

If I were to set clouds level to 1 for start of game but left his stats alone, would that mean he would still have same stats but just have higher base values? so by the time he reaches the original starting level he would have higher stats than otherwise in affect making the game easier.  If this is the case how do I know what to adjust the stats to on level 1 so he has the same stats on the higher levels.

If you don't change the growth curves then it won't matter because the stats will sort themselves out after a few level ups; Yuffie, for example, has starting stats of 1 for each attribute at level 1 but has normal stats by the time she reaches level 17. Have a look at section 1.4 of the party mechanics (http://www.gamefaqs.com/console/psx/file/197341/36775) guide to see how it works.

In short, there is a baseline curve for character stats that is involved in the formula for stat growth at level up that stops stats from growing if they are higher than they should be for that level and makes them grow more if they are lower than they should be. Starting stats aren't really important.

You probably won't have exactly the same stats at level 6 no matter what you set his level 1 starting stats at because of the random element in stat gains, but as long as you don't dramatically increase his stats, they will normalise by the time you get to about level 15 (maybe earlier).

Deviations are as nothing before the Score....err, curves. :D That's why I added those graphs on the growth tab. If you want them to have different stats at different levels, you'll have to change the curves.

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-05-15 01:28:07
Yeah, enemies get All Lucky 7s.  I did a search for it here on the qhimm forums and found someone who was annihilated by the Materia Keeper lol.

Lovin' WM all the way, btw!  I shall find a way to make use of those unused materias and items.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: -Ric- on 2009-05-15 02:48:04
somehow i cant install Microsoft Visual Basic Power Packs 3.0  :/
when its finishing it gives this error

"Cannot register types for DXCore assembly"

any ideas?

any1?  :cry: :cry:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-15 13:37:25
somehow i cant install Microsoft Visual Basic Power Packs 3.0  :/
when its finishing it gives this error

"Cannot register types for DXCore assembly"

any ideas?

any1?  :cry: :cry:

What version of DirectX do you have installed?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: -Ric- on 2009-05-15 20:23:32
directX 9.0c (4.09.0000.0904)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Chrysalis on 2009-05-16 02:20:47
I fixed the crashes I was getting, it seems not supposed to have .net 2.0 and .net 3.5 both installed at same time, I deinstalled 2.0 and then it worked.

this tool and heideggar are both superb many thanks to the dev and to those who are helping.

The curves confuse me a bit, eg. clouds max hp curve dips in his middle levels and then catches up a bit at the end towards lvl99.

Seeing aeris natural magic and spirit stats makes me hate what happens even more in the game :(

Is it possible to do these 2 things or are they limited by game code?

set magic cost to above 255MP for a spell/summon
set max level for a materia to lvl 3 instead of lvl 5, in my case I only want 3 levels on knights of the round.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-05-16 09:57:57
The first would require some much heavier modding since the MP cost of spells is determined by one byte.

The second is possible since materia levels are determined in the kernel.bin. A word of warning, however; if you want to make summons work like Ultima magic does (i.e. requiring a level up before they are used, which would be a great idea with KotR), you can't.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warmist on 2009-05-16 12:52:50
I have encountered a strange error while trying to create KERNEL.BIN:
An attempt was made to load a program with an incorrect format. (Exception from HRESULT: 0x8007000B)

I am using windows vista (64bit). Can that be the reason?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-16 16:17:29
I have encountered a strange error while trying to create KERNEL.BIN:
An attempt was made to load a program with an incorrect format. (Exception from HRESULT: 0x8007000B)

I am using windows vista (64bit). Can that be the reason?

I run it on a 32-bit Vista and XP before releasing it so I doubt the 64-bit version is the issue. Do you have zlib1.dll in the same directory as WM? Also, are you running it as Admin?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warmist on 2009-05-16 17:15:12
Both answers are yes. When opened with debuger this is the log:
Code: [Select]
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_64\mscorlib\2.0.0.0__b77a5c561934e089\mscorlib.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Games\Final Fantasy VII\wallmarket\WallMarket.exe'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\Microsoft.VisualBasic\8.0.0.0__b03f5f7f11d50a3a\Microsoft.VisualBasic.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\System\2.0.0.0__b77a5c561934e089\System.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\System.Windows.Forms\2.0.0.0__b77a5c561934e089\System.Windows.Forms.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\System.Drawing\2.0.0.0__b03f5f7f11d50a3a\System.Drawing.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\System.Runtime.Remoting\2.0.0.0__b77a5c561934e089\System.Runtime.Remoting.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\Microsoft.VisualBasic.PowerPacks\9.0.0.0__b03f5f7f11d50a3a\Microsoft.VisualBasic.PowerPacks.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\Accessibility\2.0.0.0__b03f5f7f11d50a3a\Accessibility.dll'
A first chance exception of type 'System.BadImageFormatException' occurred in WallMarket.exe
A first chance exception of type 'System.NullReferenceException' occurred in WallMarket.exe
An unhandled exception of type 'System.NullReferenceException' occurred in WallMarket.exe

Additional information: Object reference not set to an instance of an object.

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-18 01:32:24
Both answers are yes. When opened with debuger this is the log:
Code: [Select]
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_64\mscorlib\2.0.0.0__b77a5c561934e089\mscorlib.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Games\Final Fantasy VII\wallmarket\WallMarket.exe'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\Microsoft.VisualBasic\8.0.0.0__b03f5f7f11d50a3a\Microsoft.VisualBasic.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\System\2.0.0.0__b77a5c561934e089\System.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\System.Windows.Forms\2.0.0.0__b77a5c561934e089\System.Windows.Forms.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\System.Drawing\2.0.0.0__b03f5f7f11d50a3a\System.Drawing.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\System.Runtime.Remoting\2.0.0.0__b77a5c561934e089\System.Runtime.Remoting.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\Microsoft.VisualBasic.PowerPacks\9.0.0.0__b03f5f7f11d50a3a\Microsoft.VisualBasic.PowerPacks.dll'
'WallMarket.exe' (Managed): Loaded 'C:\Windows\assembly\GAC_MSIL\Accessibility\2.0.0.0__b03f5f7f11d50a3a\Accessibility.dll'
A first chance exception of type 'System.BadImageFormatException' occurred in WallMarket.exe
A first chance exception of type 'System.NullReferenceException' occurred in WallMarket.exe
An unhandled exception of type 'System.NullReferenceException' occurred in WallMarket.exe

Additional information: Object reference not set to an instance of an object.

If looks like you´re using .net 2.0. Uninstall that and install 3.5r1 (or whatever the newest one is).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-05-18 08:24:10
Now that it is possible to equip a third Limit Break to each level using WM, does anyone know how to unlock those Limit Breaks ingame?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warmist on 2009-05-18 09:14:13
.net is ver 3.5 sp1(reinstalled just in case).I never had version  2 .net because its vista. Further debugging says that it's from Form1.GZipData... Also I found this in the internet: http://bytes.com/groups/net-c/566671-dll-works-32-bit-machine-but-not-64-bit-machine (http://bytes.com/groups/net-c/566671-dll-works-32-bit-machine-but-not-64-bit-machine). Could this be the case?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-18 16:34:26
.net is ver 3.5 sp1(reinstalled just in case).I never had version  2 .net because its vista. Further debugging says that it's from Form1.GZipData... Also I found this in the internet: http://bytes.com/groups/net-c/566671-dll-works-32-bit-machine-but-not-64-bit-machine (http://bytes.com/groups/net-c/566671-dll-works-32-bit-machine-but-not-64-bit-machine). Could this be the case?

Huh. Yeah, that sounds exactly like what would be going on here. I assumed it was an issue with the .dll since that's only accessed during creation. I think I changed it to enforce the 32-bit libraries, but I'm not too sure. Can I email it to you for you to try?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warmist on 2009-05-18 17:07:15
sure go ahead.

[edit]
New version works perfectly! Thank you very much. Now I can start hacking  :evil:  :-)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: -Ric- on 2009-05-19 02:32:03
somehow i cant install Microsoft Visual Basic Power Packs 3.0  :/
when its finishing it gives this error

"Cannot register types for DXCore assembly"

any ideas?

directX 9.0c (4.09.0000.0904)

any ideas to fix this?  :|
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-19 13:18:04
sure go ahead.

[edit]
New version works perfectly! Thank you very much. Now I can start hacking  :evil:  :-)

Great! That version I gave you had a few tweaks that I'll upload to the main file. It doesn't have any major changes (I'm not sure that most people will notice what it fixes) so it won't get its own version number. At best it'll be 1.2.0a or something.

somehow i cant install Microsoft Visual Basic Power Packs 3.0  :/
when its finishing it gives this error

"Cannot register types for DXCore assembly"

any ideas?

directX 9.0c (4.09.0000.0904)

any ideas to fix this?  :|

Not from me. Can you get a screenshot when the error comes up and expand the error to show any details?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: -Ric- on 2009-05-19 18:33:33
(http://i44.tinypic.com/64gw2t.jpg)


incase u cant watch it well like that, direct link: http://i44.tinypic.com/64gw2t.jpg
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-19 20:57:55
incase u cant watch it well like that, direct link: http://i44.tinypic.com/64gw2t.jpg

What the heck is Refactor! 1.3 (http://www.devexpress.com/Products/Visual_Studio_Add-in/VBRefactor/)? That doesn't have anything to do with the powerpacks link on the first post.

EDIT:
Wanna know what I've been doing?
Code: [Select]
Midgar Zolom :
Init:
0x0000 11 0020
0x0003 60 08
0x0005 90
0x0006 11 0040
0x0009 60 02
0x000B 90
0x000C 73
Main:
0x0000 02 2060
0x0003 01 4080
0x0006 80
0x0007 60 00
0x0009 40
0x000A 70 001E
0x000D 12 2070
0x0010 02 20A0
0x0013 82
0x0014 90
0x0015 60 20
0x0017 61 01B8
0x001A 92
0x001B 72 0096
0x001E 01 0000
0x0021 60 00
0x0023 71 0029
0x0026 72 002E
0x0029 60 01
0x002B 71 0031
0x002E 72 0036
0x0031 60 02
0x0033 71 0054
0x0036 12 2070
0x0039 02 20A0
0x003C 82
0x003D 90
0x003E 60 20
0x0040 61 01B9
0x0043 92
0x0044 11 0000
0x0047 01 0000
0x004A 60 01
0x004C 30
0x004D 90
0x004E 72 0095
0x0051 72 0054
0x0054 81
0x0055 01 0020
0x0058 34
0x0059 52
0x005A 01 0040
0x005D 50
0x005E 70 007C
0x0061 12 2070
0x0064 02 20A0
0x0067 82
0x0068 90
0x0069 60 20
0x006B 61 01BA
0x006E 92
0x006F 11 0040
0x0072 01 0040
0x0075 60 01
0x0077 31
0x0078 90
0x0079 72 008A
0x007C 12 2070
0x007F 02 20A0
0x0082 82
0x0083 90
0x0084 60 20
0x0086 61 01B9
0x0089 92
0x008A 11 0000
0x008D 81
0x008E 60 02
0x0090 34
0x0091 90
0x0092 72 0095
0x0095 91
0x0096 73
General Counter:
0x0000 02 2060
0x0003 01 4080
0x0006 80
0x0007 60 00
0x0009 40
0x000A 70 001A
0x000D 12 2060
0x0010 11 4088
0x0013 80
0x0014 60 01
0x0016 90
0x0017 72 0024
0x001A 12 2060
0x001D 11 4088
0x0020 80
0x0021 60 06
0x0023 90
0x0024 02 2060
0x0027 03 4160
0x002A 80
0x002B 02 2060
0x002E 03 4180
0x0031 80
0x0032 60 08
0x0034 33
0x0035 60 03
0x0037 32
0x0038 43
0x0039 01 0020
0x003C 60 05
0x003E 40
0x003F 50
0x0040 70 0058
0x0043 12 2070
0x0046 02 20A0
0x0049 90
0x004A 60 20
0x004C 60 54
0x004E 92
0x004F 11 0020
0x0052 60 04
0x0054 90
0x0055 72 0108
0x0058 02 2060
0x005B 03 4160
0x005E 80
0x005F 02 2060
0x0062 03 4180
0x0065 80
0x0066 60 08
0x0068 33
0x0069 60 04
0x006B 32
0x006C 43
0x006D 01 0020
0x0070 60 06
0x0072 40
0x0073 50
0x0074 70 00A4
0x0077 01 0040
0x007A 60 02
0x007C 40
0x007D 70 009B
0x0080 12 2070
0x0083 02 2060
0x0086 02 40D0
0x0089 80
0x008A 90
0x008B 60 20
0x008D 61 01BA
0x0090 92
0x0091 11 0040
0x0094 01 0040
0x0097 60 01
0x0099 31
0x009A 90
0x009B 11 0020
0x009E 60 05
0x00A0 90
0x00A1 72 0108
0x00A4 02 2060
0x00A7 03 4160
0x00AA 80
0x00AB 02 2060
0x00AE 03 4180
0x00B1 80
0x00B2 60 08
0x00B4 33
0x00B5 60 05
0x00B7 32
0x00B8 43
0x00B9 01 0020
0x00BC 60 07
0x00BE 40
0x00BF 50
0x00C0 70 00CC
0x00C3 11 0020
0x00C6 60 06
0x00C8 90
0x00C9 72 0108
0x00CC 02 2060
0x00CF 03 4160
0x00D2 80
0x00D3 02 2060
0x00D6 03 4180
0x00D9 80
0x00DA 60 08
0x00DC 33
0x00DD 60 06
0x00DF 32
0x00E0 43
0x00E1 01 0020
0x00E4 60 08
0x00E6 40
0x00E7 50
0x00E8 70 0108
0x00EB 12 2070
0x00EE 02 2060
0x00F1 90
0x00F2 60 20
0x00F4 61 0201
0x00F7 92
0x00F8 12 2060
0x00FB 11 4080
0x00FE 80
0x00FF 60 05
0x0101 90
0x0102 11 0020
0x0105 60 07
0x0107 90
0x0108 73

There's plenty more where that came from too. There's a massive txt file now (1,602,747 bytes) containing all the enemies' AI in this format. Well, at least, all the enemies that HAVE AI.
There are 114231 "lines" of assembler code in the scene file.
There are 1544 scripts in same.
The longest script is 2682 bytes long (there are two of them) and is on Eligor's main script (a monster in the north train graveyard after fighting Aps).
The average script length is 157 bytes.
Total Script size (all scripts combined) take up approximately 238114 bytes. That's roughly 12% of all the uncompressed scene data.
Opcode usage statistics:
Code: [Select]
code usage
00 3296
01 3008
02 10635
03 1635
10 2589
11 4044
12 8123
13 380
30 990
31 269
32 439
33 463
34 1313
35 374
36 98
37 22
40 4686
41 83
42 300
43 450
44 152
45 125
50 755
51 223
52 1054
60 19664
61 4177
62 79
70 4389
71 1746
72 6272
73 1544
75 0
80 8430
81 1311
82 2668
83 268
84 102
85 77
86 306
87 229
90 12414
91 562
92 3477
93 407
94 15
95 539
96 0
A0 49
Pretty cool stuff. Sorta. To me anyway. :(

UPDATE:
Big Oops! I just realized that 62 only gives an argument of three bytes and type 03 is probably just as long. *sigh* That changes quite a lot. I'll have to change WM just a bit (fortunately not much) to account for that. You'd think a 32-bit system could hold a 32-bit value in its stack....
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: -Ric- on 2009-05-20 01:13:00
wow i feel so stupid now... :cry: :cry:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-20 14:10:02
wow i feel so stupid now... :cry: :cry:

I'm sorry. I didn't mean to make you feel stupid. I just want to get it working for you. Install the PowerPacks properly and it'll work.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: -Ric- on 2009-05-20 15:50:20
its already working and its pretty cool, thanks  :-D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-05-21 06:44:05
Now that it is possible to equip a third Limit Break to each level using WM, does anyone know how to unlock those Limit Breaks ingame?

 :oops: Can't believe it took me this long to realize just what a stupid question that was.  Everyone, thank you for not embarrassing me with a reply.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-05-21 07:09:58
Quote from: NFITC1
EDIT:
Wanna know what I've been doing?

Hmmmm, so, how's ProudClod coming along?  8-)

And I've noticed a couple of things about Wallmarket's AI editing. Is the program not supposed to be able to make new scripts for characters? It seems that I can only edit ones that already exist (my apologies if this has already been answered somewhere else).

And I think that the instructions on using the 44 and 45 opcodes in the "if-conditions" part of the help file are the wrong way around; when I programmed Cloud to use heal when his health dropped below a certain point I needed to use the 45 opcode to make it work.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-21 13:12:54
Quote from: NFITC1
EDIT:
Wanna know what I've been doing?

Hmmmm, so, how's ProudClod coming along?  8-)

Getting closer. It just crashes on certain scripts, but that's probably because of the error I noticed yesterday (now I know what the trouble was. Attempting to fix now...).

And I've noticed a couple of things about Wallmarket's AI editing. Is the program not supposed to be able to make new scripts for characters? It seems that I can only edit ones that already exist (my apologies if this has already been answered somewhere else).

I don't think this was ever even asked, but if you select a new script and press Enter then it will begin a new script.

And I think that the instructions on using the 44 and 45 opcodes in the "if-conditions" part of the help file are the wrong way around; when I programmed Cloud to use heal when his health dropped below a certain point I needed to use the 45 opcode to make it work.

This is not surprising. the helpfile's documentation on the opcodes is no where near complete and I think it's only moderately accurate. I'm still working on improving it since I did release it before it was totally complete. I'll have a new one up today with the fix of the 62 code. That might even fix Proud Clod up for release status.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-05-21 14:05:30
Quote from: NFITC1
I don't think this was ever even asked, but if you select a new script and press Enter then it will begin a new script.


Hmmm, whenever I do that I get this (I have .NET Framework 3.5 and Visual Basic Power Packs 3.0):


Code: [Select]
************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.Collections.ArrayList.get_Item(Int32 index)
   at System.Windows.Forms.DataGridViewSelectedCellCollection.get_Item(Int32 index)
   at WallMarket.Form1.EditCharAI_KeyPress(Object sender, KeyPressEventArgs e)
   at WallMarket.Form1.AISectionList_KeyUp(Object sender, KeyEventArgs e)
   at System.Windows.Forms.Control.OnKeyUp(KeyEventArgs e)
   at System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m)
   at System.Windows.Forms.Control.ProcessKeyMessage(Message& m)
   at System.Windows.Forms.Control.WmKeyChar(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ListBox.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)

I've also been getting this when editing my more heavily modded (and therefore bigger) KERNEL.BINs:

Code: [Select]
************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
   at WallMarket.Form1.Load_Growth()
   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)

The latter doesn't stop me doing anything (I think), so it hasn't really bothered me.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-21 14:54:37
Quote from: NFITC1
I don't think this was ever even asked, but if you select a new script and press Enter then it will begin a new script.


Hmmm, whenever I do that I get this (I have .NET Framework 3.5 and Visual Basic Power Packs 3.0):


Code: [Select]
************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.Collections.ArrayList.get_Item(Int32 index)
   at System.Windows.Forms.DataGridViewSelectedCellCollection.get_Item(Int32 index)
   at WallMarket.Form1.EditCharAI_KeyPress(Object sender, KeyPressEventArgs e)
   at WallMarket.Form1.AISectionList_KeyUp(Object sender, KeyEventArgs e)
   at System.Windows.Forms.Control.OnKeyUp(KeyEventArgs e)
   at System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m)
   at System.Windows.Forms.Control.ProcessKeyMessage(Message& m)
   at System.Windows.Forms.Control.WmKeyChar(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ListBox.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)

This, at least, has been resolved now. Did some things out of order like trying to find the selected cell when there were no cells. That's bad.

I've also been getting this when editing my more heavily modded (and therefore bigger) KERNEL.BINs:

Code: [Select]
************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
   at WallMarket.Form1.Load_Growth()
   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)

The scripts in the KERNEL.BIN should not take up more than 2048 bytes. That's all the game will handle. If the growth section is larger than 3988 bytes uncompressed (I think that's the size), then the game will not run at all. Compressed size isn't an issue so I don't think that's a big deal. It might be the script in it that's causing the problem. I identified the problem with loading Ruby Weapon's script because it has a jump to an address with a "73" in it. That's the code to end the script and that's what I was using to end the AI loading. That's worse! Errors abound when this happens. I'm in the process of fixing that now and we'll see if that is the issue.
The script size issue has been fixed, it just takes a while for longer scripts to load. Ruby Weapon's script took about 50+ seconds to load and Eligor's Main (which does have the longest script) ... I started it about a minute and a half ago and it's still loading. :) Be VERY patient with the enemy AI. The longer ones just take a while, but the length-based errors have been accounted for and won't cause errors anymore.

Forget what WAS here. My readme example sucked. My logic is fine
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: AlbusJC on 2009-05-22 14:39:48
I tried proudclod 1.0. this program can change the AI of the enemies, right? So, you can add dialogue to the fighting as well as fighting the scorpion? I have tried to do with Scene Edit but have not managed to change the script...  :? :
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-22 15:34:36
I tried proudclod 1.0. this program can change the AI of the enemies, right? So, you can add dialogue to the fighting as well as fighting the scorpion? I have tried to do with Scene Edit but have not managed to change the script...  :? :

Sure can. Just make sure that if you do you also make the characters pause. There's documentation in WallMarket's helpfile on how to do that under command 92h.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-05-22 16:07:29
Ah, now I can make new scripts!

And I think I'm going to have some fun with ProudClod as well. Virtual cake for you  :-D

I changed my name because this is what I use everywhere else; I doubt it will be enough to confuse anyone.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Terid__K on 2009-05-22 17:11:50
Just a question...

Do you have to start a new game when you edit the scene.bin file? Because it surprised me when I could use my old saves with the modified kernel.bin.

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-22 18:08:07
Just a question...

Do you have to start a new game when you edit the scene.bin file? Because it surprised me when I could use my old saves with the modified kernel.bin.



...I never had to start a new game in either case. I guess it depends on what you edit in the KERNEL.BIN, but editing the scene.bin should be safe.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2009-05-23 08:27:34
Hey, great work here N.

I just noticed something with Proud Clod. I was checking out my new enemies with it, and the program seem to be importing scripts from other scenes on certain enemies. For instance, in scene 4 (or 3 zero based) I made a new enemy called Jinx. I only made a Pre-Battle and Main script, but according to PC it has All the counters as well, except magical (The CGeneral and CPhysical are from the standard chocobo AI). As far as I know it only happens with my new enemies.

I should thank you as well 'cause I discovered some bugs in my mod.  :-D

Just a question...

Do you have to start a new game when you edit the scene.bin file? Because it surprised me when I could use my old saves with the modified kernel.bin.



No, but certain things will be messed up. Like Current Materia AP vs Master. And editing initial data is pretty useless (the initial savemap).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Tonfa on 2009-05-23 08:52:06
Fantastic work, with relatively simple enemy AI editing I finally have all the needed tools for a FF7 rebalancing hack.

There's a bug with it though: If you check/edit a scene (let's use scene 93 in this example - MP, Guard Hound, Smogger), then move to another scene (let's use scene 78 - Mono Drive, Grunt, 1st Ray) it doesn't unload AI scripts that don't exist in the new scene properly. 1st Ray now has Smogger's PreBattle script in the example used. Only one scene can be edited at a time as is.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2009-05-23 09:17:19
By the way, NFITC1, contact me through ICQ about detail about AI opcodes. I can explain how any opcode works. I just too lazy to write about it.
I looked at your documentation about opcodes and found a lot of missing things. For example about 0x96 opcode =)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-23 15:25:53
Fantastic work, with relatively simple enemy AI editing I finally have all the needed tools for a FF7 rebalancing hack.

There's a bug with it though: If you check/edit a scene (let's use scene 93 in this example - MP, Guard Hound, Smogger), then move to another scene (let's use scene 78 - Mono Drive, Grunt, 1st Ray) it doesn't unload AI scripts that don't exist in the new scene properly. 1st Ray now has Smogger's PreBattle script in the example used. Only one scene can be edited at a time as is.

Oops! Definitely something that needs to be addressed. I didn't ever run into that when I was just testing to see if it was reading individual scenes. I'll get this fixed ASAP (but likely later in the day today).

By the way, NFITC1, contact me through ICQ about detail about AI opcodes. I can explain how any opcode works. I just too lazy to write about it.
I looked at your documentation about opcodes and found a lot of missing things. For example about 0x96 opcode =)

I would greatly appreciate your help in writing those documentations. I wrote what's currently in the help file mostly from memory and what little documentation I had on them. Also I felt in a hurry to finish it so I could release what I had as soon as I could.
Granted, 96 was the most peculiar as it's only used once. And I don't see any evidence that 90 would take all the arguments that Fergusson says it will. That doesn't mean it won't, it just might never get used that way or I just never noticed it.
I'll have to start an ICQ account. I used to have one, but it was so long ago I don't remember the number.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2009-05-23 16:23:53
Fantastic work, with relatively simple enemy AI editing I finally have all the needed tools for a FF7 rebalancing hack.

There's a bug with it though: If you check/edit a scene (let's use scene 93 in this example - MP, Guard Hound, Smogger), then move to another scene (let's use scene 78 - Mono Drive, Grunt, 1st Ray) it doesn't unload AI scripts that don't exist in the new scene properly. 1st Ray now has Smogger's PreBattle script in the example used. Only one scene can be edited at a time as is.

Ok that answers my question. Great!
Once again good work NFITC1. It's a lot easier moding AI now.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-23 17:14:43
Fantastic work, with relatively simple enemy AI editing I finally have all the needed tools for a FF7 rebalancing hack.

There's a bug with it though: If you check/edit a scene (let's use scene 93 in this example - MP, Guard Hound, Smogger), then move to another scene (let's use scene 78 - Mono Drive, Grunt, 1st Ray) it doesn't unload AI scripts that don't exist in the new scene properly. 1st Ray now has Smogger's PreBattle script in the example used. Only one scene can be edited at a time as is.

Ok that answers my question. Great!
Once again good work NFITC1. It's a lot easier moding AI now.

This issue has now been resolved. It was a very simple fix, but the reason I didn't think I'd get it done this early is because I wanted to be lazy today. Well, it all works out now so whatever. :) The link on the first post has been changed.
I also caught another bug that only happens in one case (that I found). In scene 12 the first enemy is a Mu and the third enemy is a Levikron. These both have scripts, but the second monster in this scene was apparently removed, but it still has a script. All it is is a 73h where the Main script WOULD be, but it sort of errors out because it has no name. In that case the program acts weird because it thinks that monster's name doesn't exist. I solved that too.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2009-05-23 18:39:17
And maybe you need to simplify things in descriptions cause a lot of things is difficult to understand, because they magic numbers. For example addreses where battle ai stores values.
0x0000, 0x2000 and 0x4000 are not understandable, but "unit variable array" (0x0000), "battle global structure" (0x2000) and "unit data structure" (0x4000) are much more convinient.
So opcode 0x90 store data to current "unit variable array" (you can think of it as current unit variable array, because you can set variable only to current unit), can store to global battle structure (which is only one), or it can set values to unit data structures by mask.

It may be good idea to add descriptions of this structures with addreses to easier understanding =)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-05-24 02:18:06
I also caught another bug that only happens in one case (that I found). In scene 12 the first enemy is a Mu and the third enemy is a Levikron. These both have scripts, but the second monster in this scene was apparently removed, but it still has a script. All it is is a 73h where the Main script WOULD be, but it sort of errors out because it has no name. In that case the program acts weird because it thinks that monster's name doesn't exist. I solved that too.

The second monster was not removed.  It's the hole in the ground that is used for a part of the Mu's battle model.  There are nameless monsters in other scenes too, such as the Trickplay's hole, Rufus's helicopter, and in the scene with Palmer, there's the Tiny Bronco and the Shinra Truck.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-24 15:15:23
I also caught another bug that only happens in one case (that I found). In scene 12 the first enemy is a Mu and the third enemy is a Levikron. These both have scripts, but the second monster in this scene was apparently removed, but it still has a script. All it is is a 73h where the Main script WOULD be, but it sort of errors out because it has no name. In that case the program acts weird because it thinks that monster's name doesn't exist. I solved that too.

The second monster was not removed.  It's the hole in the ground that is used for a part of the Mu's battle model.  There are nameless monsters in other scenes too, such as the Trickplay's hole, Rufus's helicopter, and in the scene with Palmer, there's the Tiny Bronco and the Shinra Truck.

Oh yeah. I forgot about those things being different enemies. Regardless, the problem still existed and was fixed. I also just realized another potential problem, but this one won't be caused by Proud Clod. If a user makes the total scripts greater than 4095 Proud Clod will still attempt to save when told to, but either won't succeed or it WILL succeed and make a scene larger than the game will handle. I forgot to add error checking to this point, but that count is there so the user knows NOT to make the size go higher than that. *sigh* I guess I should fix that shouldn't I? I'll be lazy about that. WM won't do that. I was smart enough to check for that before saving.....

And maybe you need to simplify things in descriptions cause a lot of things is difficult to understand, because they magic numbers. For example addreses where battle ai stores values.
0x0000, 0x2000 and 0x4000 are not understandable, but "unit variable array" (0x0000), "battle global structure" (0x2000) and "unit data structure" (0x4000) are much more convinient.
So opcode 0x90 store data to current "unit variable array" (you can think of it as current unit variable array, because you can set variable only to current unit), can store to global battle structure (which is only one), or it can set values to unit data structures by mask.

It may be good idea to add descriptions of this structures with addreses to easier understanding =)

I'm all about making things easier to understand. I wrote all that documentation in several sittings so it's bound to have inconsistancies in it. So let's get together and get it to be more accurate and consistant. I'd like to have a wiki or forum where all these things can be discussed, but I'm not cool enough to know how to get one started. :(
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BrokenCrowe (Mendelevium) on 2009-05-25 22:05:51
Ok here is the thing.. i really like the model of the Buster Blade made by APZ.. so i want to amp up the weapons stats so i could use it throughout the game... or just replace the models of the other swords... i tried both and i couldnt figure out how to overwrite the kernal so the data would be in game...

If anyone knows what to do... I truly believe im inept.. please offer aid ^.^

Okay i am unsure as of what to do... i have a version of it i am unsure which.......... and what im doing now is trying to make the Buster Blade have really high stats.... i can get that far... but how do i implement it into the game?

Thank you,
   Broken Crow
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-26 13:44:36
Ok here is the thing.. i really like the model of the Buster Blade made by APZ.. so i want to amp up the weapons stats so i could use it throughout the game... or just replace the models of the other swords... i tried both and i couldnt figure out how to overwrite the kernal so the data would be in game...

If anyone knows what to do... I truly believe im inept.. please offer aid ^.^

Okay i am unsure as of what to do... i have a version of it i am unsure which.......... and what im doing now is trying to make the Buster Blade have really high stats.... i can get that far... but how do i implement it into the game?

Thank you,
   Broken Crow

This will greatly depend on if you're modifying the PC or the PSX version.

1. Are you using WM 1.2.1? 1.1.8 had saving issues.
2. Are you telling it to create the kernel after you make your changes?

If you're modifying the PC version make sure that your KERNEL.BIN is in the FFVII/Data/kernel folder and is called KERNEL.BIN. If it's the PSX version...you'll have to ask someone how to inject it into the ROM image 'cause I don't know how to do that.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-05-27 01:33:01
If you are going to import a file into a psx iso, you can use cdmage, but if the file becomes too large, it will truncate it, though i don't see the kernel getting bigger by much if any (though the scene.bin easily can, but if you have some decent programming knowledge, and know how to edit enemy AI, you will quickly see how badly much of the AI was written with a lot of unnecessary repetition, and shaving down on that saves some room ^^). if the file somehow becomes smaller, that is fine, since it will just add FF for the missing stuff. i was working on the psx version (before learning ai editing), but m scene file got too big so i moved to the pc version (cousin was kind enough to give me his ^^), but before that i had no trouble adding files to the psx iso with cdmage.

for a psx iso, when you open it you must chose m2/2352 track from the popup menu (else it will not read it right if at all), move to the directory on the iso that has the older file (the INIT folder), right click on the kernel (or whichever file you want to replace, such as the scene.bin, which is in the battle folder), and click import file. from there it will take you to a browser, so find your new kernel and click on it (it will warn you if it is too big or too small, though only too big is bad, unless you removed important parts from the kernel somehow), then it will quickly replace the old with the new, and you can test from there.

though for the pc version it is easy as copy and paste, and if you can't do that then i can't help you  :evil:

nfitc1, what all is needed to make an enemy, such as the MP, use, say the fire spell? from what i have seen, it is likely that it is a problem with their limited animations (only the tonfa attack and machine gun animations), that they lock up when trying to cast fire (camera moves like it is being casted, then sits there, requiring a ctrl+q exit), as when i set their attack animation (in the hex, setting both the attack and animation in the enemy data section correctly) to either of the two they are able to use, they can perform the attack, but it looks like their normal attack, no magic casted, but the damage is that of the fire spell, not very useful. now i was able to give a mono drive the vacuum ability (from bloatfloats) that shares the same animation index as fire, and it did show the vacuum attack right, and not the fire spell. i still need to test and see if the mono drive can use other spells (likely), and if it can then there must be something that has to be set in the animations of the enemy themselves.

So... how exactly can i change the enemy animations, since only ifalna can see their animations (errors when trying to edit), kimera will not even load the files, since they are "not a valid P file", and i know little about the hex for animations. hell, i'd settle for just a copy of their idle animation that i can call that has the ability to use magic, at least until i can learn more about adding animations. if you have any insight that would be wonderful.

also, some suggestions on your proud clod, it would be very nice if you would add the ability for the user to edit the enemy attack id's (what they can use ability wise) as well as the animations (that the moves use), so for example MP uses animation 03 for attack 0110 (machine gun attack), and 04 for 0111 (tonfa attack), since i have to manually extract the files and open them up in a hex editor to change something as small as that (i don't think any of the programs allow for this yet, so this could be a first, and shouldn't take much to do, since it is even less than what is already added, you'd just have to point to two different places per enemy). i'd also like to thank you for the ai editor, as it has been very useful, and the C format decoding of it helps out a lot (so i can see if i screwed up much easier  :-P), and paired with hojo and WM, things are going nicely ^^

sorry about the long post, but i tend to ramble on... if you could implement my suggestion, i'd really appreciate it (and likely many others as well). battle formations would be nice too, but i know they aren's completely known yet, but i can do enough to do what i need via hex for now (it is a lot, so changes are actually worthwhile to manually hack, unlike changing two values  :|). and if you can help with my problem, i'd appreciate that as well.

Edit: gave mono drive ice, but the camera doesn't seem to follow through right... ice is finished before it fully pans over to cloud, but that could be due to the speed at which it casts spells (takes about half the time cloud does to get the spell off, which could explain it), and i even edited the spell's camera movement in WM to fire (which it uses correctly), but it was still off by a good bit... maybe it has something to do with me having a mono drive battle happen after the MP's are killed, or maybe something else?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BrokenCrowe (Mendelevium) on 2009-05-27 03:23:59
I am using the PC version.... And when i go to compile it just floods my desktop with lots of KERNAL files.. i have no save option... and i don't know what you mean.. What exactly is it I'm suppose to be copying and pasting?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-05-27 04:56:01
if you are using wall market to edit the buster blade (get the newest version of wall market, since it does everything  :-P) then you should have no problem saving it. all you need to do is load your kernel with wall market, edit the things you want, click file->create kernel.bin, and that should replace the kernel you loaded with the modified one you made (back up your original first, though there is always an extra one on the install disk). i don't ever see wall market splitting up into many files unless you use the piece managing thing, and it isn't really necessary (it is for manual hex editing, but there isn't much need when you have wall market  :-D).

what i said about copying/pasting was to move your kernel (if it was not in the folder it should be, if you were editing one outside the main folder) into the place in the ffvii folder it is supposed to go in, but i didn't see the "it is spitting out pieces when i compile" thing. so unless i do not know what you are talking about, then the above should work.

on another side note, is there status checks (or whatever they are called) for allocating drops/steal items that are possible through ai, so that more items can be stolen (different or same), different drops for doing different things in battle, or checking if an item was stolen so the enemy gets pissed off (goo king from bof games anyone?). i know that was kind of hard to understand, so i will try to give some examples:

normally through ai, you can set/check certain things related to the enemy such as status problems, actual stats, exp/ap/gil, etc. by doing something similar to, say:
12    2060 -> self mask
00    4010 -> barrier
80            -> combine them together (self.barrier)
60    01    -> sets flag to active
90            -> combines (self.barrier = 1)

where the 4010 is the check for barrier, 42e0 for exp, etc. does anybody know what a check for dropped/stolen items are, how to set their chances, and how to reenable stealing (i.e. if item stolen = 1, item stolen = 0), or am i just dreaming here? because adding an enemy with anger issues when stolen from would be fun (get something really good from bosses, but they increase their aggression and pummel you to death), or giving an enemy multiple steals possible (a boss who puts up a barrier, and resists a ton of damage unless you steal his "battery" in which it goes down for a bit until he installs another... and i know i could have fun doing things with hojo's battle (human form)  :evil:). but mainly i just want even more possibilities to be open, and i'm just curious about this, but having multiple steals for enemies is nice as well.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BrokenCrowe (Mendelevium) on 2009-05-27 05:09:41
I figured out the problem.. my download had corrupted data.. because i  was  doing everything you said... and it wasn't working so i re-downloaded the latest version... that works on my PC that is  which is like version 1.17.... then i did the thing again .. created the KERNAL and it worked like a charm...   I did everything the same as before... so it had to be that my PC messed up on the download.. or i screwed up moving the files around or something....

Thank you,
Broken Crow
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-05-27 05:18:01
the only thing i can think of is you not having the Microsoft Visual Basic Power Packs 3.0 needed to run the newer one (dunno if the 1.1.7 needs them or not), or if you have windows vista, since it LOVES to cause utter chaos in many things (like when .exe's randomly started running only in notepad, so when i started up the computer, i got ~50 .txt files popping up on me...), which is why i custom ordered my quad core with xp on it ^^. i don't think it'd let you run WM without it though, so it could have been the pack not installing correctly, in which case you could always uninstall/reinstall them to see if it fixes it... i don't know the inner workings of WM like nfitc1 does (he made it), so i cannot give any other advice on why it wouldn't work. just try to reinstall the required stuff on the first page and then try it again on an unedited kernel file (a copy of your kernel works too) to see if it works.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BrokenCrowe (Mendelevium) on 2009-05-27 05:22:04
Yeah.... but my grandpa keeps his PC on all the time... Hard Drive issues.... but it seems to be immune to a lot of things I've heard about vista... For example i remember getting a patch to work on Vista that they said was impossible for Vista to run... but I'm not sure if i read that right .......... I'm such a newb with technology.. *Laughs quietly to himself*





Edit* Okay..... I made a back up of my original KERNAL.... and i used WalllMArket to make my Buster Blade Ultra powerful.... then i decided i wanted to lower the stats... so i did that.. and it didnt work.. my buster blade remained ultra powerful.... so i decided to replace my original KERNAL and start from scratch.. i replaced the KERNAL and went into the game just to double check if everything checked out........... MY  Buster Blade was still ultra powerful........... Im in no mood to re-install everything.... so does anyone know what is wrong??? Or is it Vista turning around on me after what i said up there? :P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-05-27 05:45:33
Yeah, vista seems to either run pretty flawlessly (at times, until you hook up an emulator it doesn't like), or crap out whenever it is is very bad to have happen. xp has flaws, but nothing that can't be tweaked to get around (plenty of tweaking manuals out there for big performance boosts and better stability, though it is still more stable than vista   :|). they are making it very hard to not get vista on your computer, when xp is obviously more reliable... if they used xp's stability and built from there instead of redoing everything, vista could actually be something worthwhile. meh... i just hate it  :-P.

anyway, im going to get back to ai editing (have enemies up to the motor ball boss on the shinra highway stat edited), and hopefully find some of the unknowns out at some point, because there could be something good hidden in there ^^. also, on the side i'm going to be working on ffvi advance's enemies and ai hacking, since i know where the offsets for pretty much everything is (or at least a general idea... i did find the ai and enemies at least, as well as all the items), and may look into updating the ff3 (snes ffvi) editor which did prety much everything, since the two are programmed almost exactly the same way, just the advance one has more added to it, and much more room for possibilities. but i am in no real rush for ffvi, since i am already pretty far into hacking ffvii.



and another question for you nfitc1, would it be easily possible for you to allow for more than one character editor to pop up at a time from proud clod from different scenes (same scene.bin, different file within), so that i can easily compare ai from one enemy to another, and still be able to edit both enemy's ai? so if i wanted to compare MP from scene 76 (75 in proud clod) to the grenade combatant in 105 (104), i could see both of their ai at the same time in two separate windows, and add changes at will instead of having to use the current manual switch between widows, comparing what i wrote down (or screenshot), and then going back to make changes. this is the biggest issue others are smaller, such as the random errors when i forget to press enter when adding a value and then moving to a new square in the ai, and the top most block never seems to want to add a new row BELOW it if there is already stuff underneath it, making me have to move a ton around to add what i wanted to. adding the ability to chose where the empty blocks are added would be great. also, being able to resize the window, and have the rest of the things in the window actually resize with it would be nice, since the ai disassembled into C is usually pretty lengthy, and having to repeatedly scroll back and forth can be a pain.

not that i am complaining about it, it is wonderful having the (approximate) C equivalent makes coding and understanding much easier, especially when used in combination with terence's enemy mechanics guide, since it helps sort things out even more (and searching ai for certain examples is much easier with a search function :-P). but it does need some work (being the first proud clod release), and i think these are all good possible additions to make life easier (even though you will be the one to do the work to make it easier on us  :evil:). if not, oh well, i am already used to the current version, but i wouldn't mind a more cushioned ai editing program *whistle*.

ok, to hopefully answer your problem, the kernel is only loaded at the start of a new game (i think anyway), so if you made it to a save point, saved, and reloaded after making changes, nothing would change, and previous changes would stick. try to run from a new game and see from there (installing the one YAMP patch, the gyptinstant patch i think, allows you to skip the intro movie to make things faster (ctrl+s), though it usually leads to the black screen glitch, but if you just go to the menu and come back it is fixed... and if you press it again you turn off the frame limit, or at least that is what happens for me, though it doesn't work in battle), and if not, then i do not know what is wrong... but likely vista :evil:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-27 14:05:49
Gah! I play Zelda II for one day and see what happens. :P Lotsa questions. I don't mind, I just wish I was here earlier and could answer them.

Quote
what all is needed to make an enemy, such as the MP, use, say the fire spell?

First of all you'll have to add the fire attack data to the scene attack data. You might want to have a side-by-side comparison to WM for this. The attack doesn't even have to be 100% the same as the "Fire" attack in the KERNEL.BIN, but if you want to have that spell exactly you'll probably want to copy it.
Second, you'll have to add a reference to it in the attacker's AI. Make sure they have enough MP to cast it or you'll get the "Not enough MP!!" warning. To do this you'll have to set the target and use 92 to perform the command. When it gets around to that spot in the AI it will then try to perform it.

Quote
the camera doesn't seem to follow through right... ice is finished before it fully pans over to cloud, but that could be due to the speed at which it casts spells

As far as I can tell, yes this is correct. The camera data contains timings, angles, and distances. There's no documentation on the camera angles available and there's not even a good way to explain what they all look like. Most were probably created on the fly anyway.

Quote
it would be very nice if you would add the ability for the user to edit the enemy attack id's

I thought it could.... Do you have the newest version?

Quote
would it be easily possible for you to allow for more than one character editor to pop up at a time from proud clod from different scenes (same scene.bin, different file within), so that i can easily compare ai from one enemy to another, and still be able to edit both enemy's ai?

It's possible, but I won't do it. That has "memory leaks" written all over it and would require all the scenes to be decompressed in memory at all times. You can run two instances of Proud Clod to the same effect (http://img21.imageshack.us/img21/8514/mpcp.png), just have one dedicated to display and one dedicated to writing.

Quote
on another side note, is there status checks (or whatever they are called) for allocating drops/steal items that are possible through ai, so that more items can be stolen (different or same), different drops for doing different things in battle, or checking if an item was stolen

I do not know the answer to these, but "Item Stolen" might actually be one of the Unused script segments that activates when something is stolen. I might test this later today. As for address of items, just find a decent monster to test against and see what happens. I find the Vlakorados a good one to use because it can take a few hits before going down. At least, if you haven't broken the damage limit.

Quote
the kernel is only loaded at the start of a new game

This is incorrect. The kernel is loaded when you load the game and is never re-loaded while you're actually playing. Saving, modding, and re-loading will reflect any changes you wish to make in the KERNEL.BIN.

Quote
... and it wasn't working so i re-downloaded the latest version... that works on my PC that is  which is like version 1.17....

I don't even have code for the older version so I won't support anything when they go wrong. 1.1.8 was the first one that needed Power Packs, but it wouldn't open if you didn't have it. Just be aware that if you're not using whatever the latest version is I can't help you. I'd like to help you getting 1.2.1 working, but I still don't understand the error you're getting with it. If you had a corrupted download you should just download it again.

Phew. I think that's everything. If it's not feel free to post again.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-05-27 14:21:58
It's possible, but I won't do it. That has "memory leaks" written all over it and would require all the scenes to be decompressed in memory at all times. You can run two instances of Proud Clod to the same effect (http://img21.imageshack.us/img21/8514/mpcp.png), just have one dedicated to display and one dedicated to writing.

Why are monsters like the Bizarre Bug, Tail Vault, and Dual Horn being displayed under "Character AI Edit"?

By the way, say I wanted to create a whole load of new attacks, with new attacks IDs... how many new Attack IDs would I be able to throw in there?  Can I make as many as I want without going into five-figure numbers, or is the limit lower than that (and possibly reachable)?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-05-27 14:49:35
Quote from: NFITC1
Quote
what all is needed to make an enemy, such as the MP, use, say the fire spell?

First of all you'll have to add the fire attack data to the scene attack data. You might want to have a side-by-side comparison to WM for this. The attack doesn't even have to be 100% the same as the "Fire" attack in the KERNEL.BIN, but if you want to have that spell exactly you'll probably want to copy it.
Second, you'll have to add a reference to it in the attacker's AI. Make sure they have enough MP to cast it or you'll get the "Not enough MP!!" warning. To do this you'll have to set the target and use 92 to perform the command. When it gets around to that spot in the AI it will then try to perform it.

About this... I was under the impression that when enemies used shared attacks, the game always ignores the attack data in the scene.bin and looks at the attack data in the kernel.bin. Doesn't this mean that as long as the attack IDs and AI are right, the enemy will cast fire normally, whatever data is in the attack data part of the scene file? Or am I wrong about this?

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-27 14:58:26
I don't know of any limit, but they should be unique within each scene. Just make sure they're greater than 100h. If you want it to teach an E.Skill, use the corresponding E.Skill's attack ID. That's how the game knows an E.Skill was used on a player.

Traditionally there are less than 1000 unique attacks and I'm not sure what will happen if the IDs go higher than this. Aire Tam Storm has the highest attack ID at 3E1h. If you want to keep them all unique, download the list of monster attack names from Filefront and find an ID that's not being used. There's about 50 of them between 100h and 3E8h, but I don't have a list of those. Remember, all the Attack IDs are in hex even though that list is not.

Quote
About this... I was under the impression that when enemies used shared attacks, the game always ignores the attack data in the scene.bin and looks at the attack data in the kernel.bin. Doesn't this mean that as long as the attack IDs and AI are right, the enemy will cast fire normally, whatever data is in the attack data part of the scene file? Or am I wrong about this?

While I believe this is true (I only did one test and I've forgotten the results), the data still needs to be in the scene. That's how the infamous Adamantaimai glitch occurs. It tries to cast Cure, but since it doesn't have the data for Cure in the scene it doesn't work....Unless all the unit variables are initialized as FFh then it tries to use attack FFFFh (which doesn't exist) and crashes because of that.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Chrysalis on 2009-05-27 17:00:48
these tools are superb, are the opcodes etc. documented anyway? or is learn as you go?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-05-27 17:35:29
these tools are superb, are the opcodes etc. documented anyway? or is learn as you go?

Are you asking how NFITC1 figured all of this out, or are you asking whether there's anywhere you can go to find some more help.

If it's the latter, there's the help file that comes with WallMarket, the .dat file that comes with it (open it in notepad and scroll down), and this (http://wiki.qhimm.com/FF7/Battle/Battle_Scenes/Battle_Script) page on the wiki.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-27 18:33:53
there's the help file that comes with WallMarket, the .dat file that comes with it (open it in notepad and scroll down), and this (http://wiki.qhimm.com/FF7/Battle/Battle_Scenes/Battle_Script) page on the wiki.

All of which I wrote.  :wink:  . . . mostly from TFergusson's research.  :cry:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: BrokenCrowe (Mendelevium) on 2009-05-28 00:16:07
Okay.. i downloaded the power packs... i didn't see them at first xD..... and I'm using the latest version of Wall Market and now it seems to work perfectly ... Thank you :D

Thank you
Broken Crow
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-05-28 03:04:57
Quote
it would be very nice if you would add the ability for the user to edit the enemy attack id's

I thought it could.... Do you have the newest version?

what i meant was the area in the scene.bin for the specific enemy's attacks it is able to use, as well as the animation it uses for the attack. normally the MP enemy has only two attacks that it is able to use, machine gun (0110), and tonfa (0111), and even if the attack data in the scene allows for more attacks for every enemy in the scene, they still have to point to the attack in their specific part of the file (in the enemy data section), and give an actual animation for the ability, else the game locks up. i meant it would be nice if you could change each specific enemy's attack pointers and animation pointers through PC so that it didn't have to be done through hex editing. i have the PC 1.0 version, and it does not have this feature, it would require being able to choose a specific enemy in the group to see their animation/attack pointers, and each would need room for all 32 pointers (16 for attack pointer, each at 2 bytes, 16 for animation, each at one byte).

for example:
MP                                   Guard Hound                      [EMPTY]
atk 1 [xxxx]  ani 1 [xx]        atk 1 [xxxx]  ani 1 [xx]        atk 1 [xxxx]  ani 1 [xx]
atk 2 [xxxx]  ani 2 [xx]        atk 2 [xxxx]  ani 2 [xx]        atk 2 [xxxx]  ani 2 [xx]
...                                    ...                                     ...
atk 16 [xxxx]  ani 16 [xx]    atk 16 [xxxx]  ani 16 [xx]     atk 16 [xxxx]  ani 16 [xx]

the [xxxx] being the editable hex boxes. there is definately nothing similar to this that i saw in PC, so i am assuming you forgot about it, or that i am just blind as to where it could be  :evil:


Quote
what all is needed to make an enemy, such as the MP, use, say the fire spell?

First of all you'll have to add the fire attack data to the scene attack data. You might want to have a side-by-side comparison to WM for this. The attack doesn't even have to be 100% the same as the "Fire" attack in the KERNEL.BIN, but if you want to have that spell exactly you'll probably want to copy it.
Second, you'll have to add a reference to it in the attacker's AI. Make sure they have enough MP to cast it or you'll get the "Not enough MP!!" warning. To do this you'll have to set the target and use 92 to perform the command. When it gets around to that spot in the AI it will then try to perform it.

what i meant here is that the enemy MP will not be able to use the fire spell normally (just by calling it in the ai) after setting it's attack/animation pointers to actually show the spell fire. the MP has only two attack animations (that i know of) written as 03 (machine gun attack) and 04 (tonfa attack), and nothing for any magical attacks (all versions (i think) of the MP, including palette swaps, have no animation for casting magic). if i give it any animation id (from the few i tried) past 04, it just sits there as if i didn't even set them to use the ability, and i believe that the earlier animations are for idle and hurt animations. however, if i set it to 03/04, it will use that normal attack animation, with no name, and do the fire spell's damage (though with no fire animation). what i was asking was how to make it so that they actually cast the fire spell on the enemy instead of doing a normal attack animation. would i need to actually create an animation for them in the battle.lgp file (which i have no clue how to do... kimera has issues reading them) allowing for spell casting?

Quote
the kernel is only loaded at the start of a new game

This is incorrect. The kernel is loaded when you load the game and is never re-loaded while you're actually playing. Saving, modding, and re-loading will reflect any changes you wish to make in the KERNEL.BIN.

i think i was thinking of using savestates in the psx version... my bad :-P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-28 03:39:00
Quote
it would be very nice if you would add the ability for the user to edit the enemy attack id's

I thought it could.... Do you have the newest version?

what i meant was [....] or that i am just blind as to where it could be  :evil:

I'm not blind...., but I did forget that those were important info pieces. My current goal is to make this do everything to the scene.bin that Hojo won't. I already nearly obsoleted Teioh with WM 1.0 so I don't want to quash any more of Squall's accomplishments.


Quote
what all is needed to make an enemy, such as the MP, use, say the fire spell?

First of all you'll have to add the fire attack data to the scene attack data. You might want to have a side-by-side comparison to WM for this. The attack doesn't even have to be 100% the same as the "Fire" attack in the KERNEL.BIN, but if you want to have that spell exactly you'll probably want to copy it.
Second, you'll have to add a reference to it in the attacker's AI. Make sure they have enough MP to cast it or you'll get the "Not enough MP!!" warning. To do this you'll have to set the target and use 92 to perform the command. When it gets around to that spot in the AI it will then try to perform it.

what i meant here is [....] allowing for spell casting?

You have to make new animations for them if you don't want to use what they already have. Unless you can discover new anims. If you want, say, the machine gun attack anim to perform Fire, just change the Anim that is performed to match that of the machine gun's.

Quote
the kernel is only loaded at the start of a new game

This is incorrect. The kernel is loaded when you load the game and is never re-loaded while you're actually playing. Saving, modding, and re-loading will reflect any changes you wish to make in the KERNEL.BIN.

i think i was thinking of using savestates in the psx version... my bad :-P

S'all good. :)

Okay.. i downloaded the power packs... i didn't see them at first xD..... and I'm using the latest version of Wall Market and now it seems to work perfectly ... Thank you :D

Thank you
Broken Crow

Good! Now I can help you if you have a problem. :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-05-28 13:04:05
Quote
I'm not blind...., but I did forget that those were important info pieces. My current goal is to make this do everything to the scene.bin that Hojo won't. I already nearly obsoleted Teioh with WM 1.0 so I don't want to quash any more of Squall's accomplishments.

i said that I was blind not you :-P

Quote
You have to make new animations for them if you don't want to use what they already have. Unless you can discover new anims. If you want, say, the machine gun attack anim to perform Fire, just change the Anim that is performed to match that of the machine gun's.

that is what i do not know how to do. i have no idea on how to make new animations for the enemy, or i'd be good to go.

now through the ai i have managed to make enemies cause status ailments to you when you attack them (at a random chance), give them auto statuses like protect/barrier, perform a damage taken check (as a general counter) to see how much damage they received from that attack, if any, and then automatically restore a %age of that damage (kinda like the ffta/2 damage absorb reaction ability) so that their actual life seems longer than it is, and if you are weak they last much longer, though if you are strong they still last more than their base hp (sans 1HKO) normally would, making your strength even more important. I'd like to make a reverse of that, where they heal less if you do lesser damage and heal more when you do more damage, so that the stronger you are, the more hp they gain, but i will likely just make enemies level as you do with similar stat growths as your characters, but that will be a long process to do and will take up much room in the ai unless i can compress it down some. even still that'd be a nice improvement in my opinion over set enemy strengths, and is another reason why I wanted to know about adding drops via ai, so that i could do this little trick. similar to ffviii enemy growing style, but making sure they stay challenging throughout.

tried to fix the MP's machine gun so that it actually dealt long range damage (does 1 hp when i am or it is in the back row, and 4 in the front) by temporarily setting their back row target's back row mod to 00 (front row) in the main, and setting it back to 01 in the post-attack script, though it still did 1 damage... i do not know how to make the enemy's direct attack do more damage (say... double) with direct multiplication (damage x 2 for instance) since there is seemingly no damage check that i can see, and i do not know if i can make the target suffer back attack damage in place of this (and to replace the non-working row change attempt).

i have plenty of ai room for the MP now, since i shrunk it's ridiculously high 861 byte ai down to a reasonable 67 byte ai doing essentially the same (kept the check for enemy row by targeting a random enemy and checking it's row and going form there), making it do more tonfa attacks on front row enemies and more gun shots on back row, removed specific row checks since it doesn't really need them (crappy move set anyway, so not really going to waste time adding that), as well as checking it's own row, though it is pretty easy to add that in (essentially -> if (self back row = 1) -> jump to back row enemy script (in which is the random mod for choosing the gun attack more commonly), and that would be all that is needed to change).

working on getting enemies to have auto-life, so that when they die they can come back to life one time (or more for some fights... make a minion always come back until the master is dead, then losing rezzing capability) or so, though it'd be pretty funny if phoenix could be summoned by the enemy :evil:. hopefully it goes as smoothly as everything else has been recently, since i am getting to know the ai programming pretty well.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: darkvadd7 on 2009-05-28 13:14:44
ProudClod will be great if we can change battle dialogs without bugs ! :-P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-05-28 13:19:35
I haven't tried battle dialogue yet, but i guess i can try it in my next little project, since a message would be nice to see anyway if an enemy is reviving itself.

edit: dialogue definitely works correctly, but my insta rezzing isn't... gonna move it from death counter to an hp checking post-attack script and see if that works. dunno the exact details about bringing someone to life, so im not too sure about it  :|
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-05-28 13:53:30
Quote from: secondadvent
now through the ai i have managed to make enemies cause status ailments to you when you attack them (at a random chance)

That's an excellent idea; I'm going to try it  :wink:

Quote from: secondadvent
perform a damage taken check (as a general counter) to see how much damage they received from that attack, if any, and then automatically restore a %age of that damage

This is a good idea as well; I think that I'll have them perform counter attacks after taking a certain amount of damage. Perhaps some enemies could have one attack that they only use after taking a lot of damage.

Quote from: secondadvent
working on getting enemies to have auto-life, so that when they die they can come back to life one time (or more for some fights... make a minion always come back until the master is dead, then losing rezzing capability) or so, though it'd be pretty funny if phoenix could be summoned by the enemy evil. hopefully it goes as smoothly as everything else has been recently, since i am getting to know the ai programming pretty well.

Not sure exactly what you're planning here, but when reviving minions, wouldn't it be easier (and fairer, from the players POV) to have more enemies use life and life2 on each other?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-28 13:54:30
Discussion of PrC (my new abbreviation of Proud Clod to prevent it from sharing one with PC) has been moved here (http://forums.qhimm.com/index.php?topic=8481.0). It's getting too cluttered in here for two program's to be discussed in the same thread. This should now only contain WallMarket-related questions/comments/bug reports.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-05-28 14:08:20
i know it'd be better, and i do plan on giving enemies life, but i'd like some enemies have an auto-life status under certain circumstances... and i did it, but the enemy is invisible (death animation happened, and stayed that way XD). gonna see if it will be visible by setting it to be visible, else i will put it in the post attack ai (found out it was an error on my part... still learning :-P).

thanks... i didn't know that my ideas were this good. if it helps, that is great, since the more ideas that are out there, the better the hacks can become :evil:. if you want to see some of my code as an example tell me and i will put some up here for reference.

also, nfitc1, it'd be nice if there were a copy/paste feature available for the ai editing, since it isn't fun to have to re-type long pieces of code when moving it around >_>.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warbaque on 2009-05-30 11:55:31
WallMarket's Attack tab -> Status Attack "Change: X / 63" value is a bit confusing
Percentual change is actually 4x value and 63 is just biggest allowed value.

