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FF7 Tools / Re: [PSX/PC] Scarlet - Multipurpose Editor (kernel.bin, scene.bin, EXE)
« on: 2025-04-26 19:22:58 »
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!
Which is very fortunate, as it turned out I needed to edit the kernel after all. On one of my test runs through the first reactor mission, I ran out of potions during the Guard Scorpion battle, and even if I had been able to beat the thing, Cloud and Barret would never have made it out of the reactor without having to flee from random battles. So I added a handful of extra potions to the starting loadout.
Actually, now that I'm able to do that, I think I'll probably pump up Guard Scorpions stats a bit more.
I've always thought that fight was cool but sadly not challenging in the least, and it's a delight to be able to change the latter.
Fantastic work on this!
EDIT: Is there a way I can use this to make enemy attacks ignore rows like ranged player attacks do? I noticed when I was testing out my mod in the No. 1 Reactor that the Sweeper, despite using ranged attacks, doesn't do full damage when it's in the back row.
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.
Also, not sure if this would be a big ask or not, but it would be cool if there was a way to select whether the name on an enemy attack is shown when executed. For example, I changed the Sweeper's Machine Gun attack to target the entire player party and changed the name to "Sweeping Fire" to reflect this, but Machine Gun is one of those attacks that doesn't display the name. I'd like to change that, but didn't see a way of doing it.
Which is very fortunate, as it turned out I needed to edit the kernel after all. On one of my test runs through the first reactor mission, I ran out of potions during the Guard Scorpion battle, and even if I had been able to beat the thing, Cloud and Barret would never have made it out of the reactor without having to flee from random battles. So I added a handful of extra potions to the starting loadout.
Actually, now that I'm able to do that, I think I'll probably pump up Guard Scorpions stats a bit more.

Fantastic work on this!
EDIT: Is there a way I can use this to make enemy attacks ignore rows like ranged player attacks do? I noticed when I was testing out my mod in the No. 1 Reactor that the Sweeper, despite using ranged attacks, doesn't do full damage when it's in the back row.
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.
Also, not sure if this would be a big ask or not, but it would be cool if there was a way to select whether the name on an enemy attack is shown when executed. For example, I changed the Sweeper's Machine Gun attack to target the entire player party and changed the name to "Sweeping Fire" to reflect this, but Machine Gun is one of those attacks that doesn't display the name. I'd like to change that, but didn't see a way of doing it.