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Messages - nfitc1

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2876
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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.

2877
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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 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

2878
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2008-12-10 02:22:11 »
Yep, I'm playing the PC version. I tried changing kernel2.bin also but I still get the same error.

Well thanks for your help anyway.  :-) Hopefully someone else has an idea that will work.

Edit: I feel really silly since I know so little about these files and how they work. Something else I noticed that I thought I should mention is that there is a lot of extra files in my data\kernel folder. There is kernel.bin and then kernel.bin0 up to kernel.bin26 and then kernel2.bin with an extra 9 to 26. I checked my backup data files from before I started modding and the kernel folder there does not have all these extra files. Though I tried updating the kernel.bin in my backup folder and still got the error. I'm not sure if this is any extra relevant information but I also get an error while trying to compile a LGP file using LGP tools saying 'stream read error'.

Should I create a new topic elsewhere for this matter? I didn't expect it to be this much trouble and I don't want to spam this thread if this matter should be elsewhere.

Man, I'm so anxious to get playing this. Hehe.

Were you using WallMarket too? That will create those files. Hojo might as well, I've never used it. Ignore them. They're harmless. :) I don't know where Hojo needs the kernel.bin, but the only place the game will recognize it is in the data/kernel directory. The problem you're having is because the Scene look ups are incorrect.

2879
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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. :(

2880
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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.

2881
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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.

2882
Archive / Re: Cosmo by Ficedula
« on: 2008-12-08 17:50:38 »
You need ficedula.dll in the same directory as cosmo is located.

2883
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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

2884
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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 is kinda like that.

2885
Akari would be the logical person to help you here. He's been decoding the battle engine and would be able to tell you how to undo this check. I'm sure it's not that complicated, but it might need to be done for all the physical damage calculations. At least upper calculation 1 and A.

I've tried to get Squall78's attention about integrating a Attack Data editor into Hojo, but he either hasn't noticed or isn't interested.

2886
Archive / Re: First Tsurugi Mods or some kinds of Mods XD
« on: 2008-12-06 04:21:23 »
I have a doubt,but somebody is translating the FFVIIPC to Spanish,or just only me?

1. Wait a little more than 2.25 hours for a response to that. There are only a few people who regularly come here that do graphic editing.

2. There are tutorials on how to do all that

3. Do not multi-post. It's against forum rules. There's a "Modify" button in your post for a reason.

2887
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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? :(

2888
NFITC1  what do i do to get permission for wallmarket?

There's nothing you can do now. I'm not going to allow hosting until I'm finished with it. Until then I'm going to just host it on fileplanet. For now, you can link to the topic that I made about it. I'm always updating that.

2889
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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:).

2890
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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. :(

2891
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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?

2892
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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.

2893
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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.

2894
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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.

2895
well since all the programs have thier makers names in the read me or the about section of the program and the fact that i never said i made any of them there shouldnt be a problem. its only there for an easy access to the files so people dont have to spend hours finding them. its just a quick pick up place.

There is the issue about distribution. If you're hosting those files you claim to have, when/if the editor is updated then you'll have an outdated version of it. Having the permission to distribute the editor is the best way to ensure that you have the authorized (notice that the word is "author"-ized?) updated version and that the people downloading it know that you didn't do anything malicious to it like try to make a fake version of it and pass it off as the real thing. If something goes wrong (if it is not what it claims to be) people start pestering the claimed author about it and YOU become liable. It's more to protect you than the ownership of the editor/program.
I don't want people making WallMarket clones that erase people's system settings or try to steal email information. That diminishes my status as an author of the editor even though I'm not the one that made it. I'm not accusing you of doing any of this, but I've seen it happen before.

2896
All right i got the materia added but barret is screwed up.

http://FF7patching.synthasite.com
go to common errors for screen shots.

It looks like you're trying to inflict both Fury and Sadness on Barret at once. Poor guy. What would that be? Clinical depression?

Anyway, it looks like 0xA3 in your KERNEL.BIN section 3 is something other than 00, 10, or 20. Fury and Sadness should be mutually exclusive statuses, but by forcing both on Barret you're making act weird.

2897
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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.

2898
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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?

2899
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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.

2900
FF7 Tools / Wall Market, FFVII KERNEL.BIN editor
« 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?

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