For example
Death
11 / 63 [44% change inflicting Death]
Slow
25 / 63 [100% change inflicting slow]
Remove
63 / 63 [252% change killing enemies, hits allways since propability can't decrease under 100% even with Quadra Magic]

I'm not saying there's any bugs or problems in this program. I was only confused for a few minutes when I scrolled through some status inflicting changes and couldn't figure out how could 11/63 be 0.44
Then I remembered orginal HEX values 01-3F (h19 being 100%)

EDIT:
Question

Is it possible to change Additional Effects in any way?
Particularly
15 Raises base damage and defense by (100 - [])%([] not to exceed 200)
- Raises Att Mod, MAt Mod, Def Mod and MDf Mod by X
  (Hero Drink +30%)
1C Raises base damage and defense by (100 - [])%([] not to exceed 200)
- Def Mod and MDf Mod by X
  (Dragon Force +50%)

I'd like to remove Def Mod and MDf Mod completely because immortality isn't fun. Change them to Att Mod and MAt Mod because boosted damage is fun at times.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-30 15:47:30
WallMarket's Attack tab -> Status Attack "Change: X / 63" value is a bit confusing
Percentual change is actually 4x value and 63 is just biggest allowed value.

For example
Death
11 / 63 [44% change inflicting Death]
Slow
25 / 63 [100% change inflicting slow]
Remove
63 / 63 [252% change killing enemies, hits allways since propability can't decrease under 100% even with Quadra Magic]

I'm not saying there's any bugs or problems in this program. I was only confused for a few minutes when I scrolled through some status inflicting changes and couldn't figure out how could 11/63 be 0.44
Then I remembered orginal HEX values 01-3F (h19 being 100%)

No...the chances just are out of 63. 11/63 ~ 17.5% chance. So 63/63 is 100%. It should all be in the helpfile, but it's been a while since I've looked at that.

EDIT:
Question

Is it possible to change Additional Effects in any way?
Particularly
15 Raises base damage and defense by (100 - [])%([] not to exceed 200)
- Raises Att Mod, MAt Mod, Def Mod and MDf Mod by X
  (Hero Drink +30%)
1C Raises base damage and defense by (100 - [])%([] not to exceed 200)
- Def Mod and MDf Mod by X
  (Dragon Force +50%)

I'd like to remove Def Mod and MDf Mod completely because immortality isn't fun. Change them to Att Mod and MAt Mod because boosted damage is fun at times.

Not by editing the KERNEL. You'll have to change the way it's handled in the game.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warbaque on 2009-05-30 19:20:14
No...the chances just are out of 63. 11/63 ~ 17.5% chance. So 63/63 is 100%. It should all be in the helpfile, but it's been a while since I've looked at that.

I'm allmost 100% sure that values I posted earlier are correct
Death
11 / 63 [44% change inflicting Death]
Slow
25 / 63 [100% change inflicting slow]
Remove
63 / 63 [252% change killing enemies, hits allways since propability can't decrease under 100% even with Quadra Magic]

Remember that if you couldn't have change higher than 100% spells like Esuna and similar spells would fail quite often when used with All- or Quadra-Magic -materia
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-30 23:59:45
No...the chances just are out of 63. 11/63 ~ 17.5% chance. So 63/63 is 100%. It should all be in the helpfile, but it's been a while since I've looked at that.

I'm allmost 100% sure that values I posted earlier are correct
Death
11 / 63 [44% change inflicting Death]
Slow
25 / 63 [100% change inflicting slow]
Remove
63 / 63 [252% change killing enemies, hits allways since propability can't decrease under 100% even with Quadra Magic]

Remember that if you couldn't have change higher than 100% spells like Esuna and similar spells would fail quite often when used with All- or Quadra-Magic -materia

What I had here before was a little cheeky so I'll give you a better answer and if you read it before I'm sorry. If you didn't read it, don't worry about it. ;)

That Chance/63 is the chance to inflict the status. That is a chance out of 63 (this 11/63 ~ 17.5% chance to inflict IF THE ATTACK HITS using the mathematical 100% probability scale). The chance that the attack actually hitting the target is reflected in the Attack% and THAT is out of 255. I believe we had a misunderstanding before, but this is correct.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warbaque on 2009-05-31 07:30:02
What I had here before was a little cheeky so I'll give you a better answer and if you read it before I'm sorry. If you didn't read it, don't worry about it. ;)

That Chance/63 is the chance to inflict the status. That is a chance out of 63 (this 11/63 ~ 17.5% chance to inflict IF THE ATTACK HITS using the mathematical 100% probability scale). The chance that the attack actually hitting the target is reflected in the Attack% and THAT is out of 255. I believe we had a misunderstanding before, but this is correct.
I didn't confuse status inflict change with attack%
What I meant that 25/63=100% inflict status before modifications and 63/63=Allways 100%
Example
Slow
Attack Status: Slow, Change 25/63
inflicts slow 100% of the time without mods
inflicts slow 67% of the time when used with all materia
Haste
Attack Status: Haste, Change 63/63
inflicts Haste 100% of the time without mods
inflicts Haste 100% of the time when used with all materia

I remember mostly the orginal hex values
00-19 (0%-100%)
19-3F (100%-inflict status allways(252%))
7F Toggle status
I don't remember all values since it's been about year a two since the last time played around with hex-editor.

But I'm 100% sure that Slow has 100% change inflicting status (25/25) and not ~40% (25/63)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2009-05-31 17:32:10
warbaque is correct. I once added a status to an enemy's physical attack, and wanted it to trigger about half the time. So I put '30' in the accuracy field, but in game, the status would always work. It was when I put 12 or 13 in the accuracy field, that the status finally had ~50% chance to take effect.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-05-31 19:44:35
What I had here before was a little cheeky so I'll give you a better answer and if you read it before I'm sorry. If you didn't read it, don't worry about it. ;)

That Chance/63 is the chance to inflict the status. That is a chance out of 63 (this 11/63 ~ 17.5% chance to inflict IF THE ATTACK HITS using the mathematical 100% probability scale). The chance that the attack actually hitting the target is reflected in the Attack% and THAT is out of 255. I believe we had a misunderstanding before, but this is correct.
I didn't confuse status inflict change with attack%
What I meant that 25/63=100% inflict status before modifications and 63/63=Allways 100%
Example
Slow
Attack Status: Slow, Change 25/63
inflicts slow 100% of the time without mods
inflicts slow 67% of the time when used with all materia
Haste
Attack Status: Haste, Change 63/63
inflicts Haste 100% of the time without mods
inflicts Haste 100% of the time when used with all materia

I remember mostly the orginal hex values
00-19 (0%-100%)
19-3F (100%-inflict status allways(252%))
7F Toggle status
I don't remember all values since it's been about year a two since the last time played around with hex-editor.

But I'm 100% sure that Slow has 100% change inflicting status (25/25) and not ~40% (25/63)

Huh. Now that I'm looking at Haste and Slow I'm seeing that there's a difference. Haste does always work on everyone and it's 63/63. So do you think that the "/63" label should read "* 4 (%)" or something? I was assuming it was out of 63 because Toad and Mini are 18 and they don't seem to work 72% of the time.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warbaque on 2009-05-31 20:50:11
Huh. Now that I'm looking at Haste and Slow I'm seeing that there's a difference. Haste does always work on everyone and it's 63/63. So do you think that the "/63" label should read "* 4 (%)" or something? I was assuming it was out of 63 because Toad and Mini are 18 and they don't seem to work 72% of the time.
I think good label would be "/63 [automatically calculated % value next to it]" so you would know exact change% and it would also show the maximum allowed value. Not that there's a big difference what some label reads as long as I can edit value easily.

By the way. Do enemies use kernel.bin spell data or do they have have their own custom spells in scene.bin?
For example if I wanted to change Fire3 do ice-elemental damage would it be enough to change it only in kernel.bin or would I need to edit tens or hundreds Fire3 entrys in every enemys personal attack data?

If it is the latter, like it most likely is, is there any fast way/trick to copy-paste changes made into Fire3 to all attack datas?

And third and last question. You mentioned at some point about co-operating with Squal78, the creator of Hojo enemy editor. Did you get any reply? I wouldn't mind seeing an ultimate scene.bin editor.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2009-05-31 22:55:07
Quote
By the way. Do enemies use kernel.bin spell data or do they have have their own custom spells in scene.bin?
For example if I wanted to change Fire3 do ice-elemental damage would it be enough to change it only in kernel.bin or would I need to edit tens or hundreds Fire3 entrys in every enemys personal attack data?

They use the Kernel.bin data, so you only need to edit Fire3 once. The "kernel" magics listed in the Scene files are completely useless.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-06-01 01:16:14
Huh. Now that I'm looking at Haste and Slow I'm seeing that there's a difference. Haste does always work on everyone and it's 63/63. So do you think that the "/63" label should read "* 4 (%)" or something? I was assuming it was out of 63 because Toad and Mini are 18 and they don't seem to work 72% of the time.
I think good label would be "/63 [automatically calculated % value next to it]" so you would know exact change% and it would also show the maximum allowed value. Not that there's a big difference what some label reads as long as I can edit value easily.

I'll look into it.

And third and last question. You mentioned at some point about co-operating with Squal78, the creator of Hojo enemy editor. Did you get any reply? I wouldn't mind seeing an ultimate scene.bin editor.

I was really just wanting to add an attack editor to Hojo so I wouldn't have to create Heidegger....Obviously he didn't get back to me. :) I'd still like to collaborate though since I don't want his efforts to be in vain.

Quote
By the way. Do enemies use kernel.bin spell data or do they have have their own custom spells in scene.bin?
For example if I wanted to change Fire3 do ice-elemental damage would it be enough to change it only in kernel.bin or would I need to edit tens or hundreds Fire3 entrys in every enemys personal attack data?

They use the Kernel.bin data, so you only need to edit Fire3 once. The "kernel" magics listed in the Scene files are completely useless.

Not true. Consider the Adamantaimai. He doesn't have the data for Cure in his scene, but if you Barrier/MBarrier him before his first attack you get a Scene error. This isn't true if his animation isn't set. In that case, nothing happens. Everyone just goes into a coma rather than flashing "SCENE ERROR; CONTACT STAFF". They need the data in their scenes, although I agree it's pointless.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-01 02:11:44
Found a minor error under the accessories tab.  Fury Ring causes Berserk, not Fury.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: DLPB_ on 2009-06-01 06:04:54
This is an amazing program....

How long did it take the author (if they are around)  to make it I wonder....

The GUI is always the part I hate.....that must have took ages too.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-01 08:15:34
The author is NFITC1, "Master of the KERNELS".  Worship him!

Yeah, this project has been around since last October, I think.  It's latest update was pretty recent, but it came sooner than the estimated date, which was the 4th of July.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: DLPB_ on 2009-06-01 08:24:06
NFITC1.  You are a genius.

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-06-01 13:03:47
NFITC1.  You are a genius.

I quite agree. :)

Yeah, this project has been around since last October, I think.  It's latest update was pretty recent, but it came sooner than the estimated date, which was the 4th of July.

I started it September 25 back in '08 and the first public release was on October 8. Since then I've updated it, probably 30+ times. The July 4th thing was more like a promise that the current update (that allows character AI editing) would really come. It wasn't a true representation of when I thought it would get done. :)
It's actually a little wrong in the current version and Proud Clod is better at the Scripts because I'm willing to wager that more people would rather update the enemy AI over the character AI.

Found a minor error under the accessories tab.  Fury Ring causes Berserk, not Fury.

Dang. I hate little things like this showing up! This must have been around since 1.0 since I haven't touched that box since it was created. This may have even existed back in the 0.9.x versions. :( Anyway, just work with it for now since it doesn't affect anything else. I'll have it changed in the next version.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warbaque on 2009-06-01 14:06:20
How can I edit Item/Attack/etc descriptions? And is it possible to edit other limit breaks?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-01 23:07:46
Do you have the PC version?

With the PC version, names and descriptions are stored in kernel2.bin, while the Limit Breaks are split between the kernel.bin and the executable.  I'm not sure where the Limit Breaks are in the exe, but I think it was mentioned on page 2 of this thread.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-06-01 23:09:38
I'm not sure where the Limit Breaks are in the exe, but I think it was mentioned on page 2 of this thread.

Yep  :wink:

See my post here (http://forums.qhimm.com/index.php?topic=7928.msg95559#msg95559).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-01 23:16:48
Thank you so much for that, by the way!

Any chance their location might change if I apply patches to the executable?  (For instance, Higher Resolution and YAMP)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Anno999999 on 2009-06-02 00:33:10
:/ cant get this running with vista, i run as admin with xp compatibility mode. Any other ideas?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-06-02 07:42:11
Thank you so much for that, by the way!

Any chance their location might change if I apply patches to the executable?  (For instance, Higher Resolution and YAMP)

I don't think that YAMP changes very much in the .exe (which might be why it's compatible with so many other mods), so I don't think it will change the location of the limit break attack data. In any case, I was using YAMP when I found those values ;-)

I can't really speak for the hi-res patch, since I've never used it, but it's possible AFAIK. However, there's no need for the high-res patch now that there's a custom graphics driver.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: DLPB_ on 2009-06-02 17:40:08
:/ cant get this running with vista, i run as admin with xp compatibility mode. Any other ideas?

make sure run as an administrator is ticked under compatibility.


In other news:  BUG report: (I am using Vista x64 SP2)

1.  Summon attack names for PC are locked by accident.  The only way to unlock them is to click on PSX, then tick the update text box and then go back to PC tab.  (it is simply that the "update text box" is unintentionally greyed out in PC options.

2.  Unhandled exception when clicking "initial data"  tab

3.  50% of the time, the program fails to open properly.  It gets stuck before giving you the option of opening kernel.bin

4.  Missing Summon battle names:  Gunge Lance (odin's second attack), fat chocobo (choco/mog second attack),

5.  Attack tab:  Multiple duplicates of Limit breaks, especially Caits.  Caits move which damages the party seems to be absent.

caits limits:  Dice, Slots, Mog dance, Toy Soldier, Summon, transformation, Lucky girl, death to all (unknown if this is the name, death to all party), Game over (death to all opponents)  and possibly "toy box"

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-02 23:11:56
Gunge Lance and Fat-Chocobo are under the attacks tab.  I think they come right after Enemy Skills (I don't have WM handy right now).

Cait Sith's "death to all" Limit Break is Death Joker, and it is there along with all the others including Toy Box.

In the PC version, all of the duplicate Limit Breaks are greyed out because they are not actually in the kernel.  As for why there are duplicate Limit Breaks in the first place, I'm not entirely sure...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: DLPB_ on 2009-06-03 04:10:58
Is there anyway to edit the weapon information like "powers up when ally down" ??
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-03 09:48:35
Look in the "Weapon Damage" drop-down thingy.  It'll be there with many other things (including the special effects of the ultimate weapons, and even the special effects of "Everyone's Grudge", "Aire Tam Storm", and "Heartless Angel").  It's really fun to play with.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warbaque on 2009-06-03 11:35:41
Look in the "Weapon Damage" drop-down thingy.  It'll be there with many other things (including the special effects of the ultimate weapons, and even the special effects of "Everyone's Grudge", "Aire Tam Storm", and "Heartless Angel").  It's really fun to play with.

I think he meant text information such as "Initial equipment", "Sword is used when ally is down" (Sounds like another BAD translation), "Nullifies [Fire] attacks" and not damage formulas.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-03 12:23:25
Oh.  Well, in that case, first make sure that your kernel2.bin is in the same directory as the kernel.bin that you edit.  Under the weapon tab or the attack tab or whatever it is, double click the thing you want to edit in the list on the left.  This brings up the Raw Data window.  Here, you can edit the thing's name, description, and the individual hex values.  Editing the individual hex values in unnecessary in most cases unless you wanna try out WEIRD things.

For instance, to change the name and description of Yuffie's ultimate weapon click the Weapons tab and in the list on the left, scroll down to the Conformer (Weapon ID: 100).  Double click it and do whatever you want :-D  I changed its name to "Materia Freak" and its description to "Bringer of death!!"  (I enjoy using this program.)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: DLPB_ on 2009-06-03 15:20:35
hahaha  I was renaming the weapons all along but missing the huge box beneath it!

I love this program, it is one of the best things I have ever seen!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: warbaque on 2009-06-05 12:02:29
How do you open up a playstation iso file with this program?
You don't. You open iso file with either any iso editing tool like isobuster or you mount it with virtual drive, copy kernel.bin from cd to ../myrandomkernelbinfolder/ AND THEN open it with WM.
And when you put edited kernel.bin back to cd use tool called cdmage.

Instructions here
http://www.tales-cless.org/docs/thepsxdoc2.txt
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-06-06 16:42:37
Quote
1.  Summon attack names for PC are locked by accident.  The only way to unlock them is to click on PSX, then tick the update text box and then go back to PC tab.  (it is simply that the "update text box" is unintentionally greyed out in PC options.

2.  Unhandled exception when clicking "initial data"  tab

3.  50% of the time, the program fails to open properly.  It gets stuck before giving you the option of opening kernel.bin

4.  Missing Summon battle names:  Gunge Lance (odin's second attack), fat chocobo (choco/mog second attack),

5.  Attack tab:  Multiple duplicates of Limit breaks, especially Caits.  Caits move which damages the party seems to be absent.


None of these are bugs.

1. No, they're not. If you want to change the PC's text you'll have to create the kernel2.bin from the File menu. The "Update Text" is intentionally greyed out in PC mode because changing it in the KERNEL.BIN doesn't make a difference. That is only there to save time when editing the PSX KERNEL.BIN since compressing is a little slow. If you want to change the text of the PSX items, that box will need to be checked.

2. Not helpful. I need to see the full error window. Make sure you have the Power Packs from the first post installed.

3. Can't help you if it doesn't happen all the time

4. This already got answered

5. This is a KERNEL.BIN oddity. While the limits' text are in the KERNEL.BIN, the data is not. Attack 128 and on are only the menu items that select Limit Breaks. The first set (98-121) contain attack data for what I call "secondary Limits" such as Cait's Slot attacks, Vincent's transformations, and Tifa's attacks. I'm not sure how to explain it, but only 128 attacks are stored in the attack data of the KERNEL.BIN, but 256 attack names are stored there as well.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: DLPB_ on 2009-06-06 17:27:25
Yes sorry about number 2, as a hobbiest programmer myself that was rather lazy of me.  It happens all the time so I will send you the full error (below)  Bare in mind that I am using Vista x64

Also, I can't seem to make "imprisonment"  work at all...?  It seems to do nothing...  You see I want to inflict it on myself or another monster and create a death or gameover scenario instantly (kind of like what Zanmato does in FFX)  I could always achieve this by Reducing HP and MP to 0 (so that player cannot use Final attack + revive etc)



Error:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
   at WallMarket.Form1.DrawStatIndic()
   at WallMarket.Form1.Draw_Curves(Object sender, EventArgs e)
   at WallMarket.Form1.Radio_CheckedChanged(Object sender, EventArgs e)
   at System.Windows.Forms.RadioButton.OnCheckedChanged(EventArgs e)
   at System.Windows.Forms.RadioButton.set_Checked(Boolean value)
   at WallMarket.Form1.TabControl1_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.TabControl.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)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.2.1.0
    Win32 Version: 1.2.1.0
    CodeBase: file:///J:/UNSORTED/FFVII/FF7/FF7%20PC%20-%20Mods/WallMarket121/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-06-09 15:58:47
[self-indulgent spam]Hmmm, I wonder what mods someone could make with the AI editing function?[/self indulgent spam]  :mrgreen:

http://www.youtube.com/watch?v=AAjV7-gRwFg
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2009-06-09 17:25:12
[self-indulgent spam]Hmmm, I wonder what mods someone could make with the AI editing function?[/self indulgent spam]  :mrgreen:

http://www.youtube.com/watch?v=AAjV7-gRwFg

lol good one.

On something a bit more serious lol...
Anyone experiencing a problem with the Materia section? There seems to be something wrong when the textboxes load the AP-pr-level bytes. I write it in the textboxes, but when I reload WallMarkd the text will not load. It is fully possible, however, to alter the data itself with the raw editor (see picture).

(http://www.imagenerd.com/thumbnails/th_wallmarkedmateria0-U8lr1.jpg) (http://www.imagenerd.com/show.php?_img=wallmarkedmateria0-U8lr1.jpg)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-06-09 18:44:25
Anyone experiencing a problem with the Materia section? There seems to be something wrong when the textboxes load the AP-pr-level bytes. I write it in the textboxes, but when I reload WallMarkd the text will not load. It is fully possible, however, to alter the data itself with the raw editor (see picture).

Typo on my part. Sometimes it will show it, sometimes it won't. I know why, but it's not important to explain. Yet another thing that's been around since version 1.0.0 that no one caught. I'd like to fix some of the AI-related things (once I'm happy with the way PrC is working) then I'll fix WM. Please be patient and work around my stupid typos. :)

So bring some things back to my attention since I have a bad memory. The things that I have fixed so far (to be fixed in the next version at least) are the typo in the accessory effects (Fury -> Berserk) and this problem with the Level 3 AP. What else needs doing?

This finally just occurred to me. Both Damage Calculation functions 00h and 50h are labeled as "No Damage Calculation", but 00 should be "No Damage Calculation (Do not display Attack Name)" and 50 should be "No Damage Calculation (Display Attack Name)". It's been bugging me for a while why some attack names were displaying and some weren't when that info wasn't in the data. Now I know. :)

I was looking at some more code on the 0002h flag. I found where it's checked and I can see what it does, but I don't know what it's checking. If it is checked and some other conditions exists, then it skips a few steps. That flag is stored at 0x6C of the....AttackQueue? (0x0099E308) I'm not sure what it is. If that flag is on and if offset 0x228 of the same list is 40000h then it skips the rest of the function. Whatever it is... I'm in over my head here. Any help?

Now that I looked at it closer I realize I wasn't looking at 0002h, but 0200h, which is the reflectable property and explains why it then checked to see if the target had reflect on it. A quick(?) search through the code shows me that 0004h, currently listed as unused, apparently should have some effect, but I can't find where it checks the status of 0002h at all. Don't take that to mean that it does nothing. I couldn't find the checks for the Blade Beam effect (which I know does something) or the Critical Hit effect.

Subsequently, I learned that 0x0099E308+6Ch is current attack's special properties (so I guess the entire attack starts at 0x0099E308+52h) and 0x0099E308+228h is target's current status (Barrier, Haste, etc).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: hhhh20021992 on 2009-06-17 07:54:27
How to edit the kernel.bin and kernel2.bin file? I want to replace all sword with the model of Ulima sword. i have a patch which can replace all sword with buster sword.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-25 06:58:19
[late response] Download Wall Market.  As soon as you get it working, open your kernel.bin with it and click on the Weapons tab.  See the box labelled "Model ID?:"?  The model ID for Cloud's Ultima Weapon is F8FF0F.  Copy that into the Model ID boxes for all of Cloud's weapons.  That's one of two ways of giving all of Cloud's weapons the model of the Ultima Weapon.  The other way is to rename some of the files in the battle.lgp.  Specifically, you would want to replace all of the files between "rtck" - "rtcy" (inclusive) with "rtcz".  The former is probably the easier option, depending on whether or not you experience troubles running Wall Market as some people do.  If you want to replace Sephiroth's Masamune with Cloud's Ultima Weapon as well, tell me and I can give you further instructions for that :-) [/late response]

Now, a question of my own, and I apologize in advance if this has already been asked.  Is there a way to attach "All" to "Enemy Skill" and make it work?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-06-25 17:34:53
Now, a question of my own, and I apologize in advance if this has already been asked.  Is there a way to attach "All" to "Enemy Skill" and make it work?

No, because All Materia only affects Magic Materia and the Magic menu. Even if you tried to turn on "Toggle Multiple" for each of those attacks, the game would likely reject multiple targets and either crash (I'm pretty sure it will with Angel Whisper and multiple targets) or only affect one of the targets.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-26 01:17:03
So it wouldn't work even if I gave the enemy skills the animations of spells like Fire and Ice, which can toggle multiple?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-06-26 02:36:41
So it wouldn't work even if I gave the enemy skills the animations of spells like Fire and Ice, which can toggle multiple?

THAT would work because it's the animations that crash it. It's looking for a multiple anim and not finding one and dies trying.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-26 02:50:48
AWESOME!!!  Okay, that resolves all my worries :D

Edit: I've just tried it, which is something I should have thought to do before asking the question, I guess...

It does not work because the Enemy Skills and magic spells do not share the same group of animation IDs.  I gave Frog Song the animation ID for Fire, but it used the animation of some other enemy attack instead.  That means that in order for Enemy Skills to toggle multiple, you need to change the animations themselves (I imagine by going into the magic.lgp and renaming files).  A bit more tiresome, but it will work.  Only thing that cannot be fixed is that the red arrows that appear in the magic menu with "All" do not appear in the "Enemy Skills" menu.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-06-26 03:09:50
I have a (noob) question if you wouldn't mind asking:

with reguards to the animation for sephiroth's supernova people have said that it can't be done due to the fact that it is tied to his id

well after using the proud clod program i noticed that you can actually modify the attack id for the animations that you can use.

The question i'm asking is: is it possible for you to add a feature like that to wallmarket and if that is possible would it then manage that animation? I know that this has been attempted by many before but i just want to see if i can't learn anything from trying.

thanks in advance
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-06-26 13:37:28
It does not work because the Enemy Skills and magic spells do not share the same group of animation IDs.  I gave Frog Song the animation ID for Fire, but it used the animation of some other enemy attack instead.  That means that in order for Enemy Skills to toggle multiple, you need to change the animations themselves (I imagine by going into the magic.lgp and renaming files).  A bit more tiresome, but it will work.  Only thing that cannot be fixed is that the red arrows that appear in the magic menu with "All" do not appear in the "Enemy Skills" menu.

I thought you were just using Fire/Ice as an example. You can change the animations to something more multi-target-friendly, but you'll have to do it while being confined to its relative animation index. I made a topic about that a few months ago (http://forums.qhimm.com/index.php?topic=8195.0).

I have a (noob) question if you wouldn't mind asking:

with reguards to the animation for sephiroth's supernova people have said that it can't be done due to the fact that it is tied to his id

well after using the proud clod program i noticed that you can actually modify the attack id for the animations that you can use.

The question i'm asking is: is it possible for you to add a feature like that to wallmarket and if that is possible would it then manage that animation? I know that this has been attempted by many before but i just want to see if i can't learn anything from trying.

thanks in advance

That's not a noob question, but it has a slightly complicated answer. No, it's not tied to Safer Sephy's ID. This is a misconception based on a lack of testing. It is actually tied to battle backdrop 0039h (the BATTLE with Safer). It very purposefully does that shattering effect on only that background, but if it doesn't find it then the game just hangs. Refer to the animation post I just referenced and you'll see that SN has a relative animation of 8Fh, but adding 4Eh to that (which is the Enemy Attack offset) gives it an absolute index of DDh. So replace, say, Fire's animation with that and set an enemy's background to 0039h and watch them get melted (I just did it so I know it can be done). Also, if you replace an E.Skill's animation with A7 it will have the same effect.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Izban on 2009-06-27 07:35:03
this may or may not be a bug but in the character growth section when i change the number of the stats the curve doesnt change also the min- max section same page doesnt change to the projected max by my calulations
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-06-27 07:41:53
i think that it only updates the info if you either press enter after changing the value, or click another stat and go back, it doesn't update as you type it in, and i know that it updates for me because i just checked.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-06-27 08:14:35
Hey NFIT, thanks a bunch for helping me understand the whole deal with supernova. I just used it on safer sephiroth and it looked pretty awesome to say the least.

quick question though, i'm trying to edit most of the enemy skills to make special moves i liked in the game (i already have heartless angel and for kicks i put in pale horse and supernova) so i was wondering if you knew of any really good animations like stigma i could use that uses enemy skill id tags

and a final question: does the battle scene have to be the spiraling heavens (safer battle) for supernova? or does editing the id merely change how the backround is registered/used/insert term here that doesn't make me look stupid?

the reason i ask is because i can't get my hands on a scene editor as the links for it is dead now.



thanks in advance
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-27 08:49:52
the reason i ask is because i can't get my hands on a scene editor as the links for it is dead now.

This one isn't dead, and it's a really good one to boot:

http://forums.qhimm.com/index.php?topic=7186.0
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-06-27 09:00:19
Thank you very much shadow! you've given me more than i wanted (which is a good thing)

awesome
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-27 09:36:27
You're welcome :-)  Between Hojo and Proud Clod, there's very little left in the scene that must be edited with a hex editor.

NFITC1, thanks for the link!  It's very useful.

So I've been inspired now... What would I have to change a summon's animation to in order to get Supernova?  It'd be cool to replace KotR with Supernova, so that it is still a cheap move, but only available in that one battle against Safer Sephy.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-06-27 09:52:55
if you were to have it as a summon (if you can), there is still the possibility someone will try to use it outside of the sephy fight, and that would freeze the game iirc, so i don't think that to be a good idea... using supernova in place of anything seems a little over the top, and the summons have perfectly fine animations XD.

that is the same with the enemy skills, while it would fit better there, it could still only be used in that battle (or any with the animation, or it'd freeze the game, and since there is no easy way to prevent it from being used, it would be a pretty bad thing. not that i don't like the idea, it is just not too safe right now. now if you are just using it yourself, i can see it being okay to use, because you know not to use it outside the fights with that background.

as for actually doing it, i have no idea if/how to do that, i just know the downside of that move as a usable attack :P.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-27 10:02:35
Yeah, I'm aware of the downsides.  In fact, I want Super Nova to replace Knights of the Round specifically so that I can only use it in the battle against Safer Sephiroth.  Knights of the Round is the second cheapest attack in the game (second to Cait Sith's Game Over) and I want it out :x  In return, I want Super Nova so that I can give Safer Sephiroth a taste of his own bitter medicine :evil:

Edit: There aren't any enemies that use Knights of the Round, and I know that I cannot use Super Nova outside of the Safer Sephiroth fight, so there wouldn't be any problems there.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-06-27 11:09:32
you could also just keep KotR and just reduce the multiplier it uses, like possibly lowering the damage per hit from 137800 total damage (10600 a hit) at max stats to 41340 damage (3180 a hit) by making the multiplier reduced from 80 to 24. max stats bahamut zero does 15900 damage, and costs 70 less mp to use, so this would be a much nicer amount for KotR to do, though it could still probably be reduced to a mod of 16 instead, doing 27560 damage (2120 a hit), which balances out pretty nicely with the other summons' strength to cost ratio (though ~14 for the mod would be even closer).

they just made it way too powerful, making it do as much as casting neo bahamut 16 times in one attack, rather than making it have around the omnislash multiplier, which is where it needs to be at for sane damage for it's cost. bahamut zero gets about 88 damage per mp at max stats, while KotR gets 550 per mp cost, definitely way too high. it should be around the 100 mark, since the lower summons have slowly increased to this amount, and ~100 per mp would be the last step, and is about where a mod of 14 to 16 sits around, 14 being my opinion of the best amount.

you can change the attack to supernova if you want and can, but i think that you should just make KotR have a mod of 14 or so if all you are removing it for is because of the damage output. with a mod 14 KotR, you could actually quadra magic comet to do more damage than it would (it could use weakening as well XD), since it does 151 per mp, and at four uses, that would cost 280 mp, only slightly higher than KotR, against one enemy that is, against a group KotR is still better :P. there is a lot of balancing the moves need done, and i think changing them because of power should be last resort stuff, while removing, say chocobuckle, a move that would take hours to pump up to decent amounts, for a custom move that saps life/mp from the enemy or something (anything would be better in my opinion <_<). but i guess it is all up to opinion, so if you can change KotR to supernova, then give sephy a taste of his own medicine >:D.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-27 12:12:42
Wow... :-o  You put loads of thought into your posts.

Yeah, the thing is... I just don't like KotR at all.  Super Nova is a far more impressive-looking move, and I just don't see where the knights of the round table fit into FF7... I just want it gone and replaced with something that's still more intimidating that Bahamut ZERO, that's all.

I never use KotR anyway, so I won't feel the loss.  Its animation is just too boring to sit through.  For some reason, I don't feel that boredom while watching the animation for Super Nova...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-06-27 17:12:53
Hey NFIT, thanks a bunch for helping me understand the whole deal with supernova. I just used it on safer sephiroth and it looked pretty awesome to say the least.

quick question though, i'm trying to edit most of the enemy skills to make special moves i liked in the game (i already have heartless angel and for kicks i put in pale horse and supernova) so i was wondering if you knew of any really good animations like stigma i could use that uses enemy skill id tags

and a final question: does the battle scene have to be the spiraling heavens (safer battle) for supernova? or does editing the id merely change how the backround is registered/used/insert term here that doesn't make me look stupid?

the reason i ask is because i can't get my hands on a scene editor as the links for it is dead now.

thanks in advance

Supernova HAS to be performed in the "spiraling heavens" (I like that name). That swirling background layer is meant to break apart when that is performed. Since no other backgrounds have it, it can't be performed anywhere else.

this may or may not be a bug but in the character growth section when i change the number of the stats the curve doesnt change also the min- max section same page doesnt change to the projected max by my calulations

Yeah, it's sort of a bug. It's really the best way to do it, though because if I let it update by itself as you type and you try to enter a curve number that's too large the program would crash trying to go out of range of the curve indexes. If you press Enter after changing the curve it will do the same thing. Just trust me, it's better this way. ;)

You're welcome :-)  Between Hojo and Proud Clod, there's very little left in the scene that must be edited with a hex editor.

NFITC1, thanks for the link!  It's very useful.

So I've been inspired now... What would I have to change a summon's animation to in order to get Supernova?  It'd be cool to replace KotR with Supernova, so that it is still a cheap move, but only available in that one battle against Safer Sephy.

You can't. The summon's absolute animations are higher than the enemies' attack animations. Since it's an unsigned value, you can't go "backward" in the animations. Conversely, I'm not really sure how to turn supernova into something like Ramuh or whatnot without changing the index of the attack.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-06-28 02:08:35
All right, I guess I'll just go and mess with the index, then :wink:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: clad2 on 2009-06-30 00:47:13
Hello ! I'm french, I've french PSX PAL and PC versions of FF7.
I use wallmarket.exe and I've not problem with PC version but when I change original Kernel.bin file of PSX version (.:\INIT\KERNEL.bin) by modified Kernel.bin file with wallmarket, I launch ePSXe emulator to play FF7 (ISO file) the screen is black and the game don't run.
Please, I need your help to find the problem. Thanks !! :-)

I usually use wallmarket 1.1.7.0, I've Windows XP PRO SP2.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-06-30 02:17:09
it is probably because the size of the kernel was increased. how are you putting the kernel.bin back into the game? it could also be the way you are putting it back into the iso. if you just try to place it back in with a normal program for iso's, it will change the layout of the disk, and it will not work (causing a black screen).

if you do not have a program to inject the file back in (keeps original layout, but size MUST be the same or smaller to work), download CDmage, open up the iso in it as a M2 track, browse to the init folder (or whatever it is called on yours, where the kernel.bin is located), right click and choose inject/insert file, and then browse to the kernel.bin you want to place in it.

if you have any more questions about adding files to the psx version, just post back here and i will help you out :P. it really helps if you explain what it is you are doing so that people can attempt to help you better, with little idea on what you are doing, we cannot help you as well.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Gemini on 2009-06-30 07:58:20
A black screen usually means two things:
1) the kernel structure is corrupted (same happens with WINDOW.BIN);
2) the new file is too big, so you need to alter YAMADA.BIN and place the kernel somewhere else in the ISO (unless the file can still fit in the sector gap).

PS: Does this program support the original on-the-fly compression during reinsertion and pointer optimization?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: clad2 on 2009-06-30 10:10:41
How can I inject with CDMage please
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Gemini on 2009-06-30 10:14:29
Get the beta build (1.02.1), open an ISO image, right click on the file to replace->import file->done.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: clad2 on 2009-06-30 10:14:48
A black screen usually means two things:
1) the kernel structure is corrupted (same happens with WINDOW.BIN);
2) the new file is too big, so you need to alter YAMADA.BIN and place the kernel somewhere else in the ISO (unless the file can still fit in the sector gap).

PS: Does this program support the original on-the-fly compression during reinsertion and pointer optimization?


How alter YAMADA.BIN ? (Folder : .:\INIT\)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: clad2 on 2009-06-30 10:28:19
Get the beta build (1.02.1), open an ISO image, right click on the file to replace->import file->done.


OK !!! Thank you very much !! It's good  :mrgreen: :wink:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Gemini on 2009-06-30 11:39:22
How alter YAMADA.BIN ? (Folder : .:\INIT\)
A simple hex editor. >_>
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Izban on 2009-07-04 02:13:25
bug report

when selecting HP/MP in Character Growth

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
   at WallMarket.Form1.Calculate_HP_Levels()
   at WallMarket.Form1.RadioHP_CheckedChanged(Object sender, EventArgs e)
   at System.Windows.Forms.RadioButton.OnCheckedChanged(EventArgs e)
   at System.Windows.Forms.RadioButton.set_Checked(Boolean value)
   at System.Windows.Forms.RadioButton.OnClick(EventArgs e)
   at System.Windows.Forms.RadioButton.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.2.1.0
    Win32 Version: 1.2.1.0
    CodeBase: file:///E:/Documents%20and%20Settings/Danni%26james/My%20Documents/ff7/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Core
    Assembly Version: 3.5.0.0
    Win32 Version: 3.5.30729.1 built by: SP
    CodeBase: file:///E:/WINDOWS/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-04 03:45:27
For future reference I only need to see the Exception Text. Not the Loaded Assemblies.

This:
Quote
************** Exception Text **************
System.OverflowException: Arithmetic operation resulted in an overflow.
   at WallMarket.Form1.Calculate_HP_Levels()
   at WallMarket.Form1.RadioHP_CheckedChanged(Object sender, EventArgs e)
   at System.Windows.Forms.RadioButton.OnCheckedChanged(EventArgs e)
   at System.Windows.Forms.RadioButton.set_Checked(Boolean value)
   at System.Windows.Forms.RadioButton.OnClick(EventArgs e)
   at System.Windows.Forms.RadioButton.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.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)
is all I need or can do anything with.

I can't help you unless you're more specific. Changing HP doesn't always create errors. What curve did you set it to? Does that curve fit the format of other HP curves?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Izban on 2009-07-04 04:23:46
are yes was in a hurry at that moment in time but basicaly when i go to click the hp or mp curve button i get that error and then no lines are drawn on the curve panel also there is a lack of the max/min stat on the side
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: d33eniz on 2009-07-06 20:43:17
Hey there,

when I tried to start WallMarket 1.2.1- there came a message-

"WallMarket funktioniert nicht mehr..." (German for "It stopped working")

Running Vista 32 Bit- Laptop.
Geforce 8600 GT
Intel Processor

What could be the problem?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Hellbringer616 on 2009-07-06 20:49:33
Having an issue with wall market...

I dunno how to rename attacks :oops:
found it haha...

I am trying to make a "new" new spells patch, Cause the old one is dead. So how do i rename magic?

Also. Just wondering on this one, if i wanted to add say a Fire4 (Firaja) or something, is that possible? Also how bad would it offset the game?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-07-06 21:02:44
I am trying to make a "new" new spells patch, Cause the old one is dead. So how do i rename magic?

IIRC, double click on the names of the spells. Remember to change it to "PC version" in the bottom left of the screen, unless you're modding the PSX version. Teioh (http://forums.qhimm.com/index.php?topic=6385.0) (PC only) can also edit spell names.

Also. Just wondering on this one, if i wanted to add say a Fire4 (Firaja) or something, is that possible? Also how bad would it offset the game?

Yep, you can add new spells to the game. Well, kind of: you can replace old spells. Just pick a spell you don't want any more (I've always got rid of spells like "escape" and "DeBarrier"), and change all the data to what you want or your new spell. You can also fix the order in which spells appear (see this (http://img8.imageshack.us/img8/7274/spellorder.png)). Be careful when you do this, because you can end up with all kinds of problems if you don't.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Hellbringer616 on 2009-07-06 21:14:07
Thanks, i am just gonna use Wall market though (unless you suggest i use the other one that is.) and i scraped the adding spells idea. To much work :-P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-06 21:24:27
Hey there,

when I tried to start WallMarket 1.2.1- there came a message-

"WallMarket funktioniert nicht mehr..." (German for "It stopped working")

Running Vista 32 Bit- Laptop.
Geforce 8600 GT
Intel Processor

What could be the problem?

1. Read the first post and make sure you have all the requirements.

2. If you get an error with some actual information in it feel free to post that. "It isn't working" or something like that is no help to me.

Just pick a spell you don't want any more (I've always got rid of spells like "escape" and "DeBarrier"), and change all the data to what you want or your new spell.

Remember that some enemies use spells in the KERNEL and they take the data from the KERNEL.BIN to determine what to do with it. If you change it in the KERNEL it'll affect the attack the enemies use.
DeBarrier happens to be used only by Gi Nattak. He has a 1/4 chance of using it every other turn IF one of your characters has a barrier on.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Hellbringer616 on 2009-07-07 03:42:26
Fixed (forgive my stupidity..)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: d33eniz on 2009-07-07 12:42:13
I have the Framework 3.5 and the Power Pack 3 installed- error details:

Quote
Beschreibung:
  Stopped working

Problemsignatur:
  Problemereignisname:   CLR20r3
  Problemsignatur 01:   wallmarket.exe
  Problemsignatur 02:   1.2.1.0
  Problemsignatur 03:   4a15be8b
  Problemsignatur 04:   WallMarket
  Problemsignatur 05:   1.2.1.0
  Problemsignatur 06:   4a15be8b
  Problemsignatur 07:   11
  Problemsignatur 08:   c6
  Problemsignatur 09:   System.InvalidOperationException
  Betriebsystemversion:   6.0.6000.2.0.0.768.3
  Gebietsschema-ID:   1031

Lesen Sie unsere Datenschutzrichtlinie:
  http://go.microsoft.com/fwlink/?linkid=50163&clcid=0x0407
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-07-09 03:24:53
Hey NFIT I wanted to make another move but i hit abit of a brick wall...again

What i want to do is make a regular magic spell's animation look like all creation (yuffie's limit level 4) but with wallmarket all of the limit breaks in that area are...faded out and all say the same info

so what would be the animation ID for that? thanks in advance and sorry for buggin ya with this stuff.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Hellbringer616 on 2009-07-09 03:30:54
I'm having an issue. When i finished editing the descriptions of of all my spells. But when i try to use my kernal2 file it crashes. Any idea why?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-07-09 05:18:25
sometimes the data doesn't write correctly like sometimes if i create a new name i come back to find other names are messed up.

also if you make spells do what they can't do, it will crash. i tried to make ultima hit multiple times...couldn't do it and it crashed.

also NFIT, is there a way i can make an accessory have the effect of peerless? or make it so that the wearer is invulnerable? i made it so that vincent is sephiroth in battle, with the exception that he isn't invincible.

i kinda want his invulnerability to be easily done, i made it so that a specific armor makes almost all attacks hit 0 (except non ele magic, and special non-physical attacks) but that doesn't seem to be enough

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Hellbringer616 on 2009-07-09 05:27:01
Oh, Well the names were fine thats why i'm confused. Just reloaded everything on Wallmarket and the names and everything are the same. BUT! i added that tetra disaster did all four elements instead of One
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-07-09 05:48:46
tetra disaster does 3 elements... (the kujata summon right?)

well what i would suggest is to check and see if you made the attack try to do something it can't. like if you made it do multiple hits it would crash.

but specificly: what is it that crashes? the game when you try and use something that was in kernel2 or is it when you try and create a new kernel2 file?

if i make any changes to anything i always choose the option of creating kernel1 and 2 so that i cover everything.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Hellbringer616 on 2009-07-09 05:54:33
I did the same. But sadly still doesn't work. Using the defaults. works fine, When i change just the names. Works fine (well some of them)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-07-09 06:03:17
You probably did it this way already but just to make sure, you pressed on the pc tab at the bottom and then went over to the name of the attack and double clicked it then changed it right?

i hope i'm not stepping out of bounds, but if you want i could make a copy of my kernel, modify it so that it works the way you want and then e-mail it to you? it would be no trouble on my end to do so.

of course feel free to say no thanks i just thought that this would help  :|
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-09 19:21:36
Whoa. I let this go for a while and look what happens. :)

d33eniz: Sorry man. I don't know what to tell you. System.InvalidOperationException is just a little too vague. I'm not sure what to do about that.

Xelane & hellgringer 616: most of the "solutions" to your issues are in the readme.

1. The Attacks with index >= 128 are grayed out because they aren't in the KERNEL.BIN, but their names are. They're only there to let you edit the names and stuff.

2. Make sure you're on PC mode (if you're editing the PC) and create the kernel2.bin as well. Then your name changes will be reflected. Also, make sure that your kernel2.bin is in the same directory as your KERNEL.BIN is. However, this should only cause an error when you load the kernel2.bin, not when you save. If you're having problems saving, tell me what you did and post the error message you get.

3. I don't know how to give an accessory Peerless, but the only way to do it would be by modifying 0x05 manually (double-click and change it) to something that isn't listed. This may not do anything, but there are a lot of possibilities (there are 256 options and only 7 are used). Akari might know better, but I doubt anything other than the known values in those locations would do anything.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-07-09 22:14:46
Hey NFIT thanks for helping us out. Hopefully this fixes hellbringer's problem

as for peerless...well that looks like alot of work, and it might not even work.
Maybe i will toy with it to see if it holds any amusing results.

but when you say 0x05 are you reffering to the raw data?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Hellbringer616 on 2009-07-10 03:45:52
Alright i'll check out the readme. I did click the PC tab. and when i changed JUST the names it worked fine. So i think it's a descriptions limit.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-10 04:29:10
Xelane: Yes. I mean in the raw data. Double-click on the accessory and it's the sixth byte from the left

hellbringer616: I had theorized that there might not be a limit on the PC version, but I never actually tested that. I thought some of the descriptions were long enough for the game to display them in two windows, but maybe not...
Great Gospel's description is the longest text there is in battle at 57 on-screen characters and that's preceded by the two "Red Box" characters (FC 02, I think) so that's 60 bytes total counting the terminator.
Menu descriptions go as high as 63 (including terminators) for the ShinRa building keycard descriptions and that one really long string of random battle text that we never see is 71 bytes (also including the terminator). I'd place that at the limit if there is one. So try to keep your in-battle descriptions (on all non-key items) less than 70 characters. Maybe less than 58.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Hellbringer616 on 2009-07-11 19:57:20
Yeah my longest was 78. Probably why it crashed :-D

EDIT: works with the max at 69. Probably will test to see actual maximum limit.

Once the true limit is found would it me hard to add a description text limiter? So's to avoid this problem haha.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Covarr on 2009-07-18 16:04:50
At the request of another, I bring this question:

Quote from: Seifer Almasy
I cannot change the "elemental" screen data (this is found in STATUS menu). Hence I cannot change Ice to Cold.

I also can't change ability subheadings. Like for example, I change cover materia to read "protection" but the ability sub heading still reads cover.

We need to be able to change the status screen elemental names and also the materia sub headings which seem to be collected from same are.

Is this not implemented or is it not inside the kernal files?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-18 20:56:27
Quote from: Seifer Almasy
I cannot change the "elemental" screen data (this is found in STATUS menu). Hence I cannot change Ice to Cold.

I played with the idea of this for a while. There are specific texts in the battle text that are the names of elements that show up during scan. The only reason I didn't use these is because "Ice" is listed as "Cold" in that list, but no where else in the game. It's an Ice materia, Ice attacks, Ice elemental damage. The term is used interchangeably in the game (a tribute to poor translation). Also that the "Hidden" element has no name. I suppose that doesn't matter as much. This probably does need to be changed to allow for this.

Quote from: Seifer Almasy
I also can't change ability subheadings. Like for example, I change cover materia to read "protection" but the ability sub heading still reads cover.

I don't know what you mean by "ability sub heading". Please elaborate.

Quote from: Seifer Almasy
We need to be able to change the status screen elemental names and also the materia sub headings which seem to be collected from same are.

Is this not implemented or is it not inside the kernal files?

This in formation is not in the KERNEL.BIN. It's likely handled in the menu data. I'm not quite sure where this is.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: seifer temp on 2009-07-20 13:50:02
I understand that the data is in another file?  Not kernal.  The pity is, without such a tool, it is impossible to edit the items underlined in red >

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/111.jpg

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/222.jpg

Also, 2 small bug I found.

If you are editing a name from say "Fire" to "fire"  it won't update on screen because it is justa  case change.  Doesn't seem to see the change.

Keep up the good work :)  The proper translations from the japanese game btw are:

Ice = Cold
Fire = Flame/Blaze
Lightning = Possibly Thunder but can be either

bug 2:

If I try to edit the description area of "attack"  in the command tab to "attacks with the equipped weapon"  and not "attack with the equipped weapon"  it will not update at all.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: seifer temp on 2009-07-20 15:13:42
I may have also worked out what 0002h is.

I used phoenix summon which uses this....and the enemy stopped.  Maybe it inflicts a random status?

I certainly don't remember phoenix stopping opponents before and it does not appear to be one of its attributes.

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-20 18:53:12
I understand that the data is in another file?  Not kernal.  The pity is, without such a tool, it is impossible to edit the items underlined in red >

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/111.jpg

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/222.jpg

That's what I thought you meant. No, that data is not in the KERNEL.BIN. Again, not sure where it is.

Also, 2 small bug I found.

If you are editing a name from say "Fire" to "fire"  it won't update on screen because it is justa  case change.  Doesn't seem to see the change.

Keep up the good work :)  The proper translations from the japanese game btw are:

Ice = Cold
Fire = Flame/Blaze
Lightning = Possibly Thunder but can be either

bug 2:

If I try to edit the description area of "attack"  in the command tab to "attacks with the equipped weapon"  and not "attack with the equipped weapon"  it will not update at all.

The first one is interesting. I don't know why it's not working. I'll have a look at it.
The second one I couldn't duplicate. I am not having this problem.

I may have also worked out what 0002h is.

I used phoenix summon which uses this....and the enemy stopped.  Maybe it inflicts a random status?

I certainly don't remember phoenix stopping opponents before and it does not appear to be one of its attributes.

Not likely. Phoenix, as well as all the other summons, use this flag. No, it doesn't stop normally and I have no idea why it might have in your case. It's more likely something to do with damage calculation or animation. For a complete list of attacks that use it, see the Attack Special Properties (http://wiki.qhimm.com/FF7/Attack_Special_Properties) page on the wiki.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-07-20 20:34:33
I understand that the data is in another file?  Not kernal.  The pity is, without such a tool, it is impossible to edit the items underlined in red >

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/111.jpg

http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/222.jpg

That's what I thought you meant. No, that data is not in the KERNEL.BIN. Again, not sure where it is.

Have a look in ff7.exe for this (search for text strings like "IRE" and "OVER" using a hex editor). Nearly everything in the menu that isn't in the kernel.bin is in there. Just remember to be extra careful when editing the executable and don't go around sticking great huge descriptions in there; if you do, you'll break it.

Also:

>seifer temp
>seifer
>i247.photobucket.com/albums/gg129/SeiferAlmasy2008/111.jpg
>SeiferAlmasy

(http://img24.imageshack.us/img24/4500/roflbotp.jpg)

I'm intrigued...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Makubex on 2009-07-20 21:02:35
Are you suggesting that this is the very same seifer almasy that left because he got attacked verbally due to his arrogant nature?
Because if you are, and if you aren't, this is quite intriguing.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-07-20 21:22:44
Well, I shan't get into a debate about the drama that happened here a couple of months ago, this is almost certainly our seifer (some of the materia names are from the retranslation project). I do hope that things won't flare up again now that they've been quiet for a while, but that's wishful thinking.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Makubex on 2009-07-20 21:24:39
Indeed. I will hold my tongue as well, I do not wish for another useless, time consuming argument.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: seifer temp on 2009-07-21 00:37:55
yes it is me, hence seifer temp, and arrogance is often a strength.  Temp because I will  prob be offski very soon again :P

any case, it is the retranslation project that brought me back.

Phoenix shouldnt "stop" enemies....but it certainly did....

I will report anything else I find, at moment things are going pretty well...The other info according to Gemini was present in the japanese kernal but has been moved elsewhere for english and PC
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Jari on 2009-07-21 00:49:21
yes it is me, hence seifer temp, and arrogance is often a strength.  Temp because I will  prob be offski very soon again :P

You probably will be, if you continue to think so.

Your choice. *shrugs*
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: halkun on 2009-07-21 02:23:11
yes it is me, hence seifer temp, and arrogance is often a strength.  Temp because I will  prob be offski very soon again :P

Arrogance is not a quality I like to see in the community, but there should be no reason for it in the first place. There are really two real social rules here.

"Be excellent to each other."
and
"Don't be a Dick"

Even with my mod-hat, I can be very forgiving, Just don't make e angry, You wouldn't like me when I'm angry. :)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-07-21 06:14:21
but I LOVE you when you're angry  :cry:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-23 13:49:35
So I thought I'd share the following just for the heck of sharing. I've also got some WM-related news to divulge, but that'll come second. :)

First, the non-WM:
I finally bought and started FFXII for the first time a few weeks ago. I've been playing on and off and just been frustrated how hard it is to get gil in that game. I understand that I'm supposed to sell loot and get cool things that way, but early in the game it just doesn't come as often as I'd like. Oh well. That said, I recently came to the point in the story where I was able to do the Negalmuur auto-leveling trick. The party I sent in has an average level of 32, but that didn't worry me cause they were able to kill the Ghasts easily outside of that. This is the story of my luck with that.
I followed GFAQs guide to the letter when it comes to the gambits. I got Foe < 3000 HP out of a chest in the wayshrine and thought "What luck!" before I realized that it doesn't cost more than 50 gil and if the gambit weren't in the chest there might have been 80 gil instead which I could have bought that Gambit and made a profit from it. Heh. Go figure.
So I got the place where Negalmuur spawns and kill everything in there and wait for him to spawn. I get him to show and the "battle" begins. He starts summoning minions (which surprisingly doesn't cost him MP) and I kill them very quickly when they show up. Even while hasting him and at the highest battle speed I realize how long this is going to take. :( So I watch for about 20 mins before I convinced that it'll hold its own. I'm about to change the TV to watch something else when it happens. :O Ashe gets confused and gets in a 6-hit combo on Basch (the current party leader) and kills him!! Most unfortunate, but I correct it and just call it a 1-in-a-million chance of it happening again. Most interesting thing about that is that her confuse status was cured in the middle of her combo, but she kept wailing on him. Anyway, I leave it running overnight checking on it once during the night literally just in time to see it break. I fix it again and go to sleep.
This morning I got up to stop it (it was successful and they each gained at least 19 levels) because I had to come to work and I was going to the teleport crystal to sell the phat 100t I gained from all that when the two nightwalkers that are right next to the waycrystal in the main room attack me. I don't want to bother with them, but they teleport so they have no range! My gambits were still set for the negalmuur fight and these things weren't getting attacked back. Worse than even that, I try to leave through the door to the outside and I couldn't get lined up right or something and it wouldn't give me the option to leave!! These nightwalkers killed these three newly-buffed guys! I switched to the three reserves and two of them get killed almost instantly. I had to use four phoenix downs to prevent from getting a game over right there. I barely managed to escape into a side room, heal, and kill the nightwalkers before saving. :O Scariest moment of my life!
It was more dramatic than I tell it; You'll just have to believe me. ;)

OK, on to WM.
Firstly, I was looking at it lately as Seifer mentioned about the elemental labels and stuff. This is possible since there are slots in the Battle Text that spell out the elements' names that are used when a scan is performed. Only issue is that "Holy Power" and "Restorative" are defaults for "Holy" and "Health". This makes the label to those elements long and partially obscured by the elements to their right.
Secondly, I don't understand why the lists aren't being changed when you change "Fire" to "fire". It does reassign the name and should properly be created if you remake the text section. I haven't tried that so don't take my word on it. I'll look into it more this weekend.
Thirdly, there have been significant changes in the way PrC deals with AI that haven't been reflected in WM yet. It's ALMOST as easy as copy-pasting code. I'll look into that this weekend too.
Fourthly, I fixed the level three materia AP issue a while back but didn't see much of a need to update since the raw data editing works.

I plan on releasing a new version with these fixes before Monday of next week. Does anyone have anything more to add that they'd like to see?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-07-23 17:12:51
ok, the only thing i'd really like to see in it is the updated AI code, but you are going to be adding that anyway, so that woks out good :P. i rarely do any name changing of stuff anyway, but may eventually when i get back onto my ffvii mod (which is still going to be a while). something i'd like to do with the party is make an AI controlled party which would be pretty funny to watch, though it'd severely limit what could be used, and would make materia almost useless (the effects would still carry over, but the ability to use the materia wouldn't), and i do not think limits would be able to be implemented easily if at all, but i'd still like to do it to see how far they'd actually make it in the game before getting stuck :P.


now, off of WM and onto your ffxii experience... auto leveling really takes a lot out of the game (i mean playing normally for me, doing everything there is, i usually end up at ~70 (with everybody) by the end, and that is enough to kill every mark pretty easily), especially if you already have the zodiac spear (i can get it around level 20, or whatever level i kill belias at since it opens up the path over to the deadlands if you get that far, but there is a little issue with a certain bomb that will be in your way, but nothing i can't take out XD), because you'd be dealing many thousands of damage a hit, compared to other weapons at that time being a couple hundred to a thousand most, and it is a pretty decent speed weapon to boot :/. gil has never been a problem for me, but i tend to be a person that does everything possible the earliest it is available (unless it will make me level way over what i should be (as in more than i already overlevel :/), which is one of the reasons why i have to cut back on missions on crisis core :P), you can chain a good many enemies at the start of the game for cash (such as wolves, which are hella easy to chain), and just sell their loot, and by the time you are done you'd have a good bit of gil for the experience you gained, as compared to using the dustia trick which gives you only a little more gil than exp on average. i mean that wouldn't really work for you now, considering how far you are, but it can give a good bit of gil (even enough for monographs) if you were to spend an hour or two just on wolf chains, making you have the money to easily buy all of the goodies at nalbina >:D.

the game is already easy enough (once you know it) that leveling up a lot takes away from the difficulty even more, i even went to a no license board, low level game (low level as in the minimum levels possible), and i am halfway done with it (and have five espers already :P). if you do want to level a good bit, the negalmuur leveling trick should only be used for so many levels, because there are alternatives to it later on, such as the deadlands skeletons in the fog mutters room, if you were to equip an embroidered tippet, you could make a million or more exp in an hour, and the abysteels in henne later can give even more :P. your current levels are plenty for most of the game, even enough to beat it pretty easily, so i'd at least cut back for a while before racking them up again. i'll have to start my save back up (or start a perfect game save, which will only take 500+ hours :/) and go farther than i am, because my gamefaqs sig hasn't been updated in a while... it is lonely :P (hafta work on my no sphere grid, no summon, no customize, no overdirve, no escape, no [no escape], no blitzball save of ffx as well, i already caught all of the enemies in the calm lands (10 of each >:D), and have half of the CotSF done as well, only a little left to do :P). if you have any q's about ffxii, i could probably help, because i have beaten it just a few times :/.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: seifertemp on 2009-07-23 17:39:50
1.  I was already getting around the issue by simply creating a new string like Firey and then deleting the Y
It works that way. 

