Author Topic: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)  (Read 704109 times)

The Seer of Shadows

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« Reply #150 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.

Jonnylossus

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« Reply #151 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. =)

Kudistos Megistos

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« Reply #152 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?
« Last Edit: 2008-12-04 19:26:05 by Leighos Kudistos Megistos »

BlitzNCS

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« Reply #153 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*

Tyler_Wu

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« Reply #154 on: 2008-12-04 19:08:20 »
So now wall market can do the same things as the teioh in the programming feedback section?

nfitc1

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« Reply #155 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. 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.

BlitzNCS

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« Reply #156 on: 2008-12-04 19:51:00 »
OK :P

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

Kudistos Megistos

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« Reply #157 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
« Last Edit: 2008-12-04 20:07:07 by Leighos Kudistos Megistos »

nfitc1

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« Reply #158 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.

Armorvil

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« Reply #159 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.

nfitc1

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« Reply #160 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.
« Last Edit: 2008-12-04 21:13:43 by NFITC1 »

The Skillster

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« Reply #161 on: 2008-12-05 00:53:12 »
Major cahoots for including raw editing for items..

The Seer of Shadows

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« Reply #162 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!!

hay

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« Reply #163 on: 2008-12-05 10:14:52 »
Awesome work. Kudos friend.

nfitc1

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« Reply #164 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?

Kudistos Megistos

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« Reply #165 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.

Armorvil

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« Reply #166 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:
« Last Edit: 2008-12-05 18:49:54 by Armorvil »

Jonnylossus

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« Reply #167 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

Kudistos Megistos

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« Reply #168 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...
« Last Edit: 2008-12-05 18:43:55 by Leighos Kudistos Megistos »

Jonnylossus

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« Reply #169 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!

nfitc1

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« Reply #170 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. :(

burnloungaz

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« Reply #171 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.

nfitc1

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« Reply #172 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:).

Jonnylossus

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« Reply #173 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




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..
« Last Edit: 2008-12-05 23:54:20 by Jonnylossus »

Armorvil

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  • Working on : FFVII Total Grudge
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Wall Market, FFVII KERNEL.BIN editor
« Reply #174 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, 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  :-)