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

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

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

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

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


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


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

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

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

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

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

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

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

For names you can use the editor Carbuncle.

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

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

For names you can use the editor Carbuncle.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

If you mean the item effects out-of-battle, then I can only make a guess based on how it is in FF7. There, when you use WallMarket to change e.g. the healing amount that a potion gives, the effect is only changed inside a battle. It turned out that out-of-battle item effects are located in the FF7.exe, so I would think that it's the same for FF8, maybe.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: alexfilth on 2016-08-15 12:40:00
Yes in the kernel there are pretty much only battle related stuff. Also doomtrain can edit almost all of the kernel data section, if something it's not in it chances are it's not in the kernel.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: JWP on 2016-08-15 14:26:11
To clarify, there are 4 bytes per item in the non-battle items section - 2 of which point to an item name, 2 of which point to an item description - and we haven't implemented renaming objects. There isn't anything in the misc section either.
So the item IDs are paired with their effect somewhere other than kernel.bin. The actual effects themselves are in the exe but the parameters are probably in one of the files in the menu archive.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Girl next door on 2016-08-15 15:21:38
I had a look at the mngrp.bin but it's a huge file, too hardcoded for me. The only thing I want to do is change a gf item so that we could learn the Card Mod with it. I think I will wait for someone able to do this. Anyway, thanks for the help.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: Sega Chief on 2016-08-15 22:54:11
I saw that AP Ammo uses a formula that's been called 'Terra Break/Great Attractor' in the tool; is this just a physical formula that ignores defence?
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: miruss89 on 2016-08-15 23:05:37
I saw that AP Ammo uses a formula that's been called 'Terra Break/Great Attractor' in the tool; is this just a physical formula that ignores defence?
Yup, its ignore defence. Already try it with Lionheart finisher with break damage limit on. The result is 60k damage for each 17hit. Overkill!  8-)
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
Post by: JWP on 2016-08-15 23:09:01
yes, some of them aren't named properly because I put placeholder names of some of the abilities that used the attack type until I worked out what it did. I guess I didn't get around to renaming that one xD.
I think "% damage" is % physical damage and "demi" is % magic damage, those probably need renaming too.

If anyone is curious about the camera change stuff in enemy attacks, it's used as follows:
a tick in the box and 127 in the spinner means that there's no sequence change (this sets the byte to 0xFF)
anything else means that the sequence in the spinner is always played and I think the tick box defines if the camera change always happens or not.
The sequences used are stored in the enemy DAT files in section 6.
There'll probably be an interface change at some point to make the camera stuff a bit clearer.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: alexfilth on 2016-08-26 18:16:24
Updated to version v1.0.1, download link is in the first post.

Changelog  v1.0.1
- Added attack type to weapons section
- In weapons section hit bonus has been renamed to attack param
- Enemy attacks, attack type and magic ID lists are improved
- Added ignore vit attack to enemy attacks chart
- Improved info in GF damage chart.
- Fixed a bug in magic -> junction -> status defense
- Some others minor bugs fixed
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Sega Chief on 2016-08-26 18:23:00
That's good news about the status defence bug; I noticed it when I tried to change it for some of the spells. Thanks for the update  ;D
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: alexfilth on 2016-08-26 18:32:11
Yes, it was updating the kernel with the status attack value. :P
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: zkshd on 2016-08-28 16:12:41
Hate to bring another report,
[Bug report]:
[Title]: GF status attack Confusion modifications won't save correctly.
[Description]: Minor issue, GF section, under General, at status attack it seems that just Confusion (yes only that) check box is not working, if checked, then save and reload it won't be checked.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: alexfilth on 2016-08-28 22:09:41
Hate to bring another report,
[Bug report]:
[Title]: GF status attack Confusion modifications won't save correctly.
[Description]: Minor issue, GF section, under General, at status attack it seems that just Confusion (yes only that) check box is not working, if checked, then save and reload it won't be checked.
Thanks for the report, bug fixed. I'll wait another couple of weeks before releasing 1.0.2.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: resinate on 2016-11-02 19:40:13
how can i make a monster use spells like ultima that normally dont use spells.

also is there a way to enable flag thing for GF having pre learned stuff like SPR-J.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: stavstav on 2017-04-16 00:41:17
This is awesome!  Nice work!
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: rotschleim on 2017-05-27 05:13:10
Is this unusable with the Steam version? I don't see a Kernel.bin anywhere in its files.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Kefka on 2017-05-27 10:09:27
Is this unusable with the Steam version? I don't see a Kernel.bin anywhere in its files.

The kernel.bin is inside the main.fs file, you need Deling to extract it from there. After making your changes with Doomtrain, use Deling again to insert the kernel.bin back into main.fs.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Grumpy_Edge on 2017-06-22 20:35:31
Hi all,

Played around with this today (awesome tool), once I'd finished I couldn't get Deling to open the modified kernal to insert it back into main.fs. It just displays the error: "Can not open disk image file. (Unkown error)"

Anyone know what could be the issue? Are there any limits to mods you can make (size?)


Thanks

Edit: I figured out what I was doing wrong, never mind!  :-X
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: Sega Chief on 2017-08-08 01:38:46
Was going through Selphie's Limits and had a question about the Slots Array & Slot Sets. Could someone give me an explanation on how everything is calculated from here? I have a rough idea of how Slots works, but not the probability of each set being used, etc.
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: JWP on 2017-08-08 19:55:24
Here (https://www.gamefaqs.com/ps/197343-final-fantasy-viii/faqs/58936)
see section 9.7
Title: Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
Post by: dulaku on 2017-09-02 20:29:37
Looking through this, it looks like there's not a way to add items to the list of battle items. Is that as simple as changing a byte somewhere in a given item's data structure, or is it hardcoded in some really obtuse way? If it's the former I can do it via hex editor or something when I get around to needing to, the latter might take some more work. I'm not too familiar with FF8's internal workings yet, but I've got some ideas I'm trying to get a sense of feasibility for.

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

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

Me new code:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

basically you can easily change the "button" for something like "doom" "devour" etc to Cast something else... and not limited to just magic obv...
Also managed to make RINOA perform Seifer's Limit Break... FIRE CROSS... her animation is fun to watch, and her weapon reacts as his would pretty much...