2.  Still can't get it to update (even with the trick above) "attacks with"  instead of "attack with"  in the PC section under command tab.  It DOES work on PSX section.

3.  Exception on initial data, not sure if you saw this when I posted before :)

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
   at WallMarket.Form1.DrawStatIndic()
   at WallMarket.Form1.Draw_Curves(Object sender, EventArgs e)
   at WallMarket.Form1.Radio_CheckedChanged(Object sender, EventArgs e)
   at System.Windows.Forms.RadioButton.OnCheckedChanged(EventArgs e)
   at System.Windows.Forms.RadioButton.set_Checked(Boolean value)
   at WallMarket.Form1.TabControl1_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.TabControl.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)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.2.1.0
    Win32 Version: 1.2.1.0
    CodeBase: file:///J:/DLPB/Welcome/Game%20Related/Games/Roms/PC_games/Final%20Fantasy%20VII%20-%20PC/Mods/WallMarket121/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

4.  Any idea where the data is kept for the initial character naming?  It will always start with Aeris and Cait Sith default otherwise.  Rather than Aerith and Cait

5.  I am looking into 0002h, I will have a good go at working it out.

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-07-23 19:46:04
hey seifer, all you need from the debugging output is this:

Quote
************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
   at WallMarket.Form1.DrawStatIndic()
   at WallMarket.Form1.Draw_Curves(Object sender, EventArgs e)
   at WallMarket.Form1.Radio_CheckedChanged(Object sender, EventArgs e)
   at System.Windows.Forms.RadioButton.OnCheckedChanged(EventArgs e)
   at System.Windows.Forms.RadioButton.set_Checked(Boolean value)
   at WallMarket.Form1.TabControl1_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.TabControl.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)

the rest is not needed for him to see what is wrong (i.e. the meat and potatoes of the output is this little bit). it just makes your post bigger than it needs to be :P.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-23 19:52:12
1.  I was already getting around the issue by simply creating a new string like Firey and then deleting the Y
It works that way. 

Yes, but you shouldn't have to do this. That's lame. :(

2.  Still can't get it to update (even with the trick above) "attacks with"  instead of "attack with"  in the PC section under command tab.  It DOES work on PSX section.

I honestly can't get this to happen, it works fine for me. Are you sure you're creating the kernel2.bin after making these changes?

3.  Exception on initial data, not sure if you saw this when I posted before :)

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not load file or assembly 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its dependencies. The system cannot find the file specified.
File name: 'System.Core, Version=3.5.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'
   at WallMarket.Form1.DrawStatIndic()
   at WallMarket.Form1.Draw_Curves(Object sender, EventArgs e)
   at WallMarket.Form1.Radio_CheckedChanged(Object sender, EventArgs e)
   at System.Windows.Forms.RadioButton.OnCheckedChanged(EventArgs e)
   at System.Windows.Forms.RadioButton.set_Checked(Boolean value)
   at WallMarket.Form1.TabControl1_Click(Object sender, EventArgs e)

<blah, blah, blah>

Yes I did notice this and I don't know why this would be happening. Again, I can't reproduce this error. It sounds like something's not installed right on your end.

4.  Any idea where the data is kept for the initial character naming?  It will always start with Aeris and Cait Sith default otherwise.  Rather than Aerith and Cait

It's probably in the executable...Looks like its at 0x5206B8 in the unmodded 1.02 executable. Looks like everyone's is there. The KERNEL.BIN entries may be ignored. I didn't know that. ;)

5.  I am looking into 0002h, I will have a good go at working it out.

Keep at it. I hate that label. :(


@secondadvent Re: FFXII:
It really was an up-to-the-last-minute decision to do the auto-leveling. No, I'm not going to do it to get any higher than I am now. I've been barely scraping by with most of the monsters I've encountered just getting between save crystals. Yes, I way over-leveled in CC too and got the Divine Slayer and the Heike Soul at the same time which made the final boss of the entire game look like a stuffed animal. I don't really want that to happen to FFXII since this is my first time, but I don't see that much difference. They only gained about 1000HP and are doing about 250 more damage than before. I'm really doing it more for the gil and the LP (mostly the gil). I didn't do too well through the Draklor Lab and got killed by the gang right before the boss and then the boss once. I'm lucky those little rooks had fewer MMP than the main boss so I could target them first. I still almost lost. :( I don't have the gil to buy the equipment I need or the LP to equip it even if I got it.
If I had ignored Fran and Balthier once I realized they were worthless (around level 10 or so) my active party's average would probably be in the upper 30s rather than right at 30 where they were before I started. I probably wouldn't have so many problems either. Come to think of it, I also leave the battle speed on highest. I don't think this is really a problem unless I want to run away.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-07-23 20:48:42
off topic post :P

setting the speed to the highest is not always a good thing to do, the time between attacks will be the same, and due to the limits to the amount of certain spells being used (like only one casting of holy for example even if three are trying to use it),  if you are charging a spell or something, the enemy can get many regular attacks in before you get the spell off (because the animation also takes a lot of time on top of the wait between spells), so a fast enemy can get a good deal in for a long animation spell on highest speed, but on lowest speed it makes them only able to get one or two in the same amount of time. now, some marks/bosses can set their CT to 0, so they can instantly attack after attacking without needing to charge the attack, and setting the speed to the slowest there actually allows them to attack MORE, in these cases the highest setting makes you get more in than you would on the other speed settings, and the enemy will get the same, so why not get an advantage?

now, if you are in bad need of LP, go buy a few golden amulets (they are 4500 apiece, but double the lp you gain) from mt bur omisace (easy to get to the shop and back, it is near the gate crystal :P), and give them to whoever (or all if you want/can) for pretty fast LP. now if you just want to quickly gain some LP, just go murder some wolves or whatever for a bit, easy to kill and will net you 2LP per kill due to the amulets, or whatever enemies you can quickly kill (Wu/Zaghnal enemies in ozmone are easy enough and give decent items to sell), and if you need gil, i'd play around in either the zertinan caverns, or the sochen cave palace, since the drops from the enemies (especially the undead in zert, and pretty mcuh everything in sochen) are all fairly good for money, and they are level ~30-40, so they will also give some good exp.

hopefully you can gain some ground and load up on gil/LP, i always have way more than enough LP for everything (again, i am a compulsive killer/loot nabber :P), and end up with multi-million gil by the end of the game (and kinda lose the need for more gil by or even before draklor... i even had enough money the last normal game to buy two of the monographs before heading into the garamsythe to meet bal and fran, and was still only level ~8-9 and had the best equips for everybody on hand :P). once you know the game more, gil will be much easier to come by, if you learn the game the first playthrough and ever play again, you will see what i mean.

if you need any help with ffxii at any point, i should definitely be able to help, i may not know the most about ffxii, but i have beaten it a good many times, so i think i may have a little bit of knowledge about it XD.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: seifertemp on 2009-07-23 21:27:13
I honestly can't get this to happen, it works fine for me. Are you sure you're creating the kernel2.bin after making these changes?


It doesn't actually let me edit it....at all.  It won't change the onscreen data.  I am guessing when you have found the issue with this "case change" problem, this one will be changed with it.  I believe they are a symptom of the same issue.

Yes I did notice this and I don't know why this would be happening. Again, I can't reproduce this error. It sounds like something's not installed right on your end.

Installed VisualBasicPowerPacks3Setup.exe and have zlib1.dll in the program folder.,.. and this is second install, I am now using 32 bit XP because vista and I danced our last little dance (to quote Mollari).  The problem remains.   I can click continue and it seems to be ok anyway.  Good old Try Except Finally statements ;)  Atleast that is in delphi.

--------

I hope someone makes a tool so I can edit those names one time....I wish I was up to that kind of level.  Any case good luck dude.

*offtopic. FFXII sucks.





Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-23 23:02:48
Installed VisualBasicPowerPacks3Setup.exe and have zlib1.dll in the program folder.,.. and this is second install, I am now using 32 bit XP because vista and I danced our last little dance (to quote Mollari).  The problem remains.   I can click continue and it seems to be ok anyway.  Good old Try Except Finally statements ;)  Atleast that is in delphi.

Could not load file or assembly 'System.Core, Version=3.5.0.0

This actually makes me think you have an older version of the .NET libraries installed. Have you installed the ones from the first post?

*offtopic. FFXII sucks.

While I disagree, I understand why people say this. I think it's better than X (although they all are), but not as good as V or VI.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: seifertemp on 2009-07-23 23:43:52
You were right.  Was the 3.5 pack I hadnt installed and it must have had some issue when I used vista 64

All is well.

ps, X is my second fave ff.  Music, gameplay, story are amazing imho :P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: seifertemp on 2009-07-27 16:05:07
Wallmarket may have aproblem.

Kernal2.bin now crashes my game...

See your pm's I have uploaded the files :)  The last thing I have done is edit the item names and descriptions...that is where the damage has been done, whatever has happened.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-27 16:34:52
I looked at your kernel2 and it seems like you're having the same problem we had a few pages back. Your names are too long. I don't know the actual limit, but I think the item names are probably 20 and the descriptions are no more than 60.
One of your armors: "Improved Shin-Ra Protection" is 27 characters plus terminator. While it makes little difference in the file, the game still needs to store the terminator. In fact, the game doesn't have a name that's longer than 16 ("Fourth Bracelet/n") so that might be the limit for names.

Trim your name lengths and try again. Hope that helps.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: seifertemp on 2009-07-27 16:43:52
There is no way to modify this behaviour and stop the crash?  The problem is that there isn't really any way to trim everything down without sacrificing an accurate translation.

Still, this is probably the issue.  I will trim them down for testing purposes.

And the weapons armours and accessories worked fine before.  This happened since modifying the items

 :?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: seifertemp on 2009-07-27 17:05:49
Ive located the problem.  I am just rechecking.  It seems the discription areas of

Dios combat diary, autograph or gambler are to blame.

I narrowed it down....and when I edit those 3, the game loads regardless of how long the other names are anywhere else.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: seifertemp on 2009-07-27 17:09:26
Specifically Gambler was to blame.  

The text entered in this box was:

Life of a gambler

and description

Second part of Dio's diary: The Gold Saucer years

< Why would altering this one lone item sort out the problem??

< the same effect happens if I alter the description of "autograph"

None of these items have descriptions near 60 characters...very strange this.

============
edit.  Seems to be an overall length issue....  If 1 area is very large, another must be reduced on another item.  I haven't been able to replicate the issue with item names, only descriptions.

That at least is how it appears to be working....
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-27 19:24:03
So then there's a size restriction over the entire text section, eh? Hmm. That's annoying. I wonder what the size limit is.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-07-27 19:27:44
It seems that Seifer isn't the only one to have this problem:

http://forums.qhimm.com/index.php?topic=8713.0
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Prince Lex on 2009-07-27 21:32:19
I'm trying to create an item that has Aerith's "Fury Brand" technique. To test it out I just changed hero drink's "Additional Effects" to "14, Fills limit gauge of other Allies". Tried it in game, works fine.

Now I'm trying to actually replace an old useless item (say 1/35 Soldier, for example) and have it use the animation ID for Aerith's Fury Brand, and rename it to "Fury Brand" and have it cause the effect.

This would be fine, however, when I go to "Attacks" to find out Aerith's animation ID, when I click on fury brand (under the second set of {BOX:RED} stuff, it doesn't give me any information. Why is this? There are a few limits that are only in this section that you can't alter the information for.

EDIT: I apologise, I've just read through the thread and I realise that the data for certain limit break's isn't in kernel.bin (aside from text). Does anyone have Aerith's Fury Brand animation ID?

Incidentally, I can't run 1.2.1, I just get the error "WallMarket has stopped working". Running WIN7 with both your stated requirements in the first post.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: seifertemp on 2009-07-27 21:42:36
So then there's a size restriction over the entire text section, eh? Hmm. That's annoying. I wonder what the size limit is.

I am on it.  Will take a while.  I assume it is a text count restriction....unless it is a file size restriction??  Can't see that with a bit of text?

I would need to know whether this is a size issue of file or characters....  and also if it includes the file names itself and if from 1 section or the whole lot.

I havent seen any problems with kernel.bin, just kernel2.  Would need further testing.

edit:

Yeah....  it's across the board,  There is an absolute limit to the text.  Either text limit or just the file size.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: obesebear on 2009-07-28 02:08:19
Incidentally, I can't run 1.2.1, I just get the error "WallMarket has stopped working". Running WIN7 with both your stated requirements in the first post.
Same problem here.  You'll have to re run the two .exes that are found on page 1 of this thread.  I don't know if there is a permanent fix, nor what causes it
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-28 05:08:44
EDIT: I apologise, I've just read through the thread and I realise that the data for certain limit break's isn't in kernel.bin (aside from text). Does anyone have Aerith's Fury Brand animation ID?

Good boy! You read! Have a cookie --> (::)

OK, childish behavior aside... The raw data for limits is on page three I think. Also, I added a Note6 to the first post. It pertains to animations. Read that link first.

Incidentally, I can't run 1.2.1, I just get the error "WallMarket has stopped working". Running WIN7 with both your stated requirements in the first post.

Sorry, I can't offer any Win7 support. I don't have it. Try what obesebear said. If that doesn't work, ask MS why the .NET 3.5 run-times don't work in Win7.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Phun on 2009-07-28 05:13:54
EDIT: I apologise, I've just read through the thread and I realise that the data for certain limit break's isn't in kernel.bin (aside from text). Does anyone have Aerith's Fury Brand animation ID?

Good boy! You read! Have a cookie --> (::)

OK, childish behavior aside... The raw data for limits is on page three I think. Also, I added a Note6 to the first post. It pertains to animations. Read that link first.

Incidentally, I can't run 1.2.1, I just get the error "WallMarket has stopped working". Running WIN7 with both your stated requirements in the first post.

Sorry, I can't offer any Win7 support. I don't have it. Try what obesebear said. If that doesn't work, ask MS why the .NET 3.5 run-times don't work in Win7.

Why not simply rewrite this in C\C++ instead of <insert managed language here>?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-07-28 17:37:23
OK, childish behavior aside... The raw data for limits is on page three I think. Also, I added a Note6 to the first post. It pertains to animations. Read that link first.

This again?  :-D

And it's on page two  :wink:

I think you should have a link to info about limit break raw data (http://forums.qhimm.com/index.php?topic=7928.msg95559#msg95559) in the OP.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Prince Lex on 2009-07-29 03:13:58
I did what you said, and found that the animation ID for Fury Brand should be 11. It wasn't. I'm confused about this. When I tried it with 11 (I also tried 14, 15 & 82) I got the animation for haste.

Does anyone know what it is?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-07-29 04:04:25
isnt fury brand a limit break? if it is then you have to go in the higher numbers, not exactly sure which
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-29 16:14:58
I did what you said, and found that the animation ID for Fury Brand should be 11. It wasn't. I'm confused about this. When I tried it with 11 (I also tried 14, 15 & 82) I got the animation for haste.

Does anyone know what it is?

You didn't read Note6 on the first post. Try that.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Prince Lex on 2009-07-29 18:49:58
I did.

Note 6 and the thread it links to (this (http://forums.qhimm.com/index.php?topic=8195.0))

Pretend I'm an idiot for a moment (despite evidence that says there's no need to pretend :P). What I got from that was Limit Anim = Limit ID + 236. Correct? Meaning the Limit Animation ID for Fury Brand = 247. However, Wall Market only let's me enter 2 digits for an animation ID.

When this is explained in lamens for me, my next post is going to be "I am a moron and should be killed", I'm aware of this. It's honestly like my mind has reached a wall and rational/intelligent thought has just went out the window.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-07-29 18:59:40
that is why they use letters and numbers.

i dont know what 247 translates into when you turn it into hex value but i do know it is pretty high up (like f1, f2 ,f3,etc) so try those and then gauge how close you are from that.

like if you get the animation for final heaven, then you know youre in the limit break area, you would go up as tifa is one of the earlier limit breaks you get.

i actually did get the animation for fury brand once by accident, was experimenting with animations for time/space spells and got it by accident.

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-07-29 18:59:55
Er, in Wallmarket you enter the animation ID in hexadecimal  :roll:

So 247 would be f7
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Prince Lex on 2009-07-29 19:06:00
See what I mean? I'm a moron!

I did not know this. I don't know much about anything when it comes to hex.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2009-07-29 19:14:59
Neither did i until a month ago.

live and learn =) have fun with your new....spell?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-07-29 19:15:29
See what I mean? I'm a moron!

I shan't say anything  :-D

I did not know this. I don't know much about anything when it comes to hex.

Well there's a converter here (http://www.statman.info/conversions/hexadecimal.html). If you're going to do a lot of messing around with WallMarket, bookmark it  :wink:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-07-29 19:39:49
I'm going to suppress the urge to post what I was just about to post because the helpfile is actually technically incorrect in a number of places early on.

For future reference, any text box that is the same color as your balloon help are using hexadecimal values.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Izban on 2009-08-03 12:36:32
im getting this error
(http://i560.photobucket.com/albums/ss50/munemasa/error2.jpg)

it only just started to happen so im not sure whats going on any help much appreciated
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: titeguy3 on 2009-08-03 15:31:23
do you have zlib1.dll? It could be some kind of system update that screwed up the resources, maybe?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Ragna on 2009-08-03 15:58:23
You are getting that error because you don't have the needed
.NET runtime installed, or if you really have it, the program is
corrupted and you may even have a virus...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Senti on 2009-08-03 18:16:46
In short, reinstall .NET runtime, run a virus scan and redownload wallmarket, should fix the problem.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-08-03 21:14:43
I plan on releasing a new version with these fixes before Monday of next week. Does anyone have anything more to add that they'd like to see?

Let's pretend I didn't say that, shall we? Copy-pasting didn't work at all although I'm not sure why because they run almost identically. Oh well, I think it'll work out now. I fixed the things I said weren't working (I hope anyway. I hate writing code for the AI editing) and added two new features:
1. Now if it finds kernel2.bin in the same directory that you opened KERNEL.BIN from it'll start up in PC editing mode. I've been meaning to do this for a while because I've been annoyed at changing text only to realize that I'm in PSX mode. Ugh. I thought of a "Keep text changes on mode switch" option, but that didn't seem to be as useful since I still had to switch AND remember to turn it on when I wanted to switch.
2. I'm currently testing an option that will allow people to legally share their KERNEL.BIN & scene.bin mods without having to share the entire KERNEL.BIN and scene.bin files. I never liked seeing people do that. I've got to account for shortened/expanded text segments and I can copy it to PrC and release them together.
3. Altnough not really a feature, I'm going to make a helpfile for PrC before it's released. It will mostly be similar to WM's (which will be updated too to solve some errata), but it is different enough to need its own now.

Work picked up a few days ago and I didn't get to work on this to get it out when I said I was going to. Regardless, they both still work (sorta) so no rush, right? :) (heh, I used the word "work" three different times in three different ways in those two sentences! :D Cool, huh? 8) )


EDIT: I was playing with 0002h again earlier today and I think I've come to a conclusion for what it does. It is "use multi-target animation on multiple targets". Only the game ignores this and lets the animation handle it. Seriously, changing this property does NOTHING to anything. Disassembling the executable has led me to conclude that it never gets checked. In fact, the Blade Beam property doesn't either. I took it off the Blade Beam attack and gave a few other attacks that property and none of the attacks did anything different. So I'm forced to conclude that "0002h" will be re-labeled "Dummy1" and "Blade Beam?" will be re-labeled as "Dummy2". The unused will stay the same because they are just that. However, since there is data in these dummy fields I can't label them as unused, can I? :)

The oddest thing is, Pandora's Box made the invisible Grangalan Jr/Jrs visible after the attack was over. I initially thought this happened when I turned the 0002h off, but even when it was on it was doing this too. Weird. Probably some gimped up property existing in the animation of the attack. It actually freezes enemy animation while it performs, that might be a symptom of the same effect. I dunno. Regardless, I'm closing the case on the 0002h and will only reopen it if someone can show me proof that it actually does something.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: DLPB_ on 2009-08-09 03:49:57
any news on the progress :) ?

Did you manage to solve the text entry problem?  And do we know how to stop the character limit of kernel2.bin?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-08-16 15:06:26
About weapon model IDs...

During the course of my daily wheelings and dealings, I've found that only the last byte of this tab seems to do anything. When trying to change the model ID of Cloud's weapons to make him use the Masamune, I found that he always used the Buster Sword, because the game only takes into account the last byte (00 for both Buster Sword and Masamune). The help file does say something about the indexes being character specific, but I think that unless it turns out that I'm wrong about this, it should be noted more clearly that the game seems to ignore changes to the first byte. I apologise if this has already been mentioned somewhere in this thread (I apologise even more if this has already been mentioned by me somewhere in this thread).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-08-16 15:59:57
Yeah, the "Model ID" is mislabeled. It's actually two values mixed together because it was initially like that when I created the interface and I never went back and changed it. Yes, only the last byte does anything to the weapon. The middle byte does nothing, but the first byte changes the hit/miss/critical sound effects. I don't know what the significance of this is and I'm trying to figure out how to change it to make the interface not seem too cluttered. I've known this for a long time but I haven't given it much thought.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-08-16 16:18:11
But there are already bytes that determine the sound effects :?

I'll have to try listening the next time I try this out (didn't have the headphones on last time), but I'm curious as to why there would be something else determining the sound effects. And why all of the characters would have the same bytes for each of their weapons. And why some characters would share the same values (what do Cait Sith's megaphones have in common with the Masamune?)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-08-17 00:22:11
Don't ask me, I'm just writing the tool.  :|

I just remember changing it at one point to see what it did and it changed all three sound effects drastically.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-08-17 00:24:37
I wasn't asking you specifically :-D

I was just confused by the situation and asking aloud :roll:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2009-08-17 04:03:50
I wasn't asking you specifically :-D

I was just confused by the situation and asking aloud :roll:

What do you mean by sound effects? Where do you tried to change it? In weapon data there are 3 bytes that change appropriate sounds. They started during damage taking effect... i don't understand what you don't understand =)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-08-17 05:32:17
He's talking about the "Model ID" label in WM. It currently contains three bytes because when I originally created the interface that's what the wiki said was the size of Model ID (http://wiki.qhimm.com/FF7/Weapon_data?oldid=1723#KERNEL.BIN_-_Section_6:_Weapon_data_format).
When I change the left-most byte in this three-byte value, that changes the hit/miss/critical sounds.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2009-08-17 07:22:29
He's talking about the "Model ID" label in WM. It currently contains three bytes because when I originally created the interface that's what the wiki said was the size of Model ID (http://wiki.qhimm.com/FF7/Weapon_data?oldid=1723#KERNEL.BIN_-_Section_6:_Weapon_data_format).
When I change the left-most byte in this three-byte value, that changes the hit/miss/critical sounds.

Damn. Someone flip the fields. Now it's clear. This byte used to access to high sounds id.
if bit 0x01 is on then normal sound id = normal sound id + 0x100
if bit 0x02 is on then critical sound id = critical sound id + 0x100
if bit 0x01 is on or bit 0x02 is on then miss sound id = miss sound id + 0x100
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-08-17 12:42:25
Damn. Someone flip the fields. Now it's clear. This byte used to access to high sounds id.
if bit 0x01 is on then normal sound id = normal sound id + 0x100
if bit 0x02 is on then critical sound id = critical sound id + 0x100
if bit 0x01 is on or bit 0x02 is on then miss sound id = miss sound id + 0x100

This should all be fixed in the next WM. It also seems like that third bit is important somehow, but it's always off. Used values in this byte seem to be 0, 1, and 3, but the bit 0x03 is always off.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2009-08-17 13:05:09
Damn. Someone flip the fields. Now it's clear. This byte used to access to high sounds id.
if bit 0x01 is on then normal sound id = normal sound id + 0x100
if bit 0x02 is on then critical sound id = critical sound id + 0x100
if bit 0x01 is on or bit 0x02 is on then miss sound id = miss sound id + 0x100

This should all be fixed in the next WM. It also seems like that third bit is important somehow, but it's always off. Used values in this byte seem to be 0, 1, and 3, but the bit 0x03 is always off.

0xF8 - 000 - none
0xF9 - 001 - normal, miss
0xFB - 011 - normal, critical, miss

There is no check for 0x04 bit so it doesn't matter. At least in battle. Maybe it checked somewhere else.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-09-04 15:40:48
I just compiled what I believe will be the final version of WallMarket. WM1.3 has the ability to save individual changes made to the KERNEL.BIN/kernel2.bin files into a smaller file that will be completely legal to distribute. WM1.3 will also, of course, be able to load this changes file and make those same changes back. I have successfully run a test or two on a few things, but I don't believe that I can catch everything. I need some testers again.
Nearly everything is the same as it was before with the small exception of the Weapons tab now properly separating out the sound shift from the weapon model ID and fixing the level 3 Materia AP issue.
A few other things have been fixed. The AI editing is now more like Proud Clod's. Allowing you to enter strings directly and updating jumps dynamically (although this would also need to be double-checked).

So send me a PM or an email and I'll get this latest version to you to test with instructions on WHAT to test. :)

PS - The sooner I get this tested and fixed the sooner I can release both WM1.3 and PrC1.3. I know everyone wants that dynamic jump updating. ;)

PPS - I'm going to be out of town this weekend so get your requests in soon!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-09-04 18:01:21
There's something I've realised about text-strings in AI that I thought I should bring up.

It seems to use variables for character names. You can see this in the Guard Scorpion script; before certain lines where a character's name is displayed, there are sequences like EA 00 00 00, where the third byte is a the ID of the character whose name is supposed to appear (i.e. 00 for  Cloud, 01 for Barret etc.). Is there any way to put these variables into scripts with Proud Clod and Wall Market? At the moment, I only know how to put in names letter by letter, but what if the player changes a character name?

I realise this might seem strange after I was bitching and whining a while ago about having to write strings in bytes and wanting to just put the letters in, but there you go... :roll:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-09-04 18:29:15
Darn you Kudistos for bringing that up! I hate you!!! DX

It's a good point, though. I'll make it so you can put a hex value inside curly brackets and it'll force that raw value into the string. That's simple enough. I'm doing that in several other places already.

Pffeh, fine. I don't hate you....yet. This is why I need testers. :)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-09-04 18:31:45
What if you want brackets in your text? :-P

Perhaps you could let the modder insert hex by writing this:

Code: [Select]
<hex>FF FF FF FF</hex>
 :lol:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-09-04 18:53:59
brackets themselves will work fine. If WM discovers that it consists of 0-9 or A-F then it'll treat that as hex values. If you want something like "{texthere}" then that's what'll display so long as isn't a hex value. If you want "{A}" then it won't read that as a hex because it's not "{0A}". And if you want "{0A}" then use a different bracket. :P Otherwise you could do something like "{5B}0A}", but it would likely load it as "{0A}" again...I'll consider it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-09-05 22:25:28
Hmm... it apparently doesn't like you accidentally trying to open a new kernel (as in clicking open instead of create) then creating a kernel afterwords, because it sort of gives an error and doesn't make the kernel. IIRC PrC had/has this issue (i am pretty sure i said this in PrC's thread at some point a while ago, i just tried it in PrC and it is fixed in it, though it may have just not saved in PrC, while WM errors), and I think it is because it lost focus of the kernel.bin's location that was previously opened or something like that, it doesn't know where to save it  :roll:.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Spirit.of.the.Dawn on 2009-09-11 02:07:05
Hey!  I'm new here, (obviously), and am not very experienced with hex and coding and the like.  So just bear with me here.

I have the PSX version of the game, which I ripped from the disc and put onto my hard-drive.  I'm using an emulator to run it and I know that my computer is fast enough to run it, as it runs an UNMODIFIED version quite well.

Enter WallMarket.  I want to make all of the spells my own, (Fire2 --> Fira, Sleepel --> Sleep, create a set of Water spells), and edit the starting stats of the party to be stronger.  (On a side note, I want to edit the game's story text to make my own story, as well as edit the monsters and bosses to be super-powered.  Any direction to a set of programs that would work for the PSX version would be appreciated!)  So, I used WallMarket, (which, by the way, is very easy to use and well put-together), and edited all the stuff that I wanted to edit.  I finished up and clicked on "Create 'kernel.bin...'  (I, of course kept a back-up of the original.)  Enter the problem -- it says that the kernel.bin file is bigger than the size that is usually supported by PSX discs.  It says that it may not play correctly if I proceed.  I see the word "may" and decide to try my luck at it.  I create the kernel.bin file, then use ImgBurn to create an .img file.  Fail.  The emulator screens stays black and doesn't do anything, at all.  I tried making it a .iso file.  Fail.  So, to test it out, I extracted an unaltered .img file and re-compressed it with ImgBurn.  THAT file made a black screen, as well!

So, you see my dilemma, right?  I think ImgBurn doesn't make the right kind of .img/.iso file to be compatible with the emulator.  Any of you have any insight on this?  I guess I'm wondering if any of you have heard of a better, free-to-use .img file maker or if you know of a way to make ImgBurn make the right kind of file...

Thanks in advance!

- S.o.t.D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-09-11 02:36:03
You should use CD mage (http://cdmage.orconhosting.net.nz/frames.html) when putting modified files back into the ISO; it will put the files back into the right part of the disc. The game will mess up when you make files bigger or don't put them back into the ISo the right way, because FF7 looks for data in specific sectors of the disc; if you change things around, those sectors will get messed up and the game won't know what it's looking for.

If your kernel.bin file becomes too big, you can make it smaller by getting rid of unneeded stuff; deleting the AI for everyone except Sephiroth and Vincent is a good idea. So is getting rid of the descriptions for things you don't get until disc two when editing a kernel.bin for disc one and deleting the descriptions for Aeris' stuff when editing the kernel.bins for discs two and three (you can have different kernel.bins on each disc).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-09-11 04:16:05
...Enter the problem -- it says that the kernel.bin file is bigger than the size that is usually supported by PSX discs.  It says that it may not play correctly if I proceed.  I see the word "may" and decide to try my luck at it.  I create the kernel.bin file, then use ImgBurn to create an .img file.  Fail.  The emulator screens stays black and doesn't do anything, at all.  I tried making it a .iso file.  Fail.  So, to test it out, I extracted an unaltered .img file and re-compressed it with ImgBurn.  THAT file made a black screen, as well!

For the time being (and perhaps for ALL time) replace "may" with "will". Until such time as there is a program that is able to completely re-write a PSX CD from only files the KERNEL.BIN will only be limited to 22K in size. Anything greater and it "will" not load.

It reads "may" on the off chance that some day in the future, PSX CDs will be flexible like this. The (hopefully) final update is ready and waiting on the documentation to write itself....I mean, me to stop putting off making notes of the changes I made.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-09-14 15:18:08
As per NFITC1's request (http://forums.qhimm.com/index.php?topic=8481.msg118569#msg118569) :-P, I'm bumping this thread to tell everyone that a new version of WallMarket has been uploaded. The link, as usual, is in the OP.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-09-21 13:56:12
WallMarket has again been updated with the following:

First of all, saving changes should work properly now. I'm not sure if this one wasn't working before, but it should now in all cases.

Second, I discovered some issues with loading a KERNEL.BIN that had a matching "kernel2.bin" file, then loading one that didn't and vice versa. Hopefully all those work now.

A minor cosmetic detail: Now instead of always statically saying "Create KERNEL.BIN" in the File menu, it will now say "Create <name of KERNEL.BIN file you opened>". So if you opened a file called "PollyWollyDoodle.AllTheDay", this option will now read: "Create "PollyWollyDoodle.AllTheDay"". Oh yes, speaking off, now the opening/saving dialog boxes have the option to display all files [*.*]. This applies to PrC too.

WM does NOT have the ability to resize the AI box like PrC does. That function doesn't seem to be as needed in WM as it does in PrC.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: chocofeather on 2009-09-21 14:59:43
well done :)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-09-21 15:05:20
it still seems as if it is not including the text changes... it does patch the other data correctly, but it does not save the text changes to the kernel2.bin. i checked both the kernel itself (in case it was only saving as a psx game, even though it was from a pc version), and the kernel2, neither had the updated names, though the non-text data was all carried over successfully as far as i saw.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-09-21 15:13:05
it still seems as if it is not including the text changes... it does patch the other data correctly, but it does not save the text changes to the kernel2.bin. i checked both the kernel itself (in case it was only saving as a psx game, even though it was from a pc version), and the kernel2, neither had the updated names, though the non-text data was all carried over successfully as far as i saw.

I'm able to save text changes and (mostly) apply them back. I got an error when applying, but it didn't seem to have any ill effects when I ignored it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-09-21 15:14:49
i get no text changes whatsoever, it seems that i am the oddball yet again :-P. maybe it isn't loading the kernel2.bin correctly for the pc version? i could try out a simple psx version of it to see if it successfully works there, if you want me to. i also receive no error, it just patches with no text change.

nope, psx has the same issue, it just isn't applying the changes to text for me.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-09-21 15:57:52
You ARE saying "yes" to text changes when it asks you, right? That's what does the text changes.

I'm going to email you a file that changes text. You should send me one that you tried to create that changes text. I'll see what it's doing.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-09-21 16:34:47
yes i am clicking yes :P. and the file you sent does indeed work to change the text, but when i create mine, it just doesn't seem to include the changes either way. i will send you the file in a sec.

edit: sent. i also attempted to refresh the current kernel before making the patch (to see if it just wasn't seeing the text changes... dunno how you are making the patches to know what to look for :P), so it just seems that it does not like me for whatever reason  :oops:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-09-21 17:11:39
No, the text changes are not in that file. It's not marking those changes for some reason.

Are you comparing the changes you've made to the file you loaded (clicking yes at the first option) or an unmodded kernel2.bin file?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-09-21 17:24:47
to an unmodded one... and i think imma get some sleep... i have been up all night  :-(

EDIT:

Well, the only thing I can think of is that it isn't comparing the kernel2.bin data correctly if you manually compare to an unmodded kernel. I was able to patch text fine when using changes based off of the previously loaded kernel, so maybe manually comparing just isn't loading the kernel2.bin's data to be compared, and it just compares the text changes to the previously loaded kernel instead, and if you are making a patch from a freshly loaded kernel, it will not have any differences to be found.

Not sure if you get what I am saying, but that is the only thing i can think of that would cause it to work for the automatic and not the manual compare.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-09-23 13:07:43
Well, the only thing I can think of is that it isn't comparing the kernel2.bin data correctly if you manually compare to an unmodded kernel. I was able to patch text fine when using changes based off of the previously loaded kernel, so maybe manually comparing just isn't loading the kernel2.bin's data to be compared, and it just compares the text changes to the previously loaded kernel instead, and if you are making a patch from a freshly loaded kernel, it will not have any differences to be found.

I thought this too, but I think the manual compare worked for me too. I changed just text and it compared with the kernel2.bin just fine...I think it did anyway. I'll go back and test that a little more later.

EDIT: I think I found and fixed the problem. I was able to successfully open a modified kernel2.bin file and create a change file comparing it to an unmodded one.
I also thought of a new feature I need to add: "Delete <object>". I've noticed that some people that want to mod their PSX files have been deleting specific attacks/weapons from the KERNEL.BIN that can't be acquired on specific discs. I think this is a good idea, but WM doesn't exactly let you do that. Also, the initial data is worthless on later discs so I should add an option to delete that info too. (For everyone but Vincent and Yuffie since you can get either of them on any disc). Proud Clod would benefit from this too. "Delete enemy" or "Empty Scene". That way, the user could chose to remove certain info that isn't available on each disc. This particular feature would be worthless to PC users because the KERNEL.BIN and scene.bin are loaded directly from one copy of it that is installed and size isn't an issue. Still, I can't neglect my retro-PSX fans. :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Myrmedus on 2009-09-27 20:57:07
I was wondering if there was any possible way to inject an additional byte of data into the kernel for spell animation IDs - it's a pain to be cut off from 1/3 of the animations in the game because of this limitation :(
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-09-27 22:58:28
I was wondering if there was any possible way to inject an additional byte of data into the kernel for spell animation IDs - it's a pain to be cut off from 1/3 of the animations in the game because of this limitation :(

I think that would require some serious hacking of the .exe file, so Wall Market won't be able to do anything like that,
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: chocofeather on 2009-09-28 06:26:04
I have also noticed there is no editor for chocobo names like teioh?  They found somewhere else?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2009-09-28 10:34:56
There is an editor for chocobo names in Teioh?  I believe you're thinking of Jenova save game editor.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: chocofeather on 2009-09-28 16:07:16
That doesn't edit the inbuilt names during the chocobo races.  The translation project may require the use of soemthing that can edit the names of the racers.  Certainly Teioh.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-10-10 06:51:47
hey... not quite sure when you will be back on here (due to the current stuff you are implementing), but a friend of mine noticed an issue with WM... it seems that when you modify the upper bounds for HP past 9999, the cap either does not save, or is not displayed if it is over 9999, even if it was saved correctly. MP correctly changes, i tested it at 2000 and the graph and the stats correctly changes (didn't test saving it though), but even making the limit for HP over 9999 before saving shows no change, even at 30000.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-10-12 16:37:17
hey... not quite sure when you will be back on here (due to the current stuff you are implementing), but a friend of mine noticed an issue with WM... it seems that when you modify the upper bounds for HP past 9999, the cap either does not save, or is not displayed if it is over 9999, even if it was saved correctly. MP correctly changes, i tested it at 2000 and the graph and the stats correctly changes (didn't test saving it though), but even making the limit for HP over 9999 before saving shows no change, even at 30000.

I fixed this now. Text changes should also work when saving. This might be the last thing I do here for the rest of the month. I'm pretty busy with moving.

Also, check out the blog on the first post now. It's been there for a while and I'm not sure anyone has looked at it. I forgot my password (again) so I can't get in at the moment.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-10-12 21:55:22
nah, i have been following your blog... i am your one and only follower :3.

however, i cannot seem to be able to comment there for whatever reason... so i have had to do so here  :|. glad to see that new versions are finally out though :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-10-27 17:20:09
EDIT: Looking for info on attack animation indexes? Get the full table of offsets for PC and PSX versions here: http://forums.qhimm.com/index.php?topic=9277.msg124615#msg124615

I'm not sure if this has been noted before, but I thought I'd share nonetheless.

I've been trying to make my own spells on the PSX version of FF7, but I've not had much success with animation IDs. For instance, using the anim. ID AA gives me a water effect rather than Aero 3.

After a little experimentation, it seems - and don't take this as gospel - that when using enemy attack animations on the PSX, you might need to modify the base index by 60h rather than 4Eh. BC gives me Aero 3. Yay! That would explain the prior difficulties: I'd been getting waterball rather than Aero3. (AA-60h = 4A = 74 in dec, which is the waterball ID)

I noticed that putting in E9 gave me Bizarro Energy. A quick look at the AttackAnims document suggests...

Quote
148   Bizzarro Enegy

148 = 94h
Add 60h to that... gives us F4  :?
This would suggest that some attacks demand a difference of 55h.

Well, let's try F4 then.

(http://img20.imageshack.us/img20/8734/bizn.png)

: /

However, according to the "60h rule", if I want to use

Quote
81   Sewer         
82   Hot Springs         
83   Magma   

I need to input -

81d = 51h, 51h + 60h = b1
82d = 52h, 52h + 60h = b2
83d = 53h, 53h + 60h = b3

And what do you know? They work just fine.

Interesting. Any explanations? I'm going to keep trying with 60h, and failing that 60h plus or minus multiples of 5. I'll tell you if I find anything of note.

BTW: This is the case on both a PAL and an NTSC version of the game. They are being run on ePSXe, and being patched via CDmage.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Ragna on 2009-10-27 17:33:27
It would be good to have separate animation lists for both PC and PSX versions.  :roll:
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-10-27 17:59:46
Thanks for pointing this out. It's interesting news!

Kudistos Megistos has been working with the PSX version (I think) and he says that my animation document is correct. It's possible that he has a different version than the one you're playing on. Check on this a little more (find out how much each category is increased by) and I'll add it to my "document".
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-10-27 18:05:08
I'll keep you updated on any findings.

The AttackAnims document itself seems to be correct, and the attack Anim no.s attached to the enemies in PROUD CLOD confirm it. It's just the +4E for enemy spells thing that seems to be in question. It's interesting, though, if Kudistos hasn't found this whilst working on the NTSC-U PSX version. Puzzling...
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2009-10-27 20:00:52
I've done a little modding on the (PAL! :-D) PSX version of the game, but I've never tried making any new spells, which would explain why I haven't found anything like that :-P

I'll try to remember to have a look at this later tonight. I suppose it's possible that there might be different attack indexes for the PSX version, but I can't think of any reason why; the scene.bin and kernel.bin are the same for both the PC and the PSX, n'est-ce pas? :|
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-10-27 20:18:25
Presumably the variable that alters Anim ID on the basis of Attack ID differs? That wouldn't be located in the KERNEL.BIN. I don't know where it sits in the PSOne version.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-10-27 20:49:33
I've got moar info, now on enemy skills.

Playing around with custom E.Skills, I found that, as you might expect, the 'add 36' rule that applies otherwise doesn't work. Dayum. What to do? Mash the keyboard, of course, until I found an animation that not only worked, but that I could recognize.

I found that 6C looks like grand spark, and that 73 is sewer tsunami. Knowing this, I tried the entire section of attacks that covered. Here's what I found

Quote
66   Grand Spark   - 6c works         
67   Bomb Blast      - 6d works
68   Northern Cross   - invisible? No animation appears, but attack produces its effects
69   Dragon Cannon   - crashes game      
70   Rolling Fire      - 70h works
71   Twin Burner   - 71h works   
72   Sewer Tsunami   - 72h crashes game   
73   Sewer Tsunami   - 73h works like a charm

From this, I worked out that the number to add to enemy exclusive attacks when dealing with Enemy Skills is 2A.

Let me give an example to those who have been reading, but haven't quite followed my (fairly telegraphic) prose: If I want an enemy skill that looks like Dyne's S-Mine, relative animation index 58, or 3A in hex, I need to add 2A in hex to find the animation ID I need to enter into Wallmarket. That turns out to be 64. And what do you know? Setting the Anim. ID as 64, sure enough, makes the Enemy Skill look like S-Mine.

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-10-27 21:33:06
I've done a little modding on the (PAL! :-D) PSX version of the game, but I've never tried making any new spells, which would explain why I haven't found anything like that :-P

I'll try to remember to have a look at this later tonight. I suppose it's possible that there might be different attack indexes for the PSX version, but I can't think of any reason why; the scene.bin and kernel.bin are the same for both the PC and the PSX, n'est-ce pas? :|

Since it's all based on a "relative increase" then this is not unlikely if the absolute indexes are different between the PSX version Bosola is experimenting on and the PC version. Since the increase is larger in the PSX version, they either have more animations than the PC version, or wanted to start on a "friendlier number". In binary, 60h is 1100000 where 4Eh is 1001110. Maybe this is significant since none of the player magics go above 40h.

I've got moar info, now on enemy skills.

Playing around with custom E.Skills, I found that, as you might expect, the 'add 36' rule that applies otherwise doesn't work. Dayum. What to do? Mash the keyboard, of course, until I found an animation that not only worked, but that I could recognize.

I found that 6C looks like grand spark, and that 73 is sewer tsunami.

...

From this, I worked out that the number to add when dealing with Enemy Skills is 2A.

Let me give an example to those who have been reading, but haven't quite followed my (fairly telegraphic) prose: If I want an enemy skill that looks like Dyne's S-Mine, relative animation index 58, or 3A in hex, I need to add 2A in hex to find the animation ID I need to enter into Wallmarket. That turns out to be 64. And what do you know? Setting the Anim. ID as 64, sure enough, makes the Enemy Skill look like S-Mine.
...

    * For E.Skill attacks, increase by 2Ah (in hex)
    * For Enemy-exclusive attacks, increase by 60h (in hex)

Your logic is flawed here. E.Skill increase CANNOT be any less than 35h (which is Shield's animation).
HOWEVER, what you DID find was that E.Skill's relative offset is 2Ah LESS than 60h since you have to increase the E.Skill's relative index by that much to get enemy attacks. That would make the E.Skill offset be:

60h - 2Ah = 36h
-AND-
60h (Enemy Att offset) + 3Ah (S-Mine relative offset) = 9Ah (S-Mine absolute index)
XXh (E.Skill Att offset) + 64h (E.Skill relative offset) = 9Ah (E.Skill absolute index)
XX = 36h

which is what it is for the PC version.

That leaves absolute animations 4Eh-5Fh unidentified for the PSX version. That's 18 animations. There are 16 summons. Perhaps this is where they come in the PSX animation order. Which leaves two unaccounted for!! O_O Someone make some E.Skills with indexes between 18h - 29h and make videos of the results RIGHT NOW!!! :D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-10-27 21:34:44
You're right. My maths is in a spin. These numbers have me overwhelmed! I'll try those Anim indexes, though from what I've seen, I'm guessing they won't work.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-10-27 21:43:05
My god! They seem to work! Setting an E.Skill to Anim 18 produces a Choco-Mog animation, albeit sans. the Chocobo model. 19 yields a Shiva-less Shiva. ePSXe crashes on 28 and 29, though 29 turns the screen turn slowly dark before the emulator apparently freezes. KOTR works absolutely fine, and still has the Knight models, unlike the other summons seem to.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-10-27 21:43:54
[um, I don't know how this double post happened. Sorry!]
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-10-27 22:03:22
My god! They seem to work! Setting an E.Skill to Anim 18 produces a Choco-Mog animation, albeit sans. the Chocobo model. 19 yields a Shiva-less Shiva. ePSXe crashes on 28 and 29, though 29 turns the screen turn slowly dark before the emulator apparently freezes. KOTR works absolutely fine, and still has the Knight models, unlike the other summons seem to.

Very interesting. Now we know what the absolute PSX indexes are for the summons. Thanks!

Still, why would Choco/Mog NOT have the chocobo? Hmmm.......
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-10-30 12:03:25
Did a few spells and enemy skills for the PSOne version, obtaining the animations as described. YouTube video is here: http://www.youtube.com/watch?v=YY9Vp5BLni8
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Tonfa on 2009-10-30 19:31:28
So I update to 1.3.1, boot up the kernel I've been working on and get this.

Code: [Select]
************** Exception Text **************
System.InvalidCastException: Conversion from string ": 86" to type 'Short' is not valid. ---> System.FormatException: Input string was not in a correct format.
   at Microsoft.VisualBasic.CompilerServices.Conversions.ParseDouble(String Value, NumberFormatInfo NumberFormat)
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToShort(String Value)
   --- End of inner exception stack trace ---
   at Microsoft.VisualBasic.CompilerServices.Conversions.ToShort(String Value)
   at WallMarket.Form1.Load_Growth()
   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)

Okay, I can continue...except some parts just refuse to be shown at all. Like character growths.

Code: [Select]
************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '128' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at WallMarket.Form1.CharGrowthList_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ListBox.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)

What's the deal? Booting up a fresh kernel works and allows itself to be edited without errors, but I don't want to resort to that for obvious reasons.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-10-30 20:42:56
A String to short conversion in Load_Growth? That's odd.

That might lead the the second error you're getting. The Attack names aren't loading correctly. When Cloud's "Braver" tries to load it doesn't see that that combobox has that many entries. So I guess the first error occurred before that....

Nothing's coming to mind right now; I'll have to look at it. I don't have the code in front of me, but it seems like something screwed up your KERNEL. It's likely an easy fix.

UPDATE:
OK, I figured out what the issue is. I'm surprised that it hasn't come up until now. Your AI block within the KERNEL.BIN is too small. You deleted all the AI except Vincent's didn't you? Well, that caused a TINY glitch in WM (your KERNEL's fine, don't worry about it) when it tries to display the total size of all scripts. It's actually doing this incorrectly for some reason.

How to fix: First, make a back up of the KERNEL that crashes WM. Open it and press "Continue" like you have before. Without editing anything, select "Piece Management" and "Create KERNEL.BIN pieces" and close WM. This part is going to require using a Hex editor. There are plenty of free ones that will do this. At address 0x634 it should start:
Code: [Select]
FF FF 20 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FFchange that to:
Code: [Select]
FF FF 20 00 FF FF FF FF FF FF FF FF FF FF 50 00 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FFThen at 0x684 add this:
Code: [Select]
61 00 00 91 60 00 91 60 00 91 60 00 91 73That's an innocuous script that won't harm anything put into a code block that doesn't fire (as far as anyone can tell). Now, re-open WM and tell it to load the pieces instead of the actual KERNEL. You shouldn't get the error after that. re-compile your KERNEL and don't delete any of the AI scripts. ;)
This will make WM think the total script size is over 100 bytes and it won't cause that error again. Just keep total script size into triple digits for now. I'll fix it later this week.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Tonfa on 2009-11-08 10:25:17
Yes, that was the cause of my issue. Thought of saving space as well as making Sephiroth playable...oh well. Worked out in the end. The fix worked, though there were added complications after it - WM would crash when I tried to save the reassembled kernel or its pieces, so I made a patch ofthe changes, patched an untouched kernel and saved THAT one instead. Strange. Thanks for the troubleshooting!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-11-15 06:41:16
Having a bit of trouble here.

For some reason, I can no longer get certain animations to work without the game freezing, even though they worked perfectly before. Yesterday, I had a magic spell that used the Death Sentence animation. Now, using that spell causes the colours to glitch and the game to freeze, even though beforehand there were no troubles whatsoever. Using a fresh .iso and versions of the KERNEL.BIN etc. files made no difference - the glitch is still there.

I've no idea what could be the matter. The only work on FF7 I'd done in the mean time was to alter some character AI - but even with a fresh game or restored KERNEL file, the problem persists. Aside from that? Nothing springs to mind, except that I opened the wallmarket.dat file in notepad, copied the text, closed the file and pasted to a new .txt document. I hardly expect that to be an issue, though.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-11-15 07:57:01
...Stranger and stranger. It appears now to only affect the 'Death Sentence' animation. Using the enemy skill is fine, but calling it from magic (using anim index 4A) just won't work.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-11-15 09:11:22
Oh, I thought I'd share something else: if you want an enemy skill to hit everyone, then the skill that would normally take the 'slot' you're using has to be able to hit multiple targets too. Simply setting the 'multiple / toggle multiple' flags alone and choosing the right animation won't do it properly - multiple targets will be hit, but damage won't be displayed, nor statuses until the enemies are hit by another 'move'.

So, if you want a holy attack that hits all, using Diamond Fire as an animation, you should consider using the 'slot' normally taken by, say, Pandora's Box or L5 Death, rather than Dragon Force or Flamethrower.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-11-28 05:17:54
found some buggage with the character growth page... you can change the upper bounds on the page, but if you change, say str to have a cap of 255, the values displayed for it's min/max will be reduced greatly, ending up at around 38-40 for a level 99 cloud. if you were to decrease the upper bounds to 50 the stats displayed are doubled, and it will still show up to 99 for the stat (another issue, the stat shown will never exceed 99 in the range that changes, the max/min shown at the top of the window displays correctly, even if the upper bounds is changed). my guess is that there is a division taking place using the upper bounds which would explain the doubling at half the upper bound size, and the decrease as it grows :-P. the HP/MP stats are fine though, only the other stats are affected

it also does not seem to save the upper bounds you set in WM, i am not sure if the upper bounds is something that can actually be modified in the kernel, or if it is just for the display in WM (hopefully the former :-D), but either way it is not keeping the changes. and the upper bounds box doesn't like numbers like 99999 in the hp box... it gives an error saying the number is too big, but that one is just me messing around :roll:

speaking of the stats shown per level on the growth page, the values for the stats like strength are listed from max to min, while the HP/MP values are min to max... kinda weird to have them different (small to large looks better btw :wink:). and if you happen to change to HP or MP, it will initially display large to small, but as soon as you move the slide for the level, it will become small to large again... which is kinda weird :lol:.

and another, smaller thing; if you change kernels in WM, the items on the party data screen will disappear (the ones in starting items, and possibly the materia as well), but the quantity will appear if you select a space with an item in it, though the item will stay invisible until changing the item in the slot. everything continues as normal though, and it saves properly as far as i saw, so it is pretty minor :-P.


it has been a while since i have used this (just seeing some random stuff since i have been sticking to the growth page), so some of these may have been fixed already if you are still working on it, but as usual, i like to point the bugs out 8-). i'd post it on your blog, but i cannot post because it always seems to remove my post as i post it... but then again my computer has issues with certain web pages so it could just be me. it's funny though... your only follower cannot comment on your blog :lol:


Edit: to help with my mod, i made myself an excel spreadsheet to calculate the character stats based off of the kernel data (i know WM does it, but mine will end up having a damage calculator integrated into it, based off of my enemy data and updated attack info ^_^), and after finishing it up, i noticed that my HP/MP values are much closer to those in Terence's party data guide than your WM calculates, with MP being 100% accurate to his, and HP being only up to 8 points different by 99, while some still match up perfectly. I looked through this thread and found where you had been talking about it, but you never seemed to get it to look like his HP/MP, so i was wondering... how exactly did you write out the equation?

it seems as if your calculations are not flooring somewhere they should be (i know for a fact that your exp equation isn't flooring right, because i was able to get the same results you have by not flooring at a certain point). i know how hard it can be to keep track of the flooring sometimes, and doing things in a different order can sometimes affect things as well, something i learned from typing my growth formula for the enemies into their AI (doing it in excel makes the equations MUCH bigger than they should be... especially since i have to repeatedly use the lookup function, sometimes within ANOTHER lookup function :-P). it took me forever to get my HP this close to accurate, and i think it will not get any closer to his, since i used the same equation i did for my HP as i did for the MP, just with slight tweaking and changing how the growth was applied... and it turned out 100% like his :|.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-11-30 13:36:26
found some buggage with the character growth page... you can change the upper bounds on the page, but if you change, say str to have a cap of 255, the values displayed for it's min/max will be reduced greatly, ending up at around 38-40 for a level 99 cloud. if you were to decrease the upper bounds to 50 the stats displayed are doubled, and it will still show up to 99 for the stat (another issue, the stat shown will never exceed 99 in the range that changes, the max/min shown at the top of the window displays correctly, even if the upper bounds is changed). my guess is that there is a division taking place using the upper bounds which would explain the doubling at half the upper bound size, and the decrease as it grows :-P. the HP/MP stats are fine though, only the other stats are affected

it also does not seem to save the upper bounds you set in WM, i am not sure if the upper bounds is something that can actually be modified in the kernel, or if it is just for the display in WM (hopefully the former :-D), but either way it is not keeping the changes. and the upper bounds box doesn't like numbers like 99999 in the hp box... it gives an error saying the number is too big, but that one is just me messing around :roll:

These are cosmetic details and not a high priority. Stats cannot be set above 255 without some major re-write. Likewise, HP/MP cannot go above 32767. I thought I added some error checking to make sure the values don't get that high, but it's really just setting the maximum the graph will go to. Changing that value means nothing in-game (I'm sure you know this).

speaking of the stats shown per level on the growth page, the values for the stats like strength are listed from max to min, while the HP/MP values are min to max... kinda weird to have them different (small to large looks better btw :wink:). and if you happen to change to HP or MP, it will initially display large to small, but as soon as you move the slide for the level, it will become small to large again... which is kinda weird :lol:.

Again, cosmetic. Probably something that needs to be fixed. To be honest, I've been afraid to touch that graph since 1.2.0 (there are still a few issues with it) so these things get left unnoticed.

and another, smaller thing; if you change kernels in WM, the items on the party data screen will disappear (the ones in starting items, and possibly the materia as well), but the quantity will appear if you select a space with an item in it, though the item will stay invisible until changing the item in the slot. everything continues as normal though, and it saves properly as far as i saw, so it is pretty minor :-P.

If you change tabs and come back to it it'll look fine. It's accounting for item name changes and I guess it doesn't update perfectly in all cases.

it has been a while since i have used this (just seeing some random stuff since i have been sticking to the growth page), so some of these may have been fixed already if you are still working on it, but as usual, i like to point the bugs out 8-). i'd post it on your blog, but i cannot post because it always seems to remove my post as i post it... but then again my computer has issues with certain web pages so it could just be me. it's funny though... your only follower cannot comment on your blog :lol:

You can't post on the blog. You're supposed to leave comments on the posts that I make.

Edit: to help with my mod, i made myself an excel spreadsheet to calculate the character stats based off of the kernel data (i know WM does it, but mine will end up having a damage calculator integrated into it, based off of my enemy data and updated attack info ^_^), and after finishing it up, i noticed that my HP/MP values are much closer to those in Terence's party data guide than your WM calculates, with MP being 100% accurate to his, and HP being only up to 8 points different by 99, while some still match up perfectly. I looked through this thread and found where you had been talking about it, but you never seemed to get it to look like his HP/MP, so i was wondering... how exactly did you write out the equation?

it seems as if your calculations are not flooring somewhere they should be (i know for a fact that your exp equation isn't flooring right, because i was able to get the same results you have by not flooring at a certain point). i know how hard it can be to keep track of the flooring sometimes, and doing things in a different order can sometimes affect things as well, something i learned from typing my growth formula for the enemies into their AI (doing it in excel makes the equations MUCH bigger than they should be... especially since i have to repeatedly use the lookup function, sometimes within ANOTHER lookup function :-P). it took me forever to get my HP this close to accurate, and i think it will not get any closer to his, since i used the same equation i did for my HP as i did for the MP, just with slight tweaking and changing how the growth was applied... and it turned out 100% like his :|.

Tell you the truth, I don't think I'm flooring until the end. The PSX is capable of doing floating-point calculation so I'd assume that it's being done that way. It's likely not, though. I'm sure that'd give me different numbers, but I suspect that it doesn't matter. If you read those posts then you know that several people (maybe just two) tried getting outside the ranges Terrence provided and WM calculated by power-leveling and couldn't get below mine or above Terrence's. Since you'll get to neither bound outside of directed growth I just didn't bother to sync mine up with his. If you really need it to be accurate, I can re-work it. It wouldn't be difficult.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2009-11-30 18:05:51
well, the stat stuff isn't too much of a problem now (mainly because i finished my calculator :roll:), so only really worry about it if you want to/have time to. i figured the upper bounds wasn't for in-game, which sucks, but i only wanted to make the HP go higher :|.

and i know i cannot post on your blog... i cannot post any comments is what i meant :-P.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: JohnBrook (aka HAETTROLL SEIFER) on 2009-12-12 07:19:36
Further to our discussions in PM I have also located the default naming of the characters text.

