Author Topic: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)  (Read 423001 times)

TorrinF

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1225 on: 2019-09-28 10:22:29 »
Basically, that means it'll work for PSX modding too since they can be injected into a disc image without rearranging file locations. The prog comes with a basic readme as well that should explain how to use it.
[/quote]

So i've been messing with the tool trying to edit the KERNEL.BIN that i extracted from a PSX image and i can get wallmarket to make the changes on that file but hen i try to add it back the LBA's in the image get rearranged and i cant figure out how to prevent that. Whenever i try and Mount the iso im getting a "file corrupt" error so that's complicating matters too.

this is my first foray into modding on something and Any help would be appreciated

Ty_JY

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1226 on: 2019-12-26 06:23:45 »
Wallmarket download link is down can someone please replace it?


NFITC1

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1227 on: 2019-12-26 22:36:56 »
There’s one on media fire that’s linked to from the blog. Use that link for now

Ty_JY

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1228 on: 2019-12-27 00:43:05 »
Sorry I must've been distracted or something... I really should've just tried the 2nd link in the OP. Only the first one is dead

DLPB

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1229 on: 2020-01-02 04:19:19 »
Hi, NFITC1.

As far as I can see, this is a bug in Wallmarket:

When changing next level amounts, the next level var [for the inner bar graphic] ends up greater than it should be.  Possibly you've assumed FF is maximum for this bar (it's really stupid and actually 3F).  So when I load a game after editing with Wallmarket, cloud ends up with a next level var value of FD and not something closer to 3C/D - near full.  The result is that the inner bar is therefore way longer than it should be.

The var is at 00DBFDAD - which is a savemap address for cloud [0x75 overall  or 0x21 in Cloud's http://blackchocobo.sourceforge.net/wiki/index.php?title=Savemap#Character_Record] - but clearly the initial values are pulled from Kernel to this address (and for the other chars).
« Last Edit: 2020-01-02 04:22:39 by DLPB »

NFITC1

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1230 on: 2020-01-02 12:30:58 »
The max is 3F? That is dumb. I'll look into it. Thanks

DLPB

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1231 on: 2020-01-02 13:55:11 »
tbh... it's a joke that the inner bar isn't been calculated on the fly...  that it has a separate var is ridiculous.

NFITC1

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1232 on: 2020-01-02 14:54:16 »
tbh... it's a joke that the inner bar isn't been calculated on the fly...  that it has a separate var is ridiculous.
Kind of yes and kind of no. I can easily imagine that it takes a toll on processing power on the PSX's part to calculate a percentage of needed EXP each time the menu is loaded for each character. It might have created a delay that the development team wasn't willing to accept and just made it calculate it at the end of every battle when a lot of background calculations were happening anyway. It might have been overcome at some point and adjusting it to calculate on the fly never got reexamined.

NFITC1

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1233 on: 2020-01-02 18:30:38 »
Actually, the max is 3D. That's even more bizarre. Maybe the gauge is 61 pixels long.

Starting at 0x5C766A and ending at 0x5C76AB. That's definitely limiting the needed exp bar value to 3D.
« Last Edit: 2020-01-03 11:51:17 by NFITC1 »

DLPB

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1234 on: 2020-01-02 20:12:09 »
the GUI outer bar masks it at 3F.  It still fits nice.    Yeah I also spotted the 3D thing...  3D will be fine I guess.  They probably altered it when they realized the outer bar was smaller.

It's not been well thought out at all.

It's def not 61 pix long though as it's multiplied by 2. That could be because of porting changes though.
« Last Edit: 2020-01-02 20:15:10 by DLPB »