An unhandled exception occurs when I open my modded scene.bin; the program seems to work, but doesn't open any of the scenes from EA onwards. It doesn't happen when I open my unmodded backup, so it may be a problem at my end; I'm going to do a bit more experimenting.
But this still happens; it's a "System.ArgumentNullException: Buffer cannot be null" error.
This has been fixed. Now that it's not forcing there to be no more or less than 33 scene blocks it works fine.
I recreated LKM's scene.bin perfectly but modified the original one slightly. It's the same size as it's always been so I'm not real concerned. Heidegger now works to my intent and satisfaction. I'll fix errors/bugs, but I won't add any new features to it. It has been updated on the first post.
I think I need to take a brief moment and explain that last picture I hastily posted yesterday. Obviously there are six tabs there. These are representing all the information in the KERNEL.BIN2 file.
Character Growth:
This is where you can set the curves and limit info of the character in the List box in the upper left. The graph shows the possible range of stats for each level and the sliders cannot go outside those bars. Switching the buttons in the lower left will change the graph for the characters' stats. Changing the numbers to the right of those buttons will cause the characters to use a different curve. The graph uses initial data from KERNEL.BIN3 to get starting values so Yuffie's graphs all start at level 1 with stat 0. This will change if you modify the starting values in the Initial Character Data tab under Initial Data. Cait Sith's and Vincent's Initial Data is not contained in the KERNEL.BIN at all so their starting stats have been hard coded into the data.
Let me also add a disclaimer that the graphs assume that the stat increases are sequential in the bonuses and none are lower than the previous increases. If this is broken, the graph
will be inaccurate.
You can also see frames for limits. The drop-downs there will be populated with attack names taken from KERNEL.BIN18 so as those change, these will be updated. To the right of limits X-1 and X-2 (sans level 4) there is a Uses required. This is the number of times that limit must be used to get to the next one. The game will ignore this if the next limit is empty or use count is NULL (FFFFh). The HP Divisor at the bottom right of these frames indicates....something. It's a calculation to do with MHP, but I'm not exactly sure how it calculates it. Either MHP / (Divisor / 100) damage raises the limit bar 1 point (what I suspect) or MHP * (Divisor / 100) is amount of damage required to get the limit bar to full. Regardless, the lower the number, the easier it is to "break limit" or whatever you want to call that action.
Curves:
The curves themselves can be edited here. Changing them will be reflected on the graph too and you can make some pretty funky curves. It might even be possible to break the program and stuff.
On here will also be the stat bonus. The process of calculating that is basically described
on the wiki and in Terence's Party Mechanics FAQ. So you can get your characters to have stats at level 100 within one level or never have any gain if you so choose. The bonuses are universal, but the curves are there to allow you to change the characters as you wish.
Character AI:
Admittedly this is currently blank. It will eventually have Character AI data so you can make characters automated or have them perform some action at the beginning of the battles. This will take the longest time to decode. Sorry, be patient.
Random Numbers:
This is just crazy stuff. It's all the numbers 0 - 255 inclusive all jumbled up. When the game wants a random number it randomly picks one of these bytes and uses that as the random number..... Crazy, I know. But you can use this to your advantage. If you set them all to the same number then your chances of really rare things happening becomes 100% (this,of course, assumes that you know the right number to change it to
).
Scene look-up:
This is one of those things I'm going to classify as "use at your own risk". I'm only allowing editing of this because it's there in the KERNEL.BIN2 file. Hojo and Heidegger should be able to change these on their own, but you can set them however you want. The results could very well be disastrous so use with great care. More detail on the structure of this is in the wiki link above.
Spell Order:
This is also described on the wiki link above so I won't bother describing it further.
Have fun speculating on how great this will be.