It is also located in FF7.exe at 52: 06B0h

There may be more text in FF7.exe that I haven\'t found yet aside from all the menu items.  :) ciao
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: JohnBrook (aka HAETTROLL SEIFER) on 2009-12-18 14:41:33
lastly, world map dialogue and text are found in file MES inside world_us.lgp
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bobeert on 2009-12-19 06:37:46
So I'm using Wallmarket to edit the Kernel.bin file and I seem to have added too much to it.  Crashes the game when I run it, you know.  Added too many weapon descriptions I think.  Well, I've tried to go in and edit out the weapon descriptions, but it won't work for a lot of them.  I double click the weapon's name, erase the entirety of its description, and when I click okay it doesn't actually delete the description?  Even pressing 'Apply' beforehand does nothing, it'll flash for a split second and the text will come back.

And I can't edit the spells out on certain magic materia (in the materia type modifier).  I was trying to take spells out of one materia (poison), but it won't delete the numbers.  I can change it to something else and it'll stick, but deleting the value just reverses when I select something else and go back to it.

I'm not quite sure if it's a program bug or if it's something I've done?  I mean, maybe it's something to do with some variable that controls how many spells it's supposed to have, and you can add spells to it... but it isn't lowering that variable when you delete it?

Or maybe it's me, I don't know.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2009-12-19 23:59:19
I've had some similar problems, creating green materia that don't grant spells until the second level - an attack ID is always listed at the first level, even if I try and erase it.

Anyway, for the time being, you might want to just replace the weapon descriptions with spaces, and make the materia point to spells that can't be chosen (atk ID 123 does just fine).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: AngeBleu on 2009-12-21 01:20:02
how does work "CharacterGrowth" ?
what does it serve ?

thanks in advance.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2009-12-21 21:49:37
So I'm using Wallmarket to edit the Kernel.bin file and I seem to have added too much to it.  Crashes the game when I run it, you know.  Added too many weapon descriptions I think.  Well, I've tried to go in and edit out the weapon descriptions, but it won't work for a lot of them.  I double click the weapon's name, erase the entirety of its description, and when I click okay it doesn't actually delete the description?  Even pressing 'Apply' beforehand does nothing, it'll flash for a split second and the text will come back.

And I can't edit the spells out on certain magic materia (in the materia type modifier).  I was trying to take spells out of one materia (poison), but it won't delete the numbers.  I can change it to something else and it'll stick, but deleting the value just reverses when I select something else and go back to it.

I'm not quite sure if it's a program bug or if it's something I've done?  I mean, maybe it's something to do with some variable that controls how many spells it's supposed to have, and you can add spells to it... but it isn't lowering that variable when you delete it?

Or maybe it's me, I don't know.

This was a pointer problem in WM. I fixed it and will likely upload it tomorrow after I check something else.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bobeert on 2009-12-23 04:05:01
Ah, alright, cool.  I was able to get around the weapon description thing by taking the original file's text part I'd made and overwriting mine with it.  Part 13 I believe.  Seems to have fixed the crashing.

And good to know you figured it out!  It's a great program and I really enjoy using it.  Cheers!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: kotor89 on 2010-02-26 11:58:16
I have a problem here:
It seems like I can change the properties of Vincents and Tifas Limit attacks, but I can't change any other limit moves!
e.g Omnislash has all options greyed out, I cant select anything, same goes for the other (RED BOX) moves.
How is that? Any Solution?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-02-26 13:00:22
I have a problem here:
It seems like I can change the properties of Vincents and Tifas Limit attacks, but I can't change any other limit moves!
e.g Omnislash has all options greyed out, I cant select anything, same goes for the other (RED BOX) moves.
How is that? Any Solution?

The solution is to read the documentation. You can't edit those because they're not in the KERNEL.BIN.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2010-02-26 15:01:59
Yeah. You have to modify the FF7.exe / LIMITMENU.MNU file to change those. KudistosMegistos posted the data you needed to alter, and the location of the data in the PC's FF7.exe, at http://forums.qhimm.com/index.php?topic=7928.msg95559#msg95559 (http://forums.qhimm.com/index.php?topic=7928.msg95559#msg95559). Make sense of that data using the wiki's attack data page, which is right here: http://wiki.qhimm.com/FF7/Attack_data (http://wiki.qhimm.com/FF7/Attack_data).
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2010-03-04 17:39:50
Quote
A few minuscule new features have been added to make the process easier to use. For example, using the current version of PrC, try making an attack with an index of 8000h and then searching for unused indexes. Go make a sandwich and come back and see if anything has happened. Maybe it has, but your screen ought to be covered with a single box that looks like it has no end. With the change I recently made that box will never be that large. It will display ranges of empty values rather than listing them 1-by-1. So instead of it saying "0100h, 0101h, 0102h," like it does now, it'll say "0101h - 0102h". Which comes in handy when there's a large range of values that are blank, say "03E2h - 7FFFh" :).

As for string editing in AI, I really haven't addressed that yet. There are so many things that could go wrong with editing AI as it is. I DID, however, add a cancel button to the AI editing. If you make a change that you don't like you can cancel and re-open the window to start editing from the base again.

Good news.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: DestroGalacticmon on 2010-03-05 15:13:22
Hello, people. I need to ask a question that really bothers me and I'm losing ideas very fast.

The thing is, that, I deleted Vincent's Death Penalty weapon to release space in the Kernel.bin. I wasn't going to use Vincent at all.
But, now I want him in my party again, and when I tried to return the values in, WallMarket shows me an error message saying that an arithmetic function caused a leak- or something like that. What I'm trying to do is set the Shift sound to F9 as it's supposed to be, but everytime that error message comes and then it sets it to FF.
Also, when I switch weapon, Death Penalty's Weapon target section gets messed up...

I'm really starting to fear I've messed up something really badly.
Anyway, is that a problem in WallMarket or in me, and is there any way to fix this problem?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-03-05 19:14:16
Hello, people. I need to ask a question that really bothers me and I'm losing ideas very fast.

The thing is, that, I deleted Vincent's Death Penalty weapon to release space in the Kernel.bin. I wasn't going to use Vincent at all.
But, now I want him in my party again, and when I tried to return the values in, WallMarket shows me an error message saying that an arithmetic function caused a leak- or something like that. What I'm trying to do is set the Shift sound to F9 as it's supposed to be, but everytime that error message comes and then it sets it to FF.
Also, when I switch weapon, Death Penalty's Weapon target section gets messed up...

I'm really starting to fear I've messed up something really badly.
Anyway, is that a problem in WallMarket or in me, and is there any way to fix this problem?

The fix is to restore a backup and be patient. The sound shift thing is a known error and version 1.4 will have this issue fixed. It's the only thing that doesn't work right. For now, just edit the data manually by double-clicking on the weapon name in the list to the left. Use this as a guide (http://wiki.qhimm.com/FF7/Weapon_data) for what bytes to modify.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2010-03-05 19:39:30
Backup, backup, backup. Modding, I always keep multiple backups of my files and ISOs. In my case, I actually have 'snapshots' of certain stages in development, so I can, say, bring out a KERNEL.BIN from a couple of weeks ago, working alongside a SCENE and a certain level file from three weeks before that, etc. etc. - but that's because I'm developing a mod. Nevertheless, the basic principle holds true: don't run the risk of crippling the only ISO you've got, especially if your disks aren't conveniently at hand.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2010-03-05 21:02:31
For now, just edit the data manually by double-clicking on the weapon name in the list to the left.

Wow, I never knew one could do that with Wall Market; it's a nice feature, since I sometimes like modding things the old fashioned way. ;D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-03-06 02:06:37
For now, just edit the data manually by double-clicking on the weapon name in the list to the left.

Wow, I never knew one could do that with Wall Market; it's a nice feature, since I sometimes like modding things the old fashioned way. ;D

Yes (http://forums.qhimm.com/index.php?topic=8168.msg98325#msg98325) you did. (http://forums.qhimm.com/index.php?topic=7928.msg107851#msg107851) ;) I could have sworn there was another post like that, but it doesn't look like it's in the WallMarket or Proud Clod topic.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kudistos Megistos on 2010-03-06 08:59:03
For now, just edit the data manually by double-clicking on the weapon name in the list to the left.

Wow, I never knew one could do that with Wall Market; it's a nice feature, since I sometimes like modding things the old fashioned way. ;D

Yes (http://forums.qhimm.com/index.php?topic=8168.msg98325#msg98325) you did. (http://forums.qhimm.com/index.php?topic=7928.msg107851#msg107851) ;) I could have sworn there was another post like that, but it doesn't look like it's in the WallMarket or Proud Clod topic.

Did I? Hmph, I must have known at one point and then ceased to know ;D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-03-25 19:31:46
New version, Check it out!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kranmer on 2010-03-25 21:40:18
Thanks for the new version NFITC1, Also i just read on your blog (i know its a older post but still thought you might be interested) you where trying to make the program less KB and i might be able to help make it alot smaller if you want it smaller.
(And when i mean smaller i mean i can make wallmarket.exe 233kb)
EDIT:- I have been looking at this some more and it looks like it may even be possible to embed the DLLs for "Microsoft Visual Basic Power Packs 3.0" so that the program can run without "Microsoft Visual Basic Power Packs 3.0" being installed.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-03-26 15:26:08
Thanks for the new version NFITC1, Also i just read on your blog (i know its a older post but still thought you might be interested) you where trying to make the program less KB and i might be able to help make it alot smaller if you want it smaller.
(And when i mean smaller i mean i can make wallmarket.exe 233kb)

I'm familiar with things like this. UPX being the one I've used although I believe the version I have is optimized for DOS programs. I don't care about compression making the thing smaller. That's not my goal. I want to remove a lot of debug info in the executable. I know there's a lot of extraneous code in it that handles errors like that and I want the compiler to not put that in.

EDIT:- I have been looking at this some more and it looks like it may even be possible to embed the DLLs for "Microsoft Visual Basic Power Packs 3.0" so that the program can run without "Microsoft Visual Basic Power Packs 3.0" being installed.

I would really like that. WM is only using one class in it and only for that graph. I'm surprised that it takes another set of things to do lines in .NET. It was native in VB6. Oh well. If you know how to do that please share!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Xelane on 2010-03-26 16:05:26
Great job as usual NFIT.

Is it possible to make the next version (if you make it) give more options for customizing materia?

i'd like to see a tab that let's you edit the values for what peice of materia holds what abilities.

If the current version can already do that, then i guess i'm just to dumb to figure out how.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kranmer on 2010-03-26 16:30:42
EDIT:- I have been looking at this some more and it looks like it may even be possible to embed the DLLs for "Microsoft Visual Basic Power Packs 3.0" so that the program can run without "Microsoft Visual Basic Power Packs 3.0" being installed.

I would really like that. WM is only using one class in it and only for that graph. I'm surprised that it takes another set of things to do lines in .NET. It was native in VB6. Oh well. If you know how to do that please share!

Well to embed the DLL you first need "ILMerge" (which is a free program from microsoft) then you can either find a GUI or use the command line to embed the DLL into the EXE,

Then basicly what you do is this,
1st - put "Microsoft.VisualBasic.PowerPacks.dll" into the same folder as WallMarket (this DLL should be in a sub folder in your WINDOWS folder and this is also the only DLL needed by WallMarket)
2nd - Run "ILMerge" and merge "WallMarket.exe" and "Microsoft.VisualBasic.PowerPacks.dll"
3rd - Now you should have a new EXE file just under 1MB, This EXE no longer needs "Microsoft VisualBasic PowerPacks" to be installed to work.

here is an example
http://www.mediafire.com/?yjjyizzwvjm
In the above example i have put 2 versions, one is uncompressed and done the exact way above,
The second is the uncompressed EXE packed with a zip compression EXE Packer.

Also ILMerge can also be used when compiling so that you dont have to do it this way
http://blog.tjitjing.com/index.php/2009/03/merge-multiple-exe-and-dll-into-one-single-file-in-net.html

EDIT- also if you just want to you can always just put "Microsoft.VisualBasic.PowerPacks.dll" into the same folder as WallMarket and this also makes it so you no longer need to install Microsoft VisualBasic PowerPacks (what i mean is you dont have to merge it into the EXE just being in the same folder is enough)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2010-03-26 20:08:33
Christ. All this tech talk makes my app look like a piece of crap, doesn't it?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: obesebear on 2010-03-27 01:26:34
Christ. All this tech talk makes my app look like a piece of crap, doesn't it?
Yes.  Yes it does.
But we're happy to have it anyways 8)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kuroda Masahiro on 2010-03-29 18:14:46
Not to sound ungrateful or anything, but is it at all possible to have a drop down list for the materia slot instead of having to click until you find the one you want?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2010-03-29 18:37:42
How would that be more convenient, though?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Prince Lex on 2010-03-29 19:03:25
It would save time having to click, wait, click, wait, click, wait, click *crap!! I clicked one too many times, I'll have to click another four to get back to the one I want, sigh* click, wait...

I don't mind though, that's just happened to me a few times.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-03-29 19:32:31
Not to sound ungrateful or anything, but is it at all possible to have a drop down list for the materia slot instead of having to click until you find the one you want?

Hmm. I suppose it's possible. It wouldn't be a traditional drop-down, but I bet I can make it work. I'll add that to the list of "see if I can get to work". :)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kuroda Masahiro on 2010-03-29 20:00:51
How would that be more convenient, though?

Well, for a mod where I'm forcing 'classes' for the player to have, it would save a lot of time, as for the enforced class to work, EVERY weapon and armour needs to have 8 linked materia, and it took me about a hour just to do the armour and Cloud's/Tifa's weapons. >_<

Not to mention if you do one click too many, you'd have to do about 7-8 clicks just to get it back the way it was.

So, i was hoping for that as it could save a lot of time in that regard.

And thanks for taking it into consideration, NFITC1. ^_^
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2010-03-29 21:32:09
I didn't realize you were talking about changing the slots in equipment. Yes, this would be significantly better. A simpler option, though, might be to keep the current form, and add a right-click shell menu to change to a specific slot type. This would be easier for NFITC1, too.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-03-29 21:44:13
Oh, I've got an idea in mind. Give me time to develop it and see if it's feasible.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Terence Fergusson on 2010-03-30 07:04:23
Since I've got a bit of time and was poking around stuff, I thought I might as well clear this up.

Code: [Select]
Char Level H MHP L MHP

Cloud: 7 334 323
Cloud: 12 474 441
Cloud: 22 955 892
Cloud: 32 1753 1658
Cloud: 42 2806 2639
Cloud: 52 4069 3826
Cloud: 62 5435 5123
Cloud: 82 7834 7381
Cloud: 99 9554 9007
Code: [Select]
BaseDifference = 40 * CurveBase + (level - 1) * CurveGradient  [CurveBase is between -128 - 127 inclusive]
Difference = (1 .. 8) + (100 * BaseDifference / CurrentMHP) - 100   [capped between 0 and 11; L MHP uses 1 and H MHP uses 8]
NewMHP = CurrentMHP + Floor(RandomBonus(Difference) * CurveGradient)

Your problems are twofold.  First, you were rounding (100 * BaseDifference / CurrentMHP) to the nearest number, not rounding down/truncating.  As such, it's really no wonder your ranges are much higher than they should be.  If you rounded down, you'd get the theoretical base range of 8965-9508 for Cloud at L99.

But that's still not the fulll range of 8960-9511, of course.  Why is that?  Simple:
Quote from: Party Mechanics Guide
But, you should know that achieving max HP requires that you must take lower than max gains at some levels....

At L11, Cloud's HP range is 385-410, which matches the "always take lowest gain" to "always take highest gain" values.  But at L12, the correct range is 435-472, not 439-464 as you might expect.

If you had 410 HP at L11, your difference would be 2% of the baseline of 422, giving you a maximum HP Gain of 1.3 * 42 = 54.  So 410 + 54 = 464.

But if you had 409 HP at L11, your difference would instead be 3% of the baseline of 422, giving you a maximum HP Gain of 1.5 * 42 = 63.  So 409 + 63 = 472.

It's not a huge increase, and the lower HP quickly catches up, and in fact can still get to Cloud's highest max HP from that value... but this example just showcases the mechanic that makes even more of a difference at higher level, where there's less chance to catch up and every point counts.

Oh, and you can easily test the 'base' range ingame by simply altering the executable at the HP/MP growth stage and get it to always spit out 1s or 8s, and then just level from 6 to 99 quickly (easy if you also set Cloud's starting XP to a large enough value).  Obviously, this won't get the true range (and you can't without a far more complex and time-consuming routine), but it'll be close enough.

EDIT: I also just found an error in his example:
Quote
The minimum for him in that level bracket would, of course, be 40% of 98, or 58 (remember to round down).
40% of 98 is not 58, it's 39. 58 is ~60% of 98

That was a by-hand example, and yeah, looks like I took 40% of 147 instead.  My apologies on that.  The actual range data was calculated via a program, and have been proven by people after Max Stats (although FF7's crappy RNG meant that a new path had to be found by someone because it's impossible to get both Max HP and Max MP at the same time).



And while I'm taking a quick look at things, I'll note the following about certain things in Wall Market/Proud Clod.

AI Trigger: Ally Death: This trigger is actually run at the End of Battle, not on Ally Death.

AI Trigger: Post-Attack: This is a far worse name than what I've tended to call it (PreTurn).  I never called it PreTurn because I thought it happened as soon as someone's Time Bar finished filling.  I called it PreTurn because it happens before whatever command you enter gets to do things.  You could call it Pre-Command, I guess, but since it's triggered by any queued command (including Poison damage, I believe), it's a really difficult thing to name.  The point is that the changes it makes all occur before the attack is run.  Of course, an enemy can't use it to attack before you hit due to the attack queue, but it can certainly do stuff like alter its invincibility state or evasion before your attack even connects.

Battle-specific Party AI: Proud Clod could use the ability to set/change the Battle specific AI data for party members.  Much like Enemy AI starts at 0xE80 with 3 records (one for each enemy), Party AI starts at 0xC80 with 4 records (one for each enemy formation).  This is used in FF7 to deal with things like removing Waterpolo from a dead party member, but it has the potential to be used for so much more.

Attack Data: Attack Damage: You really need to split this up into the two different pieces of data it really is: the Attack Type and the Attack Formula.  The Attack Type dictates whether the attack is Physical or Magical (and thus whether Att or MAt is used), whether there will be a Critical Hit or not, what type of accuracy is used, and whether any custom formulas must be used.  The Attack Formula dictates how the damage is calculated, and with the exception of Attack Types 6, 7 and A, the formulas work the same no matter what the Attack Type.  Being able to set both Type and Formula individually offers far more customisation.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-03-30 14:10:51
Since I've got a bit of time and was poking around stuff, I thought I might as well clear this up.

Code: [Select]
Char Level H MHP L MHP

Cloud: 7 334 323
Cloud: 12 474 441
Cloud: 22 955 892
Cloud: 32 1753 1658
Cloud: 42 2806 2639
Cloud: 52 4069 3826
Cloud: 62 5435 5123
Cloud: 82 7834 7381
Cloud: 99 9554 9007
Code: [Select]
BaseDifference = 40 * CurveBase + (level - 1) * CurveGradient  [CurveBase is between -128 - 127 inclusive]
Difference = (1 .. 8) + (100 * BaseDifference / CurrentMHP) - 100   [capped between 0 and 11; L MHP uses 1 and H MHP uses 8]
NewMHP = CurrentMHP + Floor(RandomBonus(Difference) * CurveGradient)

Your problems are twofold.  First, you were rounding (100 * BaseDifference / CurrentMHP) to the nearest number, not rounding down/truncating.  As such, it's really no wonder your ranges are much higher than they should be.  If you rounded down, you'd get the theoretical base range of 8965-9508 for Cloud at L99.

But that's still not the fulll range of 8960-9511, of course.  Why is that?  Simple:
Quote from: Party Mechanics Guide
But, you should know that achieving max HP requires that you must take lower than max gains at some levels....

At L11, Cloud's HP range is 385-410, which matches the "always take lowest gain" to "always take highest gain" values.  But at L12, the correct range is 435-472, not 439-464 as you might expect.

If you had 410 HP at L11, your difference would be 2% of the baseline of 422, giving you a maximum HP Gain of 1.3 * 42 = 54.  So 410 + 54 = 464.

But if you had 409 HP at L11, your difference would instead be 3% of the baseline of 422, giving you a maximum HP Gain of 1.5 * 42 = 63.  So 409 + 63 = 472.

It's not a huge increase, and the lower HP quickly catches up, and in fact can still get to Cloud's highest max HP from that value... but this example just showcases the mechanic that makes even more of a difference at higher level, where there's less chance to catch up and every point counts.

Oh, and you can easily test the 'base' range ingame by simply altering the executable at the HP/MP growth stage and get it to always spit out 1s or 8s, and then just level from 6 to 99 quickly (easy if you also set Cloud's starting XP to a large enough value).  Obviously, this won't get the true range (and you can't without a far more complex and time-consuming routine), but it'll be close enough.

EDIT: I also just found an error in his example:
Quote
The minimum for him in that level bracket would, of course, be 40% of 98, or 58 (remember to round down).
40% of 98 is not 58, it's 39. 58 is ~60% of 98

That was a by-hand example, and yeah, looks like I took 40% of 147 instead.  My apologies on that.  The actual range data was calculated via a program, and have been proven by people after Max Stats (although FF7's crappy RNG meant that a new path had to be found by someone because it's impossible to get both Max HP and Max MP at the same time).


Someone did point out a while back that my rounding was wrong. I haven't gotten around to fixing it since it was a lower priority. I have done the math since and discovered that your ranges are more accurate if truncated like most computers do. I know the PSX is capable of floating-point precision and I was assuming that the entire operation was handled in that scope.

And while I'm taking a quick look at things, I'll note the following about certain things in Wall Market/Proud Clod.

AI Trigger: Ally Death: This trigger is actually run at the End of Battle, not on Ally Death.

This was always a guess. Cloud is the only one that has it, but it probably does make more sense that his "battle affection" would go down for every battle his companions are down and he doesn't revive them (even if it's not his fault!). I never tested the timing on this script.

Quote
AI Trigger: Post-Attack: This is a far worse name than what I've tended to call it (PreTurn).  I never called it PreTurn because I thought it happened as soon as someone's Time Bar finished filling.  I called it PreTurn because it happens before whatever command you enter gets to do things.  You could call it Pre-Command, I guess, but since it's triggered by any queued command (including Poison damage, I believe), it's a really difficult thing to name.  The point is that the changes it makes all occur before the attack is run.  Of course, an enemy can't use it to attack before you hit due to the attack queue, but it can certainly do stuff like alter its invincibility state or evasion before your attack even connects.

The timing on this always occurred after damage was calculated. That's now things like this (http://www.youtube.com/watch?v=ZRj5wr-iwqA) can happen (Red XIII is my test subject for most of these). I gave him a simple "Display string: 'Script 07'" script for that section and it showed up at the end of the action being performed. In retrospect that might not be the best way of telling since displaying strings will wait until the end of the currently happening action to display. "Post-Attack" just seemed logical because that's when you'll see the effects.

Quote
Battle-specific Party AI: Proud Clod could use the ability to set/change the Battle specific AI data for party members.  Much like Enemy AI starts at 0xE80 with 3 records (one for each enemy), Party AI starts at 0xC80 with 4 records (one for each enemy formation).  This is used in FF7 to deal with things like removing Waterpolo from a dead party member, but it has the potential to be used for so much more.

Now THAT is some hard data I can use! I didn't look at all the scenes to see if there even was anything there. The ones I looked at were all blank. That scene does have a script for formation 0 in the death counter. That's very nice. It'll definitely have to be added.

Quote
Attack Data: Attack Damage: You really need to split this up into the two different pieces of data it really is: the Attack Type and the Attack Formula.  The Attack Type dictates whether the attack is Physical or Magical (and thus whether Att or MAt is used), whether there will be a Critical Hit or not, what type of accuracy is used, and whether any custom formulas must be used.  The Attack Formula dictates how the damage is calculated, and with the exception of Attack Types 6, 7 and A, the formulas work the same no matter what the Attack Type.  Being able to set both Type and Formula individually offers far more customisation.

I think Akari's been trying to convince me of that for a while. I'd love to add it, but I can't really tell what they all do. The only reason I haven't done so yet is I haven't figured out what the values are. I know that the upper nibble and lower nibble are significant of each other.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Terence Fergusson on 2010-03-30 14:27:54
The timing on this always occurred after damage was calculated. That's now things like this (http://www.youtube.com/watch?v=ZRj5wr-iwqA) can happen (Red XIII is my test subject for most of these). I gave him a simple "Display string: 'Script 07'" script for that section and it showed up at the end of the action being performed. In retrospect that might not be the best way of telling since displaying strings will wait until the end of the currently happening action to display. "Post-Attack" just seemed logical because that's when you'll see the effects.

The problem is that it simply isn't true that it occurs after damage calculation.  If that was the case, Limit Breaks simply *wouldn't work* against Diamond Weapon until he begins his countdown.  Note his PreTurn counter: he specifically checks if the skill being used is Summon, W-Summon or Limit, and if this is the case, he will turn off his Physical Immunity for just that attack.  As a result, this has to occur before damage is calculated, otherwise the limit would just do nothing, and the timing for his invulnerability being turned off would not be as observed.

EDIT: Oh, and yes, strings and attacks would only show up after the current action due to the standard queue system.  There's only so much this counter can do, but at least it can juggle variables fine without relying on queuing.

I think Akari's been trying to convince me of that for a while. I'd love to add it, but I can't really tell what they all do. The only reason I haven't done so yet is I haven't figured out what the values are. I know that the upper nibble and lower nibble are significant of each other.

Akari can probably give you more details, but it's mostly pretty straightforward.  You have the basic Attack Formulas:
Code: [Select]
x0: No damage
x1: Physical Formula (Pwr / 16) * (Stat + [(Lvl + Stat) / 32] * [(Lvl * Stat) / 32])
x2: Magical Formula (Pwr / 16) * ((Lvl + Stat) * 6)
x3: HP% Formula
x4: Max HP% Formula
x5: Cure Formula (Pwr * 22) + ((Lvl + Stat) * 6)
x6: Fixed Formula (20 * Pwr)
x7: Item Formula (16 * Pwr)
x8: Full Recovery
x9: Throw Formula
xA: Coin Formula

And the Attack Types are essentially:
Code: [Select]
0x: Physical, no hit checks
1x: Physical, Phys Accuracy, Crit Hit
2x: Magical, Mag Accuracy
3x: Physical, 100% Hit
4x: Magical, 100% Hit
5x: Magical, 100% Hit
6x: Physical, Phys Accuracy, Crit Hit, uses Special Formulas
7x: Magical, Mag Accuracy, uses Special Formulas
8x: Magical, uses Lv?-Based condition
9x: Magical, uses Manipulate Accuracy
Ax: Physical, Phys Accuracy, Crit Hit, uses Weapon Special Formulas
Bx: Physical, Phys Accuracy, no Criticals

I'm not sure what the difference is between 4x and 5x, if any exist.  And you have most of the Special Formulas already, and the Weapon Special Formulas can all be found by matching from the Weapon Data.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-03-30 15:37:48
The timing on this always occurred after damage was calculated. That's now things like this (http://www.youtube.com/watch?v=ZRj5wr-iwqA) can happen (Red XIII is my test subject for most of these). I gave him a simple "Display string: 'Script 07'" script for that section and it showed up at the end of the action being performed. In retrospect that might not be the best way of telling since displaying strings will wait until the end of the currently happening action to display. "Post-Attack" just seemed logical because that's when you'll see the effects.

The problem is that it simply isn't true that it occurs after damage calculation.  If that was the case, Limit Breaks simply *wouldn't work* against Diamond Weapon until he begins his countdown.  Note his PreTurn counter: he specifically checks if the skill being used is Summon, W-Summon or Limit, and if this is the case, he will turn off his Physical Immunity for just that attack.  As a result, this has to occur before damage is calculated, otherwise the limit would just do nothing, and the timing for his invulnerability being turned off would not be as observed.

EDIT: Oh, and yes, strings and attacks would only show up after the current action due to the standard queue system.  There's only so much this counter can do, but at least it can juggle variables fine without relying on queuing.

I see what you're saying now. Any visible effects would only occur after the animation was complete. Just the limitation of the world renderer I suppose. Diamond weapon is immune to physical damage except during his countdown which occurs every other summon/Limit attack. I see where this would pose a problem for every physical limit. Perhaps "Pre-Attack Setup" would be a better name.
While on the subject of Diamond weapon, maybe you can clarify something for me. At the end of his Death-Counter Script he's got a 60 22 60 0F 92 command that Akari told me that means execute script section 0F. He doesn't have anything in his Post-Battle section. It's possible that this interpretation of the 22 command is wrong and it doesn't execute scripts. Do you have any idea what this does?

I think Akari's been trying to convince me of that for a while. I'd love to add it, but I can't really tell what they all do. The only reason I haven't done so yet is I haven't figured out what the values are. I know that the upper nibble and lower nibble are significant of each other.

Akari can probably give you more details, but it's mostly pretty straightforward.  You have the basic Attack Formulas:
Code: [Select]
x0: No damage
x1: Physical Formula (Pwr / 16) * (Stat + [(Lvl + Stat) / 32] * [(Lvl * Stat) / 32])
x2: Magical Formula (Pwr / 16) * ((Lvl + Stat) * 6)
x3: HP% Formula
x4: Max HP% Formula
x5: Cure Formula (Pwr * 22) + ((Lvl + Stat) * 6)
x6: Fixed Formula (20 * Pwr)
x7: Item Formula (16 * Pwr)
x8: Full Recovery
x9: Throw Formula
xA: Coin Formula

And the Attack Types are essentially:
Code: [Select]
0x: Physical, no hit checks
1x: Physical, Phys Accuracy, Crit Hit
2x: Magical, Mag Accuracy
3x: Physical, 100% Hit
4x: Magical, 100% Hit
5x: Magical, 100% Hit
6x: Physical, Phys Accuracy, Crit Hit, uses Special Formulas
7x: Magical, Mag Accuracy, uses Special Formulas
8x: Magical, uses Lv?-Based condition
9x: Magical, uses Manipulate Accuracy
Ax: Physical, Phys Accuracy, Crit Hit, uses Weapon Special Formulas
Bx: Physical, Phys Accuracy, no Criticals

I'm not sure what the difference is between 4x and 5x, if any exist.  And you have most of the Special Formulas already, and the Weapon Special Formulas can all be found by matching from the Weapon Data.

This is also very interesting. I didn't know that White Wind and "? ? ? ?" are considered physical attacks. That would explain why White Wind sometimes flashes the screen as if it were a critical attack. This would be a real simple change to make too.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Terence Fergusson on 2010-03-30 16:12:14
While on the subject of Diamond weapon, maybe you can clarify something for me. At the end of his Death-Counter Script he's got a 60 22 60 0F 92 command that Akari told me that means execute script section 0F. He doesn't have anything in his Post-Battle section. It's possible that this interpretation of the 22 command is wrong and it doesn't execute scripts. Do you have any idea what this does?

All I know about 0x92 is that it shoves the command, ability and targetting data onto the ability queue (stored at 009A988C, which can hold up to 64 queued abilities), and the priority usually depends on either what part of the AI script is running or what type of player ability is used (although there are also possibly exceptions to that).  I'm fairly sure Akari's done more work than me on the scripting engine, so I cannot confirm or contradict his findings.  I know that during a simple test I did I was unable to use 0x22 to run arbitrary script IDs, but I still don't know any firm details about what it does.

This is also very interesting. I didn't know that White Wind and "? ? ? ?" are considered physical attacks. That would explain why White Wind sometimes flashes the screen as if it were a critical attack. This would be a real simple change to make too.

Be aware that although the chance of a critical hit will be calculated, not all attacks will use the Critical Hit modifier.  In fact, I think only the Physical Formula uses it, and since Critical Hit chance is only used with the Physical Attack Types, it doesn't seem possible to get a Magical Critical Hit without editing the executable, even if you used a Magical attack using the Physical Formula.

The Weapon Special Formulas will all use the standard Physical Formula as a base though, rather than replacing it entirely, so they can work with Critical Hits when given the opportunity.

You might also want to test out the various Attack Types and Formulas yourself so you can think of better ways to describe them from the point of view of a modder: the way I've described them is somewhat concise, but not always as clear as it could be.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-03-30 18:12:02
AI Trigger: Ally Death: This trigger is actually run at the End of Battle, not on Ally Death.

Going back to this, could it be accurate to call this section "Battle Victory" and sections 8-15 be "Custom Event"? I can't get any scripts 8-14 to fire (The Midgar Zolom is acting really weird. Executing script that I erased and confirmed isn't in the scene anymore. Spooky...), but that's likely what they would do.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2010-03-30 18:30:14
Quote
3x: Physical, 100% Hit
4x: Magical, 100% Hit
5x: Magical, 100% Hit

Acording to my notes they all the same. And they do nothing (not calculate miss chance and not calculate critical chance). So it's simple "100% hit, no critical".
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Terence Fergusson on 2010-03-30 18:31:57
Going back to this, could it be accurate to call this section "Battle Victory" and sections 8-15 be "Custom Event"? I can't get any scripts 8-14 to fire (The Midgar Zolom is acting really weird. Executing script that I erased and confirmed isn't in the scene anymore. Spooky...), but that's likely what they would do.

I'd pretty much agree with that naming scheme, yes.  If any further information about how they can be used turns up, it can always be changed again.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Akari on 2010-03-30 18:36:38
Going back to this, could it be accurate to call this section "Battle Victory" and sections 8-15 be "Custom Event"? I can't get any scripts 8-14 to fire (The Midgar Zolom is acting really weird. Executing script that I erased and confirmed isn't in the scene anymore. Spooky...), but that's likely what they would do.

I'd pretty much agree with that naming scheme, yes.  If any further information about how they can be used turns up, it can always be changed again.

Battle Victory - What is the id of this script?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Terence Fergusson on 2010-03-30 19:13:50
Battle Victory - What is the id of this script?

0x6.  So immediately after Magic Counter and immediately before PreTurn.  Though looking at the proposed name for it again, I'm no longer as sure about that name... battles can end in other states than simply Victory, and I'm not sure of all the conditions that 0x6 fires on (I just know that it doesn't fire on Ally Death and definitely waits until the end of battle to apply its affects).

Doesn't matter though: I'm sure Akari knows where all the hooks are better than I -- I'm working on information I dug out years ago.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-03-30 20:54:28
Though looking at the proposed name for it again, I'm no longer as sure about that name... battles can end in other states than simply Victory, and I'm not sure of all the conditions that 0x6 fires on (I just know that it doesn't fire on Ally Death and definitely waits until the end of battle to apply its affects).

I'm using "victory" in a generic sense of the word. Whatever ends the battle to move the plot along. Technically the Ultimate Weapon fights don't end in a "victory" until the one where he's over Cosmo Canyon. As I understand it, a battle ends when either all enemies or all allies are flagged either dead, inactive, or escaped. Some battles are forcibly ended (Mystery Ninja) at certain points just by flagging the main script as inactive. These are not "victories" in the specific definition of the word (enemy not flagged as "dead"), but it's a victory in the fact that it wasn't a defeat. It's just easier to say than "Non-failed Battle" or something to that effect.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-04-02 17:08:30
Some updates on progress, despite double-post (forgive?).

Great job as usual NFIT.

Is it possible to make the next version (if you make it) give more options for customizing materia?

i'd like to see a tab that let's you edit the values for what peice of materia holds what abilities.

If the current version can already do that, then i guess i'm just to dumb to figure out how.

That's what the materia tab is for.....read the manual

Not to sound ungrateful or anything, but is it at all possible to have a drop down list for the materia slot instead of having to click until you find the one you want?

How does this look? (http://img694.imageshack.us/img694/9613/materiadrop.png) (look at the third materia slot)

When you click on any materia slot that menu will show up with the current materia aligned on the menu. Click on the desired materia to add or click on another object (or the aligned materia) to cancel.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Kuroda Masahiro on 2010-04-02 18:33:14
That looks fine. ^_^

any idea when it'll be included in the next version?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-04-03 14:53:00
That and a few other changes have already been implemented. I believe WM is ready to go, but I'm making some last-minute PrC changes and updating the documentation. Thanks to Terence Fergusson, I've completely redone the way the attack damage byte is changed. I've also considered a more versatile search for attacks in PrC, but I'll probably wait on that one. What I'm really going to do next is allowing the formation AI to be edited like TFergusson pointed out in a previous post. I won't likely be able to start on it until late next week.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: sithlord48 on 2010-04-03 15:15:33
this looks so nice , just a shame i can't use it in wine. (stupid .net...) any chance for a Qt port? i would be more then happy to help you with it....
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: gjoerulv on 2010-04-03 15:56:53
...
Battle-specific Party AI: Proud Clod could use the ability to set/change the Battle specific AI data for party members.  Much like Enemy AI starts at 0xE80 with 3 records (one for each enemy), Party AI starts at 0xC80 with 4 records (one for each enemy formation).  This is used in FF7 to deal with things like removing Waterpolo from a dead party member, but it has the potential to be used for so much more.

Attack Data: Attack Damage: You really need to split this up into the two different pieces of data it really is: the Attack Type and the Attack Formula.  The Attack Type dictates whether the attack is Physical or Magical (and thus whether Att or MAt is used), whether there will be a Critical Hit or not, what type of accuracy is used, and whether any custom formulas must be used.  The Attack Formula dictates how the damage is calculated, and with the exception of Attack Types 6, 7 and A, the formulas work the same no matter what the Attack Type.  Being able to set both Type and Formula individually offers far more customisation.
...

I was going to ask I you (NFITC1) if you've planned to do anything with this. I haven't made any editor for the party AI so I kinda hoped you would make one.  :P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Colonel Ramsay on 2010-04-03 16:19:06
Quick question, why does Hades inflict Stop to Ruby Weapon when he has protection?  And Hades doesn't even seem to have Stop as a status?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2010-04-03 18:28:09
You are confusing [Stop] with [Paralysis], which prevents attacks for approximately two turns (it's some number of V-Timer units). Hades inflicts paralysis, and Ruby is vulnerable. Paralysis is inflicted also by the item 'Dazers' and the Limit Break, 'Cross slash'.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-04-03 22:36:02
...
Battle-specific Party AI: Proud Clod could use the ability to set/change the Battle specific AI data for party members.  Much like Enemy AI starts at 0xE80 with 3 records (one for each enemy), Party AI starts at 0xC80 with 4 records (one for each enemy formation).  This is used in FF7 to deal with things like removing Waterpolo from a dead party member, but it has the potential to be used for so much more.

Attack Data: Attack Damage: You really need to split this up into the two different pieces of data it really is: the Attack Type and the Attack Formula.  The Attack Type dictates whether the attack is Physical or Magical (and thus whether Att or MAt is used), whether there will be a Critical Hit or not, what type of accuracy is used, and whether any custom formulas must be used.  The Attack Formula dictates how the damage is calculated, and with the exception of Attack Types 6, 7 and A, the formulas work the same no matter what the Attack Type.  Being able to set both Type and Formula individually offers far more customisation.
...

I was going to ask I you (NFITC1) if you've planned to do anything with this. I haven't made any editor for the party AI so I kinda hoped you would make one.  :P

That and a few other changes have already been implemented. I believe WM is ready to go, but I'm making some last-minute PrC changes and updating the documentation. Thanks to Terence Fergusson, I've completely redone the way the attack damage byte is changed. I've also considered a more versatile search for attacks in PrC, but I'll probably wait on that one. What I'm really going to do next is allowing the formation AI to be edited like TFergusson pointed out in a previous post. I won't likely be able to start on it until late next week.

That's what I meant by those statements. PrC only seems to lack the formation AI. I just did a quick loop through and I found scripts on these formations: Turks:Reno, Bottomswell, Carry Armor (all three of these are likely the same thing. If the "captured" character dies while captured then they need to be released from captivity), Bizarro Sephiroth (All formations. They might contain loads of battle addresses I've never seen), Safer Sephiroth, & final Sephiroth. I haven't looked at any of these scripts so I'm not sure what they all do. I just know there are scripts there.

Editing Formation AI is all well and good, but you have so little room to do it in. It's only 512 bytes in size and only 472 bytes of those are usable for a script; Fewer if you want multiple formations' worth.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Colonel Ramsay on 2010-04-08 13:40:24
You are confusing [Stop] with [Paralysis], which prevents attacks for approximately two turns (it's some number of V-Timer units). Hades inflicts paralysis, and Ruby is vulnerable. Paralysis is inflicted also by the item 'Dazers' and the Limit Break, 'Cross slash'.

Ahhh of course!  Silly me.

Anyway bug report, and this has been a bug for quite some time.  Every so often I will load up my kernel to discover text has been corrupted or deleted.  usually the deletion is 1 letter (in the actual name and not description), but today I spotted this in a few places >

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/problemwithwallmarket.png)

It has added "cures darkness" to the end of the string.  It has done the same for the item directly above it too.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-04-08 18:27:26
Anyway bug report, and this has been a bug for quite some time.  Every so often I will load up my kernel to discover text has been corrupted or deleted.  usually the deletion is 1 letter (in the actual name and not description), but today I spotted this in a few places >

(http://i247.photobucket.com/albums/gg129/SeiferAlmasy2008/problemwithwallmarket.png)

It has added "cures darkness" to the end of the string.  It has done the same for the item directly above it too.

Is that on the PC text or the PSX text? The PSX text might have issues since I haven't even touched it since I wrote it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Colonel Ramsay on 2010-04-08 19:03:07
PC and it has happened to differing degrees since the first wallmarket I used (prob around 4 releases ago)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Colonel Ramsay on 2010-04-09 12:03:25
Since latest release, sometimes when I open item tab, the program crashes:

Quote
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at WallMarket.CameraPanel.NewTab()
   at WallMarket.Form1.TabControl1_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.TabControl.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.TabControl.WmSelChange()
   at System.Windows.Forms.TabControl.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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
    CodeBase: file:///h:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.4.0.0
    Win32 Version: 1.4.0.0
    CodeBase: file:///J:/DLPB/Welcome/Game%20Related/Games/Roms/PC_games/Final%20Fantasy%20VII%20-%20PC/Mods/WallMarket121/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///H:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///H:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///H:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///H:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///H:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///H:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    CodeBase: file:///H:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-04-09 12:08:10
I noticed that too. It happens sometimes if you're trying to modify text of an attack with an index higher than 127. I had hoped I would have that fixed before anyone noticed. :(

The work around is after you're done messing with limit text, select an Attack with a sub-128 index. Then everything would work correctly.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Colonel Ramsay on 2010-04-09 12:13:51
I think this might be why my items got corrupted too.  I remember ignoring that exception last time and then saving afterwards....Maybe that did it?

[Regardless the missing letter and text corruption did exist before this release, but I am not sure in this fashion.  The problem with the corrupted missing letters might have been fixed and this new problem caused by the above problem?]

Also I didn't alter any limit texts...just command text (though this comes under attack so..)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-04-09 13:40:59
For future reference, I only need to see the Exception Text of that error box.

This error is singular to version 1.4.0. It wouldn't be causing any errors in your text. The only thing that COULD cause errors like that is if it weren't saved/loaded properly. I still don't know how to cause that.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Colonel Ramsay on 2010-04-09 14:04:00
yeah I thought same but noted :)

It is a problem on saving probably, as the corrupted text appeared whilst I was in a game and was not corrected after I reloaded and I have yet to notice a fault until I load it rather than just before I save.  I will definately keep my eyes open.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: headlessgargoyle on 2010-05-03 02:12:58
hey all, i guess this is the best place to put it. i can't run any of the versions of wallmarket.exe.  it says the program had a problem and needed to be shut down before the program really even starts. i didn't see anything like this on the forum searches i did. i'm running vista 64. if there is any information on what i may be doing wrong please reply. if you guys would need more info thats fine just ask. all i've done is downloaded and extracted the rar to a folder and tried to run it. i don't think there's an install or anything... but yeah just let me know. thanks!
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: The Seer of Shadows on 2010-05-03 10:44:19
Requires:
Microsoft .NET Framework 3.5 (http://msdn.microsoft.com/en-us/netframework/aa569263.aspx) or higher
Microsoft Visual Basic Power Packs 3.0 (http://msdn.microsoft.com/en-us/vbasic/bb735936.aspx) or higher (for WallMarket)

My guess is that your problem is related to the above.
NFITC1 would know better than me, though.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-05-03 14:06:46
Requires:
Microsoft .NET Framework 3.5 (http://msdn.microsoft.com/en-us/netframework/aa569263.aspx) or higher
Microsoft Visual Basic Power Packs 3.0 (http://msdn.microsoft.com/en-us/vbasic/bb735936.aspx) or higher (for WallMarket)

My guess is that your problem is related to the above.
NFITC1 would know better than me, though.

You are correct Seer of Shadows. If WM doesn't start then it can't find a dependency. These are the only two dependencies. Although the current .NET framework is 4.0 it should still work. I would call 3.5 the minimum to use all features and 2.0 the minimum to execute it.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: headlessgargoyle on 2010-05-05 02:59:13
my apologies for the stupid question, but many thanks for the kind answer. i shall try this and hopefully it will work. Thanks!

edit: works fine, cept this one bug, i changed the name of a weapon (nail bat to loveless with that one mod) and it won't save the name or the information that i apply to it. any reasons why?
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Aurangzeb56 on 2010-05-05 10:40:20
my apologies for the stupid question, but many thanks for the kind answer. i shall try this and hopefully it will work. Thanks!

edit: works fine, cept this one bug, i changed the name of a weapon (nail bat to loveless with that one mod) and it won't save the name or the information that i apply to it. any reasons why?

hmm i might be able to help you but i searched everywhere but i couldn't find the option on how to rename weapons
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-05-05 12:40:51
my apologies for the stupid question, but many thanks for the kind answer. i shall try this and hopefully it will work. Thanks!

edit: works fine, cept this one bug, i changed the name of a weapon (nail bat to loveless with that one mod) and it won't save the name or the information that i apply to it. any reasons why?

You've probably got the text in the wrong mode. If it's in PSX mode then it will read text from the KERNEL.BIN text. If it's in PC mode it will read from kernel2.bin. If it's in PC mode, make sure you're creating the kernel2.bin as well as the KERNEL.BIN.

hmm i might be able to help you but i searched everywhere but i couldn't find the option on how to rename weapons

Double-click on the weapon name in the list. That works for everything on the tabs other than "initial data" and tabs after "Materia".
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: headlessgargoyle on 2010-05-05 18:38:28
yeah i ended up figuring it out, though i got a kernel 2 editor called "teioh." it's ok but if yours saves kernel2.bin's just as well then i'll prolly just use yours. it has more options :) thanks for all the help.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-05-05 21:23:13
yeah i ended up figuring it out, though i got a kernel 2 editor called "teioh." it's ok but if yours saves kernel2.bin's just as well then i'll prolly just use yours. it has more options :) thanks for all the help.

Yep. WM has deprecated Teioh. I'd feel bad, but squall's still got Hojo and Loveless floating around.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2010-05-15 22:12:50
I have a request, if I may.

I'm working on a FFVII hack, for both PC and PSX. I created my Kernel.bin with WallMarket, with new descriptions and all, but it is a PC Kernel. Meaning that the descriptions are stored in Kernel2.bin. Hopefully, you still follow me :P

Now, I'd like to turn those into a PSX Kernel -- but alas ! As soon as I change the mode at the bottom of the window (from PC to PSX), all my text changes go away. It's pure logic really, since FFVII PSX has no Kernel2.bin. So, I tried to load my PC Kernel.bin with the PSX mode already enabled - but no : only Kernel.bin is read from, which means no text changes as well. Ultimately, all this just means that, for now, I'll have to type all my text AGAIN (which is a pain), to successfully turn this Kernel into a PSX-useable one.

My question is this : could you, NFITC1, with your awesome wisdom and all, implement a Kernel-text converter into WallMarket, so it can put the text stored in Kernel2.bin into a PSX Kernel.bin (when creating it or not) ?

If not (which I'd understand), I'll just get off my laziness and type my stuff again ;)
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-05-16 00:57:10
My question is this : could you, NFITC1, with your awesome wisdom and all, implement a Kernel-text converter into WallMarket, so it can put the text stored in Kernel2.bin into a PSX Kernel.bin (when creating it or not) ?

If not (which I'd understand), I'll just get off my laziness and type my stuff again ;)

I've actually thought about this, but didn't think the demand would exist. It's simple to do and you can do it right now. Just not internally.

All you need to do is extract all the kernel pieces (from KERNEL.BIN and kernel2.bin) and delete KERNEL.BIN10 - KERNEL.BIN26 and rename the kernel2.bin10 - kernel2.bin26 to the ones you deleted. I believe they'll load in the exact same way when you load the KERNEL.BIN by pieces. Then your PSX mode will have all the PC text.
While I'm testing the new PrC AI features I'll look into doing this within WM. Shouldn't be too hard to do.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2010-05-16 14:46:11
Can't believe I didn't think about that. Easy enough to do myself, thank you very much :)
So now, this function really isn't essential to me - I'd personally prefer that you looked into my new request, in the topic regarding Proud Clod :P
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nikfrozty on 2010-05-17 19:36:55
Uhmm I was wondering Wallmarket can also edit the battle text like the limit breaks right?? Can I change the colors of the text too?? Sorry for asking but this is the only thing I don't know to do with the program. :-\
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-05-17 19:58:35
Uhmm I was wondering Wallmarket can also edit the battle text like the limit breaks right?? Can I change the colors of the text too?? Sorry for asking but this is the only thing I don't know to do with the program. :-\

I believe so. This feature isn't well tested so please feel free to share your results. Basically, just change all the {BOX:RED} to some number like {BOX:0F} or something. Red is 02, but I have not idea what other valid options might be. If you play with this let us know what you find.

Oh wait, the color of the TEXT? I don't think so. Those {BOX:??} will only change the color of the window of the text that announces it's about to be performed.

EDIT:
Ha. I lied. I believe you can change text color by using {COLOR:???} tags at the beginning of the texts. Known colors (at least for field text) are "Gray", "Blue", "Red", "Purple", "Green", "Cyan", "Yellow", "White", "Flash", and "Rainbow".
Even then I'm not sure that you can change these in WM. The functionality doesn't seem to exist...yet.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nikfrozty on 2010-05-17 20:23:51
Damn it doesn't work and I've tried everything. I've tried {COLOR:RED}, {COLOR:Red}, {COLOR:02} and still major fail. Do you think there's something wrong??
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-05-17 20:45:16
Damn it doesn't work and I've tried everything. I've tried {COLOR:RED}, {COLOR:Red}, {COLOR:02} and still major fail. Do you think there's something wrong??

Yes. It hasn't been implemented yet. :P I think I just managed to get that working. Updates are pending.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nikfrozty on 2010-05-17 20:49:32
So you'll add this feature in your next update?? That's awesome!! I'll stick with the plain white text for the mean time. Can't wait! ;D
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: secondadvent on 2010-05-30 06:15:48
not sure if this is known, but i found a bug in 1.4 that causes the items and such to be unable to have their checkboxes changes (i.e. they are greyed out) if you go down to the greyed out limits in the attack tab and switch to a new tab (i.e. the items tab). this can be fixed by switching back to the attacks tab (another exception occurs), scrolling back up into the normally changeable attacks (currently borked), and switching tabs again.

exception is as follows:
Code: [Select]
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at WallMarket.CameraPanel.NewTab()
   at WallMarket.Form1.TabControl1_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.TabControl.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.TabControl.WmSelChange()
   at System.Windows.Forms.TabControl.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)

Title: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-05-31 00:28:29
not sure if this is known, but i found a bug in 1.4 that causes the items and such to be unable to have their checkboxes changes (i.e. they are greyed out) if you go down to the greyed out limits in the attack tab and switch to a new tab (i.e. the items tab). this can be fixed by switching back to the attacks tab (another exception occurs), scrolling back up into the normally changeable attacks (currently borked), and switching tabs again.

exception is as follows:
Code: [Select]
************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at WallMarket.CameraPanel.NewTab()
   at WallMarket.Form1.TabControl1_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.TabControl.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.TabControl.WmSelChange()
   at System.Windows.Forms.TabControl.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)



This is known and will be fixed in the upcoming release.
Title: Wall Market, FFVII KERNEL.BIN editor
Post by: sithlord48 on 2010-05-31 03:23:28
Requires:
Microsoft .NET Framework 3.5 (http://msdn.microsoft.com/en-us/netframework/aa569263.aspx) or higher
Microsoft Visual Basic Power Packs 3.0 (http://msdn.microsoft.com/en-us/vbasic/bb735936.aspx) or higher (for WallMarket)

My guess is that your problem is related to the above.
NFITC1 would know better than me, though.

You are correct Seer of Shadows. If WM doesn't start then it can't find a dependency. These are the only two dependencies. Although the current .NET framework is 4.0 it should still work. I would call 3.5 the minimum to use all features and 2.0 the minimum to execute it.

you know it would not be to hard to port your program to Qt , then you can do static compiling and only need the exe to run it and get the added bonus of being able to compile it on windows, mac os , and linux w/ 0 code changes...oh and no need to buy ne more M$ expencive visual studio since both Qt, and Qt Creator (the IDE) are free and open source.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2010-07-14 13:21:39
I tried to add the Dual status to my Poison materia, so that combined with Added-Effect, it would make the character immune to Dual. But alas, it doesn't work. A few seconds after being hit by a Dual-inducing attack, the game crashes. I think this is because in the Materia tab, only the Dual box is present - not Dual Drain.

Is it possible to add the Dual Drain box to the materia tab, or is it impossible due to how materia statuses work ?
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Gemini on 2010-07-14 13:28:53
What WallMarket calls as "Dual" is actually the dummy status Ref-Absorb. Afaik, it was never really implemented and makes abolutely no change in battle, even thought it does appear next to the current HP in non-Occidental versions. Anyway, the status screen skips it, so it's safe to assume it does absolutely nothing.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2010-07-14 13:59:00
I tried to add the Dual status to my Poison materia, so that combined with Added-Effect, it would make the character immune to Dual. But alas, it doesn't work. A few seconds after being hit by a Dual-inducing attack, the game crashes. I think this is because in the Materia tab, only the Dual box is present - not Dual Drain.

Is it possible to add the Dual Drain box to the materia tab, or is it impossible due to how materia statuses work ?

I believe that Dual *is* actually used by bottomswell, though I've also heard it said that Waterpolo deals its damage by other means instead. At any rate, both statuses need to be active simultaneously, and you can't inflict two statuses with the same weapon attack. AI can't read the scope of memory needed to do some trick to pretend it's being implemented, either. And even you could assign multiple statuses to the same weapon, the statuses are inflicted with a 1/6 chance separately, leaving you a 1/36 chance of seizure, an 24/36 chance of nothing happening and an 11/6 chance of a crash.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2010-07-14 14:50:59
You were told that Dual without DualDrain (and vice versa) causes a crash, but you carried on regardless?

Since only one Dual box is present in the materia tab, I thought that maybe the two statuses were "inside". I had to check. And besides, I wasn't told anything regarding Dual. I found out by myself way back when.

And I don't like the way you said that, by the way. Is taking people for fools a habit of yours ?

Quote
I believe that Dual *is* actually used by bottomswell, though I've also heard it said that Waterpolo deals its damage by other means instead. At any rate, both statuses need to be active simultaneously, and you can't inflict two statuses with the same weapon attack. AI can't read the scope of memory needed to do some trick to pretend it's being implemented, either. And even you could assign multiple statuses to the same weapon, the statuses are inflicted with a 1/6 chance separately, leaving you a 1/36 chance of seizure, an 24/36 chance of nothing happening and an 11/6 chance of a crash.

Interesting info. Most of it I already knew, though. My question is if a Dual Drain box could be added to the materia tab. But thanks anyway.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2010-07-14 17:40:29

And I don't like the way you said that, by the way. Is taking people for fools a habit of yours ?

Let me be upfront. Most people asking for help here usually haven't even bothered checking the help files, haven't looked at the program release thread and wouldn't dream of touching the search function. They spam the forums with questions they could have searched for, demand your immediate attention and then act like you're out of line for berating them, even when you are freely giving them your time and knowledge. Do you realize how irritating that gets eventually?

Ever released a program, given explicit instructions not to do something, then had a barrage of emails from people who did precisely what you told them not to? Ever laid out a help file with stacks of details, then been harassed by people who didn't bother checking the document you put together for *their* benefit? Likewise. I've nothing against you, but if you'd have just searched for 'Dual Drain', you'd have had your answer in a snap.

NFITC1 mentions Dual and Dualdrain in both the PC and WM help files. If you have the one without the other, the game will seem to 'run', but characters and monsters won't perform actions. You won't get a data error.

Now, could we make materia inflict Dualdrain anyway? Probably, but the problems outlined above would still be an issue, unless you gave a party member an AI script that reacted to each move by inflicting DualDrain on those with Dual. You'd need to give it to all party members, though, otherwise you might end up inflicting Dual when there's no character 'alive' who can 'compound' it with DualDrain.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2010-07-14 18:32:57
Quote
I've nothing against you, but if you'd have just searched for 'Dual Drain', you'd have had your answer in a snap.

This is exactly what I'm saying. You're taking people for fools. Just open WallMarket's help file and see for yourself. It only mentions what I already said. Heck, I was even the one who told NFITC1, a while ago, that both must be checked for the status to work.

Besides, you're wrong. All my Dual Drain attacks work perfectly in my mod. When an ally or an enemy is poisoned, (s)he / it gets this status too. 100% of the time.

Now if you'd let those who know what they're talking about (and who don't use misplaced condescension) reply, then that would make me happy.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2010-07-14 18:38:57
I'm sorry I was curt. But I'm sure you can see where I'm coming from: all the time, people keep asking questions they don't need to ask. It gets annoying after a while.

I wasn't aware you'd done your own research; if so, that's really good. As I said, I don't have an issue with you per se. But on a lot of forums, I keep running into people who don't do the research, don't try and search, and don't really appreciate the effort you put in to answer. It gets me down.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2010-07-14 18:41:25
No problem, I understand. I still appreciate that you tried to help and shared info. Not everyone do that.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Bosola on 2010-07-14 18:43:25
No, there is a problem. I shouldn't have approached you like a newb demanding OMG WHAR IS CRYSES CROE MODELS AN HOW DU I INSTAL???

As a token, I'll let you in on how Shatter works via PM. You'll kick yourself.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-07-14 19:27:35
As most people asking for help here usually haven't even bothered checking the help files, I've learned to make treating people like idiots the rule rather than the exception. Welcome to the internet.

Ever released a program, given explicit instructions not to do something, then had a barrage of emails from people who did precisely what you told them not to? Ever laid out a help file with stacks of details, then been harassed by people who didn't bother checking the document you put together for *their* benefit? It really gets on your ***s after a while.

I pray for the day when I have to stop thinking like this. :/

NFITC1 mentions Dual and Dualdrain in both the PC and WM help files. If you have the one without the other, the game will seem to 'run', but characters and monsters won't perform actions. You won't get a data error.

Now, could we make materia inflict Dualdrain anyway? Probably, but the problems outlined above would still be an issue, unless you gave a party member an AI script that reacted to each move by inflicting DualDrain on those with Dual. You'd need to give it to all party members, though, otherwise you might end up inflicting Dual when there's no character 'alive' who can 'compound' it with DualDrain.

