Author Topic: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)  (Read 7157 times)

Girl next door

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
« Reply #25 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.

Sega Chief

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
« Reply #26 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?

miruss89

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
« Reply #27 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-)
« Last Edit: 2016-08-16 11:54:00 by miruss89 »

JWP

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
« Reply #28 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.
« Last Edit: 2016-08-15 23:29:38 by JWP »

alexfilth

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #29 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

Sega Chief

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #30 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

alexfilth

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #31 on: 2016-08-26 18:32:11 »
Yes, it was updating the kernel with the status attack value. :P

zkshd

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #32 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.

alexfilth

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #33 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.

resinate

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #34 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.
« Last Edit: 2016-11-13 03:37:20 by resinate »

stavstav

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #35 on: 2017-04-16 00:41:17 »
This is awesome!  Nice work!

rotschleim

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #36 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.

Kefka

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #37 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.

Grumpy_Edge

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #38 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
« Last Edit: 2017-06-22 20:38:53 by Grumpy_Edge »

Sega Chief

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #39 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.

JWP

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #40 on: 2017-08-08 19:55:24 »
Here
see section 9.7

dulaku

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #41 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.

JWP

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #42 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.

Tedrainbow

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #43 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...
« Last Edit: 2017-09-29 03:21:25 by Tedrainbow »

JWP

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #44 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.

Tedrainbow

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #45 on: 2017-09-29 10:04:03 »
With what program have the kernel.bin file been compiled to main.fs?

CoolMitten

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #46 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?
« Last Edit: 2017-10-15 18:58:54 by CoolMitten »

Girl next door

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #47 on: 2017-10-15 19:54:08 »
Use FF8 Archive Commander http://www.balamb.pl/qh/ff8ac.7z

CoolMitten

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #48 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)  ::).

Rikku

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #49 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