Author Topic: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)  (Read 784592 times)

nfitc1

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1275 on: 2022-08-14 14:28:33 »
Is it possible to increase how often 'Added Effect' goes off and change Chocobuckle to also multiply by level like in the original Japanese release? Or would I need something else like 'Materia Keeper'?
This is a function of the special effect of the action (summon). It would require some asm rewrite to change it.

The Great Sephiroth

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1276 on: 2022-11-06 08:44:00 »
In the "Weapon" tab checking "Sellable in shops" does not work. Instead it checks "Miss if not Dead".

Axel Firestorm

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1277 on: 2022-11-07 16:28:12 »
Is it possible to set certain limit break names to be different depending on whether an in-game variable is active or not? The reason I'm asking is because I'm making Jessie a fully playable member of the party in a mod I'm working on and this is done via model & avatar swap with Tifa. I was hoping that although they share the same set of limits that they could at least be named differently for Jessie than for Tifa and possibly have slightly different effects as well. But I'll settle for just different names if need be. Is there any way to do this? I've tried using hext files but while I can make the changes live in Cheat Engine, the address where the information is stored changes every time I load the game, so it doesn't seem like I can do it that way.

nfitc1

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1278 on: 2022-11-09 00:30:15 »
That’s not a WM question. That’d have better luck as its own topic.

Axel Firestorm

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1279 on: 2022-11-09 03:15:50 »
Well, since WM is the only other way I know of to edit kernel.bin and that's where the information is stored, I asked here. There's no function in WM to use & define variables for things like limit names? Like through the AI section or something?

nfitc1

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1280 on: 2022-11-09 05:14:50 »
No. And this thread is for discussing the tool, not modding.

Axel Firestorm

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1281 on: 2022-11-11 07:37:51 »
I was discussing the tool, asking a question about it. And it is a modding tool. So I don't understand the distinction you're trying to make. Markul basically told me to ask here when I messaged him about it.

ramedina12345

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1282 on: 2022-12-18 04:38:18 »
Hi. I downloaded it and it's not working. Just load then nothing. I have all the requirements .net framework and visual powerpack. I'm using windows 11. How will I make it work? Thanks

Limual

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1283 on: 2023-02-09 17:02:10 »
Hello. Can you help. You can use your program to increase the power source from one point , for example, to five ? Or do i need to change the game file ? Thank you!

Limual

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1284 on: 2023-02-10 07:05:18 »
PS 1 version

pating

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1285 on: 2023-03-18 06:33:23 »
I still have proudclod working on my pc but suddenly wallmarket just won't run...

nfitc1

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1286 on: 2023-03-22 16:38:34 »
@Limual:
No. That’s a menu function. WM only affects battle actions.

@pating:
Do you have an error message or does it just not start? There would be an error in your event viewer if you’re using Windows.

pating

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1287 on: 2023-03-26 11:03:16 »
I have an error message. It says, " A problem caused the program to stop working correctly. Please close the program."

I currently using another Windows laptop than the previously one that I am using. It works fine with my older laptop. I can run proud clod just fine in my current laptop that I am using.

And by the way thanks for building the WallMarket. I was able to fix the Gil Up Materia by using this application.
« Last Edit: 2023-03-26 11:05:25 by pating »

pating

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1288 on: 2023-03-27 02:14:49 »
Anyways I already tried to install vb power packs 3. Cause I saw I have power packs 8 and it works

nfitc1

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1289 on: 2023-03-27 13:57:05 »
That's good news. Knowing that the most recent power packs version works. I still HATE that the current version is dependent on it. I'm still (extremely slowly) working on version 1.5 that will work just fine without it.

Limual

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1290 on: 2023-03-30 07:09:55 »
Thanks a lot for your program

Kaiseran

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1291 on: 2023-10-31 17:57:45 »
I don't know why this program ((KERNEL.BIN editor - WallMarket v1.4.5)) not working while ‏‏((FF7 PrC Scene Editor)) is work !?

Can anyone help...Thanks.

nfitc1

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1292 on: 2023-11-04 03:26:37 »
Powerpacks. Check the first post.

Pure_Mind_Games

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1293 on: 2024-01-23 03:31:59 »
Powerpacks. Check the first post.

The second link leads to a dead page.

I found this after MUCH searching https://www.malavida.com/en/soft/visual-basic-power-packs/ which finally got it to open.

If the program isn't going to be updated, it probably wouldn't be a bad idea to include depenencies in a download at this point.
« Last Edit: 2024-01-23 11:00:36 by Pure_Mind_Games »

Saheim

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1294 on: 2024-03-07 18:59:05 »
Hi nfct1! First of all very big thanks and congraculation for this great software!

I have a question about the additional effects description window on the attack tab.
I wich to add the effects "Healing Wind" and "Breath of the Earth" which belong to Aerith's limit. Can you tell me their location?

I want to add an effect on the team simultaneously with a summon attack, but I can't find any of the effects, but I thought that since the last version of wall market, perhaps you have made other discoveries?

Healing Wind: Heals each party member for half of their total HP.
Breath of the Earth: Heals your party members of any negative status effects they may have.

Thanks ans sorry for my english.

Gordo98

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1295 on: 2024-03-31 20:58:18 »
Redownloaded these FF7 modding tools to try my hands making a mod. But already running into issues just editing values, changing names in this program.

After doing what I want, creating kernel.bin, applying patch my FF7 runs into an error loading the game and basically I'm already demotivated and I haven't even started understanding ProudClod and MakouReactor  :-(

What causes this unhandled exception when loading the kernel.bin you've edited. I'm so bad trying to understand computer technicals

Vordane

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Re: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1296 on: 2024-08-28 19:07:03 »
I have been testing out some changes with this editor.  I want to make the Bahamut Zero summon hit more than once, but the multiple hits option doesn't seem to be working.  Has anyone added multiple hits to a summon before?  I would prefer it to quickly show around 4 hits of text, like meteor rain does.  The summoning animation is probably part of the issue.