Dual without Dualdrain will crash, Dualdrain without dual will not crash. I'm not sure why this is and I frankly don't care. I just know you shouldn't have one without the other.

No, materia will not be able to add both these effects to weapons or armors nor do we want to. Materia can only affect the first 24 statuses anyway. Dual drain is the 28th.
Dual is a VERY specific status effect. It won't work well outside of Bottomswell's battle. Nothing's immune to it including the Weapons and the final bosses. Dual stops the inflicted as well as slowly drains them. Without a way to remove that status (and nothing does) that immediately makes every battle broken.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Armorvil on 2010-07-14 21:00:28
Dual without Dualdrain will crash, Dualdrain without dual will not crash. I'm not sure why this is and I frankly don't care. I just know you shouldn't have one without the other.

Yeah, I know ;)

Quote
No, materia will not be able to add both these effects to weapons or armors nor do we want to. Materia can only affect the first 24 statuses anyway. Dual drain is the 28th.

Oh, bummer :(

Quote
Dual is a VERY specific status effect. It won't work well outside of Bottomswell's battle.

It does work well, actually. If you add Dual and Dual Drain to a magic spell (as I did with the Bio spells), or to an enemy ability, it will work as well as any other status. I know it sounds odd, but the spell never inflicts one Dual and not the other one. Either both of them are triggered (or in the case of Bio, the three of them), or none. And since it's all or nothing, the game can't crash. At least it never crashed on me. Who knows, maybe I'm the luckiest man on Earth. Because, believe me, I tested it a lot.

Quote
Nothing's immune to it including the Weapons and the final bosses.

Something that can easily be fixed thanks to Hojo ;)

Quote
Dual stops the inflicted as well as slowly drains them. Without a way to remove that status (and nothing does) that immediately makes every battle broken.

It doesn't stop the inflicted. The character / enemy only experiences a reverse Regen effect, until he's cured (I made so Esuna and Remedies can cure it - very easy to do with Wall Market), or until he dies.

Anyways, now I have my answer - thanks NFITC1 : I can't have a Poison materia which, combined with Added-Affect, could have guarded against the effect. Oh well, at least my Star Pendant-like accessory will still block it.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-07-14 21:53:01
I didn't say it wouldn't work at all, just not "well". If you want it to work there are plenty of things you can do to make it workable, that just takes a lot of steps (setting enemy immunities, a way to cure it, etc).

No it doesn't stop the target. I thought that was handled by the status, but it isn't. The character is flagged as dead even though their HP is not 0. Because of that, that character's time bar doesn't change.
It is also NOT what is used in Bottomswell's battle. That's apparently Imprisoned as well. I don't know where Dual comes into play. It doesn't look like anything does it...
Title: Re: [Release v1.4.0] WallMarket KERNEL.BIN editor
Post by: wcsc12 on 2010-08-13 22:28:07
Hi,

I have a question about the usage of this program. What's the best way to edit the kernel. I've got PowerISO and I used it to extract the Kernel.Bin file and then put it back into the ISO but now the game won't run at all. Is there a better way to do it?

Also, thank you for this :D I have been looking for something like this for some time. Although, all I really plan on doing is editing some of the weapons and armors, it's good to see this.
Title: Re: [Release v1.4.0] WallMarket KERNEL.BIN editor
Post by: Bosola on 2010-08-13 23:41:45
Don't use power ISO. It'll totally corrupt the ISO (most apps like that try and restore a PC-CD filesystem etc.).

Use CDMage BETA instead.

Or, Gemini has some translation tools that'll do it. I looked at his sourcecode, it looks as though he uses some 'generic' gnu ISO handling lib to do the reinsertion, so I guess it wouldn't be out of the question to produce another, similar program, that didn't rely on Visual C.
Title: Re: [Release v1.4.0] WallMarket KERNEL.BIN editor
Post by: wcsc12 on 2010-08-14 00:23:10
Don't use power ISO. It'll totally corrupt the ISO (most apps like that try and restore a PC-CD filesystem etc.).

Use CDMage BETA instead.

Or, Gemini has some translation tools that'll do it. I looked at his sourcecode, it looks as though he uses some 'generic' gnu ISO handling lib to do the reinsertion, so I guess it wouldn't be out of the question to produce another, similar program, that didn't rely on Visual C.

Thank you :D
Title: Re: [Release v1.4.0] WallMarket KERNEL.BIN editor
Post by: ludokreshx on 2010-09-12 20:48:47
just a suggestion, its totally optional (obviously), but on the initial data/character data menu, where you can change the materia that the characters begin with upon meeting them in the game, the box where you can type in how much AP has been applied to the materia, you are forced to save the change in order for it to stick. The suggestion is that you could maybe add some kind of confirm botton to that part of the menu incase there are changes a user isnt sure they want to SAVE into the kernel yet that they did, but they are sure about the ammount of AP they want in that materia in that menu. Maybe you've already seen that but incase you havent just wanted to throw that out there.

But anyways this program is epic i've completely overhauled my game for the sake of battle.
(Potion+, Hi-Potion+, Mega-Potion, Megaphoenix, Phoenix Pinion, Remedy+, Water(materia) added)
(Hi-Ether, Typhoon-->Chupon, Fire, Ice(Blizzard), Bolt(Thunder), Ultima-->Merton, Distruct, Elixer/Megilixer, Attack-->Fight, 4xCut-->X-Fight, Summon-->Esper, E.Skill-->BluMag, W.Mag-Dbl.Mag, W.Sum-->Dbl.Esp, W.Item-->Dbl.Item, Contain-->Water (i changed the attacks on all for attacks and changed it to a water attack in both function and appearance)

and last (with help from Kimera) I changed a lot of clouds weapons. I plan to make a patch out of all the changes i made using Wallmarket and Kimera, so i'd like to thank you for your hard work on this program ^_^ it's awesome.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: DLPB_ on 2010-09-17 20:36:50
Well this bug still exists and it isn't going anywhere.  I wonder if it is just me who has this bug?  I am not so sure.

https://docs.google.com/leaf?id=0B1JH_wU1qqN4N2FmZjBjY2QtZGExZS00YTQxLWE3ZmUtMDJhZmU5NTA1YTA3&sort=name&layout=list&num=50

This was before I saved.

https://docs.google.com/leaf?id=0B1JH_wU1qqN4ZDYyMmNmODMtMDVkMy00YmFmLWIwMzUtZjg5MjcwOWFkZDU4&sort=name&layout=list&num=50

This was after.  Notice that certain characters have become spaces again.  Like "Toy Box" becoming "To Box" in both places, same with "To  oldier".  I still can't be certain that it happened on loading or saving but I feel pretty sure it happens on saving.  Something is wrong here.

edit:  And there is a pattern.  It seems to happen around similar words or letters.  For example "1:35 Soldier"  has become "1:35  oldier"

edit 2:

I cannot get "Snake Spe  Javelin"  to return to "Snake Spear"  Every time I save and reload it is back as that again.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Tenko Kuugen on 2010-09-18 11:19:43
Well this bug still exists and it isn't going anywhere.  I wonder if it is just me who has this bug?  I am not so sure.

https://docs.google.com/leaf?id=0B1JH_wU1qqN4N2FmZjBjY2QtZGExZS00YTQxLWE3ZmUtMDJhZmU5NTA1YTA3&sort=name&layout=list&num=50

This was before I saved.

https://docs.google.com/leaf?id=0B1JH_wU1qqN4ZDYyMmNmODMtMDVkMy00YmFmLWIwMzUtZjg5MjcwOWFkZDU4&sort=name&layout=list&num=50

This was after.  Notice that certain characters have become spaces again.  Like "Toy Box" becoming "To Box" in both places, same with "To  oldier".  I still can't be certain that it happened on loading or saving but I feel pretty sure it happens on saving.  Something is wrong here.

edit:  And there is a pattern.  It seems to happen around similar words or letters.  For example "1:35 Soldier"  has become "1:35  oldier"

edit 2:

I cannot get "Snake Spe  Javelin"  to return to "Snake Spear"  Every time I save and reload it is back as that again.

I have the same problem, except that I can just fix the text and it carries over. I only recreate the kernel2.bin though. ( had the problem with some key items and accessoires )

Another weird text-related wallmarket problem I encountered is that if I change ANY summoning name ( in-battle text, whats displayed when using the summon ) and save that, Ultimate End will turn into nothing and when using KoTR, it displays no summon name at all, despite showing all others just fine ( regardless of whether they are changed or not )

I couldnt find this in the helpfile, but since we have a hp/mp limit patch ( I assume this also means we CAN reach 10000+ HP by gaining levels and a corresponding growth curve )  does that include the limit of 100 for stats or is that still hardcoded in the engine? ( because it makes curve editing kinda pointless )
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-09-19 00:19:19
Well this bug still exists and it isn't going anywhere.  I wonder if it is just me who has this bug?  I am not so sure.

https://docs.google.com/leaf?id=0B1JH_wU1qqN4N2FmZjBjY2QtZGExZS00YTQxLWE3ZmUtMDJhZmU5NTA1YTA3&sort=name&layout=list&num=50

This was before I saved.

https://docs.google.com/leaf?id=0B1JH_wU1qqN4ZDYyMmNmODMtMDVkMy00YmFmLWIwMzUtZjg5MjcwOWFkZDU4&sort=name&layout=list&num=50

This was after.  Notice that certain characters have become spaces again.  Like "Toy Box" becoming "To Box" in both places, same with "To  oldier".  I still can't be certain that it happened on loading or saving but I feel pretty sure it happens on saving.  Something is wrong here.

edit:  And there is a pattern.  It seems to happen around similar words or letters.  For example "1:35 Soldier"  has become "1:35  oldier"

edit 2:

I cannot get "Snake Spe  Javelin"  to return to "Snake Spear"  Every time I save and reload it is back as that again.

I have the same problem, except that I can just fix the text and it carries over. I only recreate the kernel2.bin though. ( had the problem with some key items and accessoires )

Another weird text-related wallmarket problem I encountered is that if I change ANY summoning name ( in-battle text, whats displayed when using the summon ) and save that, Ultimate End will turn into nothing and when using KoTR, it displays no summon name at all, despite showing all others just fine ( regardless of whether they are changed or not )

I've never run into any problems with the texts. Granted, I didn't test everything in-game, but if they open in WM they ought to work fine in FF7.

I couldnt find this in the helpfile, but since we have a hp/mp limit patch ( I assume this also means we CAN reach 10000+ HP by gaining levels and a corresponding growth curve )  does that include the limit of 100 for stats or is that still hardcoded in the engine? ( because it makes curve editing kinda pointless )

That's not included in the break HP limit patch. The reason I allow you to change the limit on the growth curves is that it's just as easy to change the stat limiter. I believe that's only in one place anyway. I thought I provided info on that at one point. I'll need to go back and look through my addresses list.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: DLPB_ on 2010-09-19 01:43:52
I am guessing it happens when large amounts of text are edited or certain types or patterns.  I've edited the whole lot virtually for this project.

Download the "after" link and see if you can make the text I mentioned update by changing it from "Snake Spe  Javelin"  to "Snake Spear" etc.  On mine, it won't even save the new data.

They do work in FF7, but what you see in WM is what you see in FF7.  So I am seeing "To Box" for example.  There is definitely a serious bug here.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: ultima espio on 2010-09-19 13:02:34
Did you make sure you save both Kernel 1 and 2? I had the same problem before, but once I made sure that I saved both Kernels, it worked.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: DLPB_ on 2010-09-19 16:54:51
Yup, although that shouldn't matter since the text is only contained inside kernel2.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Tenko Kuugen on 2010-09-19 23:08:52
The following part from the helpfiles of wallmarket is confusion
Starting Items
[cut]
NOTE: THIS IS CURRENTLY THE ONLY WAY TO ADD NEW ITEMS TO THE GAME USING WALLMARKET. There are 23 Dummy items that can be edited without affecting the game (untested).

So, does this mean SPECIFICALLY using ONLY wallmarket? Because it's entirely possible to make shops sell those 'new' items with WhiteChocobo ( sadly, Hojo does not allow for enemies to drop the extra items, so yeah )
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: nfitc1 on 2010-09-22 14:03:27
The following part from the helpfiles of wallmarket is confusion
Starting Items
[cut]
NOTE: THIS IS CURRENTLY THE ONLY WAY TO ADD NEW ITEMS TO THE GAME USING WALLMARKET. There are 23 Dummy items that can be edited without affecting the game (untested).

So, does this mean SPECIFICALLY using ONLY wallmarket? Because it's entirely possible to make shops sell those 'new' items with WhiteChocobo ( sadly, Hojo does not allow for enemies to drop the extra items, so yeah )

That's the only way Wallmarket can add items. If the sentence read: "NOTE: THIS IS CURRENTLY THE ONLY WAY TO ADD NEW ITEMS TO THE GAME; USING WALLMARKET." that would mean that WallMarket was the only program that could add new items. But that's not the way it's written because there are other ways to add items. I wrote that because that's currently the only way that WallMarket can add items to the game.
Title: Re: Wall Market, FFVII KERNEL.BIN editor
Post by: Tenko Kuugen on 2010-09-22 17:34:53

I've never run into any problems with the texts. Granted, I didn't test everything in-game, but if they open in WM they ought to work fine in FF7.

That's not included in the break HP limit patch. The reason I allow you to change the limit on the growth curves is that it's just as easy to change the stat limiter. I believe that's only in one place anyway. I thought I provided info on that at one point. I'll need to go back and look through my addresses list.

Forgot to reply to this.
I actually took a 'new' kernel2.bin and applied all the changes bit by bit again. Might be a faulty save at some point ( or accidentily using 'continue' when encountering an error ) but now there is no problem with either letters disappearing or summoning names being displayed at all.

Also, explaining how to change the growth-stat limit would be much appreciated since changing the curves to go beyond 100 makes really little sense without also lifting the 100 limit.
Title: Re: [Release v1.4.0] WallMarket KERNEL.BIN editor
Post by: Gemini on 2010-09-22 18:38:20
Or, Gemini has some translation tools that'll do it. I looked at his sourcecode, it looks as though he uses some 'generic' gnu ISO handling lib to do the reinsertion, so I guess it wouldn't be out of the question to produce another, similar program, that didn't rely on Visual C.
GNU ISO handling lib? I have no idea what you're even talking about. There's isn't a single piece of GNU code in my libraries.
Title: Re: [Release v1.4.0] WallMarket KERNEL.BIN editor
Post by: Bosola on 2010-09-22 19:40:14
I thought I saw a GISO library. But I did see a glib.h inclusion. I think in your ISO.cpp?

I'll have to try compiling it without Visual C at some point. I haven't looked to see if it really needs VC.

Actually, tell a lie. I'll try tonight.
Title: Re: [Release v1.4.0] WallMarket KERNEL.BIN editor
Post by: Gemini on 2010-09-22 22:54:38
What you saw as glib stands for Gemini Library, not GNU Library. ???
Title: Re: [Release v1.4.0] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2010-09-23 20:31:16
I need some serious help with the stat growth curves

a) Why in the name of god does the min / max value change when I switch the upper bounds value? It sometimes DECREASES when I switch the upper bounds higher than before
b) WHAT exactly is the 'upper bounds' value? is it the upper bound of the stat? of level?
c) is the formula from the wiki correct? aka
Quote
Stat Difference = Rnd(1..8) + Base + Floor(Gradient * [Level Attained] / 100) - Current Stat
This difference is capped at 11 and the value located at &[0x01F8 + Stat Difference] is added to that Stat.
d) so in case the formula is correct, what does it actually add to the stat? the value listed at level bonus? ( if so, are there 12 values for a diff of 0-11? )
e) Why exactly do growth curves end up really messed up when you increase the stat limit in the .exe ( at 0x1C6DA7 ) For example, if I set it to 255, the max value anyway, stats are pretty much 1/2 of what they are supposed to be, or even less, and then suddenly spike to instant 255 around lvl 80-90


Or someone just give me a basic explanation of how those curves work. Because after a few hours of thinking it through, calculating and trial and error, I am seriously fed up with this. HP / MP / EXP works just fine, but stats are a bloody mess.

Title: Re: [Release v1.4.0] WallMarket KERNEL.BIN editor
Post by: TrinityCore on 2010-09-28 22:22:51
I am kinda new to the editing thing but i have managed to edit the weapons how i want them.  But my problem is that when i play the game the text is all messed up all the letters in one line of dialog go into a single letter and the same thing happens in the menu and everywhere else.  I have been working on this for about a day and I cant seem to get it to work right. If someone could help it would be much thanked...

P.S. This editor is awesome.
Title: Re: [Release v1.4.0] WallMarket KERNEL.BIN editor
Post by: TrinityCore on 2010-10-02 01:23:33
Kuugen the stat curves for them are basiclly anything but the lower the number the higher the stat gain will be so if you set them at 0 your natural max stat is going to be 100-102.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-04 17:01:18
Happy Birthday WM! As of Saturday, it is now two years old. I meant to have had this uploaded on Friday, but other things took my time. Regardless, there's now a new version. If blogspot were up it would be reflected there, but it won't let me modify at the moment.

We're not seeing a lot of internal changes, but the main selling points of this are the attack damage formulas and the PC text limiter. I discovered that the text limit that people have run into with Teiho and such were not the result of the kernel2.bin file getting too large, but of the uncompressed data being too large. This new version will warn you before saving if you will exceed that limit.
Materia slots should be more handy now. It will take two clicks to get the materia you want now instead of several. Should be lots easier to modify it the way you want.

Continue to tell me if anything's not working correctly. I'll update the blog when I can.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-10-05 12:36:32
Cheers!  and Congrats!
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2010-10-05 13:31:26
We're not seeing a lot of internal changes, but the main selling points of this are the attack damage formulas and the PC text limiter.

Attack formulae?

Quote
I discovered that the text limit that people have run into with Teiho and such were not the result of the kernel2.bin file getting too large, but of the uncompressed data being too large. This new version will warn you before saving if you will exceed that limit.

...Uncompressed data? I assume the data is decompressed into separate buffers on the fly, so I'm surprised this would be an issue.

Quote
Materia slots should be more handy now. It will take two clicks to get the materia you want now instead of several. Should be lots easier to modify it the way you want.

Continue to tell me if anything's not working correctly. I'll update the blog when I can.


Shell menu, then?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-05 17:54:39
Attack formulae?

Yeah, yeah. Shut it. I spelled it right everywhere else.

...Uncompressed data? I assume the data is decompressed into separate buffers on the fly, so I'm surprised this would be an issue.

That would make sense, but you'd be wrong. There is one LARGE buffer (of 27K in size) that it all gets dumped into and file location pointers get set up for. It's like:

Code: [Select]
char largebuff [6BFFh];
char* filepointers [11h];

then each of the filepointers points to an index in largebuff where the file starts. So it's a triple look-up to find a single entry.

Code: [Select]
char* text = largebuff[ largebuff[ filepointers[x] + y * 2 ].toWord ];
where x is the file and y is the index of the entry we're looking for.
WITHIN the buffer there's almost no limitation in size for the individual files. If it goes over it's going to leak into the filepointers' data and then into who knows what. Kinda how setting the materia equip bonus to 15h gives you relatively massive bonuses, but that's just reading and not writing.

Shell menu, then?

Kinda, but not really. That's the way it functions, but not the way it's implemented. You'll have to see it for yourself. It's just more efficient....to me at least.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DestroGalacticmon on 2010-10-09 19:49:22
Umm... Hey, is there some kind of a bug with the new version? Ever since I dl'ed 1.4.5 I started seeing unnecessary letters in limit names and descriptions (well, actually, in everything that has a {BOX:RED} command). For some reason there seems to appear one each time WallMarket is launched or whatever (don't exactly know when). I had one of those marks deleted from every red box command just a while ago, and believe me, it's quite some work. And now there are two of 'em in every red box command.  >:(

Ah, screenshot. That's what I have, to show what I mean:
(http://i218.photobucket.com/albums/cc143/Shadow_Saix/glitch.jpg?t=1286652423)

Well, my question is, would this be WallMarket's doing or is something else screwing this up? The older WM didn't do this stuff, that's for sure.  ;D
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-10 15:02:58
Hmm. That's likely a new WM thing. That's odd because I didn't touch the text creation. Is that the PC text or the PSX text?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DestroGalacticmon on 2010-10-10 18:00:44
It's the PC text.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2010-10-11 04:08:58
I found that happening as well. And something different too.
It suddenly starts to display {BOX:RED} on limits in wallmarket. It does this only on a clean kernel.bin and not on my modified ones, for whatever reason.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-11 11:54:06
I found that happening as well. And something different too.
It suddenly starts to display {BOX:RED} on limits in wallmarket. It does this only on a clean kernel.bin and not on my modified ones, for whatever reason.

It's supposed to do that. It's BEEN doing that.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2010-10-11 18:25:30
The previous version NEVER did that for me, clean kernel or not.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-12 12:04:15
It's supposed to do that because that text is prefixed with [FEh 02h] which tells the string display to override the default window color and use style 02h, which is red. It does that on a few battle texts too.

It's been doing that for a long time (http://img252.imageshack.us/i/wm131box.png/), that's version 1.3.1. If that's not what you're talking about then you should be more specific.

The adding closing curlies is new to me and I'll have to take a look at it.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2010-10-12 22:12:52
I have some feedback. Not related to this new WM, but to all versions.

It has to do with the weapons tab, and damage formula 26: Exact (strength * 20). Apparently, it is Strength * 20 when this formula is used on a magic or item, but becomes Strength * 40 when used on a weapon.

I created a weapon supposed to always deal 160 points of damage, so I chose this formula, and set 8 as its strength. In game, though, instead of dealing 160, it deals 320. Always. And no matter which enemy I hit. I double-checked the enemies' elemental weaknesses as well as the weapon's element, but no, there are no elements that could cause double damage. So there is something funny going on. I can't find any explanation as to why this would happen, except for the possibility that the formula actually adds 40 points of damage for a single strength point, in the weapons tab. I also tested it on more weapons, and the damage dealt is also twice the one you would expect given the formula.

Or, if I'm wrong and I just overlooked something that would make this behavior something you can expect, please shed some light on the matter.

EDIT:

This is really weird, guys : even when I decrease the weapon's strength, it still deals 320. Now I'm completely lost  :o
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2010-10-13 08:59:50
sounds like a mechanism mess-up. aka, using a damage formula on something where its not intended.
i can test this and tell you if the same happens to me.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-13 13:28:52
I have some feedback. Not related to this new WM, but to all versions.

It has to do with the weapons tab, and damage formula 26: Exact (strength * 20). Apparently, it is Strength * 20 when this formula is used on a magic or item, but becomes Strength * 40 when used on a weapon.

I created a weapon supposed to always deal 160 points of damage, so I chose this formula, and set 8 as its strength. In game, though, instead of dealing 160, it deals 320. Always. And no matter which enemy I hit. I double-checked the enemies' elemental weaknesses as well as the weapon's element, but no, there are no elements that could cause double damage. So there is something funny going on. I can't find any explanation as to why this would happen, except for the possibility that the formula actually adds 40 points of damage for a single strength point, in the weapons tab. I also tested it on more weapons, and the damage dealt is also twice the one you would expect given the formula.

Or, if I'm wrong and I just overlooked something that would make this behavior something you can expect, please shed some light on the matter.

EDIT:

This is really weird, guys : even when I decrease the weapon's strength, it still deals 320. Now I'm completely lost  :o

Damage Formulae 26h (yes it's more than one) is Magical and, if it hits, does 20x the damage of the strength of the attack. It doesn't consider players' stats or anything.
BUT!
Weapons were designed to be physical attacks. If you call a magical formulae from a weapon it's going to act weird. Attacks' and Items' damage strength is located at 0x0F so it's probably looking there in the weapon data. That happens to be the upper byte of the equip mask. That IS a little strange though since that would mean the upper byte would have to be 16h which would mean nothing to the equip mask. Damage Strength is also one byte from the damage formulae indicator so you might want to check the byte after that on your weapon too.
Bottom line is that for that formulae it might not be checking the traditional place for damage strength. Find where your weapon has a value of 10h and see if changing that makes a difference (tell us if it does).
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2010-10-13 19:32:11
Mmm... Aside from this one, most magic formulae work well on weapons... Anyways, I did as you advised (I searched for 10h in the weapons data), but didn't find anything. And since I tried to make such a weapon with Cloud, Tifa and Barret and they all deal 320 damage, something tells me this 10h is not in the weapons data itself (or at least, not in each weapon's data).

Did you find anything, KuugenTheFox ?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Akari on 2010-10-14 07:49:06
Formula 0xX6 uses attack modificator but weapon doesn't have it. It is set to 0x10 by default during init attack from weapon data. Weapon has it's own parameter which is calculated based on unit's strength. And then set as base attack for any formula to use.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-14 12:03:19
Well there's a good answer. btw, Akari, where are the damage formulae in the executable? I've been looking for a while and I can't find them.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Akari on 2010-10-14 12:22:28
Well there's a good answer. btw, Akari, where are the damage formulae in the executable? I've been looking for a while and I can't find them.

This is functions spread through all code. I didn't work with executable - I disasm whole psx ram.
Look in svn. There are all addreses.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-15 15:23:29
Umm... Hey, is there some kind of a bug with the new version? Ever since I dl'ed 1.4.5 I started seeing unnecessary letters in limit names and descriptions (well, actually, in everything that has a {BOX:RED} command). For some reason there seems to appear one each time WallMarket is launched or whatever (don't exactly know when). I had one of those marks deleted from every red box command just a while ago, and believe me, it's quite some work. And now there are two of 'em in every red box command.  >:(

Ah, screenshot. That's what I have, to show what I mean:
<screeny removed>

Well, my question is, would this be WallMarket's doing or is something else screwing this up? The older WM didn't do this stuff, that's for sure.  ;D

OK, this has been addressed and fixed and the links in the first post have been updated even though the version didn't change. Oddly, it has nothing to do with the 1.4.5 update and appears to have been an issue for a while. I don't know why no one has been affected with this until now....


VERY QUICK UPDATE:

Anyone remember this conversation from years ago (http://forums.qhimm.com/index.php?topic=7928.msg98917#msg98917)? Well, it's been on my mind ever since then and I had an epiphany on how I could actually accomplish this AND remove those stupid single characters from the first 256 lines of the Wallmarket.dat file. I never liked doing that. A future version is going to allow importing a menu font map like the one he showed a few posts down. I'm going to modify the "raw data" window to show what text will look like from the game's perspective. That will also have a grid that you can click on to add special characters and stuff. I don't know yet if I want to add this 'feature' to PrC. I see it being useful in AI editing, but that would be exceptionally difficult to pull off. Other than that there's actually very little text in the scene.bin file itself so it probably wouldn't be worth it. If you're trying to save space in the scene.bin, shaving a FEW characters out of the attack and enemy names aren't the best ways to do it.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2010-10-15 21:35:02
...It would probably be simpler to manually edit the YAMADA.BIN and place the SCENE.BIN in a 'expandable' location, then provide that patch for FF7 NTSC / PAL/ JP modders.

Anyhoo, anyone who really cares about space will just, y'know, delete the redundant scenes.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: RPGWiZaRD on 2010-10-17 10:29:50
Maybe I'm blind but I can't find a download link anywhere for this tool?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Gemini on 2010-10-17 10:47:30
A future version is going to allow importing a menu font map like the one he showed a few posts down. I'm going to modify the "raw data" window to show what text will look like from the game's perspective. That will also have a grid that you can click on to add special characters and stuff.
So you're going to add real support for Japanese encodings as well?

Anyhoo, anyone who really cares about space will just, y'know, delete the redundant scenes.
In some cases that's just not enough. My SCENE.BIN is 264 KB and I *did* remove all the empty scenes and subcompressed the hell out of every string.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-17 13:42:12
So you're going to add real support for Japanese encodings as well?

I suppose that's one of the ultimate goals, but I don't know how that encoding works exactly. You happen to have the menu text map you could email me so I can test with it?

Maybe I'm blind but I can't find a download link anywhere for this tool?

That's not a question. It's in the first post within the first 10 lines. It's made huge so you can't miss it.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Kudistos Megistos on 2010-10-17 17:41:05
Maybe I'm blind but I can't find a download link anywhere for this tool?

That's not a question. It's in the first post within the first 10 lines. It's made huge so you can't miss it.

But it isn't!

This thread starts from what was the second post in the thread before everything was split between releases and feedback. In fact, I can't for the life of me find the original OP, even when I look through the old posts on your profile.

EDIT:

Found it, on Google chache (search for the full title of this thread). Dunno what the hell happened, but your OP disappeared into thin air.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-18 04:48:44
Maybe I'm blind but I can't find a download link anywhere for this tool?

That's not a question. It's in the first post within the first 10 lines. It's made huge so you can't miss it.

But it isn't!

This thread starts from what was the second post in the thread before everything was split between releases and feedback. In fact, I can't for the life of me find the original OP, even when I look through the old posts on your profile.

Whagehbha? What happened? It wasn't like that two days ago! Methinks obesebear was attempting to separate discussion from projects again. A failed experiment gone awry, I say!
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Gemini on 2010-10-18 10:18:40
I suppose that's one of the ultimate goals, but I don't know how that encoding works exactly. You happen to have the menu text map you could email me so I can test with it?
The encoding is documented in the wiki (http://wiki.qhimm.com/FF7/Field/DialogWindow#Special_Letters) and the symbol list can be found here (http://gemini.pastebin.com/xBVhff6u).
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-18 12:00:58
...the symbol list can be found here (http://gemini.pastebin.com/xBVhff6u).

That's a great table and I'll hold on to that, but I want to make it look like it does in the game and allow for custom character entry. Since I don't have the extended font map images I don't know how to handle them.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Gemini on 2010-10-18 12:24:03
You mean an actual font dump? Here it goes:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20VII/fontff7j.png)

The original image is actually 2 TIMs using a palette trick to switch between subsets. I've uploaded them here (http://gemini.aerdan.org/upload/ff7i/window_font_j.rar) just in case you wanted to check them out for yourself.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-18 13:27:16
You mean an actual font dump? Here it goes:
[img]

The original image is actually 2 TIMs using a palette trick to switch between subsets. I've uploaded them here (http://gemini.aerdan.org/upload/ff7i/window_font_j.rar) just in case you wanted to check them out for yourself.

Thanks, Gemini! That's exactly what I wanted. :)

Maybe I'm blind but I can't find a download link anywhere for this tool?

That's not a question. It's in the first post within the first 10 lines. It's made huge so you can't miss it.

But it isn't!

This thread starts from what was the second post in the thread before everything was split between releases and feedback. In fact, I can't for the life of me find the original OP, even when I look through the old posts on your profile.

EDIT:

Found it, on Google chache (search for the full title of this thread). Dunno what the hell happened, but your OP disappeared into thin air.

I figured out what happened. It's not Obesebear's fault, but he probably needs to be aware of it. It's an SMF thing. I tried using the quick modify to edit an earlier post, but it made the changes TO THE OP! It just overwrote it as if it were the post I was trying to modify. Well, I reconstructed the first post from Google cache thanks to Legistos' tip and it has the correct links to the working version of 1.4.5. I never bother looking at the first post unless there's a new version so I didn't see there was a problem. Sorry 'bout that everyone.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: RPGWiZaRD on 2010-10-27 17:16:00
Hmm, maybe me and another person is doing something wrong but we can't seem to get items editing working. Editing the description and Item strength just doesn't seem to work, there's no change when applying the changes. Most of the other things we've edited works just as expected though.

Also I'd like to point out a thing about the "Attack" page, editing Attack Strength of any materia, say a green Bolt materia for example will not only affect your characters using it but also every enemy using the spell too but that could very well be how it is supposed to be (in case the attack strength is always taken into account when calculating enemy's spells too which seems weird to me tho when each attack of the enemy has its own settings) . I also found a somewhat related issue to ProdCloud, but I'll post about that in that thread.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-10-27 22:07:18
Hmm, maybe me and another person is doing something wrong but we can't seem to get items editing working. Editing the description and Item strength just doesn't seem to work, there's no change when applying the changes. Most of the other things we've edited works just as expected though.

Works for me. You saving after you do this?

Also I'd like to point out a thing about the "Attack" page, editing Attack Strength of any materia, say a green Bolt materia for example will not only affect your characters using it but also every enemy using the spell too but that could very well be how it is supposed to be (in case the attack strength is always taken into account when calculating enemy's spells too which seems weird to me tho when each attack of the enemy has its own settings) . I also found a somewhat related issue to ProdCloud, but I'll post about that in that thread.

See what I wrote in the PrC thread.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2010-10-28 09:54:13
I bet RPGWiZaRD expects the changes to his items to show in the menu, whereas you can only change their in-battle effects right now. Though it doesn't explain why he can't edit the descriptions... ...Maybe his Kernel2.bin is set to "read-only" ? Or he tries to edit a PSX Kernel when the PC mode is selected at the bottom (or vice versa) ?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-11-03 10:10:09
Hi, is there any way to get the customisation by Alphabetical order (Name) working properly when you edit item names?

I am assuming it will take some hex edits somewhere?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-11-03 12:00:39
Hi, is there any way to get the customisation by Alphabetical order (Name) working properly when you edit item names?

Do you mean actually rearranging the data in the KERNEL or just the way it displays. I'm against both, but they're both possible.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-11-03 13:02:42
I mean when you are in the actual game, in the item menu and you select to arrange by NAME.  If you have changed item names it still arranges by the original alphabetical order.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-11-03 14:28:54
I mean when you are in the actual game, in the item menu and you select to arrange by NAME.  If you have changed item names it still arranges by the original alphabetical order.

Oh! I assume that it's just a list the game has pre-generated (Start with index 23, then 127, then 30, etc with whatever the right numbers are) and stored somewhere (I can't find it). There's no data in the KERNEL.BIN about the order of the items alphabetically. Doing an alphabetic sort on a variable list is a time consuming process and probably not something you'd want to do every moment the user wants it to happen.

It's probably easier that the game doesn't have to make decisions like: "Does A▪M Cannon come before 4-Point Shuriken, after Autograph, or between All Creation and Amulet?"
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-11-03 14:45:39
yeah it is by ID, I hoped you knew where they were but I am guessing it is in the exe...  afterall it is a menu part :)  I will get Kranmer on it.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Gemini on 2010-11-03 14:58:02
Check function "FixSortItemMenu()" in my sources. The stuff for item sort is all there.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-11-03 15:00:16
Cheers!
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: philman on 2010-11-03 21:47:24
i don't know if i can say this but NFITC1 or anyone knows the number what i put in HP and MP in character growth? i changed sometimes the HP and MP numbers of 9999 limit break patch and i want have 30000 HP and 3000 MP using only one HP and MP up. and my characters are on lv.50 (rounding)

now the characters have 5000 (rounding) of HP  :-(
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-11-03 22:08:05
i don't know if i can say this but NFITC1 or anyone knows the number what i put in HP and MP in character growth? i changed sometimes the HP and MP numbers of 9999 limit break patch and i want have 30000 HP and 3000 MP using only one HP and MP up. and my characters are on lv.50 (rounding)

now the characters have 5000 (rounding) of HP  :-(

You'll just have to play with the curves check the readme for info about how they work. The graph in WM will be a good guide to telling you what to expect per level. It's accurate +/- ~0.2%.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-11-19 16:52:15
The text bug is still here and a new one (mentioned before) I have not seen before arised.

When I saved first time (saved original kernel files), all the limit words became }word

so for example healing Wind became }Healing Wind.

After saving second time, they are now }}Healing Wind for example.

Also, a load of other stuff was messed up again like Soldier becoming So  ier
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2010-11-19 18:52:27
What you describe, I experienced once or twice while making my mod. I think it has to do with space limitations, in kernel2.bin. Since the two letters L and D are often next to each other, and since the program needed space, it deleted all instances of "ld" throughout kernel2.bin, hence your problem. Same thing about {BOX:RED, that is missing from your limits' names.

I fixed it by deleting all key-item descriptions (who needs those ?), as well as the summon attack names (though the latter led to a weird glitch ; summon attacks sometimes turning into gibberish like _%/!%, instead of not printing anything). Anyone can experience this by continuing playing my demo past Midgar, until you get Choco Mog. You'd sometimes see the gibberish in place of "Deathblow !!".

Anyways, you'll still have to retype the missing "ld" and "{BOX:RED", though.

And something important : when deleting, type at least one space in place of the deleted text. Trust me : leaving no character in place of a name / description is a bad idea.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Aali on 2010-11-19 20:28:58
Why dont we just get rid of these size limitations? IIRC its just a simple number in ff7.exe that needs to be patched.
Is it just kernel2.bin thats limited?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-11-20 13:27:00
It is aali?  Then yes... definitely!  But what Hex address? (and it is kernel2.bin which has this issue)

Also, this was the original kernel and kernel2.bin, and I edited a very small part, nowhere near enough to go over the limit, so this seems to be a major bug.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Aali on 2010-11-20 14:07:46
Okay its not just a simple number but it should be super easy to atleast bump the limit up to 65536 bytes. (more than 2 times the current limit)

With a tiny bit more work it could be made to be more or less unlimited but maybe thats not really necessary.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-11-20 14:23:35
What do we have to edit? :)  Can we do it with a simple hex editor?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Aali on 2010-11-20 15:06:42
No but I have already added it to the custom driver. There was no point in just bumping it to 65536 so now its unlimited. Each section is still limited to 65536, but if that ever becomes an issue it too can be fixed quite easily.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-11-20 16:01:05
But unfortunately the problem here seems to be that Wallmarket is corrupting the file when it saves... nothing can solve that except the author of this tool. :(

At least we can now have longer files though!
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-11-21 21:17:54
But unfortunately the problem here seems to be that Wallmarket is corrupting the file when it saves... nothing can solve that except the author of this tool. :(

At least we can now have longer files though!

As I explained before the exe limits the size to 27KB. If there's another problem other than the multiple curly brackets let me know either by a PM or a reply. I still check this regularly even though I rarely post anything.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-11-21 21:30:35
That's just it though, these corruptions are occurring well below the size limit.  But I will PM this problem in future.  There is a serious text bug with your tool...  eventually you will find it :)
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2010-11-22 13:49:45
Quote
There's a major bug, but I'm not going to tell you what it is

That's not very helpful.

In fact, that's the opposite of helpful.

..."Unhelpful".
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-11-22 13:55:42
Don't start a flame war. Let's be civil, please.

DLPB, I don't remember what the original text issue was. Please remind me. I don't have time to comb through the last X0 posts.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-11-22 15:40:54
The problem with the text is this:

You can be sailing along, with no problems, especially if you are editing only a few things, when suddenly (if you are editing  a lot) you get in game and realise things like 1/35 Soldier are now reading 1/35 S  dier.  It seems to have a pattern.  1/35 Soldier and all words Soldier (like Toy Soldier) become affected.  In fact every time this has happened to me, the word Soldier has been corrupted.

Not only  names become corrupt, sometimes descriptions.  In recent times, limit break names have also become corrupted with { in front of them.  I saved a brand new kernel the other day and made ONE change and I got corruption.

From earlier:

https://docs.google.com/leaf?id=0B1JH_wU1qqN4N2FmZjBjY2QtZGExZS00YTQxLWE3ZmUtMDJhZmU5NTA1YTA3&sort=name&layout=list&num=50

This was before I saved.

https://docs.google.com/leaf?id=0B1JH_wU1qqN4ZDYyMmNmODMtMDVkMy00YmFmLWIwMzUtZjg5MjcwOWFkZDU4&sort=name&layout=list&num=50

This was after.  Notice that certain characters have become spaces again.  Like "Toy Box" becoming "To Box" in both places, same with "To  oldier".  I still can't be certain that it happened on loading or saving but I feel pretty sure it happens on saving.  Something is wrong here.

edit:  And there is a pattern.  It seems to happen around similar words or letters.  For example "1:35 Soldier"  has become "1:35  oldier"

edit 2:

I cannot get "Snake Spe  Javelin"  to return to "Snake Spear"  Every time I save and reload it is back as that again.

Quote
There's a major bug, but I'm not going to tell you what it is

That's not very helpful.

In fact, that's the opposite of helpful.

..."Unhelpful".

I had already told him there was a bug and explained it a few times in detail,  I assumed he had remembered.  You should read back before casting stones.  Also "eventually you will find it"  means "Eventually you will find what caused the bug".

Quote
There is a serious text bug with your tool...  eventually you will find it

There is a serious text bug with your tool, eventually you will find the bug.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2010-11-24 17:07:02
The problem with the text is this:
Quote
There's a major bug, but I'm not going to tell you what it is

That's not very helpful.

In fact, that's the opposite of helpful.

..."Unhelpful".

I had already told him there was a bug and explained it a few times in detail,  I assumed he had remembered.  You should read back before casting stones.  Also "eventually you will find it"  means "Eventually you will find what caused the bug".

I hoped it was clear from the semantic redundancy of 'not helpful, opposite of helpful... un-helpful (proposed tentatively)' that all this was supposed to be taken light-heartedly. Not everything is an attack!

At any rate, NFITC1, what editor did you use for your help files? Framemaker? Arbortext? Madcap Flare? As an aspiring technical writer, I've an interest in your experience with certain tools.

Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-11-24 21:52:18
...NFITC1, what editor did you use for your help files? Framemaker? Arbortext? Madcap Flare? As an aspiring technical writer, I've an interest in your experience with certain tools.

I think I'm using HelpMaker. I could be wrong since I lost it after a computer replacement.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2010-11-25 10:20:26
Adobe Framemaker: £950
Adobe Robohelp: £900
PTC Arbortext: £850
Madcap Flare: £800
HelpMaker: £0

I think I see a reason. A grand (what's that, like $1700?) is a lot to spend to make a .CHM file.

What's it like, though? I don't know if you've used the other apps (help builders and 'document processors'), but how powerful is it? Can you do things like create dynamic content (eg certain details all come from an XML file, which are regenerated when you update the file), or use things like DITA (enforced structural rules)?

Or is it something more barebones (which is not always a bad thing)?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Kudistos Megistos on 2010-11-25 14:54:19
Adobe Framemaker: £950
Adobe Robohelp: £900
PTC Arbortext: £850
Madcap Flare: £800
HelpMaker: £0

I think I see a reason. A grand (what's that, like $1700?) is a lot to spend to make a .CHM file.

You're forgetting to use Adobe's special exchange rate of £1=$1. In fact, I believe I've seen Adobe products whose price in £ is higher than their price in $. Absolutely ridiculous; digital downloads don't exactly have high shipping costs.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2010-11-25 15:44:23
yes it is the same conversion rate from euro to pounds as well.  Rip off Britain.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2010-11-25 18:44:33
So...I could fly out to the US, pick up a boxed copy of Framemaker, and head back to London... and still save maybe £300 (approx $500)?

Rip-off Britain, indeed.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-11-25 19:09:27
What's it like, though? I don't know if you've used the other apps (help builders and 'document processors'), but how powerful is it? Can you do things like create dynamic content (eg certain details all come from an XML file, which are regenerated when you update the file), or use things like DITA (enforced structural rules)?

Or is it something more barebones (which is not always a bad thing)?

It seemed pretty basic to me, but that's all I wanted. It's not too complicated to use and makes pretty small files. I don't know about dynamic content though since all I really wanted was a categorized structure.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2010-12-13 12:33:51
I have a problem with WallMarket. Related to Kernel2.bin.

I added some more text to describe some spells and stuff in a more in-depth manner (I re-thought a couple magics, etc), managed to save my changes (and they work in-game, since I can see my new descriptions), but WM doesn't see my changes anymore. Everytime I load my kernel.bin in WM, it's as if kernel2.bin reverted to its original self (whereas it's still heavily modified, as shown in-game). And yes, the PC mode is still enabled, and I'm using v1.4.5.0.

So, the game handles my many changes to kernel2.bin, but it looks like WM doesn't. The sad thing in this story is, I have more changes to implement to the text, but since I can't use WM to type them anymore, I'd have to use a hex editor :(

I'm sending you my kernel2.bin by email, so if you could check it out NFITC1, it would be much appreciated.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-12-13 15:26:16
I have a problem with WallMarket. Related to Kernel2.bin.

I added some more text to describe some spells and stuff in a more in-depth manner (I re-thought a couple magics, etc), managed to save my changes (and they work in-game, since I can see my new descriptions), but WM doesn't see my changes anymore. Everytime I load my kernel.bin in WM, it's as if kernel2.bin reverted to its original self (whereas it's still heavily modified, as shown in-game). And yes, the PC mode is still enabled, and I'm using v1.4.5.0.

So, the game handles my many changes to kernel2.bin, but it looks like WM doesn't. The sad thing in this story is, I have more changes to implement to the text, but since I can't use WM to type them anymore, I'd have to use a hex editor :(

I'm sending you my kernel2.bin by email, so if you could check it out NFITC1, it would be much appreciated.

Are you loading from pieces you've made before? Otherwise I couldn't offer much explanation.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2010-12-13 16:13:30
No, I load directly from the kernels, and there are no kernel pieces in the directory.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Pain316 on 2010-12-15 21:36:53
First off thank you to NFITC1 and Qhimm in general for without them modding FFVII for me would be an impossibility.

But I was hoping someone could help me with what should be a simple problem. I have been trying to change the weapon models using the latest version of Walmarket (i.e. give the Buster Sword, which has the model # of "00" the appearance of the Murasame, which has the model # of 09) but to no avail. When I attempt this, I get a windows error message stating "unhandled exception has occurred in your application" and gives me the option to close or continue. If I close it terminates Walmarket and that's that. If I choose to continue the value of "09" will instantly revert back to the value of "00" upon attempting to do ANYthing else, including saving my kernel.BIN. I suppose this would also be a good time to mention I am attempting to mod a PSX Kernel file. Any help is appreciated, and thanks once again to all those responsible for this wonderful site and Modding Tools contained therein. (And ass kissing fest is officially over.....now!  ;D ) 
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-12-16 12:17:57
...I have been trying to change the weapon models using the latest version of Walmarket (i.e. give the Buster Sword, which has the model # of "00" the appearance of the Murasame, which has the model # of 09) but to no avail. When I attempt this, I get a windows error message stating "unhandled exception has occurred in your application" and gives me the option to close or continue. If I close it terminates Walmarket and that's that. If I choose to continue the value of "09" will instantly revert back to the value of "00" upon attempting to do ANYthing else, including saving my kernel.BIN. I suppose this would also be a good time to mention I am attempting to mod a PSX Kernel file. Any help is appreciated...

Frikin' heck! That's apparently been a problem as far back as 1.3.3 (a whole year ago) and no one has mentioned it to me?! It doesn't revert back for me, but it's likely not saving that change. It's some index-out-of-range error and those are usually easy to fix. I'll see if I can find some time today to look at that. It should be an isolated enough thing to fix.

Actually, this shouldn't be happening in the latest version it isn't happening to me. I have 1.3.3 on my desktop at home because I'm lazy. The problem exists there, but I can't get it to happen in the newest version.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2010-12-16 19:13:39
I don't have this problem either. In any case, you really have no idea what happens to my kernel2.bin ? The only thing I did was text-editing... ...It really can't be fixed ?  :(
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-12-16 19:39:37
I don't have this problem either. In any case, you really have no idea what happens to my kernel2.bin ? The only thing I did was text-editing... ...It really can't be fixed ?  :(

I'm still looking at it. Initially I'd say it got saved wrong, but I'm still checking. Have you tried opening it in Teioh?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2010-12-16 21:30:40
I totally forgot about Teioh ! Thanks for reminding me, I'm gonna try it ASAP.

EDIT:

Wow, now this is amusing. Upon loading it, Teioh says that it is not a Kernel2.bin file. I click OK on this message window, and still notice that the program loaded my text (in the command tab, I read my "you need the item materia to use items" stuff, etc). But the program crashed, as the mouse cursor is eternally blocked into its hourglass form (until I close Teioh, of course).

Apparently, the file got corrupted (after my many changes, I guess) somehow. The weird thing is, the game itself doesn't seem to mind about this corruption. Only utilities see it with a bad eye.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2010-12-17 12:16:41
I totally forgot about Teioh ! Thanks for reminding me, I'm gonna try it ASAP.

EDIT:

Wow, now this is amusing. Upon loading it, Teioh says that it is not a Kernel2.bin file. I click OK on this message window, and still notice that the program loaded my text (in the command tab, I read my "you need the item materia to use items" stuff, etc). But the program crashed, as the mouse cursor is eternally blocked into its hourglass form (until I close Teioh, of course).

Apparently, the file got corrupted (after my many changes, I guess) somehow. The weird thing is, the game itself doesn't seem to mind about this corruption. Only utilities see it with a bad eye.

I'm lad Teioh didn't work any better. I was going to cry if it did. :)
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: poofacetherisen on 2011-01-14 05:01:24
NFITC1 (http://forums.qhimm.com/index.php?action=profile;u=4852), I keep losing data in Wall Market after I edit any line in the "battle text" you know why this could be happening? A few minutes ago I edited game over on a mildly edited kernel.bin and I changed tabs to Armor and most item names were clipped. I tried reloading a reserve kernel.bin to restart, but this file too had the name clipping even though this file I never tampered with.
 Does your program store data in the cache (of the kernels it edits) or something?
Because I then loaded a clean kernel.bin and there was no clipping (as expected) and attempted to load all the other files again to test if your program stored file caches. But I still can't remedy this problem. Is there another method I can use to heavily mod a kernel.bin with your program (pieces)?

I guess this is a bug report.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-01-14 11:59:20
NFITC1 (http://forums.qhimm.com/index.php?action=profile;u=4852), I keep losing data in Wall Market after I edit any line in the "battle text" you know why this could be happening? A few minutes ago I edited game over on a mildly edited kernel.bin and I changed tabs to Armor and most item names were clipped. I tried reloading a reserve kernel.bin to restart, but this file too had the name clipping even though this file I never tampered with.
 Does your program store data in the cache (of the kernels it edits) or something?
Because I then loaded a clean kernel.bin and there was no clipping (as expected) and attempted to load all the other files again to test if your program stored file caches. But I still can't remedy this problem. Is there another method I can use to heavily mod a kernel.bin with your program (pieces)?

I guess this is a bug report.

Clipped? You'll have to show me a screenshot. I've never heard of this problem.
It used to use cache files, but I stopped that because it was just slowing things down.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: poofacetherisen on 2011-01-14 16:44:07
Clipped? You'll have to show me a screenshot. I've never heard of this problem.
It used to use cache files, but I stopped that because it was just slowing things down.
Sure,
 (http://i47.photobucket.com/albums/f178/Onikapitua/ClippedAdvantage.jpg)
Seems the bug or occurrence is not limited to Battle Text editing. I attempted to fix up some of my grammar mistakes and shorten descriptions and I (even after attempting to use pieces as saves) was slapped in the face with this bug or occurrence. It also clipped more than just the Materia. Now I have a bunch of un-clipped piece files (If I choose to load them they won't have the clipping, until I save it to a kernel.bin) and a clipped kernel related to said pieces. Need more data? If I could get a sort of active program disassembler to compare the differences that are related to the bug we could understand what's going on.

Is there a limit to the size of a PC kernel or something?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-01-14 17:05:21
Clipped? You'll have to show me a screenshot. I've never heard of this problem.
It used to use cache files, but I stopped that because it was just slowing things down.
Sure,
[img]
Seems the bug or occurrence is not limited to Battle Text editing. I attempted to fix up some of my grammar mistakes and shorten descriptions and I (even after attempting to use pieces as saves) was slapped in the face with this bug or occurrence. It also clipped more than just the Materia. Now I have a bunch of un-clipped piece files (If I choose to load them they won't have the clipping, until I save it to a kernel.bin) and a clipped kernel related to said pieces. Need more data? If I could get a sort of active program disassembler to compare the differences that are related to the bug we could understand what's going on.

Is there a limit to the size of a PC kernel or something?

Yes, this is a known bug. I don't know what's causing it, but I think it only affects things in listboxes (like the item names, battle text, etc). I haven't heard of descriptions messing up like this. It's probably some wayward character combination not being assigned correctly.

<typity, typity, typity, typity>

I suspect the problem is in WallMarket.dat where the characters are. Some of them are actually in the wrong place in the one I provided. I should probably either separate the characters from the battle addresses or eliminate them all together. I added them for support of new character sets in the battles, but I'm considering going in an entirely different direction with that anyway. For now, try renaming your WallMarket.dat file before you load the prog and make your text changes. That file was always optional.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: poofacetherisen on 2011-01-14 17:35:17
Yes, this is a known bug. I don't know what's causing it, but I think it only affects things in listboxes (like the item names, battle text, etc). I haven't heard of descriptions messing up like this. It's probably some wayward character combination not being assigned correctly.

<typity, typity, typity, typity>

I suspect the problem is in WallMarket.dat where the characters are. Some of them are actually in the wrong place in the one I provided. I should probably either separate the characters from the battle addresses or eliminate them all together. I added them for support of new character sets in the battles, but I'm considering going in an entirely different direction with that anyway. For now, try renaming your WallMarket.dat file before you load the prog and make your text changes. That file was always optional.
Thank you for the advice.
This seems to be only affecting the kernel2.bin as that holds the text. I don't know about other data yet. But yes, if the .dat is what is assigning characters it's most likely telling the kernel2.bin to load a non-existent character, thus it shows up as blank on the game screen not just on your OS (exceptions do apply).

Also, for some strange reason one of my previously "clipped" kernels loaded un-clipped. Whether I loaded from the pieces or not. Perhaps the .dat was not read (thankfully).
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2011-01-17 11:18:10
No it does happen to descriptions as well (if by descriptions you mean "attacks all enemies" etc) .... 
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-01-17 13:28:01
No it does happen to descriptions as well (if by descriptions you mean "attacks all enemies" etc) ....

OK, if that's the case then it likely has to do with the structure of the WallMarket.dat file. I did think it odd that it affected one and not the other, but I never heard anyone complain about descriptions messing up.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2011-01-17 15:02:59
For some reason description corruptions seem to happen less often.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-01-17 16:10:08
For some reason description corruptions seem to happen less often.

I think it happens more often to extra-alphanumeric characters because that's where the errors in the .dat files exist. I'll have to run some debug tests to figure out exactly what. Now I have a clue as to the source I can likely reproduce it easily enough. I can't believe I didn't think of this earlier. If someone makes a text file using all the characters it would probably tell me what I want to know. I'll give that a try later (maybe tomorrow).

EDIT:
I finally got around to playing with text and the thing that disturbs me is that B8h is being saved as FFh. That's the only thing I could find that would break strings up. The error that people are getting is that strings aren't being correctly terminated or being added in the wrong place.... that I still don't get.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: poofacetherisen on 2011-01-26 23:50:25
I have difficultly understanding what exactly the "Level Bonuses" table describes. You seem to be able to edit it, but what does it do?
e.g.
(http://i47.photobucket.com/albums/f178/Onikapitua/WM01.png)
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2011-01-27 11:15:42
I have difficultly understanding what exactly the "Level Bonuses" table describes. You seem to be able to edit it, but what does it do?

It sets the baselines and gradients for stat growth. Find out more in TFerusson's Party Mechanics (http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/36775) guide, specifically in the 'Level Up!' chapter.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: poofacetherisen on 2011-01-27 21:03:52
It sets the baselines and gradients for stat growth. Find out more in TFerusson's Party Mechanics (http://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/36775) guide, specifically in the 'Level Up!' chapter.
Thank you for your assistance.


WM Bug Report?
- Under "Weapon" tab, "Usable in Item Menu", Battle Menu or "Sellable in Shops" (excluding not
  very many weapons) ticks are never saved. At least for me they are not. Also, I've edited it
  in the "Raw Data" window. Same thing.

- I think this is just a graphical incongruity, but the drawn down menus in like the "limit break" under the
  "Initial Data" tab and "Character Growth" sub-tab has a fixed narrowness (they're not stretched like other
  tabs) that disables the view of full names, but this 'glitch' may not be restricted to only that one.

- Cat's Bell, the item's effect is not listed. It still takes effect even if you modify it's available parameters.
e.g.
http://i47.photobucket.com/albums/f178/Onikapitua/CatsBellLowHP.png (http://i47.photobucket.com/albums/f178/Onikapitua/CatsBellLowHP.png)
http://i47.photobucket.com/albums/f178/Onikapitua/CatsBellRestored.png (http://i47.photobucket.com/albums/f178/Onikapitua/CatsBellRestored.png)

- Cursed Ring, still +20 to all skills whether you modify it or not. If find it awkward, if it can raise all stats
  by 20 why cannot the rest (raw data, stored in the .exe perhaps)? Some times it ups by your modifacation (20=150)
e.g.
http://i47.photobucket.com/albums/f178/Onikapitua/CurseRing.png (http://i47.photobucket.com/albums/f178/Onikapitua/CurseRing.png)
http://i47.photobucket.com/albums/f178/Onikapitua/RemovedCurseRing.png (http://i47.photobucket.com/albums/f178/Onikapitua/RemovedCurseRing.png)


The attack texture hex values only reach 47h. Any higher game crashes, if the ID you input has
no data referenced (I word it like that in case you actually can make new ID hit textures). Also
incase no one knew (like I did) the hit sounds correspond directly to the audio.fmt sound values in Cosmo (etc).
ie. Sound "0" in Cosmo is a menu sound, 00h in Wall Market points to that sound (for some reason 00h won't
reference to anything, that could just be on my end, but the rest follow cardinally). Sound "18" in Cosmo points
to a 'weird resonating laser firing' sound, 13h would cause attacking to make that sound.

NFITC1, if you have the time, you should add these sort of informations (there is much through out the whole
thread) to the .chm file it would certainly help many novices like myself and others. I could gather them together
if you need help.


Another thing, is it possible to edit the parameters for Materia that raise/lower base stats in the kernel?

*I 'hot-linked' my images for those with dial-up*
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-01-28 12:04:38
WM Bug Report?
- Under "Weapon" tab, "Usable in Item Menu", Battle Menu or "Sellable in Shops" (excluding not
  very many weapons) ticks are never saved. At least for me they are not. Also, I've edited it
  in the "Raw Data" window. Same thing.

The only viable thing in that group among weapons is "Sellable in Shops". There's no circumstances that you should even attempt to use them (or any non-items) as if they were items. Still, this is something that needs to get looked at.

- I think this is just a graphical incongruity, but the drawn down menus in like the "limit break" under the
  "Initial Data" tab and "Character Growth" sub-tab has a fixed narrowness (they're not stretched like other
  tabs) that disables the view of full names, but this 'glitch' may not be restricted to only that one.

This affects ALL drop-downs. I fixed the width to be optimized for a display using 96 dpi. Anything higher than that and it will not show everything. Actually, even the Limit names will be a little squished in those boxes too. I do need to figure out how to allow the user to stretch those out.

