Author Topic: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)  (Read 72291 times)

Firelawa

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #50 on: 2018-02-11 05:17:51 »
Can you change the FPS to 25 with this tool?

ploppo

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #51 on: 2018-06-03 16:18:26 »
doomtrain isn't compatible with the steam version of final fantasy 8 , i check that out now , it look for some kernel file that's not present in the steam version :\

Hazedge

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #52 on: 2018-06-30 11:32:52 »
doomtrain isn't compatible with the steam version of final fantasy 8 , i check that out now , it look for some kernel file that's not present in the steam version :\
Really? I've been using Doomtrain for FFVIII Steam version some days already and my mods had been working so far, except for two...

1 - When I try to modify the GF's abilities order it got bugged in-game, some were empty and others wasnt the one I changed in Doomtrain.
2 - I dont know whats going on, but since I've changed the ATK Power from Zell's Duel, his limit break were bugging the game, making the enemy receive multiple hits nonstop, being impossible to continue the gameplay, forcing to alt+F4.

Does someone know why these things are happening? The rest of the mods worked just fine. (characters stats growth and exp to level, magics atk power, others limit break atk power, enemies abilities power...)

qotsaninsoadkorn

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #53 on: 2018-07-01 05:01:10 »
doomtrain isn't compatible with the steam version of final fantasy 8 , i check that out now , it look for some kernel file that's not present in the steam version :\

it is you just need to use Deling FF8 Field Editor to extract the file from Final Fantasy VIII\Data\lang-en\main.fs

also you might aswell try out Cactilio another great tool for FF8 found on these forums :)
it's used to modify the battle.out which is found inside Final Fantasy VIII\Data\lang-en\battle.fs

and back up your files before you start... :)

also if this sounds like too much... maybe have a look at my first attempt at modifying both of those :)
http://forums.qhimm.com/index.php?topic=18301.0
started just a few days ago, i've already done so much :) loving these tools :)
for eg lvled up bosses past their previous max lvl... adjusted the attack power / magic powers for almost everything...
since i'm a fan of the Hard_Mode_Launcher for FF8... my mods work alongside that + complement it imo...
i also made some changes to CERBERUS the GF since he is made useless when you use the hard mode ... since double/triple are broken by the unlimited magic mod i guess... now with my mod Cerberus Casts: Haste + Angel Wing + Regen on all party members...
this is like Rinoa's Angel Wing in that it makes the character BERSERK except it's RANDOM MAGIC ATTACKS BASED ON THEIR STOCK AND DOUBLE DAMAGE...

I also broke the DMG LIMITS for most big moves in the game... Limits / High end Magic / GF's other then Bahumut/Eden
also gave the other GF's better stats at higher levels to try to make them less useless, and made EDEN do a less DMG in fact...

also Doomtrain is great for trying out weird stuff... like Making Zell Perform LIONHEART :P Despite having no Sword / Gunblade LOL
https://nofile.io/f/yQ6nAcHa3Pw/2018-07-01+04_05_51-FINAL+FANTASY+VIII.jpg

basically you can easily change the "button" for something like "doom" "devour" etc to Cast something else... and not limited to just magic obv...
Also managed to make RINOA perform Seifer's Limit Break... FIRE CROSS... her animation is fun to watch, and her weapon reacts as his would pretty much...
« Last Edit: 2018-07-01 06:08:55 by qotsaninsoadkorn »

Girl next door

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #54 on: 2018-09-26 20:59:01 »
Hi guys, I have a problem with the Break Damage Limit tag for Zell's finishers. It's not working. I have no problem with Squall, Irvine or Quistis. Just Zell. Could you please look at it to see if there's a problem with the code ? Or maybe tell me where I can find it by hexedit ? Thanks !

Soviet_Spyy

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #55 on: 2019-03-14 22:50:53 »
Hi
How would i go about changing the junction stat boosts for magic, in the ff8 new threat mod having 1 stock of a spell has the same effect as having 100, any help on how i could make this happen?
thanks  :)

Leythalknight

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #56 on: 2019-04-29 18:45:16 »
I made a list of what the Unnamed entries in the Enemy Attacks list are. Many of them are used for dialogue, and when I wasn't sure which line an attack triggered I wrote down the conditions for its activation instead.

