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FF7 Tools / Re: [PSX/PC] Scarlet - Multipurpose Editor (kernel.bin, scene.bin, EXE)
« on: 2025-06-29 01:55:38 »Good. Looks great.No.
Is 7th Heaven necessary?
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Good. Looks great.No.
Is 7th Heaven necessary?
Hey Amy, just wanted to say that the new version of Scarlet appears to have solved my issue where syncing the kernel and scene files caused those weird things in battles!Glad to hear it! It seemed intermittent when I was testing it, so let me know if it happens again.
EDIT 2: I have encountered an issue when trying to edit or add elemental rates. For example, if I select Bolt from the menu, it says Earth in Elemental Rates box. IF I select Earth, it says Poison. It seems to be showing the name of whatever the element below the one I select is. Not sure if this applies across the board or in certain instances as I haven't tested every combination of element and rate.Will fix this when I have a moment.
Is there anyway using one of these editors to change how the Steal command works for characters?No; I imagine that functionality is baked into the EXE.
One quirk I did notice with the Kernel Editor is that when adding stat modifications to Weapons, Armor, and Accessories that don't already have them is that once you select a stat from the drop down menu, the text for the amount of the modification stays greyed out and you can't change the value. However, if you click on another item on the list and then click back on the item you were editing, you can now change the value.I'll fix these when I get a chance, thanks!
Another thing I've seen is that if I click on an empty slot in the Attack Data tab in the Scene Editor and then attempt to make a new one, I get the following error message:
I'm not brave or knowledgeable enough to try making new enemy attacks to actually use at this point, but I thought it was worth mentioning. I'm working on a Windows 11 PC if that matters.
I have encountered an issue with my modding causing the game to crash in battles though. I'm using the 7th Heaven Mod manager with the SYW Unified Battle Textures, Field Textures, Minigames Textures, Worldmap Textures, and UI mods as well as the 60/30 FPS, Mouth Replacer, and Wizard Staff mods. The crashing happens regardless of whether the mods are on or off, so I don't think it's those. I know 7th Heaven uses FFNx which is something I don't know much about but I know it's not vanilla FF7. Maybe that has something to do with the issue?I'm having a little trouble following—it doesn't work if you save both the scene.bin and the kernel files? Have you tried on the canary version?
I did find a way to prevent the crashing though - at least so far (this mod is very much WIP), and it comes down to how I save my work after making edits. When I tried to save with only scene.bin loaded in Scarlet, it gave me the following message:
I started over after loading up KERNEL.BIN and kernel2.bin as well as the exe file just in case, then made some edits again. No problems until I go to test them out in game, and then it would crash whenever I entered a battle with edited enemies (not sure if it would be the cases with non-edited ones as I didn't try that). I didn't think to screencap the crash message, but I remember it was very nonspecific and gave a link that looked to be the FFNx github page.
I then replaced my files with unedited ones and made edits again, this time without loading anything but scene.bin and ignoring the warning when saving. Went back to try the game again and so far, so good. Seems to do everything I wanted it too, and no crashes yet. The game runs fine with the mods I listed too.
One thing thats confusing me is the prices for materia like summons is 1 but the 'Materia AP price multiplier' says 70. Wouldn't that mean they should sell for AP*70?I'm not too sure how it works, but I'm guessing 1 price items are ignored.
If I make edits to FF7.exe with the limit break editor (Libre), would this allow me to create a hext file of those changes?No. I would suggest using Scarlet instead:
What file type are you getting those offsets from?PC/Steam. Is it different in other versions?
Not sure how I missed this originally, but it looks interesting. Has anyone done a playthrough of it?I actually did my own video of the Midgar section back when I was first working on it (though there have been some minor changes since then):
There's two major bugs I've found so farDo you have a save I can test with?
1 - When you exit Costa Del Sol after defeating jenova - you get teleported by Cosmo Canyon and become a rock. You can't get encounters or open the menu.
2 - The game softlocks at Cosmo Canyon after you talk to Red at the top of the stairs and change your party.
I'm sure there's more later on.
When I change Clouds name then reload the exe or the .dat file to an unchanged exe the change is what I made. The exe is 1.02, to be honest now that I think about it, I think it might be 7th Heaven screwing everything up, I can't even launch the game without going through it.Hm, strange. Let me know if you keep having issues with it.
When loading an updated exe or the data file only the name is correct, the Curse Rings are Fairy Rings when first loading the exe then change to Earrings when I load the dat file in.What do you mean by "only the name is correct"? And which version of FF7 are you using?
Hello!I believe so! I had to make a small tweak to the editor to make sure it recognizes the 1997 version, but it looks like it's working fine. Let me know if you have any issues.
Does this work with version 97 exe? (ff7 1.02 english)
My question is logical, my exe has important modifications and I need to be sure of its correct operation, in any case it is an excellent job, if it works for me I have small changes pending with Vincent and Caith Sith, of course I would include you in the credits.
Regards