- Cat's Bell, the item's effect is not listed. It still takes effect even if you modify it's available parameters.
e.g.
http://i47.photobucket.com/albums/f178/Onikapitua/CatsBellLowHP.png (http://i47.photobucket.com/albums/f178/Onikapitua/CatsBellLowHP.png)
http://i47.photobucket.com/albums/f178/Onikapitua/CatsBellRestored.png (http://i47.photobucket.com/albums/f178/Onikapitua/CatsBellRestored.png)

- Cursed Ring, still +20 to all skills whether you modify it or not. If find it awkward, if it can raise all stats
  by 20 why cannot the rest (raw data, stored in the .exe perhaps)? Some times it ups by your modifacation (20=150)
e.g.
http://i47.photobucket.com/albums/f178/Onikapitua/CurseRing.png (http://i47.photobucket.com/albums/f178/Onikapitua/CurseRing.png)
http://i47.photobucket.com/albums/f178/Onikapitua/RemovedCurseRing.png (http://i47.photobucket.com/albums/f178/Onikapitua/RemovedCurseRing.png)

I'm going to address this as one issue because the answer is the same. The game is hard-coded to have those effects for those unique accessory indexes. Look at the data for Cat's Bell, it's practically empty. The game "knows" that if "Accessory 27" is equipped then up the HP while walking. That's because the KERNEL.BIN is battle-oriented and Cat's Bell has a field effect. I don't know why, but Cursed Ring is the exact same way. It will increase every stat by a given amount, but that's hard-coded to "Accessory 25". If you make either those accessories do other things they'd still have those effects.

The attack texture hex values only reach 47h. Any higher game crashes, if the ID you input has
no data referenced (I word it like that in case you actually can make new ID hit textures). Also
incase no one knew (like I did) the hit sounds correspond directly to the audio.fmt sound values in Cosmo (etc).
ie. Sound "0" in Cosmo is a menu sound, 00h in Wall Market points to that sound (for some reason 00h won't
reference to anything, that could just be on my end, but the rest follow cardinally). Sound "18" in Cosmo points
to a 'weird resonating laser firing' sound, 13h would cause attacking to make that sound.

Sound is handled differently in battles. The more important value is the "Shift" which tells the game what sound bank to use. Changing a sound without changing the bank will give odd results. I tried to change Cloud's sword swipe once and got a door opening sound... Either way, there's not a way to define what sounds are battle appropriate so I'm not going to make exclusions.
Same thing about the textures. Interesting to know that above 47 causes the game to crash. I'll make a note of that in the readme, but it likely won't appear very prominently.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2011-01-28 18:56:58
Quote
I'm going to address this as one issue because the answer is the same. The game is hard-coded to have those effects for those unique accessory indexes. Look at the data for Cat's Bell, it's practically empty. The game "knows" that if "Accessory 27" is equipped then up the HP while walking. That's because the KERNEL.BIN is battle-oriented and Cat's Bell has a field effect. I don't know why, but Cursed Ring is the exact same way. It will increase every stat by a given amount, but that's hard-coded to "Accessory 25". If you make either those accessories do other things they'd still have those effects.

Yeah, these are hard coded. I'm not sure where the Cat's Bell function is, but you can easily find the location of character HP data, then trace the +2 that's added with every step in a debugger.

I have a feeling the Curse Ring's code is somewhre in EQIPMENU.MNU. It probably sets... some flag for the battle engine.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: poofacetherisen on 2011-01-30 00:22:14
Sound is handled differently in battles. The more important value is the "Shift" which tells the game what sound bank to use. Changing a sound without changing the bank will give odd results. I tried to change Cloud's sword swipe once and got a door opening sound... Either way, there's not a way to define what sounds are battle appropriate so I'm not going to make exclusions.
Same thing about the textures. Interesting to know that above 47 causes the game to crash. I'll make a note of that in the readme, but it likely won't appear very prominently.

Yes, I'm aware of that I forgot to post that, I rushed...

I didn't post my notes because I didn't think it was necessary, but I still have to sort through the remaining
sounds. Also I all my characters could not critical attack (given the 3Xh damage modifier), so I had consistency
and did not mistakenly record the wrong sound. So with Shift F8, 01h - C6h will equal 0dec - 197dec in Cosmo.
C8h - D1h equal 198dec - 207dec in Cosmo. And finally D3h - FFh equal 209dec - 252dec.

Funny huh, very confusing isn't it? Well that's because 00h, C7h, and D2h don't call sounds. They're either
dividers or 'no sounders.'

For Shift F9h DCh, DDh, and E8h have no sound. They're either dividers or 'no sounders.' On to the 'how',
from 00h - DBh you (add 1dec if your calculator isn't all great with hex) to your value and add that to 252
and search Cosmo for the result there's your sound. DEh - E7h you subtract it by 1 (or 2 if you added 1 in
the above method) add 252dec and search for the result in Cosmo and there's your sound. E9 - FF subtract by
2 (3 if you subtracted 2 or/and added above) and add 252 search that in Cosmo and that sould be your sound.


Sorry I didn't post information on the shift, (makes my post dis-informational) thanks.
It has also come to my attention that these MAY only equal my findings IF you alter the hit sound. I don't
know about others. This is just too funny and mind shattering.



Code: [Select]
Shift:
Displayed in Hex. A new field as of 1.3.
With different values this will "increase"
the other sound indexes by 100h:

F8 - no increase
F9 - Hit & Miss +100h
FA - Critical +100h(?)
FB - Hit, Miss & Critical + 100h

No weapon uses value FA so feel free to test it.
If you change sounds of one weapon to sound like
another without changing the shift then you'll get
really weird sounds.
What did you mean by this? That only hit and miss will be functioning on sounds from +256 in Cosmo? I checked with Shift F9
and that is not consistent with the sound I heard (used 00h and 01h). Under current evidence it should be a piano key sound (which is in that range), there instead was a strange club sound. I know what it should be, updated my evidence.

Yeah,  these are hard coded. I'm not sure where the Cat's Bell function is,  but you can easily find the location of character HP data, then trace  the +2 that's added with every step in a debugger.

I have a feeling the Curse Ring's code is somewhre in EQIPMENU.MNU. It probably sets... some flag for the battle engine.
 
  Thank you, however I am using PC non-emulated version of FFVII, I have  one question, were I to use disassembly codes, would they be compatible with  the PC version? Also do you know the equivalent of "EQIPMENU.MNU" for the  PC?
 
 
 
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-01-30 01:37:47
Every .MNU file are in the FF7.EXE but, as far as I know, there isn't good compiler/decompiler to extract FF7.EXE data. If you find so, tell me :)

EDIT : I have a request for the next release (if there is so) : The possibility of editing limit breaks data. Some can be edited, but not all. It would be good IMO.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: poofacetherisen on 2011-01-30 16:12:50
I know double-posting isn't generally allowed, but I have a request for the next release (if there is so) : The possibility of editing limit breaks data. Some can be edited, but not all. It would be good IMO.
You know, not many people are active everyday so regardless, they'll see your posts. Just edit them.

Secondly, I doubt NFITC1 will update his program, unless there are some bugs that need ironing or someone figures out what the many "unknown" values control. All should be editable, but they're not all in the KERNEL.BIN they're in the ff7.exe (for the PC version)
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-01-30 16:21:29
You're right. Message edited.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2011-01-30 17:18:38
I know double-posting isn't generally allowed, but I have a request for the next release (if there is so) : The possibility of editing limit breaks data. Some can be edited, but not all. It would be good IMO.
You know, not many people are active everyday so regardless, they'll see your posts. Just edit them.

Secondly, I doubt NFITC1 will update his program, unless there are some bugs that need ironing or someone figures out what the many "unknown" values control. All should be editable, but they're not all in the KERNEL.BIN they're in the ff7.exe (for the PC version)

Limit data isn't held in the KERNEL. Use my application, Libre, to modify their stats in the LIMITMENU.MNU.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-01-30 17:24:06
Yes, I realized that afterwards. That's what I do. Thanks ;)
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-02-01 12:34:52
...I doubt NFITC1 will update his program, unless there are some bugs that need ironing or someone figures out what the many "unknown" values control....

While not entirely true, I am not accepting new feature requests. There are still more things I'm going to do with WM, but they'll be cosmetic rather than functional.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2011-02-02 11:26:30
I renamed that WallMarketdat file, but text corruptions still happen.  Also still happening is the Limit Breaks having } before them.  This was a clean Kernel file original, and I saved 1 change (I changed D.blow to D-Blow).
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-02-02 13:21:15
I renamed that WallMarketdat file, but text corruptions still happen.  Also still happening is the Limit Breaks having } before them.  This was a clean Kernel file original, and I saved 1 change (I changed D.blow to D-Blow).

On further inspection that file will soon be out anyway. It is the cause of a lot of problems. I've had some promising results from WallMarket.xml recently. Allows for WAY more customization and even partial language support! You will now be able to fill in those missing functions yourself without having to wait for me to hard-code that result in the program.
Take the Attack Effects drop-down. Right now 0Ah-0Dh are blank. They may not have any effect, but assume that they did and you made an attack with one and found out what it does. Hooray! :D Right now, you'd have to tell me what that was so I could insert that information into Wall Market so it wouldn't be a "??" anymore. With the WallMarket.xml you can just add the line yourself and tell EVERYONE to add that line too! I'd like to be able to make this an online thing where you could check for the latest xml file and all that, but it'll probably just be a separate download from my Filefront/Mediafire pages. Battle Address info could be handled much the same way. Much nicer than some clunky old flat file.
And the character thing is going away soon too. I'm going to allow the user to play directly with the strings like Loveless does. Even be able to import their own font faces so it could even (in theory) edit the Japanese texts.

- I think this is just a graphical incongruity, but the drawn down menus in like the "limit break" under the
  "Initial Data" tab and "Character Growth" sub-tab has a fixed narrowness (they're not stretched like other
  tabs) that disables the view of full names, but this 'glitch' may not be restricted to only that one.

I fixed this in the best way I could figure out. Every drop down window ought to be able to show all text in it including the limit attacks. For some reason, the method I'm using to resize them (dynamically and programmatically so you, the user, don't have to do anything different) cuts it a few pixels short and some characters from the longer texts like "{BOX:RED}Doom of the Living" gets cut off a bit.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2011-02-02 17:35:14
Even better, you could add validation, so that circulated Wallmarket.XML files can't crash users' machines. Writing an XML parser / validator might be handy for future projects.

I'm a big fan of your idea to push interface strings into an XML file. I don't know if VB.NET is very good at that sort of thing (I think it prefers to work with resx or something?), but it'd be a cool feature. You mentioned that you were developing WM / PC to gain work-related experience, and learning to create translatable interfaces would be a great boon.

If you ever have to work with a tech. comms department on an interface, being able to give them a transportable, easy-to-open file would be a huge advantage. And if you can find a way to store these interface strings in XML, you've won gold - tech. comms folk use XML for just about everything.

Sounds really promising.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-02-02 22:40:00
Even better, you could add validation, so that circulated Wallmarket.XML files can't crash users' machines. Writing an XML parser / validator might be handy for future projects.

ATM, the only "validation" is if it doesn't work, report it and end. ;) Yes, I'm going to make it revert to a set of defaults if it doesn't work. Nice thing about it the way it is currently set up, I can choose to include only a few entries. Say I don't have anything in the <Effects> tag. I can leave it blank and the defaults will come up. If I figured out what 0Ah does I can add:
<Effect index="10">Nifty little effect</Effect> and that will appear along with the "default" effect descriptions that are built into WM already.
Pretty much everything that's in a drop-down that isn't an item or materia list can be altered. That includes Command Cursor descriptions to Status Effect Names to Stats.
I kinda jumped the gun describing it, but I want to make it more non-English-user-friendly and I thought I'd let people know.

I'm a big fan of your idea to push interface strings into an XML file. I don't know if VB.NET is very good at that sort of thing (I think it prefers to work with resx or something?), but it'd be a cool feature. You mentioned that you were developing WM / PC to gain work-related experience, and learning to create translatable interfaces would be a great boon.

VB.NET isn't great at it. I had to track it carefully at first to see when I needed to force a .Read() and when I didn't need to. I thought it would load an entire node at once, but the reader that I'm using doesn't work that way. Oh well. When you see the file the format will be evident.

If you ever have to work with a tech. comms department on an interface, being able to give them a transportable, easy-to-open file would be a huge advantage. And if you can find a way to store these interface strings in XML, you've won gold - tech. comms folk use XML for just about everything.

Sounds really promising.

XML is a little less reliable for interface strings IMO. You have to load them in separately and I've already run into formatting issues. A language pack (which may or may not be an XML) would be the better way to go since you can link all the items to an entry in that database. I suppose it's up to the platform on which format to store those languages in.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Kemlin on 2011-03-04 04:21:57
I could have sworn this was fixed a year or two ago, but I find that in the latest version of WallMarket I cannot set the upper bounds of HP growth above 9999.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-03-04 11:50:45
I could have sworn this was fixed a year or two ago, but I find that in the latest version of WallMarket I cannot set the upper bounds of HP growth above 9999.

You can't set it permanently, if that's what you're wondering. It's for display purposes only. If that's what you're talking about, yes, I noticed it wasn't working as planned. It'll be fixed in the next version, with which you'll just have to be patient. There's too many IRL events happening to me right now for me to focus on this like I used to.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Kemlin on 2011-03-04 17:51:37
No worries, mate. Take your time.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2011-03-10 15:46:34
While I think about it, there is a little annoyance involving the Materia section. I think it has been mentionned earlier, but I thought I'd bring this up again.

Let's imagine you want to reduce the number of spells available in a certain materia. I'll take Destruct as an example. Currently, the materia has 3 spells : DeBarrier, Despell and Death. Let's try and reduce that to just Debarrier and Despell.

It involves deleting the '24' in 'Materia Type Modifier 3', and the level 4 Total AP amount ('450'). Problem is, you can delete 24, but 450 won't go away by just deleting the number. Sure you can do that, but as soon as you select another materia and go back to Destruct, you'll notice the 450 is back. Same thing if you save and reload the kernel. So, in our example, the only way (aside from using a hex editor, of course) to remove Death, is to put the amount of AP needed to learn the previous magic (in this example, Despell) in place of our 450. In game, the materia will still have the same number of levels, but the final two stars will be obtained at the same time.

Slight annoyance, but if an amount of AP could be blanked out, it would look better in-game and clear some player-confusion ("huh ? The materia has only two magics but it has four stars ?!").
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-03-10 16:12:08
While I think about it, there is a little annoyance involving the Materia section. I think it has been mentionned earlier, but I thought I'd bring this up again.

Let's imagine you want to reduce the number of spells available in a certain materia. I'll take Destruct as an example. Currently, the materia has 3 spells : DeBarrier, Despell and Death. Let's try and reduce that to just Debarrier and Despell.

It involves deleting the '24' in 'Materia Type Modifier 3', and the level 4 Total AP amount ('450'). Problem is, you can delete 24, but 450 won't go away by just deleting the number. Sure you can do that, but as soon as you select another materia and go back to Destruct, you'll notice the 450 is back. Same thing if you save and reload the kernel. So, in our example, the only way (aside from using a hex editor, of course) to remove Death, is to put the amount of AP needed to learn the previous magic (in this example, Despell) in place of our 450. In game, the materia will still have the same number of levels, but the final two stars will be obtained at the same time.

Slight annoyance, but if an amount of AP could be blanked out, it would look better in-game and clear some player-confusion ("huh ? The materia has only two magics but it has four stars ?!").

Two things:
1. The materia AP isn't saving correctly if you want to remove a level. That's going to be fixed in the next version.

2. I'm not going to make it Blank out levels if there's no spell involved. Look at Elemental. You get 40000 AP on it and it says "now you can absorb! want another? Master me with another 40000!" Effects are independent on the level for that. There's no reason for it to have two levels that do nothing, but there's nothing saying that it can't.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2011-03-10 17:03:10
Quote
Two things:
1. The materia AP isn't saving correctly if you want to remove a level. That's going to be fixed in the next version.

That's what I meant with my *long* post and that's great to hear !  :D

Quote
2. I'm not going to make it Blank out levels if there's no spell involved. Look at Elemental. You get 40000 AP on it and it says "now you can absorb! want another? Master me with another 40000!" Effects are independent on the level for that. There's no reason for it to have two levels that do nothing, but there's nothing saying that it can't.

I don't understand what you're saying. In your elemental example, if I wanted to get rid of its absorbing capabilities, I'd still need to blank out the final level. Its materia Type Modifiers would go from 94-0-1-2 to 94-0-1 (final level = nullify element), and the last AP amount should still be blanked out.

Anyways, I don't care much if you can only allow the user to blank out AP amounts for green materias, but I don't understand the reason behind it since they basically work the same way. Instead of going DeBarrier -> Despell -> Death, Elemental goes : Halve element -> Nullify element -> Absorb element. Just like Destruct, if you want Elemental to only have one of those, you'll definitely want to blank out the extra AP amounts related to the unused levels.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-03-10 18:06:39
I wasn't understanding what you were saying. Now I get it. For now you can blank out a materia's AP requirements making it 65535. That will eliminate levels. You could also set the appropriate bytes using the "Raw Data" panel to FF FF.

You also don't need to have the same number of levels as you do magics. Ultima and Shield are examples of that. You could also add levels to the end to say "Want to master this? Get more AP!" Then you can have four levels to a materia with three spells or even five levels to a materia with one spell, but that's more of an annoyance factor than anything else.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2011-03-10 19:09:40
Quote
I wasn't understanding what you were saying. Now I get it. For now you can blank out a materia's AP requirements making it 65535. That will eliminate levels. You could also set the appropriate bytes using the "Raw Data" panel to FF FF.

Oh, F**** !!... ...Of coarse !... ...Inputing 65535 in the box is the same as FFFF, so it deletes it :D
Me and my habit of using the backspace key on my keyboard -_-
Okay, my problem is fixed, I just didn't know how to remove an AP amount ^^

Still, I have no idea how to access this Raw data panel. Bah, it doesn't really matter anyway ^^

Quote
You also don't need to have the same number of levels as you do magics. Ultima and Shield are examples of that. You could also add levels to the end to say "Want to master this? Get more AP!" Then you can have four levels to a materia with three spells or even five levels to a materia with one spell, but that's more of an annoyance factor than anything else.

Yeah, my problem was just about removing materia levels. Can't believe I didn't think of inserting the max value  :-[ Sorry about that and thank you for your time  :)

EDIT:

Never mind about the raw data panel. I forgot that you access it when you double-click a materia name.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xLostWingx on 2011-04-03 18:32:30
I was just wondering about the kernel.bin pieces.  I read the first several pages, and searched for a bit, but I couldn't find out how the pieces are seperated.  Are they individual tabs inside WallMarket?  I am wondering because my freakin Cait Sith is broken and was wondering if I can transplant kernel.bin pieces from an unaltered kernel.bin into my Revisited kernel.bin - specifically Character Data, Character Growth, and Character AI under the Initial Data tab.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-04-03 18:41:10
I think ArmorVil is *the* person to ask because he worked a lot with the pieces in the past and so know these things. You can PMing me these if you want, I'll take a look at that (either the whole kernel or the pieces)
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2011-04-03 18:41:43
This should help : http://wiki.qhimm.com/FF7/Kernel/Kernel.bin

So the data you're looking for is in pieces Kernel.bin2 and Kernel.bin3 (sections 3 and 4 described in the above link, since the first section is kernel.bin0).
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xLostWingx on 2011-04-03 19:03:55
Thanks, and thanks for responding so quickly.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2011-04-03 19:16:02
No prob ^^
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: ludokreshx on 2011-04-22 05:08:28
ok if this has be addressed, just reply to this post saying "NO" but here is my issue.

Suddenly i am unable to "update text" when opening kernel.bin. This makes the work i do in the kernel pretty much pointless considering most of my work is cosmetic (Changing spell names, weapon names and descriptions, changing item and accessory names and functions, changing materia names and functions.)

Changed the Destruct materia to Water materia and adjusted all 4 attacks (Water, Watera, Waterga, Waterja)
Changed the Exit materia to be used as the missing Destruct materia but with only Break and Tornado attacks

(this did indeed work) the issue became that i did this with an older release of the WallMarket program and something happened where everything with an H, E, or and A in its name deleted those letters. Ex. - (Final Heaven became Final    ven, Seal Evil became S  l  vil, and so on for a large number of materia, accessory, weapons, armor, and item names.)

I went back in many  months later to try and fix the problem by maybe reducing the descriptions on key item names, "deleting" items, and removing descriptions, of simple items like Tent or Soft to reduce the size of the resulting file, but then i see that the check box for "update text" was unavailable to be checked. Therefore i couldn't fix my problem. Is there any particular reason for this? The only way i could make it work was by removing the Kernel.bin and placing it into a lone folder by itself, but then i couldn't "create kernel.bin and kernel2.bin" which is final in implicating the changes. So i was able to make everything work the way i wanted but when the text was ruined i couldn't go back to fix it, nor could i go and start from scratch with a fresh kernel/kernel2.bin

any help or anything i missed that was simple?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2011-04-22 08:22:46
the issue became that i did this with an older release of the WallMarket program and something happened where everything with an H, E, or and A in its name deleted those letters. Ex. - (Final Heaven became Final    ven, Seal Evil became S  l  vil, and so on for a large number of materia, accessory, weapons, armor, and item names.)

Yeah, this is a known problem, and there's still no fix. The only thing you can do is try to correct the names and descriptions. If the same thing happens afterwards, try to do it step by step, by saving your kernel2 file after each correction and by making a backup. Thanks to this method, I noticed that it was when I tried to correct a certain name (cait sith's Game Over limit), that some characters would again disappear. So, in the end, I could correct all the names except this one, and it works fine.

Quote
I went back in many  months later to try and fix the problem by maybe reducing the descriptions on key item names, "deleting" items, and removing descriptions, of simple items like Tent or Soft to reduce the size of the resulting file, but then i see that the check box for "update text" was unavailable to be checked. Therefore i couldn't fix my problem. Is there any particular reason for this? The only way i could make it work was by removing the Kernel.bin and placing it into a lone folder by itself, but then i couldn't "create kernel.bin and kernel2.bin" which is final in implicating the changes. So i was able to make everything work the way i wanted but when the text was ruined i couldn't go back to fix it, nor could i go and start from scratch with a fresh kernel/kernel2.bin

From what you're saying you're modifiying the PC version of the game, so it's perfectly normal that the "Update text" function is grayed out. "Update Text" is only relevant if you modify a PSX kernel, since the PSX version doesn't have a Kernel2.bin. As long as you create both Kernel.bin & Kernel2.bin when saving (or only Kernel2.bin), your changes should be saved. If they're not, try my above method because it means that changing a certain name triggers the same bug again.

As far as I know, this problem isn't caused by the file size.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: ludokreshx on 2011-04-22 17:42:35
Yeah, this is a known problem, and there's still no fix. The only thing you can do is try to correct the names and descriptions. If the same thing happens afterwards, try to do it step by step, by saving your kernel2 file after each correction and by making a backup. Thanks to this method, I noticed that it was when I tried to correct a certain name (cait sith's Game Over limit), that some characters would again disappear. So, in the end, I could correct all the names except this one, and it works fine.

From what you're saying you're modifiying the PC version of the game, so it's perfectly normal that the "Update text" function is grayed out. "Update Text" is only relevant if you modify a PSX kernel, since the PSX version doesn't have a Kernel2.bin. As long as you create both Kernel.bin & Kernel2.bin when saving (or only Kernel2.bin), your changes should be saved. If they're not, try my above method because it means that changing a certain name triggers the same bug again.

As far as I know, this problem isn't caused by the file size.

Thank you, it was a big issue due to the fact that I was using mods to change battle and field models as well as changing weapons (using kimera and biturn to replace and change weapons in the game) so effectively it made sense that if it looked different to change its name and description but I will try this hope I find the faulty selection and that it isn't something important :P
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-05-07 21:49:46
Right... I'm a complete noob when it comes to these things... but I'm having problems getting this working.
I open Wall Market, make my edits (I'm mainly editing weapon models so every weapon looks like the buster sword)
etc etc, I've read the instructions, and so I create the KERNEL.BIN file... I go into my FFVII PC game and try it, but nothings happened.
So... um... help please?
As I said, I'm a complete Noob when it comes to all this and I probably haven't even saved the file right... (although I don't know what I could have done wrong etc... but yeah, help would be very much appreciated.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-05-07 21:54:34
Weapons ID are character-specific, as pointed by LostWingx, and so just Cloud's weapons will all look to the buster sword... For the rest I don't know... Upload it maybe? :P
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-05-07 21:57:43
Weapons ID are character-specific, as pointed by LostWingx, and so just Cloud's weapons will all look to the buster sword... For the rest I don't know... Upload it maybe? :P

I don't think it's that... lol
I've set all the ID's at 00 because that was the Buster Sword's ID

I just think I don't know how to use the application despite reading the help thing... lol -_-;
I'm a self admitted idiot for these things... haha
I probably need one of those 'For dummies' books for this thing lol...
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-05-07 22:00:35
Well... All Cloud's weapons will look like the Buster Sword, while all Yuffie's weapons will look like the 4-point Shuriken, all of Cid's wepons will... well, you get the point.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-05-07 22:02:04
Well... All Cloud's weapons will look like the Buster Sword, while all Yuffie's weapons will look like the 4-point Shuriken, all of Cid's wepons will... well, you get the point.

Yeah, but what I'm saying is... it's not working.
Everything is just normal when I load up the games.
Like Cloud still has the Ultima Weapon etc.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-05-07 22:02:48
Upload your kernel.bin
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-05-07 22:05:42
Upload your kernel.bin

Could I be a bit of a pain and ask how to do that? ... :/
Sorry lol
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-05-07 22:06:52
http://www.mediafire.com

no need to create an account
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-05-07 22:10:06
http://www.mediafire.com

no need to create an account

http://www.mediafire.com/?rs31wqrmzdel2xa

There we go.
As I said... I just went onto each of Cloud's weapons and changed the Model ID to 00 like it said to in that other thread.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2011-05-08 12:15:47
I see you managed to save a few things (such as the Buster Sword giving +7 to the Luck stat), but the model IDs are unaltered. Try this : go into your weapons tab, change Cloud's weapons' model ID to 00 in the top-right corner, then select File -> Create Kernel.bin. Then close Wall Market, and open it again. If you see your changes, then it's good and all of Cloud's weapons should look like the Buster Sword.

If not, well... ...it's weird. I tried it, and Wall Market sure saves the changes to Model IDs for me. And since you managed to save other things, I can't see how it wouldn't work. Better call Sculler and Muldy.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-05-08 12:54:44
I see you managed to save a few things (such as the Buster Sword giving +7 to the Luck stat), but the model IDs are unaltered. Try this : go into your weapons tab, change Cloud's weapons' model ID to 00 in the top-right corner, then select File -> Create Kernel.bin. Then close Wall Market, and open it again. If you see your changes, then it's good and all of Cloud's weapons should look like the Buster Sword.

If not, well... ...it's weird. I tried it, and Wall Market sure saves the changes to Model IDs for me. And since you managed to save other things, I can't see how it wouldn't work. Better call Sculler and Muldy.

That's odd... I definitely didn't edit the Buster Sword giving +7 to the luck stat... all I did was change the model ID's to 00...
Also, I created Kernal.bin like you said, closed wall market, and opened it to see if my changes were there, and they were.
I went into the game, and nothing was different, which was exactly my problem before... :/
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-05-08 12:56:59
Make a screenshot of your kernel folder. The issue might be there.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-05-08 13:01:42
Make a screenshot of your kernel folder. The issue might be there.

Here:
(http://img839.imageshack.us/img839/1878/kernelh.png)

I dunno if this would make a difference, but my FFVII PC has been heavily modded with various patches and things.. :/
Although, I doubt that would be the issue.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2011-05-08 14:52:06
You've got two kernel.bin : kernel.bin and h_kernel.bin. The game must be loading the other one.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-05-08 14:56:11
You've got two kernel.bin : kernel.bin and h_kernel.bin. The game must be loading the other one.

I tried removing h_Kernel.bin
I loaded the game and still nothing. Cloud still has his weapons looking normal and not like the Buster Sword.
:/
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Cloud Hetfield on 2011-05-11 01:16:13
 Please the last version don't open in my computer, i using windows 7, the most recent version if open in my computer it's  1.1.0.0. What happens?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-05-11 01:17:25
Screen-shot your WM folder.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Cloud Hetfield on 2011-05-11 02:27:09
Here

(http://imageshack.us/m/190/8484/wm145.png)
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: ff7rules on 2011-05-11 11:28:31
Try running as Admin Windows 7 can be awkard with exes sometimes.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Cloud Hetfield on 2011-05-12 18:43:17
I always do this, but before open find a problem and don't open... Estranged if the version 1.1 works well.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-05-14 11:37:46
Yo, just wondering if there are any more thoughts on my problem?
I mean, if it works for everyone else, there must be a reason why it isn't working for me...
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-05-14 20:03:10
Yo, just wondering if there are any more thoughts on my problem?
I mean, if it works for everyone else, there must be a reason why it isn't working for me...

The modified Date on your KERNEL.BIN is Feb 2010. That tells me that you aren't modifying the file. Are you absolutely positive you're modifying the one that your game loads?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-05-14 20:07:09
I've modified the only KERNEL.BIN that I have...
lol
So I don't know what else it could be loading.
I've removed the h_Kernel.bin's that were mentioned previously... so I don't know whats going on as the only KERNEL.BIN that I have is definitely the one I've edited with Wallmarket.
The only thing I can think of trying is asking someone to modify a KERNEL.BIN for me and making it available for download.
That way I can see if it's the game that isn't loading it, or if my WallMarket isn't actually editing it.
What do you guys reckon?

EDIT: the other weird thing is... I haven't even had my copy of FFVII PC that long... I got it like last month or so...
so the FEB 2010 thing is definitely weird...
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Armorvil on 2011-05-14 21:22:48
For some weird reason, at one time, I had a Final Fantasy VII folder not only in the C:/Program Files/Squaresoft/ folder, but in the C:/Program Files/ folder too. So I had two kernel.bin in two different places. Of course, my FFVII only loads data from the C:/Program Files/Squaresoft/ directory, so changing the other one didn't do a thing. Maybe you have the same issue ? IE, your game was installed in two different places and your game loads another kernel ?...

Try a right click on your FF7.exe shortcut (the icon you use to launch the game), and select Properties. Then, check the target's directory.

Also, AFAIK, Wall Market should be able to remove the Read-Only flag, but check in Kernel.bin's properties that the box really is unchecked.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-05-14 21:37:37
For some weird reason, at one time, I had a Final Fantasy VII folder not only in the C:/Program Files/Squaresoft/ folder, but in the C:/Program Files/ folder too. So I had two kernel.bin in two different places. Of course, my FFVII only loads data from the C:/Program Files/Squaresoft/ directory, so changing the other one didn't do a thing. Maybe you have the same issue ? IE, your game was installed in two different places and your game loads another kernel ?...

Try a right click on your FF7.exe shortcut (the icon you use to launch the game), and select Properties. Then, check the target's directory.

Also, AFAIK, Wall Market should be able to remove the Read-Only flag, but check in Kernel.bin's properties that the box really is unchecked.
I only seem to have the one folder...
my shortcuts target directory is this:"%ProgramFiles(x86)%\Square Soft, Inc\Final Fantasy VII\Run FFVII-Remix.bat"
I also looked into the properties of my KERNEL.BIN and the box for readme is definitely unchecked.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-05-15 01:48:49
Fuck, FF7 Remix... Get rid of that. Why? Because it's most likely the issue.

KERNAL, what? KERNEL, maybe.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Perillious on 2011-07-25 16:50:03
I'm having the exact same problem as Cloud Hetfield: Only version 1.1.0 works, the newer versions just gives a "program has stopped working"-message. Also using windows 7. Running as administrator or in different compatibility modes doesn't seem to work either. It's very strange since NFITC1's ProudClod works without any problems.

I have a suspicion that it has something to do with Windows 7's registry.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bushy-Brow-1992 on 2011-07-25 17:22:00
I managed to figure out the problem myself.
I tried using the 1.1.0 version instead of the newest one.
The 1.1.0 actually saved my changes I made to KERNEL files.
Either way, it's sorted now. So yeah.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Blinding_Solo on 2011-07-25 19:29:26
I can't get it to open. :( There is always an issue and Vista says there is a problem with the program and it cannot be open. Any help will be greatly appreciate :) Thanks again for the modders and Aali for the work :D
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-07-25 21:38:25
I can't get it to open. :( There is always an issue and Vista says there is a problem with the program and it cannot be open. Any help will be greatly appreciate :) Thanks again for the modders and Aali for the work :D

I'm getting tired of telling people this. Make sure you have the required components (on the first post) installed.
Aali had nothing to do with WM and he won't see any thanks posted on this thread.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2011-07-25 21:45:35
Did you work out a way to integrate them?  I cannot remember, but seriously its def something to be looked at.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Blinding_Solo on 2011-07-25 23:37:30
I'm not sure how to integrate them?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2011-07-25 23:46:04
I am not on about you, I was talking to the author.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2011-07-26 00:10:03
What, so people who can't read dependency lists can just spam him with modding questions?

Sometimes I wonder if we shouldn't distribute binaries at all. Force users to compile instead. It'd save time, that's for sure.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2011-07-26 00:51:09
No it is just that a program should not need external programs to be added.  It can be done so that no external things are needed and that's definitely preferable.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-07-26 01:08:58
Did you work out a way to integrate them?  I cannot remember, but seriously its def something to be looked at.

I thought about doing this. I can't figure out exactly HOW to do this. Even if I were able to compile the needed libraries directly into the exe I'm not sure it would work. I have two justifications:

1) The .NET libraries likely have dependencies of their dependencies. I don't know that compiling EVERY needed part into the core exe would be practical.
2) Lots of Win programs require the .NET framework anyway. The VB Powerpacks? Yeah, I'd like to get rid of them or integrate them. They're not that essential for the program to work correctly. Again, I don't know how to do this.

I'd distribute the source (or make it available via sourceforge or SVN), but it does require .NET compiler to pull it all together. Not many people have access to that.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2011-07-26 01:31:24
maybe someone here can help with that...  I would if I could :(
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Kemlin on 2011-07-27 08:42:13
What, so people who can't read dependency lists can just spam him with modding questions?

Sometimes I wonder if we shouldn't distribute binaries at all. Force users to compile instead. It'd save time, that's for sure.

That would be a complete usability disaster, and limit the number of people using the various programs to a small handful. Sure, if you don't care about the majority of those who use them, then it's a fairly logical solution to the problem...
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2011-07-27 20:30:42
It wasn't a serious post.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Kemlin on 2011-07-27 20:33:48
<_<

Oh.

Well, internet's lack of tone and such. Sorry.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: poofacetherisen on 2011-08-02 16:51:41
...
I don't know if anyone has asked for this feature (I searched a few pages and did not find anything) in WallMarket.
Is it possible that you could allow pasting certain (or all) entries of pages like the Hojo editor could for certain things? Like when editing a weapon you can press a copy button that adds all of that page's or tab's data (Text and Values) to the clipboard and a paste button so that you can go to a different weapon and press it to fill it with all the values from the copied page. It would be great if this was done for most of the tabs, Weapon, Attack, Initial Data, Materia, Armor, Acessory, Items.

Are you able to do that? That would make modifying the Kernel en-mass much easier.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-08-03 12:25:48
Is it possible that you could allow pasting certain (or all) entries of pages like the Hojo editor could for certain things?...

First of all, why did you quote an ellipsis? That doesn't even make sense.

As for your question, I don't see the need really. I've thought about it, but don't really think enough people would want that particular feature. It'd have to be a selective copy too. Let me break it down:

Command copy - not a good idea. The menu copying would really screw some of them up since effects are mostly keyed on command index rather than the menu itself. There is very little to edit anyway.
Attack copy - Not a great idea in some cases. You can't copy an E.Skill into a magic because the animation would screw itself up.
Initial Data copy - The only thing worth copying between characters is initial stats. There's only 10 stats and 8 characters. Not worth a copy/paste feature.
Weapon copy - Sounds and model id are unique to each characters' class of weapon. Equip mask would need to be managed properly after each copy too. This is just providing more work for the paster
Armor copy - There are so few of these you don't really want them to be too similar.
Accessory copy - Same for Armor.
Materia copy - This is not a good idea. A lot of materia effects (at least for independent and support) are keyed based on their index. If you try to copy one of them then it might wouldn't work in the new slot. I'm pretty sure Master X materia wouldn't work in other slots, but I could be wrong.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Immortal Damyn on 2011-08-03 17:32:10
So, I'm having a bit of an issue....

Nothing I've done in wall market is currently working.  I've reloaded WallMarket and used the kernel I edited, and the things have changed in WallMarket still, I clicked the "Create KERNEL.BIN and KERNEL2.BIN" and in game, nothing changes...  I don't know if there's a different method, but when I was editing this all on my old laptop, but now I can't even steal the kernel patch off there cause the battery died and I lost the power cord to that xD.  I've tried this before, after I got the gldriver and ff7music and whatnot running.  It messed up so that every letter tried to be in the first character (letter) spot for each line of text.  So I uninstalled and reinstalled the game and I'm doing this on a vanilla install of FF7 at this point, the only thing I've touched is the KERNEL.BIN, and everything I've done is only changed in WallMarket, nothing's changed in game.  I've even checked the "VirtualStore" folder kernel, it's the same as the kernel in the program files folder.  It's changed in the kernel, but not in game.... I don't know what to do anymore :\
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-08-03 20:25:52
So, I'm having a bit of an issue....

Nothing I've done in wall market is currently working.  I've reloaded WallMarket and used the kernel I edited, and the things have changed in WallMarket still, I clicked the "Create KERNEL.BIN and KERNEL2.BIN" and in game, nothing changes...  I don't know if there's a different method, but when I was editing this all on my old laptop, but now I can't even steal the kernel patch off there cause the battery died and I lost the power cord to that xD.  I've tried this before, after I got the gldriver and ff7music and whatnot running.  It messed up so that every letter tried to be in the first character (letter) spot for each line of text.  So I uninstalled and reinstalled the game and I'm doing this on a vanilla install of FF7 at this point, the only thing I've touched is the KERNEL.BIN, and everything I've done is only changed in WallMarket, nothing's changed in game.  I've even checked the "VirtualStore" folder kernel, it's the same as the kernel in the program files folder.  It's changed in the kernel, but not in game.... I don't know what to do anymore :\

You using Vista or Win7? Have you tried running as Admin? I honestly don't have this problem.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: PitBrat on 2011-08-03 20:39:46
What happens if you delete the kernel.bin (back it up first) completely and try to launch ff7.exe?
If FF7 still starts, the game is using a copy of kernel.bin stored somewhere else.
In that case, you can do a search in C:\ for 'kernel.bin' and include all hidden and system folders.
Unless it's stored inside some sort of cache file, that should help locate the kernel that the game is loading.

-PitBrat
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: -Ric- on 2011-08-03 21:04:57
So, I'm having a bit of an issue....

Nothing I've done in wall market is currently working.  I've reloaded WallMarket and used the kernel I edited, and the things have changed in WallMarket still, I clicked the "Create KERNEL.BIN and KERNEL2.BIN" and in game, nothing changes...  I don't know if there's a different method, but when I was editing this all on my old laptop, but now I can't even steal the kernel patch off there cause the battery died and I lost the power cord to that xD.  I've tried this before, after I got the gldriver and ff7music and whatnot running.  It messed up so that every letter tried to be in the first character (letter) spot for each line of text.  So I uninstalled and reinstalled the game and I'm doing this on a vanilla install of FF7 at this point, the only thing I've touched is the KERNEL.BIN, and everything I've done is only changed in WallMarket, nothing's changed in game.  I've even checked the "VirtualStore" folder kernel, it's the same as the kernel in the program files folder.  It's changed in the kernel, but not in game.... I don't know what to do anymore :\

happened to me, what the user above said is correct, the game is somehow using another kernel which is hidden.
u need to enable the option to see hidden system folders/files and then do a search for it, find it and delete it.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Immortal Damyn on 2011-08-03 21:48:13
Alright, so I searched all directories for KERNEL.BIN, it gave me both Kernels in the two places I've already found them.  I changed the name of the kernels in the Program Files folder, leaving the ones in the VirtualStore folder alone.  FF7 now refuses to run, so I'm just going to guess that it's using the kernel in the Program Files folder for now.  I'm going to attempt to run WallMarket in admin mode and see if that does anything, and look into the settings for KERNEL.BIN, see if its got something stupid like "Read- only" ticked or something.

EDIT: So, its definitely NOT using the VirtualStore Kernels but I did notice something odd when in the search window. The "date modified" for both the kernels in the hasn't changed....

mid edit brainstorm: So I looked into this a little farther and directly routed Wallmarket to go find the kernel from the Program files folder, guess what happened when I did.  I found the UNedited kernel that my game has been using.  The weird thing is, when I opened WM and clicked on the Path line, it told me I was in the Program Files' Kernel, not the VirtualStore, but when I forced it to route to the Program Files folder, it was the right kernel. (By forced I mean manually going through my C:\ drive with the explore window).  It would seem that my WM likes to path to the VirtualStore kernel, AND lie to me about it.

Edit2: So all things sorted thus far, I just backed up my kernel in the program folder, and moved the one in the virtualstore to the program folder, that worked so now I have the edited kernel in the right folder.  Everything I've done so far with WM has finally been applied to game, and HOPEFULLY I can get the damn thing to realize I want it to open that kernel now.  Thanks for the help guys :).  Strangely, I can't seem to get it to STOP attempting to edit the VirtualStore kernel though :\. Guess I'll just have to manually path it for now.

Edit3 (this is getting out of hand): Ok now I'm confused..... WM is Creating the kernel in the VirtualStore folder....? Even stranger, I now can't even manually path to the Kernel in the program folder.....
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: PitBrat on 2011-08-03 23:09:08
You're going to have to move kernel.bin and kernel2.bin to another location for editing.
Windows 7 UAC does not like to allow that kind of direct access to files in Program Files and other system folders.
Just copy kernel.bin and kernel2.bin to a temporary folder for editing.
When you finish, copy them back to the FF7 folder.
I doubt that running Wallmarket as admin would help.

It's always good to check the file attributes.
Some mods will set the read only attribute for files such as kernel.bin and kernel2.bin.

-PitBrat
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Immortal Damyn on 2011-08-04 01:42:27
Yea, so it would seem (because the "Create KERNEL.BIN and KERNEL2.BIN" button makes the kernels in the VirtualStore folder) all I'll have to do is remember to copy the kernels over from there anytime I do edits.  That kinda bugs me, but I guess it can't be helped.... Thanks again for the help everyone.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-08-04 12:36:43
This is definitely a Win7 thing. WM checks your registry for an entry of the installation path where that's typically found. However, starting in Vista and Win7 (especially the 64-bit varieties) there's an extra level of regpath that all the 32x regkeys get stored in (\Wow6432Node\). If a 32x app tries to access the registry, the OS Kernel nudges the request into that path and retrieves what it finds. This may also be where the VirtualStore comes in. If it does this reg look-up redirect, the system may be flagging this as a 32-bit legacy app and not letting it edit "sensitive" folders (like Program Files).
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Blinding_Solo on 2011-08-05 15:49:13
I just got Version 1.4.5 working but encountered a new error  :-\ I don't really understand it and would like help on solving it. Any and all help is greatly appreciated :D

Here is the error message:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentNullException: Buffer cannot be null.
Parameter name: buffer
   at System.IO.MemoryStream..ctor(Byte[] buffer, Boolean writable)
   at System.IO.MemoryStream..ctor(Byte[] buffer)
   at WallMarket.Form1.GUnZip(Byte[]& byteCompressed)
   at WallMarket.Form1.CreateKERNELBINPiecesToolStripMenuItem_Click(Object sender, EventArgs e)
   at WallMarket.Form1.CreateKERNELBINAndKernel2binPiecesToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4214 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.4.5.0
    Win32 Version: 1.4.5.0
    CodeBase: file:///C:/Users/Jose%20Antonio%20Vega/FF7%20Mods/WallMarket145/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4212 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4214 (VistaSP2GDR.050727-4200)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Core
    Assembly Version: 3.5.0.0
    Win32 Version: 3.5.30729.1 built by: SP
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-08-05 19:55:49
...
System.ArgumentNullException: Buffer cannot be null.
Parameter name: buffer
   at System.IO.MemoryStream..ctor(Byte[] buffer, Boolean writable)
   at System.IO.MemoryStream..ctor(Byte[] buffer)
   at WallMarket.Form1.GUnZip(Byte[]& byteCompressed)
   at WallMarket.Form1.CreateKERNELBINPiecesToolStripMenuItem_Click(Object sender, EventArgs e)
   at WallMarket.Form1.CreateKERNELBINAndKernel2binPiecesToolStripMenuItem_Click(Object sender, EventArgs e)
...

That's peculiar. I don't see how it could have happened.... What had you modified?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Blinding_Solo on 2011-08-06 23:19:01
I had the older version and modified the weapons, armor and magic. I think thats what you wanted to know.  ???
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-08-07 01:35:03
What have you done *exactly*?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Blinding_Solo on 2011-08-07 01:52:56
I edited the weapons, armor and magic. I made some weapons, armor and magic more powerful and changed the name threw Wallmarket 1.1.0 and when I went to 1.4.5 it stop working. I try to save the new edits and get that error message. I didn't edit the coding cause I don't know how to do that.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-08-07 13:00:18
I mean, when did that message pop up?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Blinding_Solo on 2011-08-07 21:55:23
It pops up when I'm saving my changes.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Blinding_Solo on 2011-08-08 05:11:20
 I figured it out lol. When I was loading from the KERNAL pieces and that was making the error.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-08-08 06:16:13
I figured it out lol. When I was loading from the KERNAL pieces and that was making the error.

Are you missing a piece? Maybe one of your pieces is incomplete.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Blinding_Solo on 2011-08-08 08:03:22
I'm not sure if I'm missing a piece or if one of them is incomplete. Its running normal now though. I don't understand the curve thing in the character growth tab. Can you explain it? Sorry if I sound newbish or dumb lol
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-08-08 16:15:17
Better do not mess around with this too much...
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Braveheart on 2011-08-12 04:23:25
I don't know if this is considered a bug, but the character " Ú " isn't displayed properly in game after I edited the kernel2.bin, actually it was swapped by a " / "
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-08-12 13:22:20
I don't know if this is considered a bug, but the character " Ú " isn't displayed properly in game after I edited the kernel2.bin, actually it was swapped by a " / "

I don't think the FF7 font has a "Ú". It has a "Ù". Is that what you're talking about?

The Ù that's further down on the list is bugged. As seen in the second picture (http://wiki.qhimm.com/FF7/Menu_Module#Menu_Initialization) the bottom rows of characters don't display properly. I don't know if they're too low or what, but all those characters just don't work right.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Braveheart on 2011-08-13 04:18:19
I don't think the FF7 font has a "Ú". It has a "Ù". Is that what you're talking about?

The Ù that's further down on the list is bugged. As seen in the second picture (http://wiki.qhimm.com/FF7/Menu_Module#Menu_Initialization) the bottom rows of characters don't display properly. I don't know if they're too low or what, but all those characters just don't work right.

I notice all the words with " Ú " are displayed as " Ù " in WM, but it's a pretty weird thing, because in  my game  (http://imageshack.us/photo/my-images/805/65452352.png) exist the " Ú " character and the hex value for it is 84, to make the game display that character properly I create the kernel2.bin pieces and hex edit the words with " Ú " and finally repack to the kernel2.bin using the Wall Market, proceding this way the WM stopped to swap the character, the WM only swap when I type the " Ú " otherwise nothing happens


edit: The usfont_a_l.tex used by the Battle Menu have the character " Ù ", while the usfont_a_h.tex used by the others Menus have the " Ú ", weird no????
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: dkma841 on 2011-08-13 15:52:56
I dont know if im doing anything wrong i extracted it and clicked on Wallmarket but then the program crashes how do i fix it?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: PitBrat on 2011-08-13 16:29:25
Check the first page (http://forums.qhimm.com/index.php?topic=7928.msg95448#msg95448) for additional requirements for running Wallmarket.

Microsoft .NET Framework 3.5 or higher (http://msdn.microsoft.com/en-us/netframework/aa569263.aspx)
Microsoft Visual Basic Power Packs 3.0 or higher (for WallMarket) (http://msdn.microsoft.com/en-us/vbasic/bb735936.aspx)
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-08-14 15:04:55
edit: The usfont_a_l.tex used by the Battle Menu have the character " Ù ", while the usfont_a_h.tex used by the others Menus have the " Ú ", weird no????

That is pretty weird. I thought as much when I was looking through the textures that there were two Ùs. An interesting omission. Anyways, WM 1.5 aims to correct that entirely. I don't know when it'll be done though. I have other IRL priorities right now. :)
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Braveheart on 2011-08-18 03:59:21
there's no need to rush, and keep up this awesome work!!!!!
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Gingercat on 2011-08-24 14:12:30
Old beta-tester back from the dead here :) I'm now reading pages upon pages to see what I've missed in my long absence!

[Edit: Not sure if this has been asked about, but FYI, after installing "Visual Basic PowerPacks 3" and .Net 4.0 as suggested by PitBrat above, WallMarket 1.4.5 works beautifully under Windows 7 64-bit. So I'm a happy kitty :)]
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: FFFreak on 2011-08-24 17:37:41
Does WM allow you to edit Steal % chances? Or is this hard coded into the game?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-08-24 20:38:11
Does WM allow you to edit Steal % chances? Or is this hard coded into the game?

Proud Clod does. Although, you'd have to alter each enemy individually.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: FFFreak on 2011-08-24 21:03:31
Oh, I see. I always thought Steal % was static and didn't change, save for a few circumstances such as level difference. Puts a damper on things, but ah well. Thanks for the help.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xxxgodz on 2011-09-16 22:53:50
Can someone help me out? when i try to install the Microsoft visual basic power packs 3.0, a quarter of the way into the installation process, it stops and says an error occurred during the setup and it never finishes installing. I'm on windows vista 64 bit. Am i downloading the wrong one or something or am i missing something? any help or suggestions as to what i should do would be greatly appreciated.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xxxgodz on 2011-09-17 07:09:06
It says that the installer has encountered an unexpected error installing this package. This may indicate a problem with this package. the error code is 2908. What does that mean exactly???
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xxxgodz on 2011-09-17 10:24:13
Ok i really need help now.... I think i just screwed something up big time. I did get wallmarket to work somehow. after i messed around with it a bit and changed weapon stats, i clicked create new KERNEL.BIN. And then i went to check in game to see if it work and everything turned white! the menus, letters, the maps, the characters, weapons, battle backgrounds, etc. The only things that didn't change were the monsters. The monsters remained in tact and are normal. Everything else turned white. What did i do wrong? What should i do to fix it. Really need help so please reply.

I should also note that b4 i got this wallmarket mod to work, i had to use a .net framework cleaner to kind of get rid of all the versions of .net framework i had installed so i could do a clean reinstall of the latest one which is .net framework 4. I did install the net framework but i never got the visual basic power packs 3 to fully install. In fact it never finished installing because of some errors but some how the wallmarket mod works on my comp now. i'm on vista 64 bit.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: UGerstl on 2011-09-17 10:37:08
Hi xxxgodz,

please don't double/triple/... post use the "Modify" button instead.

May be you need more "Runtime Libraries" >Click me (http://www.sereby.org/site/AiO)<  for the
"Microsoft Visual Basic Power Packs 3.0" installation.

Sorry, but i know nothing about using "WallMarket".
Is there a Backup File e.g. KERNEL.BAK .
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xxxgodz on 2011-09-17 10:45:31
Uh so what exactly am i to dl on this link?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-09-17 10:47:32
Wall Market doesn't create backups... Go check Troubleshooting.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xxxgodz on 2011-09-17 10:49:49
I did back up all the stuff that was in my kernel folder but even after i put them back, nothing changed.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2011-09-17 10:51:45
Ok so it's not a kernel issue, as simple as that. Might be some Aali's driver issue. Go under the corresponding thread (Read the first post!).
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xxxgodz on 2011-09-17 11:03:26
And which thread exactly would that b?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: UGerstl on 2011-09-17 11:12:51
xxxgodz: 
                Q: Uh so what exactly am i to dl on this link?

                A: All in One Runtimes - x64
                    System: Windows x64 (Vista, 7)
                    http://www.sereby.org/site/AiO-tab_x64 (http://www.sereby.org/site/AiO-tab_x64)
                       http://www.sereby.org/index.php?cat=AiO&tab=x64&DLID=aio_x64&down=true (http://www.sereby.org/index.php?cat=AiO&tab=x64&DLID=aio_x64&down=true)
                          All in One Runtimes 1.2.8   WinXP x64/Vista x64/7 x64   149,4 MB



                Q: And which thread exactly would that b?

                A: Qhimm.com Forums »
                      Final Fantasy Forums »
                       Gameplay Mods » Aali's driver [v 0.7.11b] Help/Bugs/Suggestions
                       >Click me (http://forums.qhimm.com/index.php?topic=11992.0)<



                Q: Is this going to be in english?

                A: This is an english speaking Forum.



                Please don't double/triple/... post use the "Modify" button instead.
                (2nd Warning)
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xxxgodz on 2011-09-17 11:18:40
Is this going to be in english?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xxxgodz on 2011-09-17 11:28:54
Alright i gotta get some shut eye. The first thing imma do is uninstall, back up some of the stuff i want like my save folders, etc., and just do a fresh n clean new ff7 install. Hopefully that will work.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: xxxgodz on 2011-09-17 11:30:12
thanks for the help though appreciate it!
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Milo Leonhart on 2011-11-05 10:26:22
Can we put the animation of the Limit Break on an Attack ? and if we can, what is the animation ID of the Limit Break please...
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Izban on 2011-11-05 20:34:25
i've tryed to do that a couple of times and its always ended bad for me, usually with it working allright on cloud but being very glitchy on everyone else
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: samourai23 on 2011-11-30 23:04:01
Hi there ! I have a question : I messed around a lot with Wallmarket now, but I then I wanted to make that new magic, that would require the "beast flare" animation (attack from galien beast's Vincent limit). But there is an issue ! Since the biggest value you can enter in "Animation ID" is FF, which is one of Aeris's limitbreak, I can't reach for the other character's limitbreak animations... I mean it would have to be a "3 character long" number... Like 11B or something...

So does anyone know how can I do it ?

Thanks for helping me !! :)


I'd also like to use the "Throw/Coin" materia thing on another, but I don't know how... (The thing that allow you to use both commands during a fight. (You know it alters during the fight like "Throw', then "Coin", then "Throw".. etc..))


And I also have an issue with the software itself : See, it I enter a value in the materia section, where it asks for how much AP it requires to go to the level beyond, well it cannot be deleted. It can be modified, but not deleted. Forcing me to have a 5 stars materia where only 3 is needed, as for Super EXP for example.....
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-12-01 18:16:35
Hi there ! I have a question : I messed around a lot with Wallmarket now, but I then I wanted to make that new magic, that would require the "beast flare" animation (attack from galien beast's Vincent limit). But there is an issue ! Since the biggest value you can enter in "Animation ID" is FF, which is one of Aeris's limitbreak, I can't reach for the other character's limitbreak animations... I mean it would have to be a "3 character long" number... Like 11B or something...

So does anyone know how can I do it ?

Thanks for helping me !! :)

Limit animations are tricky business and not likely to work on any other character other than the one it's intended to work for. You can't get more than a double-digit value there.

I'd also like to use the "Throw/Coin" materia thing on another, but I don't know how... (The thing that allow you to use both commands during a fight. (You know it alters during the fight like "Throw', then "Coin", then "Throw".. etc..))

That's a property of the 'Coin' command. You can't make another command do that.

And I also have an issue with the software itself : See, it I enter a value in the materia section, where it asks for how much AP it requires to go to the level beyond, well it cannot be deleted. It can be modified, but not deleted. Forcing me to have a 5 stars materia where only 3 is needed, as for Super EXP for example.....

It kinda works, kinda not. You can enter a value of 65535 and that level will go away.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: samourai23 on 2011-12-01 20:16:43
But I'm able to use the "Planet Protector" animation though ! So why can't I go beyond exactly ? There is no way ?? :(
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2011-12-01 20:56:15
But I'm able to use the "Planet Protector" animation though ! So why can't I go beyond exactly ? There is no way ?? :(

Nope. That's the way it goes.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: samourai23 on 2011-12-01 21:22:09
Man that's too baaaaaad :'( :'(
I had so awesome ideas that involved the use of these animations...
And if I wanted to swap aeris's limit animation with other animation, how could I do that ? (I mean without WM) ?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2011-12-13 21:00:06
You need to read up on how FF7 animations work: see http://forums.qhimm.com/index.php?topic=9277.msg124618#msg124618 (http://forums.qhimm.com/index.php?topic=9277.msg124618#msg124618) and http://forums.qhimm.com/index.php?topic=11534.msg159464#msg159464 (http://forums.qhimm.com/index.php?topic=11534.msg159464#msg159464).
 
Actually, I might write this stuff up as a page on the wiki. Should save some time.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Dark_Ansem on 2011-12-14 12:56:29
and who better than you to undertake such a project? :D
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Yagiyagi on 2012-01-06 17:48:50
Hey people,
I've been using Wallmarket for some time and the program works great, the only problem is that it can't handle Japanese characters.
Is there any plan to add Japanese language support in the future?
Or can I do that myself by editing wallmarket.dat?



Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-01-06 20:35:14
Hey people,
I've been using Wallmarket for some time and the program works great, the only problem is that it can't handle Japanese characters.
Is there any plan to add Japanese language support in the future?
Or can I do that myself by editing wallmarket.dat?

There was, then that option got dropped. I may go back and add it in now that I know how using an XML file instead of a flat .dat one. I'll have to finish PrCMDI first though.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: g0lbez on 2012-01-07 00:41:54
I've been doing some spell modification and was wondering if there was an issue with the attack formula "X6 Caster's HP/2" or if it just works in some weird way. Every time I try to utilize it the result is always 0 damage, no matter how much HP I have.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Yagiyagi on 2012-01-07 12:59:59
Quote
There was, then that option got dropped. I may go back and add it in now that I know how using an XML file instead of a flat .dat one. I'll have to finish PrCMDI first though.
Ah, sorry to hear that.  I don't have any experience in programming but I have the Japanese version of FF7, so let me know if you need any help.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-01-09 14:51:17
I've been doing some spell modification and was wondering if there was an issue with the attack formula "X6 Caster's HP/2" or if it just works in some weird way. Every time I try to utilize it the result is always 0 damage, no matter how much HP I have.

Actually, I don't think it does work. There's no function assigned to that value. The valid ranges are 0, 1, and 8-Dh for the secondary damage formulae. There shouldn't be a X6. I think I was told that is what it did way back when WM was being developed and never checked it myself. Turns out whomever told me that was wrong.

Ah, sorry to hear that.  I don't have any experience in programming but I have the Japanese version of FF7, so let me know if you need any help.

Thanks. I have the Japanese character set so I think I'm set.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: TrckyGmr on 2012-01-13 00:10:01
does this work on windows 7 ultimate?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-01-13 00:26:36
does this work on windows 7 ultimate?

Is there a reason you think it might not? It works on mine. Male sure you have the power packs and ,NET runtimes from the first post installed.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: TrckyGmr on 2012-01-13 01:42:54
thanks, Im just a newbie here..
will You teach me where I can find the psx kernel.bin?
I would like create some new items and materia for psx but I can't start because
I only have the iso file of FF7.. need help please :-[
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-01-13 02:24:31
The search is your friend. That question gets asked a lot and there are plenty of topics that answer how to do that. This topic is for discussion about WallMarket and appropriate mechanics only.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: TrckyGmr on 2012-01-13 10:41:16
Im trying to use the wallmarket but it has to load some kernel.bin file, anyways i'll try to look it up... thanks  :oops:
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Lionsmane on 2012-01-14 15:38:29
Hey guys, the wallmarket help files are down and im having trouble deleting ai scripts. Im trying to delete sephiroths pre and main battle scripts to make him stand alone, but I keep getting those unhandled exception boxes. Any ideas?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: bossibou on 2012-01-15 15:37:23
Hello, I'm new to FF7 modding and I was wondering if someone could help me solve an issue. I'm trying to give Cait Sith multiple levels of limit breaks. Specifically, each of the slot combinations I'm assigning a limit slot. Anything I put on limit level 1 works fine. The 3 issues I have are as follows.
Limit Level 2: Will automatically pull up slots and no matter what combination will activate the limit set to slot 2-1
Limit Level 3: Works properly in the menu but glitches when activated in battle (camera zooms properly but no animations activate)
Limit Level 4: There's no way to have Cait Sith learn them. I can also speculate they will have the same issue as Level 3 limits.

Any advice would be greatly appreciated. I hope this hasn't already been asked before.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2012-02-26 19:18:05
I've been using this release of WM a great deal as part of my Rebirth project. As such, I have a few thoughts for improvements in future releases:

1. It'd be nice to be able to clear all statuses when adding a debuff to an existing attack. At the moment, if a user wants to add 'stop' to ice, s/he has to manually uncheck the other 31 options, which is quite a pain.

2. As with PC, I'm not completely keen on the new UI for choosing damage algorithms. It's hard to find specific (often rather special) spell effects.

3. It'd be nice to be able to visualize stat gain curves when editing them. It's possible to do with the current build but rather fiddly.

4. Not that keen on the UI for managing spell order. I appreciate it's not used by that many modders, but it'd be good if I didn't need to manually track which slots were filled. I don't know if your frameworks lets you implement a drag-and-drop interface, but it's something to consider.

5. I've seen issues where a description from one weapon gets copied to earlier weapons if the latter don't have descriptions of their own. I'm having some trouble replicating this bug, so I can't be much more specific, I'm afraid.

6. It'd be good to see address documentation in the AI section of the manual.

7. If I don't tick 'update text', there's little visual feedback that a file has saved. Whilst I trust the application, my instinct is still to save twice. Some kind of message in the status bar might be appropriate, or perhaps an indication in the window title (many apps use asterisks to signify that there's unsaved content, then remove them once the changes are applied).

8. You need to update your copyright notice in the 'About' section!

That's pretty much it. 1.4.5 is quite stable, and it performs reasonably well too. Good stuff.

Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-02-27 13:32:03
I've been using this release of WM a great deal as part of my Rebirth project. As such, I have a few thoughts for improvements in future releases:

1. It'd be nice to be able to clear all statuses when adding a debuff to an existing attack. At the moment, if a user wants to add 'stop' to ice, s/he has to manually uncheck the other 31 options, which is quite a pain.

This came up a long time ago, but I didn't do anything with it. I'm not sure why. I did it with PrC.

Quote
2. As with PC, I'm not completely keen on the new UI for choosing damage algorithms. It's hard to find specific (often rather special) spell effects.

The only thing I can here is clarify what each value does. Check the wiki's damage function page. I recently updated it.

Quote
3. It'd be nice to be able to visualize stat gain curves when editing them. It's possible to do with the current build but rather fiddly.

The problem here is the curves can be used for a stat, HP/MP, or exp and they are each handled differently so the curves would look different. I could add four panels to the page with the curves for each type.

Quote
4. Not that keen on the UI for managing spell order. I appreciate it's not used by that many modders, but it'd be good if I didn't need to manually track which slots were filled. I don't know if your frameworks lets you implement a drag-and-drop interface, but it's something to consider.

I don't know what you mean by this.

Quote
5. I've seen issues where a description from one weapon gets copied to earlier weapons if the latter don't have descriptions of their own. I'm having some trouble replicating this bug, so I can't be much more specific, I'm afraid.

I've seen this happen too. It has to do with the pointers to the "blank" slots not being accurate.

Quote
6. It'd be good to see address documentation in the AI section of the manual.

I'm not completely keen on this because my understanding of the addresses is always changing. I'd hate to write something down in the readme that is later proven false.

Quote
7. If I don't tick 'update text', there's little visual feedback that a file has saved. Whilst I trust the application, my instinct is still to save twice. Some kind of message in the status bar might be appropriate, or perhaps an indication in the window title (many apps use asterisks to signify that there's unsaved content, then remove them once the changes are applied).

There actually is, but it's so fast at doing it that it's finished literally before the screen can update it. :)

Quote
8. You need to update your copyright notice in the 'About' section!

Much of it is supposed to update itself in during the build. I'll check it next time I get to it.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Kemlin on 2012-06-05 06:08:46
I've been attempting to use WallMarket to edit the PSX kernel (Simple things, adding/removing slots for weapons/armor, altering start-up stats), and I've run into something:

Whenever the kernel is saved, its size is slightly changed regardless of whether or not there were any changes (According to CDMage; my hex editor says otherwise). When the kernel is larger than "default", this makes it impossible to insert back into the game disk without truncating it and (Probably) causing all sorts of problems. The size of the kernel objectively increases the more changes I make, but I don't know why adding slots to equipment would require more space. Aren't the bytes for these things already reserved?

Is there a workaround to this issue? Or am I missing something so totally obvious I should be ashamed for even asking?

Edit: To answer my own line of questioning: No. The kernel does not have the bytes reserved for things such as stat bonuses and slots on weapons. Adding new slots or stat bonuses takes up space. This explains why the kernel is increasing in size.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2012-06-05 16:04:06
Whenever the kernel is saved, its size is slightly changed regardless of whether or not there were any changes (According to CDMage; my hex editor says otherwise). When the kernel is larger than "default", this makes it impossible to insert back into the game disk without truncating it and (Probably) causing all sorts of problems. The size of the kernel objectively increases the more changes I make, but I don't know why adding slots to equipment would require more space. Aren't the bytes for these things already reserved?

The KERNEL is compressed, so simply changing bytes or even bits can create size changes. But I'm pretty sure the KERNEL is decompressed before it's copied into a buffer for the game to use, so you may be able to get away with simply moving the KERNEL's location on the disc and updating the YAMADA.BIN filetable to reflect its new position, as changing flags will increase filesize but not decompressed size. My disc extension patch should be able to help, but I don't know exactly what size increases you can get away with before you encounter complications.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Kemlin on 2012-06-05 17:07:28
I know the kernel is compressed, but the connection didn't occur to me until I retired for the evening. Yeah, I'm derpin' it.

I don't know how to move files around on the ISO, nor do I know how to properly edit Yamada to reflect my changes (Pointers, right?).

On an unrelated note, Libre is quite dandy. What I >love< is that most of the utility programs work for both the PSX and PC versions.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2012-06-05 23:17:59
My disc extension patch moves the KERNEL and SCENE to the end of the disc, and alters the YAMADA accordingly. No idea how big you can make the KERNEL before something goes wrong, though.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: omega res novae on 2012-07-16 11:15:17
it doesnt appear to save for me.  i change the buster blade to have 8 linked materia slots and weapon damage to be the same as vincents death penalty. then i start the game and go to equip the buster blade and it only has 2 linked materia
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-07-16 13:11:44
it doesnt appear to save for me.  i change the buster blade to have 8 linked materia slots and weapon damage to be the same as vincents death penalty. then i start the game and go to equip the buster blade and it only has 2 linked materia

Make sure it's actually saving in the directory you're playing the game from and not the VirtualStore or anything like that.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: omega res novae on 2012-07-16 14:06:49
ok so with a little help from the windows search function i found out i had several kernels. WHY?? because when i used bootleg i picked mode switching all mods for difficulty.  I was trying to edit my kernel in ff7\data\kernel\ instead of ff7\bootmodes\meXXXX\data\kernel\

theres a different kernel and folder for all game modes. meXXXX uses 2 letter abbreviations for them. little key i made up
ae- aeris revival
hc- hardcore
id- items difficult
ie- items easy
in- items normal
lw-lost wing
me- prefix on all
rm-remastered
sp- new spell names
sr- scene redux
(http://)

my problem is solved i hope this helps others
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Datapack on 2012-09-05 10:25:55
NVM found it.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: RilleL on 2012-09-14 11:13:10
Maybe it's too much to ask, but can anyone help me edit my kernel/kernel2 to allow the ultimate weapons for all characters to have normal materia growth (ex Premium heart (materia growth: none -> normal))?
Wallmarket crashes for me, maybe my PC lacks visual basics or something, but I'm hesitant to install something additional just to edit this simple thing.
I have mods so I uploaded my kernel.bin files in case they're already modified from default.

http://www.sendspace.com/filegroup/Pp3cLeRnm6X8%2FlVyifYREg
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-09-14 12:43:05
Maybe it's too much to ask, but can anyone help me edit my kernel/kernel2 to allow the ultimate weapons for all characters to have normal materia growth (ex Premium heart (materia growth: none -> normal))?
Wallmarket crashes for me, maybe my PC lacks visual basics or something, but I'm hesitant to install something additional just to edit this simple thing.
I have mods so I uploaded my kernel.bin files in case they're already modified from default.

http://www.sendspace.com/filegroup/Pp3cLeRnm6X8%2FlVyifYREg

From the first post:
Quote
Requires:
Microsoft .NET Framework 3.5 or higher
Microsoft Visual Basic Power Packs 3.0 or higher (for WallMarket)

If you won't install what's needed then you won't be able to use it. It's common computer sense. It's a library package, not a virus.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: RilleL on 2012-09-14 15:43:09
From the first post:If you won't install what's needed then you won't be able to use it. It's common computer sense. It's a library package, not a virus.
I'm sorry to have offended you by requesting something that would've taken 5 min. I also said that I'm not thrilled to install a library package for a simple, one-time thing.
Thanks for nothing.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-09-14 16:06:31
since you asked so nicely, here
http://www.mediafire.com/?m33cn9p89ttbd9i
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-09-14 18:14:26
I'm sorry to have offended you by requesting something that would've taken 5 min. I also said that I'm not thrilled to install a library package for a simple, one-time thing.
Thanks for nothing.

Two things are preventing me from saying what I want to say: no one is irreplaceable, and I happen to like the enthusiasm here. Rather than be warned or whatnot for whatever hot-headed thing I was GOING to say (I was SO close to clicking "Post") let me just attempt to calmly say that this is not the place for requests like that. This is a support thread for WallMarket. You complained it wasn't working and I suggested how to solve that. I didn't provide you with "nothing".
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2012-09-14 18:18:38
I'm sorry to have offended you by requesting something that would've taken 5 min. I also said that I'm not thrilled to install a library package for a simple, one-time thing.
Thanks for nothing.

The author took hours and hours making his tool.  And you can't spare 5 minutes to use it?   :-o
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: RilleL on 2012-09-14 19:47:17
Two things are preventing me from saying what I want to say: no one is irreplaceable, and I happen to like the enthusiasm here. Rather than be warned or whatnot for whatever hot-headed thing I was GOING to say (I was SO close to clicking "Post") let me just attempt to calmly say that this is not the place for requests like that. This is a support thread for WallMarket. You complained it wasn't working and I suggested how to solve that. I didn't provide you with "nothing".
Alright, noted.

since you asked so nicely, here
http://www.mediafire.com/?m33cn9p89ttbd9i
Thanks a lot.

Edit: hey, did you just troll me? :P

Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-09-14 20:07:08
Maybe.
You got ultimate weapons that have growth
No idea about the rest. I gave you the current kernel for Nightmare  :mrgreen:
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2012-09-14 20:22:05
I'm sorry to have offended you by requesting something that would've taken 5 min.

People here spend massive amounts of time creating tools for other's enjoyment with no recompense whatsoever. And you think that five minutes of their time is less valuable than the oh-so-terrible inconvenience of you following two lines of instructions? Do you have any idea how horrifically self-entitled that sounds?

Quote
I also said that I'm not thrilled to install a library package for a simple, one-time thing.

And? You were told you needed the package to use WallMarket. You decided you didn't want to install the package for... whatever reason. Therefore, you don't get to use WallMarket.

I fail to see the problem here.

Quote
Thanks for nothing.

Lose the attitude. Now.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: RilleL on 2012-09-14 20:50:37
And you think that five minutes of their time is less valuable than the oh-so-terrible inconvenience of you following two lines of instructions? Do you have any idea how horrifically self-entitled that sounds?
I think that asking for 5 min of anyone's time (including my own) doesn't sound entitled at all. I thought this was a place to help other people, not a competition to see whose time is worth the most. I also did not ask for the author to personally service me, but the assistance of the community.
People got very aggressive fast even though I was perfectly civil the whole time. So far as having a moderator come to fan the flame even though I'd already dropped the whole thing.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-09-14 21:03:07
People here get very upset if you ask for someone else to do something you could easily do yourself but won't due to reasons that areessentially stubbornness
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2012-09-14 21:15:57
People got very aggressive fast even though I was perfectly civil the whole time.


"Thanks for nothing" is not civil.

I'm finding it pretty tricky to interpret your posts on good faith. Continuing to argue will not make it easier.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-09-14 22:29:06
Oh god I can't resist

"Bosola is on fire"

YES, YES I WENT THERE
AAH
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: JokerTheRoyale on 2012-09-23 21:47:34
I was just wondering how I would keep the kernil.bin the same size as the original? I've been messing around with the latest WM and everytime I edit something, primarily making the Masamune usable by Cloud, the size increases. Was wondering if there was a program to reduce the size to the normal amount.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-09-24 01:04:27
...everytime I edit something ... the size increases.

I've never heard of this happening. Usually it becomes a few bytes smaller and only goes larger than the 22K it's allotted if a lot of changes are made. How large does it become?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Dormeur on 2012-09-29 18:49:11
Hello everyone, I've got a problem with WallMarket 1.4.5

Let me explain:

When I try to open a kernel file (version 2012) in order to translate the objects names, an error message appears and the software crashes

I pount out that everything works with the old kernels version, that is to say the 1998 one

Is the software compatible with the new kernels version ?

Thanks for your help, cordially

 :-*
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-09-29 19:22:04
I was told that they are the same file byte-for-byte. I don't have a copy of the one on Steam so I can't say for sure. Could you email it to me so I can check?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Dormeur on 2012-09-29 19:30:37
Ok, I send it to you ! ;D
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2012-10-16 07:22:01
I have made several post about this before and since I was probably posting in the wrong spot and no one giving any info I decided to try here.  So as I stated before I was trying to make new limits for Sephiroth since I got tired of seeing him all deformed when using Cloud's.  I got the text to show up and everything but the animations and everything are all screwy or just don't work.  For one limit I am trying to make him do his normal attack.  Another one I wanted him to use a bunch of magic attacks.  The third one I wanted him to use the heartless angel like in his Safer mode.   Any help you guys can give me would be much appreciated.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-10-16 11:46:44
animation ID offsets differ depending on the type of attack
for example, 00 for magic is different from 00 for summons or 00 for items or 00 for enemy attacks.. etc
There's a list of some of these IDs somewhere. I found it a while ago with the search function
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2012-10-16 17:17:35
Thanks for the pointing me to it and I managed to find it.  The only thing now is trying to use the formula posted and see if it could work but the only thing is i'm not sure if I could do it right.  My math is pretty spotty since I haven't done any in awhile.  So if someone could help me out with it it would be most appreciated.  I am trying to get Safer's Heartless Angel and Supernova into limits.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-10-16 17:24:31
supernova is hardcoded to only work on that ONE SPECIFIC background you have during the safer fight.
it will crash everywhere else guaranteed.
heartless angel MIGHT be the same and even if it isn't I don't know if limits can access animation IDs that far up
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-10-16 17:34:33
I should get mad about this, but it's hard to when the answer is buried two screens deep in the first post.

My findings with answers related to animations are documented here: http://forums.qhimm.com/index.php?topic=8195.0
Bosola has a better topic about it somewhere. Likely on the same forum. Just search for Animations and you'll probably find it by page three of the results.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2012-10-16 17:40:37
I saw that post and was confused on how to do it since my Algebra is spotty to non existant I couldnt resist to ask.  So now the next question is could I use some magic spells into the mix for limits?  The only reason why I think it possible at is because some limits cast things on allies or the caster itself.

Edit: Thanks for all the links and patience.  Currently I am not at home to work with it so all I can do right now is ask.  So i'll wait till I get home and try to work with it.  I'll ask when it doesn't work.  Thank you all for your time.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-10-16 18:11:22
I have a list of absolute indexes for magic, items and enemy skills but not enemy attacks or limits ( I really didn't care about either )
but it should be possible to take the list, adjust the start and simply change the values since the order is always the same

( for example, 4C in the magic list is light shell. 4C in the enemy skill list is the hermit card from the purple jokers in the north crater
4C in the item list is the panaceca animation ( essentially, it seems that item animations come before magic. so the real list would be item animations, go beyond FF and then the magic absolute animation ID table starts at +46 ( and subsequently, every other table at +46 + what we already have )
it's easier to go off the magic list though. most if not all item animations exist as something else somewhere

limits being +EC however instantly catapults them into the long, long list of "breaks game" i.e. animations that won't work with anything except what they have.
for example, in the kernel, all of Tifa's limits have the animation ID 15 ( interestingly, the limit before tifa's first has animation ID 14 and the one after, ID 1C, implying that the game somewhere attributes ID 16-1B to the limits as they go
since animation IDs cannot go backwards, and they're the last animations in the list of animations, me thinks you cannot give a limit a different animation, no matter what.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2012-10-16 20:10:26
Thanks for the clarification.  Although looking at lost wings work it has the limits where he stands still.  For example one was showing omnislash but instead of him poorly mirroring the animation for it he just stands still but everything else happens normally and he is right infront of the enemy it is hitting.  Do you know how he/she did this?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-10-16 20:18:53
I haven't looked at that. Is that a player character using the limit or the enemy sephiroth?
Technically, giving sephiroth omnislash as a limit will still have him execute the limit. But as the animation is not made for the model, it'll default to some odd behavior. which is the stand-there-and-fire-hits thing.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2012-10-16 20:41:42
Yes the character i'll look up the video and link it in this post.

Edit: okay that took no time at all lol http://www.youtube.com/watch?v=86taLuvg5uc&feature=relmfu.  They stated its for both PSX and PC.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-10-16 20:50:44
That's simply using sephiroth in party and assigning him limits via wall market
they will all look buggy as hell
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2012-10-16 20:58:07
I see I guess i'll just stick to my current plan by using Vincent's limits.  Maybe I should adjust the properties and rename them.  I could try to make a new one using Vincent's as a template and work on that and rename it as mentioned earlier.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-10-16 21:09:24
The main problem is that all the attacks the vincent creatures do are also limits and thus their animations cannot be replaced.
Renaming them is possible and relatively easy and so is editing the actual attack properties but the animations can't be changed.
Actually, I THINK there is a way to let anyone use specific non-limit attacks as a limit as long as they're magic, summon or enemy skills
Essentially, you'd edit the actual limit they learn in the kernel ( lets say, have cloud learn KOTR as lvl 4 limit ) and that should theoretically work. And of course, if it works you can edit that attack to fit your need... I have absolutely NO IDEA if that actually works or freezes the game, so MAKE BACKUPS

edit: ran a test, doesn't work
non-limit attacks won't show up when you select limit ( that explains why no menu will show up at all if you replace the x-1 limits with a non-limit attack )

The only other way would be to run a post-turn / pre-turn script off the character that executes specific attacks prepared before hand when performed action = 20
you'll have to figure that out on your own though
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2012-10-16 22:38:22
Yeah until I get more acquainted with limits and getting them to work.  The thing when I tried it is I discovered certain things.  First there is a entry for the actual limit itself and a separate entry for the box that actually appears.  Sorry if this was something your already aware but figured I point it out all the same.  So when I duplicated the format once i've discovered it you need the little special text for the red box that the limit uses.  So once you do that it will appear and you can have it assigned to wallmarket.  I'll run a test later and let you all know what I come up with.

Edit: So after much trial and error I have concluded that Vincent's attacks are unmoddable.  No what element or property I assign will work.  For instance I use Beast force and changed it into Wrath of the Chosen which does gravity damage to all enemies.  However it still does fire element damage which is reflected when fighting creatures who gain health with fire damage.  Also for another example I used Nightmare and renamed it Heartless Angel(Only one I could think of that might be the best fit with the choices given by wallmarket.  However Nightmare still does the status inflictions that I have all checked and checked toggle off and does not do what the original move is suppose to do.  So I guess this is not possible unless i'm missing something.

Edit: So I have come yet defeated again.  Although something is leading me to believe that maybe only some characters like Vincent are quite possible hard coded because he only has them while transformed and I believe that was a hint there.  On accident I left Tifa's move that I had altered but didn't bother to fix but when she performed her second attack the game froze.  I was going to see if I could do it with Cait Sith's limits because I don't really ever plan on using him.  I'll try at a later date and let you guys know if it works.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-10-17 09:42:12
you do realize that SOME limits ( Tifa ) are handled in the kernel while all the others are handled in the .exe
there is a limit editing tool called Libre
get it
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2012-10-17 14:24:52
Right but unfotuanetly it doesnt support our new Re-Release version.  Also from what I can tell you can't rename the limits but I guess that would be done in the Kernal.bin since the label for the box is in there.  Would this also affect the menu too?

Edit: I actually first used that .EXE editing and after many attempts it didn't work.  However I was working with things I was unfamiliar with.  Thanks for pointing this out to me you just have me an idea.  Some times my brain just doesn't work as well as it should some times.  Again I am currently at work and won't have access to my game or my comp.  As soon as I get home and see if I can get it to work i'll post a result of my attempts.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-10-17 16:22:56
you can just convert the re-release to the old release for full modability
The names and texts of the limits are edited in wall market ( and so are actually some limits like tifa's ) but the attacks are edited in the .exe

in theory, you can edit the limits in the old .exe, go to the addresses they're stored at, write it down or export the code string, go to the new .exe ( there are plenty of mentions of how much the offset difference is, so apply that and you arrive at the same point in the .exe ) and override the existing limit string
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2012-10-17 16:41:45
I was thinking of going somewhere along that route.  Plus I know its cheesy but I atleast want to get all the achievements first.  Also the main reason why I didn't finish the convert is because I was having trouble getting the ISO to work.  I followed the tutorial exactly but it keeps saying load one of three discs.  So yeah once I get home i'll see what I can come up with.

Edit: plus I want to atleast try to help make just about all mods applicable no matter what version you use.  I know it is a major and most likely impossible feet but if I can contribute in anyway to atleast getting maybe even 90% to work i'd be happy.  It's just something that i'm starting to get really into especially since I love this game.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nmn132 on 2012-11-22 16:27:54
How do I make HP and MP sources? The data for sources are all identical except their item IDs. Is there an ID for HP and MP sources that was unused by the developers? Or would I have to hex edit them into the game?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2012-11-22 16:42:28
The KERNEL.bin file is only for the battle specs. The field's effects are not there.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-11-24 06:10:20
the sources, like all items that are used in the field menu, are handled in the .exe and you need to hex edit that
stuff like sources and tents have advanced code to them so you need to ask someone who really knows their way around that to change it
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nmn132 on 2012-11-25 19:46:30
Someone like NFITC1?

Does anyone know the address for sources and the stat ID for them? If it's like materia I can just make new sources from the unused items and change their stat ID to 8 and 9. (8 is for HP and 9 for MP in materia).

The value, if it's like potions, could be changed to 100 for HP source and 10 for MP source.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2012-11-26 01:20:17
Someone like NFITC1?

Yeah, I bet I could do it. I'd have to double check it, but in theory it shouldn't be too hard. Since this is the WM thread we should converse about it via PMs. Let me know if you're interested (it will be slightly harder than you described).
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Tenko Kuugen on 2012-11-26 09:01:11
Yeah, I bet I could do it. I'd have to double check it, but in theory it shouldn't be too hard. Since this is the WM thread we should converse about it via PMs. Let me know if you're interested (it will be slightly harder than you described).

if you manage it, send me a copy of the pm where you explain it please
Title: Bug in Wall Market :)
Post by: meesbaker on 2013-01-15 22:05:55
Hey first of all thx for wall market its an awesome tool. However I wanted to report a slight bug in it, well its rather a mistake. The physical
damage formula does not display correctly. When editing spells I thought the physical formula was not accesible because it says:

(strength/16) * (atk+((atk+level)/32)^2) which gives significantly less output than the TRUE formula which is:
(strength/16)* (atk+ (atk+level)/32 * atk * level/32) which can be simplified to

(strength/16)* (atk+ (atk^2*lvl+atk*lvl^2)/1024) which should be displayed in wall market as well.
 EDIT: Took out the math explanation which was trivial.
Title: Re: Bug in Wall Market :)
Post by: nfitc1 on 2013-01-16 01:58:39
Hey first of all thx for wall market its an awesome tool. However I wanted to report a slight bug in it, well its rather a mistake. The physical
damage formula does not display correctly. When editing spells I thought the physical formula was not accesible because it says:

[MATH]

I'm aware of these typos. I'm also well aware of math (I am a math major). I also won't simplify anything because that's the order that the game processes these values at. I'm also not entirely concerned because the next and final WM will allow the user-customization of what is displayed in these boxes. If you want to simplify them, that's fine.

Besides, your function is wrong. Strength is part of the atk value. You're thinking attack power, which in most cases involving player characters just factors out to 1. Exceptions being Limit Breaks and maybe one or two E.Skills.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: meesbaker on 2013-01-16 02:45:58
"Besides, your function is wrong. Strength is part of the atk value. You're thinking attack power, which in most cases involving player characters just factors out to 1. Exceptions being Limit Breaks and maybe one or two E.Skills."

??? Whered you get this from ? All damage formulas start with this factor :   (a/16)*... with a being the attacks specific damage constant. On the standard physical attacks this factors 1 because those attacks have power 16 but every attack has an own constant not just a few. All spells , limit breaks , summons multipliers work that way. I called it strength cuz it was called that way in Wallmarket. You created the program you know all that dont you?

So my formula is perfectly right :
damage = (a/16) * (b+(b+c)/32 *b*c/32) where a is the dmg constant of your attack, b the variable you input either attack or magic attack into and c being your level. I just called a strength in my last post.

Your not concerned? Neither am I all I wanted was telling you in case you did not know. You cant imagine how much Im looking forward to messing with these formulas great news that is :))

Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-01-16 03:45:27
??? Whered you get this from ? All damage formulas start with this factor :   (a/16)*... with a being the attacks specific damage constant. On the standard physical attacks this factors 1 because those attacks have power 16 but every attack has an own constant not just a few. All spells , limit breaks , summons multipliers work that way. I called it strength cuz it was called that way in Wallmarket. You created the program you know all that dont you?

So my formula is perfectly right :
damage = (a/16) * (b+(b+c)/32 *b*c/32) where a is the dmg constant of your attack, b the variable you input either attack or magic attack into and c being your level. I just called a strength in my last post.

Your not concerned? Neither am I all I wanted was telling you in case you did not know. You cant imagine how much Im looking forward to messing with these formulas great news that is :))

That formula doesn't apply to any used magic attack. Not to say it couldn't, it just doesn't.

But like I said: typos. It shouldn't be labeled or thought of as strength as that is a different aspect of the damage calculation.

And don't get your expectations up too high. You'll only be able to change how WM displays those functions, not how they'll function in-game. If you want to call formula X1 "insta-death physical attack" then that's how it'll show it in WM. It won't actually make it an insta-death attack.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: meesbaker on 2013-01-16 04:00:59
Of course not :D Magical attacks use the magic formula but the beginning is the same, how much times base damage is contained in a constant that holds 16 times that amount. Physical attacks use it however and the only one I know of with constant 16 is the normal attack all limit breaks are different. I was talking about magic as I wanna use this formula for the top spells. And as those have different dmg constants than simply 16 this a/16 is important.

Im aware the strength stat is different but ok we have that now :) I also did not blame the formula in wall market to be wrong because it says strength/16 in it I found it ok to call an attacks dmg constant strength. I reported cuz no matter what way the variable names are interpreted the formula displayed in WM is false. Mathematically I mean.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: stavstav on 2013-02-28 08:50:50
yes, hello and greetings  :)

just replayed ff7 this time on pc, played the psx version as a kid.  yeah the pc version with a couple patches applied, is much better.  well, this game has probably my favorite battle system of any game, always been a fan of the turn based system where there is actually some strategy involved instead of just mashing on a button like a re-tard

i would have to say that your editors are awesome, im definitely donating, f-ing great work man.

always been a few things i thought needed changing in this game and your programs allow me to do that.  basically the combat is way too easy and everything dies in one hit so i was able to edit the weapons.... and change the rediculous ultimate weapons.  awesome man.  haha its funny, i did not know the weapons gave stat bonuses to magic and spirit etc until i saw it in your editor

now the second thing i wanted to do, and maybe you can help me out with this, is change some of the materia.  basically, i want to change materia like slash-all, mega-all, and such that ruin the difficulty of the game, to be like the ultima materia, in the way that, they cannot even be used until a certain amount of ap is gained.  im going to try to do this by just experimenting possibly copying the ultima materia modifiers and other properties maybe this will break the game i dont know....  im not exactly sure, what the "materia type modifier" at the bottom is or what it does any chance you can shed some light on that

now if only i could also delete most of the cutscenes or make them skippable, is that a word, anyways, and also change some of the music (i have actually figured out how to do this), arhhh that gold saucer music is just horrible, maybe delete cait sith from the game too  :roll:

oh yeah i also wanted to ask you another question about the materia, well i am obviously using a completed game save file to test out the modifications, and some of the materia is like lv2 or 3 or whatever, or mastered... now... lets say my materia is lv2... if i change the ap required to get it to lv2 to be like alot higher, does it lose the star, or what happens exactly... im sure i can figure this out on my own but i havent yet really, i think it retains the star tho... not a real important question just wondering, thanks

appreciate any help.  sorry if i asked any stupid questions or ones that you have already answered on this thread, i did read alot of it but not all 42 pages, ok thanks

oh yeah one more question, i wanted to change the masamune i think its called, which is the awesome looking sword.  well it only has two materia slots and they are not linked, which annoyed me in the game.  now i changed them to be linked.  but i read in the help file (great help file btw) that this will not actually make them linked in the game.  so i assume thats true but can you confirm?

i will most likely figure all this out on my own eventually, but any help will save me time and is highly appreciated :)

oh yeah one more thing, what exactly is kernel2.bin... so this file is opened and modified when i open kernel.bin in WM?  so i need to back it up...?  haha oops too late
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-02-28 13:30:05
Well this is one of the more rambling "natural posts" I've seen in a while... Oh well. They aren't stupid questions so I'll give you what you want.

now the second thing i wanted to do, and maybe you can help me out with this, is change some of the materia.  basically, i want to change materia like slash-all, mega-all, and such that ruin the difficulty of the game, to be like the ultima materia, in the way that, they cannot even be used until a certain amount of ap is gained.  im going to try to do this by just experimenting possibly copying the ultima materia modifiers and other properties maybe this will break the game i dont know....  im not exactly sure, what the "materia type modifier" at the bottom is or what it does any chance you can shed some light on that

Mega-All cannot be changed. It's been hard-coded by the "materia processor" in-game to do what it does. Changing its data in the KERNEL.BIN won't do anything. The command materia can be changed, but now that I think about it I'm not sure what would happen. Notice that Ultima materia has no first modifier? That means it doesn't grant a magic at level 1. It's not until level 2 that Ultima can be used. You can try this tactic with command materia that doesn't replace 'Attack' as a command. So slash-all could require 10K AP before it appears or whatever you deem appropriate.

oh yeah i also wanted to ask you another question about the materia, well i am obviously using a completed game save file to test out the modifications, and some of the materia is like lv2 or 3 or whatever, or mastered... now... lets say my materia is lv2... if i change the ap required to get it to lv2 to be like alot higher, does it lose the star, or what happens exactly... im sure i can figure this out on my own but i havent yet really, i think it retains the star tho... not a real important question just wondering, thanks

When you master a materia its AP is set at 16777215. That's how the game tells if it's been mastered or not. So even if you change the level 2 AP requirement of Fire to 250000 it will still remain mastered. Any NON-MASTERED materia will suddenly be susceptible to this new AP requirement, however. You would also lose any magics or commands granted by the levels it no longer has.

appreciate any help.  sorry if i asked any stupid questions or ones that you have already answered on this thread, i did read alot of it but not all 42 pages, ok thanks

I usually don't go past page 10 before I ask a question. :) Some of the information you're asking has been answered in the other threads I've posted in and this one doesn't contain that info.

oh yeah one more question, i wanted to change the masamune i think its called, which is the awesome looking sword.  well it only has two materia slots and they are not linked, which annoyed me in the game.  now i changed them to be linked.  but i read in the help file (great help file btw) that this will not actually make them linked in the game.  so i assume thats true but can you confirm?

If I'm understanding what you're saying, you're referencing the line "links are not enforced" in the help file. If that's the case, that just means that WallMarket doesn't force you to have matching links on your weapons/armor. You can have a weapon composed entirely of left-side links or an armor of right-side links. There is a post about this......somewhere. Basically, links need to be organized the way they are in the classic configuration for them to work. That is, right-side links in odd numbered slots and left-side links in even numbered slots facing each other. ( eg. "O=O O=O", but not "O O=O O" )

oh yeah one more thing, what exactly is kernel2.bin... so this file is opened and modified when i open kernel.bin in WM?  so i need to back it up...?  haha oops too late

The kernel2.bin is used exclusively by the PC to hold the text for all the items' battle and menu descriptions. It contains a few spelling corrections (eg Touph Ring -> Tough Ring) and some description changes. It was created by Eidos because Square's terms for the port was it needed to use the original unmodified data source files. So KERNEL.BIN was required, but kernel2.bin was added to be able to change these.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: samourai23 on 2013-03-01 17:28:23
Hey, I was wondering if there was a way to combine some materias. Like make "Absorption HP/MP" or something like that ?

And also, is it possible to make accessories to give the character several statuses ? For example make the protector ring give the Barriers and also Haste and Poison ?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-03-01 17:45:14
Hey, I was wondering if there was a way to combine some materias. Like make "Absorption HP/MP" or something like that ?

And also, is it possible to make accessories to give the character several statuses ? For example make the protector ring give the Barriers and also Haste and Poison ?

No and no respectively. That would take some asm editing in the exe.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2013-04-07 05:13:42
Sorry to bother you guys but wall market keeps on crashing whenever I try to save my changes to attacks and stuff.  When I do I get the error window.  I didn't have this problem before.  I made sure it wasn't blocked and I unchecked read only.  I even did a fresh install of wallmarket.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-04-07 11:47:19
There's no real "install" of WM. It's just the exe and zlib1.dll and a few optional files. Did the zlib1.dll disappear? That's certainly not supposed to happen, but it would definitely give errors when saving. Probably when the prog starts up.

Other than that, I can't help one bit without an error message. If your system changed and WM suddenly doesn't work there's nothing I can do.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2013-04-07 22:05:46
Hopefully that is not the case.  Here is my error message:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at WallMarket.Form1.CreateKERNELBINToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5466 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.4.5.0
    Win32 Version: 1.4.5.0
    CodeBase: file:///C:/Games/FINAL%20FANTASY%20VII/WallMarket145/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Core
    Assembly Version: 3.5.0.0
    Win32 Version: 3.5.30729.5420 built by: Win7SP1
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I think it maybe that I can't uncheck read only from the main FF7 folder.  No matter what I try to do to unlock it it resets.  Guess my Sephiroth limit mod won't see the light of day.  Unless people don't mind spelling errors.  Edit: I guess I could just release it and make a note of it and have the users re-adjust it themselves.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-04-08 03:44:44
Quote
System.NullReferenceException: Object reference not set to an instance of an object.
   at WallMarket.Form1.CreateKERNELBINToolStripMenuItem_Click(Object sender, EventArgs e)

That doesn't seem possible. I'll double check it tomorrow though.

EDIT:
Checked it. Still doesn't seem possible. Too bad it doesn't give line numbers.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2013-04-08 20:13:14
So basically i'm SOL?  I agree before I never had a problem until I got that.  So i'm at a loss.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-04-09 03:40:27
Do you have the .Net 3.5 or later installed? It looks like you might have 2.0

Also, if there are some KERNEL.BIN pieces it might do that. Try deleting all the pieces if there are any.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Chippy on 2013-05-10 18:18:25
Hi Folks,

Just a newbie question - I am using File > "CreateKernel.bin" to save changes, is this correct?  As no changes are being saved, have also tried "Create Kernel and Kernel2.bin".

I've installed Netframework 4.5, visual basic power pack (trying to run from Windows\System32 as the readme suggests results in it not loading and displaying the error "This application cannot be started.  But does load from the desktop.

I've ensured administrator privileges and unchecked read only on everything.  FF7 installed in C:Games\FF7.  This is the latest Bootleg version though.

Advice greatly appreciated.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-05-11 01:09:37
Are your changes still there when you re-open WM? I think the bootleg makes a different kernel pair in a different directory.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Chippy on 2013-05-11 14:44:45
Ah, yes the changes are still there when I close Wallmarket and reload, however they disappear once I load FF7 and return.  A search result showed 29 Kernel folders within \FinalFantasyVII\data...

In all honesty I wanted to use this to alter the Buster Sword to be usable throughout the campaign, and since using Wallmarket to read what another mod has already changed am happy with it as it is.  So while I'd appreciate learning how to use Wallmarket, if this starts an impending headache for yourself, likely isn't worth it for the changes I might make.  ;)
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2013-05-18 11:12:57
Request: Make an option to update the animations from PSX to PC (and vice-versa) with the correct ones, since some (if not many) animations don't have the same ID between PSX and PC. I think it would be handy, same as with Proud Clod.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-05-18 18:55:25
Request: Make an option to update the animations from PSX to PC (and vice-versa) with the correct ones, since some (if not many) animations don't have the same ID between PSX and PC. I think it would be handy, same as with Proud Clod.

The KERNEL.BIN has been verified (by me) to be the same between both PC and PSX. There's no difference in unmodded files so there's no point for such a specific feature.
The scene.bin might be different, but only the AI if anything.

Just re-verified. The scene.bin AND KERNEL.BIN files are identical between the US PSX and PC versions.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2013-05-20 14:30:31
Oh? Well, Bosola told me otherwise...
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-05-20 15:49:24
There are differences between absolute animation ids of them, yes. They all have the same relative animation indexes (There are already topics discussing the differences and further discussion of that does not belong in this thread).
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2013-06-17 21:40:18
This is still corrupting text :P  I have no idea why it seems to be only me... unless other people aren't using their eyes?  I saved file (which had been saved by touphscript originally, and had no issue after that), and battle text became this >

Not   g
Take Everyt   g

It is possible ts did something to the file that wallmarket later did not like, but all the text was ok after ts had edited it.

In fact, all words "Nothing" and "Everything" in that section have been changed to Not  g and Everyt  g.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-06-17 21:54:29
This is still corrupting text :P  I have no idea why it seems to be only me... unless other people aren't using their eyes?  I saved file (which had been saved by touphscript originally, and had no issue after that), and battle text became this >

Not   g
Take Everyt   g

It is possible ts did something to the file that wallmarket later did not like, but all the text was ok after ts had edited it.

In fact, all words "Nothing" and "Everything" in that section have been changed to Not  g and Everyt  g.

Hmm, interesting. I've known the text gets corrupted for a long time but still haven't found out why. It might be that it's going back to other text entries when it shouldn't for text compression. I hadn't considered that.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2013-06-17 22:01:07
Well it is certainly telling that whenever a text gets altered, that exact word gets altered everywhere.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-07-03 12:06:33
It's certainly comparing per text line, not the entire file. At least the PC compressn does. Is this affecting the PC, PSX, or both? I also haven't tried using ts to create this error.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2013-07-03 12:53:04
It does it without ts I think as well....

I am not sure if it effects the psx text :)  This is a tough bug to spot, perhaps show source code to someone else?  See if a new eye does any good?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Gingercat on 2013-07-30 12:40:13
I'm delighted that NFITC1 has kept me in the "About" section :) I still have fond memories of the initial beta testing, was great fun.

I've just done some edits on the Steam version of FF7. Saw it on Steam, thought "Hmm... Still moddable?" and then I found the Bootleg mod collection (looks gorgeous, works beautifully). Installed that, now it's time to mod some more.

WallMarket works absolutely fine on the Steam version; I've edited a buncha weapon and armor properties, very very nice.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: sil3ntsnak3 on 2013-07-31 07:45:15
Can you guys help me out on the WallMarket program? When I change things on the program I'm not sure exactly how to apply the changes so they come out in the game, help please?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Gingercat on 2013-07-31 09:43:56
Yep - Under the "File" menu, you've got "Create kernel.bin" and the like. If you know exactly which file your changes affect, you'd select that file's particular "Create" entry (ie, changing spell names is handled by kernel2.bin on the PC, from memory).

If you're not sure or you've made changes to things affected by both files, just choose "Create kernel.bin and kernel2.bin", and your changes will be reflected when you next start the game.

Of course, don't try and make changes on the game WHILE it's running! ;D
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Karifean on 2013-08-19 11:23:42
For some reason, WallMarket doesn't work for me. As soon as I try to open it, I immediatly get the error message "WallMarket has stopped working". This happens on a Windows 7 Laptop, a Windows 7 PC and on a Windows XP Laptop. I have the zlib1.dll file as well as the Basic Pack and Framework at a higher version than is required. I've tried older versions of WM, I've tried using settings for incompatibility, I've tried running as administrator. To no avail. (ProudClod, on the other hand, works fine)

Any help?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Gingercat on 2013-08-19 13:13:52
Could be the Framework "at a higher version" - Try installing the exact version WM runs on. I had the same problem and it disappeared as soon as I installed the version it expects to work with, alongside the so-called "latest" version. Later/latest versions, it seems, are not entirely backwards-compatible (that is, they don't also install "previous" libraries alongside the newer ones in the one go; the earlier ones should also be installed seperately).
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-08-19 13:32:13
Later/latest versions, it seems, are not entirely backwards-compatible

This. It's terrible business practice to NOT make things 100% backwards-compatible, but if the major version number changes you can't guarantee that the same functions exist or behave the same way.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Karifean on 2013-08-19 20:22:20
Oh wow, now it works. Thanks ^^
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: DLPB_ on 2013-08-19 20:34:56
Did you dissover a way to place it all into the exe NFITC?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-08-19 21:46:38
Did you dissover a way to place it all into the exe NFITC?

No, but I have removed the dependency of it. When the next WM version eventually comes out it won't need the Power Packs. I may try to incorporate the relevant pieces of the zlib1.dll file into the exe, though. The .NET Framework will always be needed because MicroSoft. :(
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Gingercat on 2013-08-31 09:45:28
An interesting problem and seeming workaround in WM:

It's well-known that things like the Silver Barette are inexplicably marked as not being able to be sold in shops - Once such an item is in your possession, it's there forever (unless deleted using a save editor anyway). Examining these items in WM shows that the "Sellable in shops" flag is unset... And setting it doesn't "stick" - Select another item, then back to the unsellable one, and the flag will have reverted to being unset again.

The way around this seems to be to double-click the item, and examine the hex cells - They determine many attributes depending on their cumulative value. In Red XIII's case, the default for the last four cells seems to be FF FF FE FF, but on the Silver Barette (unsellable), the hexes read FF FE FF FF. This also gives it the curious "Miss if not dead" flag. Changing these to FF FF FE FF does the expected flagsets of "Sellable in shops" and unset of "Miss if not dead" - And these changes actually stick.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: spy__dragon on 2013-09-16 19:54:11
We have a problem, we use this program to edit the kernel.bin, the spanish version psx.
Well, it work in an emulator, but in the "psx physical" or "psp", doesn't work,
we checked it and it is because of the kernel.bin edited.
We didn't pass the limit, our kernel has 22520 bytes, besides we updated the yamaha.bin.

We hope your answer.

Regards.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vgr on 2013-09-16 20:39:11
The original PSX or the PSP don't handle well modified KERNELs.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: spy__dragon on 2013-09-17 08:20:34
Thanks for your answer, but I still do not understand why doesn't work in the original PSX o PSP,
it must be reason. We will kept researching.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Bosola on 2013-09-17 20:10:00
Some people have mentioned that they can fix the issue, and Gemini hinted it was to do with ISO manipulation tools. But I'm afraid he did not specify exactly why.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: spy__dragon on 2013-09-17 21:15:51
Thanks for your answer, I would linke some information about that, and some hint, if it's possible.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: meesbaker on 2013-09-21 04:09:29
EDIT: -
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: spy__dragon on 2013-09-21 17:16:34
The solution to work the modified kernel.bin is in the forum romxhacking where I have posted my project about the spanish re-translation, the programmer CUE did a tool to extract in pieces the kernel.bin, I would like the creator of the wall market, includes this as solution or future updates.

The forum where about the topic is here:

http://romxhack.esforos.com/traduccion-o-retraduccion-final-fantasy-vii-psx-t372-30

You must download this tool, if you use it, plese put in the credits to CUE, thanks.
http://www.mediafire.com/?df9mmfp205n69qa
YOu can put inside that folder, the modified kernel and yamaha.bin, you must click on in decode.bat,
then you will get 27 files, but the most important are from 9 until 26, you can also be used to split files with wallmarket.

Then, you must check the size of the all archives, if the size of the archive the last number is uneven, you must modify that archive with hexecimal editor and add to the last that archive FF, to convert it in Even number, because the psx original doesn't read uneven bytes in the archives.

When you finish compress again the pieces of kernel with the Wallamarket or CUE's tool.



Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: meesbaker on 2013-09-23 00:03:10
I can confirm that this is true. I tested a modified Kernel with some pieces of uneven file size and when I entered the equipment or item menu the game froze on my physical PSX however applying the steps you explained the problem is solved.
Looks like I was talking some crap before  ;D
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2013-09-23 20:04:09
Okay guys I got a quick question for you.  So I am working on a mod to change the story for those that want to play Sephiroth.  One idea was that you would fight Barret and maybe some other members before they joined you.  Though Barret will not join you.  So I'm thinking it maybe possible the only thing is not sure how to go about doing it.  Do I just need to give him an AI and make a battle scene or is there more to it?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2013-09-23 20:30:52
Okay guys I got a quick question for you.  So I am working on a mod to change the story for those that want to play Sephiroth.  One idea was that you would fight Barret and maybe some other members before they joined you.  Though Barret will not join you.  So I'm thinking it maybe possible the only thing is not sure how to go about doing it.  Do I just need to give him an AI and make a battle scene or is there more to it?

There's more to it, but that belongs in another topic. This topic is for discussion of WM and related issues.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: genesis063 on 2013-09-23 20:58:11
Ah gotcha sorry so where would I post in the appropriate topic?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: meesbaker on 2013-09-23 22:08:45
You open up a new topic in Gameplay Mods and ask your question there.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Nightmare799 on 2014-01-18 17:32:39
Hey sorry for necroing this but I have got an error that goes like:

WallMarket has encountered a problem and needs to close.

Is there some exact stuff I need to run this?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2014-01-18 18:05:35
Read the OP.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Nightmare799 on 2014-01-18 18:18:58
Read the OP.
Sorry, my bad.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Nightmare799 on 2014-01-20 21:03:37
Uhh, NFITC1, would you please tell me when I can infrom myself on materia modifiers?

I am trying to make double cut (that means 2x cut and 4x cut) a standalone command, but changing materia type does nothing.

Also, would it be possible to add Limit to magic tab or enemy skill tab so it doesnt override attack?
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Kaldarasha on 2014-01-20 21:24:07
I'm pretty sure that this needs editing in the exe. If it would be possible to move the limit to another place, it would be better to make it like VIII or X. I would use one of the row or defend windows and merge these two in one. So the limit option appears by using the left key and with the right key you can open the tactical window with defend and row.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Nightmare799 on 2014-01-20 21:34:24
I'm pretty sure that this needs editing in the exe. If it would be possible to move the limit to another place, it would be better to make it like VIII or X. I would use one of the row or defend windows and merge these two in one. So the limit option appears by using the left key and with the right key you can open the tactical window with defend and row.

Seems that way. all I managed to do was to make limit dissapear into thin air.

I have got that idea with defend too, but there is not a damn trace of option like this anywhere.

One thing though that caught my eye is the character growth tab. I think ill take gooooood look into that.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2014-01-21 13:48:15
Uhh, NFITC1, would you please tell me when I can infrom myself on materia modifiers?
What d'ya mean 'when'?

I am trying to make double cut (that means 2x cut and 4x cut) a standalone command, but changing materia type does nothing.
Sometimes this works, sometimes not. The modification of commands is pretty limited. Basically, Double and Quad-cut commands can only replace Attack. There are technical reasons behind that that I could probably change in the exe.

Also, would it be possible to add Limit to magic tab or enemy skill tab so it doesnt override attack?
No. Like above, Limit can only replace Attack. You can make a materia to permanently give you the Limit command in place of Attack, but that gets old pretty fast.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Nightmare799 on 2014-01-21 15:26:38
What d'ya mean 'when'?

Typo sorry, I meant where.

Quote
Sometimes this works, sometimes not. The modification of commands is pretty limited. Basically, Double and Quad-cut commands can only replace Attack. There are technical reasons behind that that I could probably change in the exe.

Would you recommend me a tool that can edit the exe? I wouldnt want to bother you with something I might be able to do myself.

Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2014-01-21 18:10:23
Would you recommend me a tool that can edit the exe? I wouldnt want to bother you with something I might be able to do myself.

Doesn't exist. Any exe modding gets done via hex editors.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Zara8 on 2014-01-21 18:18:48
Hey

can you use this wall market to get sephiroth super nova attack

thanks
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: nfitc1 on 2014-01-21 18:43:45
You can make an attack have identical stats, but you can't play the animation anywhere other than the "swirling heavens" battle background.
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: gmac830 on 2014-01-23 02:51:23
Any suggesitons: Just dl's the version and when I clicked the exe it keeps saying Wallstreet has encountered a problem and quickly shuts down.  This occurs within 5 seconds each time I try it.  Any suggestions are recommended
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Vegeta_Ss4 on 2014-01-23 08:17:48
Any suggesitons: Just dl's the version and when I clicked the exe it keeps saying Wallstreet has encountered a problem and quickly shuts down.  This occurs within 5 seconds each time I try it.  Any suggestions are recommended

First, I think you should better ask Gordon Gekko about Wall Street ;) (Just Joking)

(http://www.elconfidencial.com/fotos/noticias_2011/2012022869gekko_dentro.jpg)

Requires:
Microsoft .NET Framework 3.5 (http://msdn.microsoft.com/en-us/netframework/aa569263.aspx) or higher
Microsoft Visual Basic Power Packs 3.0 (http://msdn.microsoft.com/en-us/vbasic/bb735936.aspx) or higher (for WallMarket)

WallMarket 1.4.5 is here!! (http://www.filefront.com/17391356/WallMarket145.zip/)
Mediafire Mirror (http://www.mediafire.com/?z6jpvqwg3q2z9vy)

Make sure you have installed all the required Microsoft Software. If so reinstall them to be sure. Then reinstall Wallmarket and try again.

Regards
Title: Re: [Release v1.4.5] WallMarket KERNEL.BIN editor
Post by: Hitachis on 2014-04-17 20:41:01
Hey

everytime i try to use this program on my windows 8.1 laptop

it crashes on me and won't start up at all

so how can i fix this problem

thanks
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: The Black-caped Man on 2014-07-26 14:12:53
Hi,

as NFITC1 stated multiple times already(if you go 1-2 pages backwards) read the opening post. You need Visual Basic 3.0 and Microsoft.net Framework 3.5 or higher. I just encountered the same problem on my new Win 8 PC, downloaded the stuff and it works flawlessly.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Einlanzer on 2014-10-11 16:43:43
Hello, I love this program! Question, though - is there any way to modify the icons used by items/weapons/armor/etc.?  I want to convert a few weapons to different types (like, say, spears to staffs).  If there is no way with this program, is there any way period?  Thanks!
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Vgr on 2014-10-11 18:53:56
That is not in the kernel, and I don't think that would be an easy task. It surely is possible, anything is possible, but I doubt it's worth the effort for the reward.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ on 2014-10-11 19:09:22
Just edit the texture using photoshop. If using 1998 version, Aali's driver allows for modification.  Install Reunion R01 (install to a dummy folder if you dont actually want to install it), and then look at the modpath texture files.  You'll find the icon files there.  We editied in some higher resolution ones for Reunion.

If you are not using Reunion with your mod, then someone around here may be able to give you the correct texture files so you may edit them for original game.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Einlanzer on 2014-10-15 20:16:23
Hmm.. I'm using the Steam version, and reunion doesn't allow me to install to dummy folder.  Where are the icon files located in the standard game?
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2014-10-15 20:28:01
I believe it's in the menu_XX.bin file where XX is your regionalized country code. Any further discussion of this does not belong in this thread. Please start a new one.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: meesbaker on 2014-10-17 10:28:21
Hi NFITC1, I guess you are aware of the fact that edited PSX KERNEL.BIN files must have the strange property of having even amounts of bytes in each piece. It isn't that much work to take care of this oneself but I just wanted to ask if there is any chance this is added to WM as I thought maybe it is super easy for you just to add this feature. And no, Im not lazy just asking :D :D
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2014-10-17 14:23:17
It should do this by default. Each of the pieces of the KERNEL.BIN has a fixed length so WM can't make that larger or smaller.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: meesbaker on 2014-10-17 20:34:03
Yes, if you decompress the 26 pieces they end with either ff or ff ff. If the size of a piece got uneven after editing KERNEL.BIN (which happens especially after editing texts) one must fix the pieces manually by deleting or adding ff depending on which of the 2 cases applied.

If I dont do this the KERNEL.BIN works only in emulator and crashes on PSP/PSX.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2014-10-17 20:46:43
...Huh. This has never come up in its six years of use. Yeah, that shouldn't be hard to do at all.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Jordancyre on 2014-12-06 00:35:04
So I'm checking this editor out and it's a little different from what I am used to.  I am having issues.  Here's what I am doing step-by-step and it appears that nothing is happening.

PC 2012 port with Tifa's bootleg (don't know if that makes a difference but it doesn't hurt to share that info.)

1. open kernel.bin
2. click on "Weapons" tab
3. change Buster Sword's Growth to "None"
4. Create Kernel.bin and Kernel2.bin
5. open game
6. observe no change  ???

Am I missing a step?  I also tested this with changing the text of the Diamond Tiara to "Just a testing tiara" and there were no changes there either :|.

Please advise!

(overall though this looks like a really powerful editor... I'm sure I'll love it if i can get it to work lol)
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2014-12-06 01:37:19
PC 2012 port with Tifa's bootleg (don't know if that makes a difference but it doesn't hurt to share that info.)

I do believe that does make a difference. I'm not sure what. Something about loading another KERNEL.BIN file somewhere else or something.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Jordancyre on 2014-12-06 01:41:11
I'm pretty sure that The Kernel is loaded there.  I removed the kernel file from that folder and was unable to load the game at all.  If that was the case I think that the game would still run seeing as it would be a different kernel file.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Vgr on 2014-12-06 02:05:29
If you installed Bootleg, it will be pretty much the 1998 version. Run Wall Market as admin and try again. Which OS, and where is the game installed?
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Jordancyre on 2014-12-07 04:58:15
I've had limited success with it now.  Running it as admin seemed to help a little but not consistently.  I am installing it to the default folders with windows 8.1 64x.  The weapons i can mod a bit now but the items I cannot.  I use the Diamond Tiara as a test item and the text is always the same.  The update text box is always greyed out as well (this may be why the tiara isn't displaying the correct text.

Also, one other thing i noticed.  When I got frustrated and decided to start from scratch, the kernel file wasn't where WM thought it was.  It displayed a kernel file in the open dialog box but when i got there via windows explorer there was no folder/file to be found.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Vgr on 2014-12-07 11:29:25
I am installing it to the default folders

That would be the cause of all your errors. Install somewhere else, such as C:/Games and try again. That's why your changes don't save properly, and likely why your kernel is not where it should be.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Jordancyre on 2014-12-07 16:50:10
Got it man.  It seems to be working now.  with the exception of the item text but that's negligible for my purposes.  Thanks for all the help! :D
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Sega Chief on 2015-05-11 10:38:25
Hey all,

Been having some weird issues pop up with Wall Market now and then, mostly with certain text patterns disappearing (for instance, on saving and then re-loading the kernel it'll have deleted all instances of the letter 'd', or a phrase like 'is used' or similar either from names or descriptions or both). These were fairly minor up until now, quick to correct and rarely repeated, but the most recent one has me a bit worried.

This time, it combined names with each other and in Materia it combined descriptions to create long chains of text in addition to it's usual routine deleting certain patterns of text, etc. But the weirdest thing was KOTR's attack name 'Ultimate End' being mysteriously renamed to Crusader; I've never renamed this attack before, let alone to something specific like that. I don't think I've ever typed in the word Crusader into Wall Market at all. I've actually had a recent glitch turn up in the kernel before this which displays KOTR's attack name when summoned as a blank box, so it's bugged in some way. As for the sudden renaming, is it somehow possible that some memory from another mod leaked through the program? I've looked at other mod's kernels in the past; it's the only thing I can really think of, unless it's coded into the tool somewhere.

I'm not looking for a solution as such, I just wanted some info on what the glitches are caused by and/or how serious they are. The kernel appears to be fine after I corrected all the mess, and the game seems to be running okay, but is there likely to be corruption of some kind in the file? The text it combined in some of the Materia's description boxes were really long; could that have run over into other code and overwritten something important?

Edit: Lucky 777th post!
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2015-05-11 13:48:35
@Sega Chief
That has been reported since version 1.1 and I've never tracked down the cause. The "working" solution is to start editing again from a backup. If you can reproduce the error let me know how you did it because I've never seen it happen even though I know it does.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ on 2015-05-11 17:04:51
Yeah, it happens to me all the time and I am pretty sure it's doing it on saving, rather than loading. It's very annoying.  Best to keep a touphscript backup of the text and use that instead for text stuff.

Why patterns though, that's the puzzle I have?

And no, Sega Chief, this can't cause any issues because the text is in separate area.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2015-05-11 18:23:52
...I am pretty sure it's doing it on saving, rather than loading. It's very annoying.
This is the one thing I'm sure about. It's LZS compressing the text before it saves and that's got to be where it's messing up. It doesn't happen all the time with changes that supposedly trigger it. It's likely due to my optimization of the compression being slightly off.
I should probably run some brute force tests and see if it's a random oscillation or not.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Sega Chief on 2015-05-11 18:37:44
So the text is separate, that's good to hear. I didn't know Touph handled kernel text as well; I'll try using that to save time in the future.

@NFITC1 I'll keep a copy of this kernel and test different edits with it. I can reproduce the problem by changing Mythril Rod's item description + stat modifier from +10 to +5. The patch with the kernel in it is here, if someone wants to give it a try and see if it happens on their end (mind to back up your scene + kernel before applying): https://mega.co.nz/#!Tp9yDDLY!YBfJcE_xy9yb2kEOHN75EgqGiIsvTtLJHMb6Tu3eLbQ
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2015-05-11 18:55:11
I'm more interested in a from-vanilla change procedure. The vanilla Mythril Rod has no description.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: reversebustersword on 2015-05-13 07:36:56
no idea how to use this editor. How to I get my ff7 to kernel.bin form?? I can open up wallmarket with my bin file but it all glitchy
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2015-05-13 11:50:54
I need more specifics. It sounds like you might be opening the wrong file. There's a (antiquated) readme bundled with the program. If you can't get the desired results by following that then I can help.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: reversebustersword on 2015-05-13 19:50:04
the readme your talking about is it the WallMarketHelp? For some reason when I open it up, and I click on the things on the left, nothing shows up.



What I want to know is how do I turn a ffvii NTSC-U into kernel.bin form? I know how to turn it into a BIN file.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2015-05-13 20:29:57
You can't just open the disc image. You have to extract the KERNEL.BIN file out of the image, edit it, then reinsert it for anything to work. There are threads on how to do that, but I don't know how because I just have the PC version.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Sega Chief on 2015-05-13 21:16:24
CD Mage should be a good tool for that; I use it for applying FFT PS1 mods. Open the CD image (I think you need to tell the program what kind of disc it is; select M2/2352 track) and then look for the kernel file in the CD's folders. Copy-paste that out onto your desktop, make modifications, then copy-paste it back into the CD Image and save it.  That should hopefully do the trick but PS1's kernel has size constraints, etc. that I don't know much about; a PS1 modder would likely know much more about it.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: reversebustersword on 2015-05-14 05:29:54
thanks sega chief. I figured out how to do it. And thanks NFITC1 for the Wallmarket! You guys rock
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Kefka on 2015-06-18 07:54:17
Amazing editor NFITC1, it's been a really huge help for me so far! I've got one question though regarding item effects:

How can I change the effects of items that can be used outside of battle?

When I change the amount of healing done by an X-Potion or a Turbo-Ether to a fixed number similar to regular potions and ethers, the effect is only changed in battle, but not outside of battle. When I use an X-Potion in the menu, it still recovers all HP, so I was wondering if the out-of-battle effects of items are located somewhere else in the kernel. Does anyone know how to change an item's out-of-battle effect?
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Ansem on 2015-06-18 11:37:13
Amazing editor NFITC1, it's been a really huge help for me so far! I've got one question though regarding item effects:

How can I change the effects of items that can be used outside of battle?

When I change the amount of healing done by an X-Potion or a Turbo-Ether to a fixed number similar to regular potions and ethers, the effect is only changed in battle, but not outside of battle. When I use an X-Potion in the menu, it still recovers all HP, so I was wondering if the out-of-battle effects of items are located somewhere else in the kernel. Does anyone know how to change an item's out-of-battle effect?
It's not located in the kernel. Most likely it's inside FF7.exe, as other menu data tends to be there as well.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Kefka on 2015-06-18 14:26:32
It's not located in the kernel. Most likely it's inside FF7.exe, as other menu data tends to be there as well.

Oh, so this data hasn't been found yet? I see... So I guess I'll have to wait with potion editing for now.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2015-06-19 00:51:19
Oh, so this data hasn't been found yet? I see... So I guess I'll have to wait with potion editing for now.
No, the data is found. I have it documented. It's just not in the KERNEL.BIN so nothing you do in WM can change it.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Kefka on 2015-06-19 06:52:06
No, the data is found. I have it documented. It's just not in the KERNEL.BIN so nothing you do in WM can change it.

You know where it is? Great! Could you tell me where exactly I'd have to look? If it's not too complicated, maybe I could do it myself in a hex-editor.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Kaldarasha on 2015-06-19 17:15:27
You know where it is? Great! Could you tell me where exactly I'd have to look? If it's not too complicated, maybe I could do it myself in a hex-editor.

Sega Chief has done it for his NT mod if I remember right.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2015-06-19 19:10:02
That discussion needs to be redirected to the Scripting & Reverse Engineering board.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Sega Chief on 2015-08-03 14:32:51
Hi all,

I've encountered some sort of serious problem. After updating some files, the tool doesn't seem able to change text in any kernel anymore. I've tried opening several different kernels, but the same unhandled exception is being thrown up each time. I also tried restarting + downloading a 'fresh' tool but it's a no-go; it's saying something about an access violation, like permissions maybe, as far as I can see everything is set to what it should be. I tried moving the kernels to the desktop as well but still the same thing, and it mentions memory corruption:

Code: [Select]
************** Exception Text **************
System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at System.Windows.Forms.UnsafeNativeMethods.CallWindowProc(IntPtr wndProc, IntPtr hWnd, Int32 msg, IntPtr wParam, IntPtr lParam)
   at System.Windows.Forms.NativeWindow.DefWndProc(Message& m)
   at System.Windows.Forms.Control.DefWndProc(Message& m)
   at System.Windows.Forms.Control.WmKeyChar(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
   at System.Windows.Forms.TextBox.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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.4.5.0
    Win32 Version: 1.4.5.0
    CodeBase: file:///C:/Users/Sega%20Chief/Desktop/FF7%20Hub/Tools/WallMarket145/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.5483 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5488 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5483 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

Any ideas what this could be or what I might do to fix it?

Edit: Experimenting with it, it seems I can delete text, but not type it in. I also seem to be able to change the names, just not the description itself; when I hit any letter while the cursor is in the Description box it causes the Exception.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ on 2015-08-03 15:06:12
I suggest sending the file (kernel and kernel2, although k2 is the text) to NFITC1.  It may help fix the long standing text bug that he's having.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Sega Chief on 2015-08-03 15:16:54
I don't know if it's the file that's the source of the problem; this is affecting kernels that haven't been edited at all, like the default ones I keep stored away as back-ups.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2015-08-03 16:37:09
That looks like it's a memory problem, not having anything to do with WallMarket. Reboot your machine, test your RAM, defrag your HDD, etc.

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Code: [Select]
   at System.Windows.Forms.UnsafeNativeMethods.CallWindowProc(IntPtr wndProc, IntPtr hWnd, Int32 msg, IntPtr wParam, IntPtr lParam)
   at System.Windows.Forms.NativeWindow.DefWndProc(Message& m)
   at System.Windows.Forms.Control.DefWndProc(Message& m)
   at System.Windows.Forms.Control.WmKeyChar(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
   at System.Windows.Forms.TextBox.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)

All these methods are API calls and not part of the code I wrote.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Sega Chief on 2015-08-03 21:47:33
Alright, I'll give the PC a clean and check it's parts. Cheers for the info.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Sega Chief on 2015-08-29 12:32:16
I managed to fix that issue I was having today. What I did was, I uninstalled all the visual basic power packs, .NET, etc. and then reinstalled them to make sure they were clean. It seems to have fixed whatever problem was preventing text entry.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Bartz24 on 2015-09-05 18:58:25
I've been trying to run WallMarket, but it comes up saying "WallMarket has stopped working".  I have Microsoft.VisualBasics.PowerPacks.Vs in the assembly folder of Windows, but it's version 10.  So, does version 10 not work WallMarket?
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2015-09-05 19:21:01
So, does version 10 not work WallMarket?
I hope it does, try running it in compatibility mode. I have no idea how to do that. :(
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Bartz24 on 2015-09-05 19:42:25
None of the compatibility options worked.  This is odd.

I got the PowerPacks when I installed Visual Studio.  I never used any of the tools, but I notice that all of the tools from PowerPacks are there.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2015-09-05 22:37:22
None of the compatibility options worked.  This is odd.

I got the PowerPacks when I installed Visual Studio.  I never used any of the tools, but I notice that all of the tools from PowerPacks are there.
You need the PowerPacks binaries, not just the assemblies. They may be equivalent. I know the runtimes and the SDK are different, but I'm pretty sure the SDK contains the runtimes.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: EQ2Alyza on 2016-01-04 15:37:53
I've created .WM patches for Reunion Beacause R03e and New Threat 1.35, but when I try to "Create KERNEL.BIN" after applying their patches to a clean kernel.bin, I get the following error:

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds.
   at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
   at System.Array.CopyTo(Array array, Int32 index)
   at WallMarket.Form1.CreateGrowthkernelfile()
   at WallMarket.Form1.CreateKERNELBINToolStripMenuItem_Click(Object sender, EventArgs e)
   at WallMarket.Form1.CreateKERNELBINKernel2binToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8670 (QFE.050727-8600)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.4.5.0
    Win32 Version: 1.4.5.0
    CodeBase: file:///D:/Mods/Final%20Fantasy%20VII/Tools/Wall%20Market%20v145/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.8670 (QFE.050727-8600)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8670 (QFE.050727-8600)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8670 (QFE.050727-8600)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8670 (QFE.050727-8600)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8670 (QFE.050727-8600)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.8670 (QFE.050727-8600)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Not sure where to go from here.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2016-01-04 16:48:20
Weird. That....can't happen. Can you email me the patches? Email's in my profile.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: BloodAddiction on 2016-01-15 01:39:27
First of all thanks for the op for this great tool, it really helped me out, but i'd like to point out something important that i think some people like me warent able to use the tool untill i figured out the reason why it wasnt working for me, for some reason the steam version i have has 2 copies of kernel files one in Data/Kernel and one in Data/Lang-eng/Kernel, i kept editing the one in Data/Kernel, but that didnt work for me i kept trying and trying after like 2 hours for some reason it came to me to look in the files for other kernel files and i found it in Data/Lang-eng/Kernel, and guess what it worked, i'd guess this is either only for the steam version or it might be due to the steam region it was downloaded at, i dont know if this is known or not, but i'd appreciate it if the op specefied this, because i'm pretty sure some people warent able to use the tool because of this issue i had, and if this issue is known dont get mad at me i'm just trying to help, and i'm gonna thank the op again for this tool gonna have too much fun with it.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2016-01-15 03:23:16
I didn't know that, but no one that has the Steam version has even mentioned a second KERNEL.bin yet; Even in all the differences lists on the Internet I can find don't mention this at all. Are you sure it's not from some mod you're using? Some mods actually do have multiple KERNEL.bin files.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: BloodAddiction on 2016-01-15 03:54:21
i've used tifa's 7th heaven mod, and if what youre talking about is true it still should be pointed out too just in case
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2016-02-19 04:32:15
Hmmm. So the last version came out over a year ago, but I'm just now learning something that WM's been doing wrong. Predicting EXP growth.

Several months (years now?) ago someone suggested making preview windows for the growth curves in case we wanted to modify them. That would make character progression planning a little easier. Well, turns out I just looked at the code for EXP growth and I've been doing it wrong.
The formula for calculating next level's required exp is thus:
Code: [Select]
requiredEXP = Level_Mod * current_level^2 / 10So calculating total EXP at a given level would be like so:
Code: [Select]
for x = 1 to current_level - 1
   totalEXP += Level_Mod * x^2 / 10
next x
Turns out this is not what WM's doing. First off, it was changing the Level_Mod to fit the current x it was on, not the current level. Secondly, it was not flooring the result like FF7 does. So at the first level, Cloud needs 68 * 1 * 1 / 10 = 6.8 EXP to get to level 2. There are no fractional EXP so the game rounds down because it's not doing math in floating point so Cloud just needs 6 EXP to go from level 1 to 2. Stupid .NET rounds UP when converting from float to integer so it was reporting he needed 7. This was affecting all my calculations and I was assuming Terrance was wrong. I feel kinda dumb that I didn't catch that until now.

HOWEVER! I can still say Terrance's Party Mechanics guide on GFAQs contains an error. This most likely boils down to typos, but he's got the character's final EXP off.

Quote
  Mod 76:    2,420,933 XP  (Cloud, Barret, Yuffie, Cid, Sephiroth)
  Mod 77:    2,452,783 XP  (Tifa, Red XIII, Cait Sith, Vincent)

While I can confirm those ought to be the correct values, the list of characters these apply to are reversed. For some reason I feel like I should claim a bounty on such a find. :P

Regardless, I finally got WM in a working state THAT WON'T REQUIRE THE POWER PACKS RUNTIMES ANY LONGER!!!! A few things broke in transition so I'll have to fix it. Then I'll release 1.5.0 and get the source out. It's awful, but I started it over seven years ago. I'd like to think I've learned a thing or two since then.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Sega Chief on 2016-02-19 04:44:39
Hmmm. So the last version came out over a year ago, but I'm just now learning something that WM's been doing wrong. Predicting EXP growth.

Several months (years now?) ago someone suggested making preview windows for the growth curves in case we wanted to modify them. That would make character progression planning a little easier. Well, turns out I just looked at the code for EXP growth and I've been doing it wrong.
The formula for calculating next level's required exp is thus:
Code: [Select]
requiredEXP = Level_Mod * current_level^2 / 10So calculating total EXP at a given level would be like so:
Code: [Select]
for x = 1 to current_level - 1
   totalEXP += Level_Mod * x^2 / 10
next x
Turns out this is not what WM's doing. First off, it was changing the Level_Mod to fit the current x it was on, not the current level. Secondly, it was not flooring the result like FF7 does. So at the first level, Cloud needs 68 * 1 * 1 / 10 = 6.8 EXP to get to level 2. There are no fractional EXP so the game rounds down because it's not doing math in floating point so Cloud just needs 6 EXP to go from level 1 to 2. Stupid .NET rounds UP when converting from float to integer so it was reporting he needed 7. This was affecting all my calculations and I was assuming Terrance was wrong. I feel kinda dumb that I didn't catch that until now.

HOWEVER! I can still say Terrance's Party Mechanics guide on GFAQs contains an error. This most likely boils down to typos, but he's got the character's final EXP off.

While I can confirm those ought to be the correct values, the list of characters these apply to are reversed. For some reason I feel like I should claim a bounty on such a find. :P

Regardless, I finally got WM in a working state THAT WON'T REQUIRE THE POWER PACKS RUNTIMES ANY LONGER!!!! A few things broke in transition so I'll have to fix it. Then I'll release 1.5.0 and get the source out. It's awful, but I started it over seven years ago. I'd like to think I've learned a thing or two since then.


Pretty hyped for this; making the tool more accessible will maybe help people get into the gameplay side of modding a bit more. It'd be nice if there were more of them floating around.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ on 2016-02-19 04:49:13
Cool!

And this error is purely with exp curve?
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2016-02-19 12:21:09
Pretty hyped for this; making the tool more accessible will maybe help people get into the gameplay side of modding a bit more. It'd be nice if there were more of them floating around.
TBH, this has been a long time in coming. It's just gotten to the point where I don't know where to go from here, but I don't want to release source that won't compile for everyone. I'll put it on SourceForge like PrC is.

And this error is purely with exp curve?
All other calculated values currently line up with Terrance's guides. He even berated me when I was starting to implement the curves because I wasn't properly flooring my values at certain steps. :)
He's made a handful of posts in this thread somewhere.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ on 2016-02-19 17:11:42
:P  I do like a perfectionist.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2016-02-22 02:49:06
Adding to the things being incorrectly calculated, the BASE factor for all curves is always SIGNED. It only ever shows up in HP and MP calculations, but can be used in stat calculation too, it just isn't.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: SpiderWaffle on 2016-05-01 22:46:20
What is the best option for Windows 7 users now? I always get "wallmarket has stopped working" error

thanks!
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2016-05-02 13:19:41
Install Power Packs. It's a requirement on the first post.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: sithlord48 on 2016-05-02 13:38:58
Quote

TBH, this has been a long time in coming. It's just gotten to the point where I don't know where to go from here, but I don't want to release source that won't compile for everyone. I'll put it on SourceForge like PrC is.
its ok if it don't build . were just gonna use it as a referance to make more ff7tk (https://github.com/sithlord48/ff7tk) parts. we have been putting the kernel off for far to long mostly because buzy/lazy.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: SpiderWaffle on 2016-05-03 21:22:56
Install Power Packs.

The clue that I could use, now I'm playing with power!
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ on 2016-08-25 21:57:53
Bug. 

When looking at the materia list, selecting "Cover" materia and then moving to Underwater materia, below it, will not update the Materia Subtype drop down info and probably other info too.  Likely replicated on other materias.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Question on 2016-10-17 10:15:31
Is there a known issue where editing the kernel can cause text to glitch?

I edited several weapons/armor to include more text descriptions, and never got a warning message that the text was exceeding limits. But for some reason, Tifa's limit break now says "B Rush" in battle instead of "Beat Rush" even though i never touched her limit break or any text related to it. Any idea what could be causing that?
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2016-10-17 14:38:45
Is there a known issue where editing the kernel can cause text to glitch?

I edited several weapons/armor to include more text descriptions, and never got a warning message that the text was exceeding limits. But for some reason, Tifa's limit break now says "B Rush" in battle instead of "Beat Rush" even though i never touched her limit break or any text related to it. Any idea what could be causing that?
Known issue. I can't reproduce it so I can't fix it.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ on 2016-10-17 14:42:36
Known issue. I can't reproduce it so I can't fix it.

Haha, yeah - this one is as old as time and we never did get to the bottom of it.  You can use touphScript to correct it, at least :)
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: genesis063 on 2016-11-11 11:31:06
So I was wondering if there was a way to make it so you can split up the kernel bins for 7th Heaven like you can do with the flevel.  With the new feature that does that can they be put in an Iro and it will still take effect or is there a different way to do that?
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2016-11-11 14:10:47
What do you mean by "split up the kernel bins"? I don't know what 7th Heaven does with the flevel.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: genesis063 on 2016-11-11 17:07:40
It can chunk them to make them more compatible with other mods.  I was wondering if that was possible here as well.  I know WM allows to create parts would that allow it to function within the Iro as the same principle or is the new feature of allowing multiple user changes to overlap suitable?
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2016-11-11 17:55:16
Sounds like a feature that 7th heaven needs to implement. WM has been able to dump pieces since way back.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: genesis063 on 2016-11-11 19:28:31
Sweet if I can use those then it can read them and use them.  Did it for the scene pieces.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Kaldarasha on 2016-11-11 20:22:01
You won't be able to use them in game. The dumped pieces are more or less for source sharing. If I understand it right, only WM can re-inject them into the Kernels.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2016-11-12 15:56:12
They're raw pieces that could be manipulated in other ways by any other application. But the vanilla exe is looking for a bin-gzip file for these pieces. I don't know how or if other programs can directly insert file contents into memory where they need to go, but these could be used like that.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: genesis063 on 2016-11-12 16:20:41
So maybe if we bring this to EQ2 then if it is possible for 7th Heaven to implement then we can use it.  That would be awesome and help a lot.  I think I paste your post in there if that is okay.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2016-11-12 17:40:55
Either way this thread is about WM, not 7th heaven. Any further discussion needs to be in a 7th Heaven thread.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Kaldarasha on 2016-11-13 21:02:00
So maybe if we bring this to EQ2 then if it is possible for 7th Heaven to implement then we can use it.  That would be awesome and help a lot.  I think I paste your post in there if that is okay.

I already had asked Iros about that and he was confident that it is possible, but sadly he couldn't implement it. While 7H is open sourced now I don't want bombard ficedula with to many requests. It would be a huge help if somebody would also deal with the tool.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: genesis063 on 2016-11-14 08:28:38
Sadly I don't know how to do it or I would offer.  Anyway I cannot get to it if I wanted to anytime soon.  So calling all tool experts if you could do this it would really help everyone out and make compatibility that much easier and open.  Anyway like NFITC1 please move this discussion away from this thread for anymore responders.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2017-02-02 02:39:57
I'm looking into "fixing" the text issue by essentially starting over completely. I'm re-writing everything that involves text processing, but I've run into something odd. I've known about the F8 code that creates the red box. That is always followed by a 02 value in the KERNEL text, but that 02 value seems to do nothing. It's still "needed" since the F8 code seems to skip ahead a byte to get the text. So I'm curious if there's a function of that argument byte. Anyone know? I'm looking at the asm and I can't find where the code alters the window colors anywhere.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ on 2017-02-02 03:32:11
I'll look into it tomorrow, but I do recall changing settings with Wallmarket made no change the the text box colour.  I think Limit colour for the boxes is set in hard code.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2017-02-09 15:16:15
I found it. It does appear that that byte after the F8 is completely ignored. The colors of the corners of the text box are hard coded to 90700000h in ARGB format. This makes it slightly more transparent than a normal text box and mostly appear visually brighter than if the menu's colors were set to that color.

The code for this begins at either 0x6D4BFC or 0x6D6B78. It's conditional which one is picked. I'm not sure the condition(s).
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ on 2017-02-09 18:01:35
It's based on whether it's a Limit break or a normal help box or enemy attack box, iirc?
I do remember now looking at this same code at some point.

And I forgot to look into it again (above).  Sorry about that.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: cloud171190 on 2017-03-07 17:53:34
I have a different problem and when I change an armor and the description blank, after the save again !Zauber+5 How can I change this because it is after saving and reloading again
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2017-03-07 22:10:35
I am stupidly monolingual and your English is better than my German, but I'm not sure what you're trying to say.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: UpRisen on 2017-03-09 17:49:18
I think what he is saying is that when he renames a weapon and saves the kernel that it resets to its original name when he exits WM. My item and weapon changes always take effect but I recentely encounted this same problem when trying to edit the name of a summon under the "attack" column. ( Im trying to have summon attacks be limit breaks, the character will learn the limit properly, it shows the name of the summon under the limit break menu, but in battle it doesnt appear)
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2017-03-09 19:33:53
Well, if you're editing text in the PC version be sure to also "Create kernel2.bin" as well. If editing text from PSX be sure to select the "update text" box at the bottom of the screen when creating the KERNEL.BIN. PSX text updating is pretty slow on some machines so I disabled it by default.

Also, I don't think that summons will work as limit attacks for various reasons. Summon actions are handled completely differently from Limit actions. Don't expect anything but dedicated limit actions to work.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Sega Chief on 2017-03-09 20:30:47
I think he's talking about a problem where trying to have a blank description causes text to appear for it anyway. So if I add text to Bronze Bangle for instance and then delete it, in-game I'll get '!Strength+5' or something like that. Might not be the way to make it happen, it's been a while, but there is something odd that goes on when leaving description text blank.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ on 2017-03-10 00:18:14
I guess all this will be fixed anyway now NFITC1 is redoing the lot.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2017-03-10 02:17:49
That's the hope. Time will tell.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: azertyuiop2 on 2017-03-18 22:14:36
Hello NFITC1 (and everyone else),

Do you know how to change the "options" default values as for the default colors for text-windows in the game ?

I'm not sure that the data are in the kernel.bin file, but I don't find them in other files (neither in ff7.exe for example)...
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: azertyuiop2 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ 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.



Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2017-03-20 00:16:48
Fascinating, but it doesn't belong in this thread.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: azertyuiop2 on 2017-03-20 20:45:17
NFITC1: Indeed... Sorry for this.
DLPB: Thank you a lot ! I got it now :evil:
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: sutebenukun 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?
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 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).
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Robo Jesus 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Tegrenath 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 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
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Jordancyre 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?
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Tegrenath 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!
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 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. (http://forums.qhimm.com/index.php?board=13.0)
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Ansem 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: ammudava on 2017-08-15 23:13:47
it seem the size limiting is somewhat anoying :(.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Godlift 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Godlift 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
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Godlift 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ on 2017-08-31 03:18:26
Im currently solving your issue.  Please stand by.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Godlift 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DLPB_ 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.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Godlift on 2017-08-31 04:42:46
Awesome :) Looking forward to it!
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Kimsiudog on 2017-08-31 06:14:07
nice tool, makes me want to play FF7 pc more :D
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Godlift on 2017-08-31 19:48:22
I'll have the fix for you within 24hr :)

Edit.

Code: [Select]
6DC963 = C7 45 F8 FF FF 00 00 90 90
That's the "fix".  It forces a value of $FFFF to the Ultima Weapon, which is the maximum colour. Usually, what happens is the value changes depending on (HP/MaxHP) * $FFFF

In order to add this fix to FF7, you have 3 choices:

1. Use a regular hex editor to edit the executable (if so, the address becomes 2DBD63 instead of 6DC963)

2. Use HextEdit to edit the executable. Same as above.  (See Tools section for Hext Tools).

3. The best option imho... add the above instruction to a plain text file and use HextLaunch (again from Hext Tools).

When my new dll arrives, you won't need to use Hext Tools, as the dll will add the function of it automatically.  For now, HextLaunch is the best option. If you have any issues with HextLaunch or HextEdit, then let me know.

Thank you so much this worked like a charm! I really appreciate the help not only with this but also the other times you have helped out when I have had a question. I decided to use hext edit. I look forward to the release of your new tool and R06!
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Tegrenath on 2017-09-10 10:58:56
Hi,

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

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

Any suggestions welcomed.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Tegrenath on 2017-09-10 11:32:35
Apologies, just seen this thread which solves it beautifully!
http://forums.qhimm.com/index.php?topic=14947.0
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: resinate on 2017-11-15 05:44:53
when i mod the kernel.bin from PSX bin files the tool saves the files in different sizes and when i re import it game doesnt load
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Chrysalis on 2018-01-20 23:13:41
is it a known issue the app crashes on launch, and if so a fix for it?

1.18 doesnt crash but 1.19 and newer including the latest all crash on launch.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2018-01-21 01:25:10
is it a known issue the app crashes on launch, and if so a fix for it?

1.18 doesnt crash but 1.19 and newer including the latest all crash on launch.

Did you install power packs? It's required. If you can wait a few weeks or so a new version will be out that won't require it.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Chrysalis on 2018-01-22 04:03:52
that was it thanks :)
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Chrysalis on 2018-02-04 12:27:50
Can you provide info on Scene-look-up please?

the google cache of this page shows a link to wiki here which explains it but seems it got pulled?

http://wiki.qhimm.com/FF7/Battle_and_growth_data
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: BahamutSIN on 2018-03-09 18:05:52
It would be nice to be able to change the duration of spells/status effects in wallmarket (like barrier, regen etc). I know it sounds like a request... :P but I hope you give that some consideration though and thank you for this tool.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2018-03-10 04:31:01
It would be nice to be able to change the duration of spells/status effects in wallmarket (like barrier, regen etc). I know it sounds like a request... :P but I hope you give that some consideration though and thank you for this tool.

If you read through all 49 pages of this topic (not a light read, admittedly) you'd know why that won't happen with this tool. WallMarket is ONLY a KERNEL.BIN editor and nothing else. The status durations are stored in the executable file. Since that's outside the scope of this tool it will not be an option. There are very few requests at this point that I'd be willing to entertain since it does allow editing of every byte in the entire file. There are a few cosmetic enhancements and fixes pending, however. I'm close to releasing a new "lighter" version, but it won't have any new things to modify.
Title: Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2018-04-10 14:30:35
UPDATE:

Over two years ago (http://forums.qhimm.com/index.php?topic=7928.msg237900#msg237900) I promised a version 1.5.0 would be on its way. I am please to announce that 1.5.0 is functionally where I want it and is technically ready for people to try out.

What's changed?

-No more third-party requirements. This is huge to me. Not only does it rid the requirements of Power Packs (an ancient library of obsolete objects), but it also remove the requirement of zlib.dll! The only reason that the dll was required was to achieve the maximum level of GZip compression. Until .NET Runtime 4.5 (which remains the only requirement) the GZip function had two settings of compression: compressed and not compressed. "Compressed" was just the fastest compression option that made it smaller. This was referred to as compression level 1 in the GZip document, but FF7 used compression level 9. Maybe back in 1997 there was a need for 9 different compression levels since it took a long time to compress large volumes at that rate, but not for a project of this size. The .NET 4.5 finally allows for compression level 9 without creating aliases in third-party dlls.

-Better visuals with the stat curves. In a perhaps ironically related note, Power Packs was only a requirement because of the stat curve indicators. Now that the requirement is gone I've reworked the way the curves are functioning to be smoother. It's now based on cursor position (you can right-click to freeze it on a level) and the bounding indicator works a little better. There's even a little highlighted polygon around the stat indicator. Nothing too special, I just wanted to point it out. :) The indicated stat label is now bound inside the preview window instead of to the side. I think it just looks cleaner that way. I've also added preview panels to the curves tab for stat, HP, MP and exp growth so you can compare them per curve entry. I might add a little bit of additional functionality to this, but don't count on it.

-Fixed text glitch? I'm not really sure on this one. Looking at the old code it was clear to me that it was all wrong. Not the method of generating the files, but that the code itself was unreadable. I had no idea what line was doing what. I completely rewrote it and refactored it into smaller chunks. The PC compresses nicely and seems to work just fine with my copy. I reworked the PSX compression, but have no way of testing it. It might be fine, it might be completely wrong. PSX "compression" still takes a long time compared to PC compression and it's more basic. The progress bar at the bottom is virtually functionless right now. Still working on getting that to mean something.

-XML-based labels and drop-downs. Here's where the technical changes stop and the cosmetic changes really weigh in. I've gotten numerous suggestions on how to display certain formulae/stat names over the years and my understanding on each of them keep changing. Instead of releasing a new revision each time an equation changes I'm releasing this version with an XML file that will allow you to change the equations yourself! If "(Power / 16) * (Stat + [(Level + Stat) / 32] * [(Level * Stat) / 32])" doesn't mean anything to you, you can change the entry in the XML to read something simpler like "Standard weapon damage". LOTS of labels and drop-down items can now be customized and I'm not through my list of changeable labels (which is why it's technically ready, but not cosmetically ready :P ).

-XML-based labels and drop-downs. Loading XML files can take some time so I added a little splash-screen to it while loading. It needs some work and is just a placeholder for now (potential copyright infringement ATM), but it's a touch I always thought WM needed.

What's not changed?
Hopefully nothing functional. I refactored a few things and added some threaded code and rejiggered a few things here and there (changed method parameter types and such) that should hopefully make the program run smoother and/or be less memory intensive. Not like it was visually/computationally demanding before, but it's satisfying as a programmer to go back to old code and apply new optimizations to old code.
I kinda wanted to change the AI editor, but I think I'm just going to leave it as-is FOR THIS VERSION. I've tried to change it several times and I was never pleased with the results. I might try again in the future after this version is released and ruminates a while.

When can we expect this version/any new version in the future?
When I get enough motivation to actually tidy it up. Honestly, I'm extremely proud of WM and PrC. Not because they use good code, but because WM has become essentially exactly what I wanted it to be: The de facto modding tool for all things KERNEL.BIN (sans text). PrC has a ways to go (next up will be the PrCMDI that I've been putting off), but when I see that people use, or even mention that they want, WM I get a little giddy inside. However, I've lost about half my enthusiasm for FF7 throughout this journey. I still have extremely fond memories of playing it with my friend back in high school and still love reversing the code to find little mechanics that people want help with. Put into perspective, it's a 20 year old game and my preferences of what games to waste my time on have changed. I still love RPGs, but FF7 now feels like a girlfriend that I got to know a little too well. I was infatuated by what was on the surface, but after digging at it for years I've learned that she's got some major flaws that she didn't want anyone else to know about. I'm still committed because I'm a faithful guy like that. I just don't want to be smothered.
Well, THAT got awkward. The actual answer is "just be patient". I'm not good with deadlines or even dedicating consistent blocks of time to do anything with it. I'd like to say "within the next month" because I only have tiny changes to make, but I won't be bound to that.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Phanoo on 2018-04-25 11:46:37
I understand your feelings, it's hard to keep the motivation up after most of the fun work is done. The last % are the hardest, as always !
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Robo Jesus on 2018-05-24 07:42:31
Hey, a quick note. ALL of the older versions of Wallmarket are missing from the DL links. All of them 404. You may want to consider uploading them as "Optional older versions" in the same zip file for the 'current' version in case anyone is having issues and needs/wants to use the older versions. :shrugs:
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2018-05-24 13:23:33
Good to know, but I don't even have the older versions to archive. I'm not supporting older versions so if they're dead links I'm just gonna remove them.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Hikigaya on 2018-08-11 18:32:54
Nice to see that you are still improving this wonderful tool.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: codemann8 on 2019-01-19 10:22:53
Hi NFITC, you mention a 1.5.0 version but I don't see any links to it anywhere.  Also, are you planning on releasing the source at all?
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2019-01-19 23:16:45
Hi NFITC, you mention a 1.5.0 version but I don't see any links to it anywhere.  Also, are you planning on releasing the source at all?

It’s still not ready, and yes. This update is super ambitious so I want to make sure it’s right. It’ll have multilingual support too. Source will soon follow, but it’s mostly garbage TBH.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Dark_Ansem on 2019-02-16 15:37:01
It’s still not ready, and yes. This update is super ambitious so I want to make sure it’s right. It’ll have multilingual support too. Source will soon follow, but it’s mostly garbage TBH.

Do you need help with Italian localisation?
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: LeonNujain on 2019-07-02 05:04:42
Hello ! Sorry for this question, but I just downloaded WallMarket 1.4.5 and this doesn't run. SO is Win 10 Home x64.

Why would it be ? It literally does nothing to double click the .exe, the process appears for a second and then disappears in Task Manager.

Thanks in advance !
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2019-07-02 13:34:35
Do you have the required components installed? Check the first post.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DefMettle on 2019-07-09 07:47:28
Excellent job, ive been modding ff7 for 10 years now and i owe most of it to WallMarket (and Kimera). I love it, literal years of fun thanks to you! GG

ps. 1.5  ;D
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Chrysalis on 2019-07-17 23:51:14
guys any advice on how to make my changes into a patch for distribution?  Is ok I figured it out. :)
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Trunks on 2019-08-22 18:26:10
hi, I have a question because I really don't understand how to use this tool: what a kernel.bin is? I thought I could directly open the bin of the game, final fantasy 7, but I can't and I don't know what to do...
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: TorrinF on 2019-09-28 10:22:29
Basically, that means it'll work for PSX modding too since they can be injected into a disc image without rearranging file locations. The prog comes with a basic readme as well that should explain how to use it.
[/quote]

So i've been messing with the tool trying to edit the KERNEL.BIN that i extracted from a PSX image and i can get wallmarket to make the changes on that file but hen i try to add it back the LBA's in the image get rearranged and i cant figure out how to prevent that. Whenever i try and Mount the iso im getting a "file corrupt" error so that's complicating matters too.

this is my first foray into modding on something and Any help would be appreciated
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Ty_JY on 2019-12-26 06:23:45
Wallmarket download link is down can someone please replace it?

Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2019-12-26 22:36:56
There’s one on media fire that’s linked to from the blog. Use that link for now
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Ty_JY on 2019-12-27 00:43:05
Sorry I must've been distracted or something... I really should've just tried the 2nd link in the OP. Only the first one is dead
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2020-01-02 12:30:58
The max is 3F? That is dumb. I'll look into it. Thanks
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2020-01-02 14:54:16
tbh... it's a joke that the inner bar isn't been calculated on the fly...  that it has a separate var is ridiculous.
Kind of yes and kind of no. I can easily imagine that it takes a toll on processing power on the PSX's part to calculate a percentage of needed EXP each time the menu is loaded for each character. It might have created a delay that the development team wasn't willing to accept and just made it calculate it at the end of every battle when a lot of background calculations were happening anyway. It might have been overcome at some point and adjusting it to calculate on the fly never got reexamined.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2020-01-02 18:30:38
Actually, the max is 3D. That's even more bizarre. Maybe the gauge is 61 pixels long.

Starting at 0x5C766A and ending at 0x5C76AB. That's definitely limiting the needed exp bar value to 3D.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: NonagonGoron on 2020-02-26 20:05:50
This tool is very nice, and I've used it to change the names that my friend pointed out to me that were different than recurring names in the series (Like Fire2, Bolt2, etc.). My friend asked me how to get it to work on emulator (ePSXe), and I realized that not even I knew. I tried to find help from the forum, but no matter what method I tried or programs I used, the game would never load.  :(

If anyone has clear directions on what program(s) I need to use to go from my edited KERNEL.BIN all the way to the actual game file, that'd be much appreciated!  :)
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Sega Chief on 2020-02-26 22:35:56
This tool is very nice, and I've used it to change the names that my friend pointed out to me that were different than recurring names in the series (Like Fire2, Bolt2, etc.). My friend asked me how to get it to work on emulator (ePSXe), and I realized that not even I knew. I tried to find help from the forum, but no matter what method I tried or programs I used, the game would never load.  :(

If anyone has clear directions on what program(s) I need to use to go from my edited KERNEL.BIN all the way to the actual game file, that'd be much appreciated!  :)

First off, the PSX Kernel is almost like the PC kernel except that it keeps the text strings all in one file instead of keeping them in a separate kernel2.bin file. Wall Market works with both though; just make sure it's in PSX mode when editing the extracted PSX kernel.

You need to get a tool like CDMage to extract the Kernel first; this version should do the trick:
https://mega.nz/#!fsU1RYQK!v_FTaA8IuyKHgdL1XDwwzuyJ7fMPs3CH3R-xEHlOr54

Open your disc as a Track M2 (2nd option) rather than the default M1 track. This should load the disc + its files properly. Click into the disc's file structure and look for the INIT folder. Right click on the Kernel.bin inside and extract it to desktop (by default it will try to extract to temporary file folders, make sure to specify somewhere you can easily find it like desktop).

Make your changes to the kernel using wall market tool. Try to keep your file size smaller than the original if possible (as in, by using less text overall; you can try shortening some text here and there to ensure that it does). This is because when we import it back into the disc, it needs to fit in there. It's OK for it to be smaller but can be a hassle if it's larger.

Open the disc again in CDMage (M2 track as before) and go back to the INIT folder. Right-click the KERNEL file and select import, and put your modified kernel in. If it's smaller, it'll ask if you want to pad the file with 00s; confirm and should be ready to go.

If your modified kernel is unavoidably larger, then there's a patch that can be applied to the disc that moves the scene/kernel to a new location with no size limitations:

http://forums.qhimm.com/index.php?topic=11541.0
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: NonagonGoron on 2020-02-26 23:07:27
First off, the PSX Kernel is almost like the PC kernel except that it keeps the text strings all in one file instead of keeping them in a separate kernel2.bin file. Wall Market works with both though; just make sure it's in PSX mode when editing the extracted PSX kernel.

You need to get a tool like CDMage to extract the Kernel first; this version should do the trick:
https://mega.nz/#!fsU1RYQK!v_FTaA8IuyKHgdL1XDwwzuyJ7fMPs3CH3R-xEHlOr54

Open your disc as a Track M2 (2nd option) rather than the default M1 track. This should load the disc + its files properly. Click into the disc's file structure and look for the INIT folder. Right click on the Kernel.bin inside and extract it to desktop (by default it will try to extract to temporary file folders, make sure to specify somewhere you can easily find it like desktop).

Make your changes to the kernel using wall market tool. Try to keep your file size smaller than the original if possible (as in, by using less text overall; you can try shortening some text here and there to ensure that it does). This is because when we import it back into the disc, it needs to fit in there. It's OK for it to be smaller but can be a hassle if it's larger.

Open the disc again in CDMage (M2 track as before) and go back to the INIT folder. Right-click the KERNEL file and select import, and put your modified kernel in. If it's smaller, it'll ask if you want to pad the file with 00s; confirm and should be ready to go.

If your modified kernel is unavoidably larger, then there's a patch that can be applied to the disc that moves the scene/kernel to a new location with no size limitations:

http://forums.qhimm.com/index.php?topic=11541.0
Woah! Thank you for the swift and helpful reply! I did what you said, and yup, the game is running fine (on ePSXe at least), now with Cura, Fira, and so forth!
I did add more letters to attack names and whatnot than remove them, but the game seems to be running just fine. If I have any more questions, I won't hesitate to ask.
Seriously, though! I feel so much more energized, I may just start a personal translation project! Thanks!  :lol:
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Bakura on 2020-03-23 20:29:30
Hello!

As I'm not sure if my NFITC1 mail went well, I'm posting my message here! Sorry for my english which is far from perfect. x)

First of all I wanted to thank him for his great work on WallMarket and ProudClod, these two tools are really great and have been an incredible help for FFVII modding.

I have a question about these tools and more precisely this subject: http://forums.qhimm.com/index.php?topic=8195.0

Do we know today what is the basic value of summons animation id on PC? I'd like to turn an enemy attack into a summon but for the moment without this information it's quite complicated. I only get crashes or soft locks... ><'
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2020-03-24 14:37:04
Welcome Bakura!

I don't check the email on my account very often so I'm sorry if I missed a message you sent.

As the PC version goes, you cannot dummy an enemy action to look like a summon. The value required for that would be at least 16Eh just to get to Choco/Mog's action. That's at two bytes long and the animation IDs can only be one. Limits might be able to look like a summon, but WallMarket and ProudClod cannot and will not modify limits.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Bakura on 2020-03-24 21:45:46
Thank you NFITC1! I've been following some of the topics on this forum since a long time but I've never needed to ask questions that I couldn't find answers to... until now. Also it's ok for the mail, I had sent it only a few hours before I decided to post here. x)

I was afraid of an answer like that, and it's bad news... Well, if it's not possible with WM I don't think I'll insist. At least it works with magic materias, it's better than nothing.

Thanks again! ^^
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2020-03-30 14:20:55
Not exactly. EA FF FF IS the Character Name variable. I believe FF FF had some function at one time as all the substitution texts have that padding. If you substitute EA with other things you get other results. I believe it actually points to meta data that gets translated and EA is "Name of playable actor that invoked text". It only works in the Marquee, however, so you can't change item names/descriptions to dynamically indicate player ownership like who gets what limit manual (a plague on first-time players).

As for the final fight, it has its own custom code that does a lot of interesting things. The biggest issue is that the battle formation itself increases all party actors' limit gauges so when the function at 0x4320AC gets called around 0x43244A it flags all the party for breaking limits and queues the marquee appropriately. It never checks if there actually IS an actor in that slot so it just displays them all.
Title: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Cloud’s Stripe on 2020-04-13 13:44:53
Hello, I am not able to make Wallmarket PC work (since I went from RO5c to RO6d). I clean installed FFVII (steam) along RO6d in its default setting (without character model overhaul & menus). I didn’t add any other mods before using WM.
Wallmarket only seems to function as before (MS.NET FW 4.7 & Visual B.P.P. 3.0 are installed, zlib1.dll is present, the kernel.bin file is located & updated after editing & creating the kernel.bin through WM.exe) but no changes (visual, nor stats) appear ingame.


edit: I was updating the kernel.bin file in the data folder as before, but found and edited the kernel in RO6 New Translation folder. Everything works, love it all, thanks again for the great stuff! As you were x
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: anxietymafia on 2020-04-20 06:28:40
Does anyone know where the text for the battle area is stored?
I'm working on a personal translation and cannot find where "Off course!" and "No, way!" is stored to correct.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: usb on 2020-04-20 16:02:32
Does anyone know where the text for the battle area is stored?
I'm working on a personal translation and cannot find where "Off course!" and "No, way!" is stored to correct.

they are in ff7.exe (or ff7_en.exe)... in the exe you can find a lot of menu entries and the shop buy sell exit
Other text in Battle (character speech, rnemy name and Attack name) are in scene.bin
In kernel2.bin item name and description, Battle command text
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Meical on 2020-05-05 16:50:07
I can't figure out how to get the program to run.  I've extracted the files and tried double clicking the exe.  I've tried to drag the kernel.bin over top the exe, nothing has worked.  I've been using the GUI version.

EDIT: Never mind, turns out I can't read.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Richard Rahl on 2020-06-16 15:22:57
im attempting to change the spell name format from the fira/aga to the numbered fire1,2,3. the only mods i have installed are gjoerulv's hardcore mod which among many other changes, changed the name type to the ff8 and later a/aga. i learned of this program through a google search and someone asking the same question i had in a steam forum and the answer was the wallmarket program.

in the attack tab i attempted to click on the PSX button on the bottom which seemed to swap the spell names to the numbered format, and then checked the update text and hit file>create kernel.bin. when i do this though a warning message pops up telling me that the kernel is too large, 22558 bytes when only 22528 are allowed. i hit yes to continue anyways, but when launching the game the spell names arnt changed. how do i accomplish this, or am i attempting to use the wrong program to mess with the spell names?
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Sega Chief on 2020-06-16 18:08:50
im attempting to change the spell name format from the fira/aga to the numbered fire1,2,3. the only mods i have installed are gjoerulv's hardcore mod which among many other changes, changed the name type to the ff8 and later a/aga. i learned of this program through a google search and someone asking the same question i had in a steam forum and the answer was the wallmarket program.

in the attack tab i attempted to click on the PSX button on the bottom which seemed to swap the spell names to the numbered format, and then checked the update text and hit file>create kernel.bin. when i do this though a warning message pops up telling me that the kernel is too large, 22558 bytes when only 22528 are allowed. i hit yes to continue anyways, but when launching the game the spell names arnt changed. how do i accomplish this, or am i attempting to use the wrong program to mess with the spell names?

Here's what's happened; the Kernel for PC has all the spell names, text, etc. stored within itself like the PSX Kernel. However, the PC Kernel actually ignores this text and instead reads it from a separate file called Kernel2.bin. That's why you're able to edit the text of a PC kernel using the PSX option, but it won't actually show up in game because the PC version will read the unaltered kernel2.bin.

To modify the PC kernel text, make sure the tool is set to PC and not PSX. And make sure that a kernel2.bin is sitting in the same folder as the Kernel.bin you're editing (otherwise the tool will only allow PSX mode editing).

Side note, this thing you're doing is the exact thing that got me into modding to start with. It all kind of snowballed from there.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Richard Rahl on 2020-06-17 08:42:08
i figured it out just by messing with the program over and over. eventually i tried double clicking the spell name and it opened a small new window where i could edit its name and description. felt kinda foolish when i saw that. i was really expecting it to have its own rename box like it handled the summon attack names, battle text, or key item text. but yeah i ended up using the create kernel.bin 1 and 2 and it seemed to keep the additions.

now im just trying to figure out how to remove functionality from the mega-all but thats a different topic i started in troubleshooting.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: FinalFanatic on 2020-06-17 20:58:38
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!
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2020-06-18 12:16:23
The ONLY file you should open is the KERNEL.BIN in the INIT folder.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: FinalFanatic on 2020-06-18 12:58:46
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.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2020-06-18 13:47:12
Yup. If you're able to play the game you have that file. This file exists on all versions in the same location. You won't likely get it from the downloaded PS store edition without some unpacking which I'm not qualified to walk you through.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: FinalFanatic on 2020-06-24 04:02:35
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?
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2020-06-24 14:52:30
You may have either too long of a string or an invalid character on either an item or a materia. I don't recall the limit (or even if there is one) and the characters don't work past code 240 or so. Double check your texts. If they aren't too long (16 for names and probably 40 for descriptions) then PM me.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: FinalFanatic on 2020-07-02 23:48:33
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?
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Kidcrash123 on 2020-07-19 22:34:02
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?

I was not able to get an eboot file to load on my psp. Would always freeze before I could get to the new game/continue screen. Could not get the iso to work on a ps1 or ps2 using a dew different techniques.

I have been successful with using ePSXe so far. Have you had any luck with your eboot yet?
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2020-07-19 23:30:37
Take that discussion to another topic, please. This is about WM. If we’re convinced that WM is not the cause then the solution would be found easier in a new thread.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Velkan on 2020-09-21 01:20:28
Hi NFITC1,

And thanks for this miracle-tool. It's amazing and full of love!

I was experimenting with its many functions and wanted to put "Shadow Flare" as a normal magic spell on (for example) the forth slot inside the destruc materis but didn't worked. I put Shadow Flare's ID in the last slot of spells in the destruct materia and even though it seemed to have worked it didn't appear on the casting magic list.

It's possible to do this?

Thankyou very much for all this!
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2020-09-21 03:51:27
No. Shadow Flare's an E.Skill and can't be accessed through the Magic menu so it won't be granted by a magic materia. Green materia only grant access to actions with IDs no greater than 56.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Velkan on 2020-09-21 09:29:44
Thankyou for your response NFITC1!!  :)

I also tried replacing the animation ID of a green materia spell with Shadow Flare's but it didn't work either.  :(
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Gingercat on 2021-01-05 09:46:48
Heee! I'm so glad to see that this wonderful program is still alive and kicking :D (And that I'm still mentioned in the credits, lol.)

I've decided to go back to oldskool FF7 since it's been a few years, and figured I'd drop in and say hi in the process since I'll be using WM to stack some Materia growth to my advantage, and... a few other fun tweaks.

So... Hi! How's everyone doing now that 2020 is officially in the past?
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: killXtech on 2021-03-20 04:32:38
Idk if anyone can actually help me with this or if I'll have to find it myself, but I have no idea how to access the kernel.bin file. The only thing I can find is the .bin for each disc of the game. I assume the kernel is found within but I can't seem to find a way to open it and look around. I'd like to do some value modification and maybe add materia slots to early weapons but not much else. Gameshark has been my primary method for modding FF7 but after finding this, if I can get it to work, I can finally do some things I'd only dreamed of doing. Thanks in advance for any help, even if in the end, I'm on my own

Edit: Idk how I missed Sega Chief's post on the previous page when looking for info but I believe I have found my answer. I only hope that I don't actually need a disk drive and have to extract it from my physical copy as my laptop doesn't have one
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Salk on 2021-04-16 13:35:33
I downloaded WallMarket 1.4.5 and it seems the last version is from 2010 (!).

Perhaps that is why I was not too surprised that when I run the .exe on Windows 10 nothing happened.

Anyone successful at running this tool on a modern OS?


My bad: I had not installed the required Power Pack software. WallMarket 1.4.5 does start on Windows10. I will see if I can understand how it works.  ;)
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2021-04-16 22:54:48
Yeah... I have a WIP version that goes between “working” and “not good enough” and “completely broken”. Development stalled a lot during the past year for probably obvious reasons. I still think about it, but at the current point I’m not sure what still isn’t working.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: DEFIANT on 2021-04-23 03:29:49
im trying to edit the psx mod Retranslation R06g...but wallmarket crashes with this error

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at WallMarket.WMCommon.FF7Names(Byte[] NameArray, Byte NameIndex)
   at WallMarket.Form1.Load_Attack_Desc(String KERNEL10)
   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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.9151 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WallMarket
    Assembly Version: 1.4.5.0
    Win32 Version: 1.4.5.0
    CodeBase: file:///D:/Games/%23Mods/final%20fantasy%207/tools/WallMarket145/WallMarket.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.9149 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.9149 (WinRelRS6.050727-9100)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Microsoft.VisualBasic.PowerPacks
    Assembly Version: 9.0.0.0
    Win32 Version: 3.0.30214.0
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic.PowerPacks/9.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.PowerPacks.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2021-04-23 15:26:27
Then they're apparently using a text that WM isn't capable of modifying (possibly a different language or a text that is longer than normal). 1.4.5 isn't really equipped to resolve that, unfortunately. You can continue running the program after loading and possibly dump pieces and see if it will let you load those. You might need to edit the attack description piece before loading.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: jdvankey on 2021-05-07 22:14:47
I'm trying to open WM on Windows 10 but I am having issues. I installed .net framework 4.5 and the only VB Power Packs available was 10.0 (the 3.0 link is broken). But I still can't get it to open. Does anyone have any helpful tips to get it going?
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Jonesin4Rock on 2021-05-15 16:28:09
Also having the same issue as jdvankey
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Bonez on 2021-05-16 05:15:11
Yep. Same deal... Reformatted my c drive and now can't open Wallmarket. (have .net and VB Power Pack)... It worked fine before the format. Frustrating. Can't work on my mod.

Update: VB Power Pack 10.0 is a no go... Gotta have that 3.0... Since the real link is down (probably forever)I had to find it elsewhere. https://microsoft-visual-basic-power-packs.software.informer.com/download/
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: WonderSquid on 2021-06-30 03:10:56
Unsure if this is being actively worked on, but I might as well report a bug I guess? When attempting to edit whether a weapon can be sold, used in battle, or used in the item menu, flags will be written to the wrong location. Checking those boxes will result in the flags instead being toggled for "Miss if not Dead", "Reflectable", and "Def Ignoring" in the weapon properties table, and will also show up as such in-game. Editing flags within the Weapon Properties works normally/correctly, but attempting to enable flags in the item/sell menu does not. It does however read all these flags correctly when simply viewing the weapons without making any changes, and this problem does not occur in the Armor or Accessory menus.

Apologies if this has been reported already, and thank you for making this program!
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2021-06-30 15:52:37
Yes. 1.5 is still being worked on. It's a MAJOR rewrite of a lot of internals and a few visual differences. It will hopefully make problems like this easier to identify and resolve. I'm so sorry for the (years-long) delay. I don't get a lot of dedicated time to it.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: WonderSquid on 2021-07-01 02:19:58
No worries, I'm glad it exists at all and has a UI that's not busted to shit on top of everything else. I wish you luck!
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: MysticLord on 2021-07-26 08:26:55
Unsure if this is being actively worked on, but I might as well report a bug I guess? When attempting to edit whether a weapon can be sold, used in battle, or used in the item menu, flags will be written to the wrong location. Checking those boxes will result in the flags instead being toggled for "Miss if not Dead", "Reflectable", and "Def Ignoring" in the weapon properties table, and will also show up as such in-game. Editing flags within the Weapon Properties works normally/correctly, but attempting to enable flags in the item/sell menu does not. It does however read all these flags correctly when simply viewing the weapons without making any changes, and this problem does not occur in the Armor or Accessory menus.

Apologies if this has been reported already, and thank you for making this program!
I've had this issue with Java.

https://files.catbox.moe/3fkk17.png
(https://files.catbox.moe/3fkk17.png)

So I guess the solution is to enforce atomic operations where needed (no idea where that is) and refresh the renderer at the end of every update. Though making the entire program as small as possible so more of it fits in the smallest applicable cache may help too and couldn't hurt. I only encountered this behavior when the editor got huge.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: XLMaths on 2022-01-16 11:45:35
WallMarket and ProudClod don't work - they say "access to [path] denied" when I try to create the new KERNEL/SCENE.BIN files.

Any way around this? I've tried using Admin privileges and relocating the source files.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Pure_Mind_Games on 2022-06-26 10:18:36
wallmarkethelp.chm doesn't seem to work, no matter what I click on the page is just blank

(https://iili.io/jJhal1.th.png) (https://freeimage.host/i/jJhal1)
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: AwesomeHairo on 2022-07-26 03:08:19
https://www.malavida.com/en/soft/visual-basic-power-packs/download

This site currently still has the setup exe to install the VB Power Packs 3.0. I downloaded, scanned for anything, and installed. It should be fine but download at your own risk.

Nonetheless, I'll kept the setup exe in case of anything.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Pure_Mind_Games on 2022-08-12 10:41:27
Is it possible to increase how often 'Added Effect' goes off and change Chocobuckle to also multiply by level like in the original Japanese release? Or would I need something else like 'Materia Keeper'?
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2022-08-14 14:28:33
Is it possible to increase how often 'Added Effect' goes off and change Chocobuckle to also multiply by level like in the original Japanese release? Or would I need something else like 'Materia Keeper'?
This is a function of the special effect of the action (summon). It would require some asm rewrite to change it.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: The Great Sephiroth on 2022-11-06 08:44:00
In the "Weapon" tab checking "Sellable in shops" does not work. Instead it checks "Miss if not Dead".
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Axel Firestorm on 2022-11-07 16:28:12
Is it possible to set certain limit break names to be different depending on whether an in-game variable is active or not? The reason I'm asking is because I'm making Jessie a fully playable member of the party in a mod I'm working on and this is done via model & avatar swap with Tifa. I was hoping that although they share the same set of limits that they could at least be named differently for Jessie than for Tifa and possibly have slightly different effects as well. But I'll settle for just different names if need be. Is there any way to do this? I've tried using hext files but while I can make the changes live in Cheat Engine, the address where the information is stored changes every time I load the game, so it doesn't seem like I can do it that way.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2022-11-09 00:30:15
That’s not a WM question. That’d have better luck as its own topic.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Axel Firestorm on 2022-11-09 03:15:50
Well, since WM is the only other way I know of to edit kernel.bin and that's where the information is stored, I asked here. There's no function in WM to use & define variables for things like limit names? Like through the AI section or something?
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2022-11-09 05:14:50
No. And this thread is for discussing the tool, not modding.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Axel Firestorm on 2022-11-11 07:37:51
I was discussing the tool, asking a question about it. And it is a modding tool. So I don't understand the distinction you're trying to make. Markul basically told me to ask here when I messaged him about it.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: ramedina12345 on 2022-12-18 04:38:18
Hi. I downloaded it and it's not working. Just load then nothing. I have all the requirements .net framework and visual powerpack. I'm using windows 11. How will I make it work? Thanks
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Limual on 2023-02-09 17:02:10
Hello. Can you help. You can use your program to increase the power source from one point , for example, to five ? Or do i need to change the game file ? Thank you!
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Limual on 2023-02-10 07:05:18
PS 1 version
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: pating on 2023-03-18 06:33:23
I still have proudclod working on my pc but suddenly wallmarket just won't run...
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2023-03-22 16:38:34
@Limual:
No. That’s a menu function. WM only affects battle actions.

@pating:
Do you have an error message or does it just not start? There would be an error in your event viewer if you’re using Windows.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: pating on 2023-03-26 11:03:16
I have an error message. It says, " A problem caused the program to stop working correctly. Please close the program."

I currently using another Windows laptop than the previously one that I am using. It works fine with my older laptop. I can run proud clod just fine in my current laptop that I am using.

And by the way thanks for building the WallMarket. I was able to fix the Gil Up Materia by using this application.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: pating on 2023-03-27 02:14:49
Anyways I already tried to install vb power packs 3. Cause I saw I have power packs 8 and it works
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2023-03-27 13:57:05
That's good news. Knowing that the most recent power packs version works. I still HATE that the current version is dependent on it. I'm still (extremely slowly) working on version 1.5 that will work just fine without it.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Limual on 2023-03-30 07:09:55
Thanks a lot for your program
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Kaiseran on 2023-10-31 17:57:45
I don't know why this program ((KERNEL.BIN editor - WallMarket v1.4.5)) not working while ‏‏((FF7 PrC Scene Editor)) is work !?

Can anyone help...Thanks.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: nfitc1 on 2023-11-04 03:26:37
Powerpacks. Check the first post.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Pure_Mind_Games on 2024-01-23 03:31:59
Powerpacks. Check the first post.

The second link leads to a dead page.

I found this after MUCH searching https://www.malavida.com/en/soft/visual-basic-power-packs/ which finally got it to open.

If the program isn't going to be updated, it probably wouldn't be a bad idea to include depenencies in a download at this point.
Title: Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
Post by: Saheim on 2024-03-07 18:59:05
Hi nfct1! First of all very big thanks and congraculation for this great software!

I have a question about the additional effects description window on the attack tab.
I wich to add the effects "Healing Wind" and "Breath of the Earth" which belong to Aerith's limit. Can you tell me their location?

I want to add an effect on the team simultaneously with a summon attack, but I can't find any of the effects, but I thought that since the last version of wall market, perhaps you have made other discoveries?

Healing Wind: Heals each party member for half of their total HP.
Breath of the Earth: Heals your party members of any negative status effects they may have.

Thanks ans sorry for my english.