Spoiler: show
001 - Used by Trauma (involved in summoning monsters?)
002 - Basic physical attack (used by most enemies)
003 - Griever basic physical attack
004 - Ultimecia(3) basic physical attack
024 - Belhelmel dialogue/form change
030 - Cockatrice attack
040 - Fastitocalon form change
041 - Fastitocalon(2) form change
042 - Fastitocalon attack
043 - Fastitocalon(2) attack
044 - Biggs HP < 50%
046 - Snow Lion attack
047 - Snow Lion attack
050 - Armadodo attack
051 - Armadodo-related ("Armadodo falls over!" text or unused?)
052 - Armadodo gets up
075 - Gayla attack
078 - Adamantoise attack
081 - Righty attack
082 - Bomb enlarges once
083 - Bomb enlarges twice
087 - Vysage attack
092 - Blue Dragon attack
101 - Grendel attack
104 - Forbidden's HP < 20%
105 - Appears in Forbidden's ability list but appears to be unused?
115 - Funguar laser
116 - Biggs(2) attack
117 - BGH251F2(2) attack
119 - BGH251F2(2) death
132 - Torama stands up
134 - Thrustaevis attack
156 - Cerberus/Jumbo Cactuar/Seifer/Gargantua/"Sorceress"(3)/Ultimecia(2)/Ultimecia(3)/Seifer(4)/Slapper crit attack
160 - Base Leader HP < 50%
167 - Iron Giant/Red Giant attack
170 - Escaped... (Cactuar)
171 - Imp flies
172 - Abyss Worm rise
173 - Abyss Worm recede
178 - Used by Elastoid (involved with its use of Reflect Beam)
179 - Used by Elastoid (involved with its use of Reflect Beam?)
186 - Seifer(1) death
187 - Abadon stands
188 - Abadon returns to normal
189 - Abadon attack
190 - Abadon attack
191 - Abadon death
195 - Ochu attack
196 - Seifer(1) Turn count = 4
197 - Seifer(1) HP < 50%
198 - Seifer(1) HP < 50% (counter)
202 - Red Giant attack
203 - Red Giant death
205 - Edea(1) turn taken (initial dialogue?)
206 - Edea(1) - >= 1 ally dead
207 - Edea(1) HP < 100% / allies dead >= 1
208 - Raijin(1) death
209 - Raijin(2) death / Fujin alive
217 - Fujin(1) turn count = 4 dialogue ("ELLONE, WHERE?" ?)
218 - Fujin(1) death / Raijin dead
219 - Fujin(2) death / Raijin alive
221 - Tonberry falls over...
224 - Tonberry advances
228 - In Tonberry King's movelist, but unused?
229 - In Tonberry King's movelist, but unused?
232 - "Jumbo Cactuar is hesitating..." ?
241 - Catoblepas death
258 - Used by Sphinxaur upon death
259 - Sphinxara death
260 - Tri-Point death
264 - Edea(1) death
265 - Gargantua appearance?
266 - Gargantua death
267 - Raijin(2) / Fujin dead
268 - Raijin(2) used before using a heal
269 - Raijin(2) "I don't hit girls, ya know?"
270 - Blitz attack
275 - Odin death
277 - Krysta death animation
278 - Krysta counter
279 - Krysta counter
286 - Mobile Type 8 death
290 - Used by Trauma (involved in summoning monsters?)
291 - Trauma death
294 - Raijin(3) attack
296 - Fujin(2) pre-Meteor dialogue?
297 - Fujin(2) death
298 - Raijin(3) moved
299 - Raijin(3) death
300 - Raijin(3) HP > 50% (counter) Squall-related dialogue?
301 - Raijin(3) counter dialogue?
302 - Raijin(3) pre-Aura dialogue?
303 - Raijin(3) dialogue
304 - Raijin(3) dialogue ("I won't take it easy on ya!" ?)
306 - Tiamat death
313 - UFO? death
320 - Adel (Squall dialogue)
321 - Adel (Zell dialogue)
322 - Adel (Selphie dialogue)
323 - Adel (Quistis dialogue)
324 - Rinoa dialogue (Adel fight)
325 - Cerberus HP  20%
326 - Cerberus death
330 - Seifer(4) death (Gilgamesh)
331 - Seifer(2) turn count = 3
332 - Seifer(2) HP < 40% (counter)
333 - Seifer(2) death
334 - Seifer(2) Demon Slice on Squall ("I'll show you who's the better man!" ?)
335 - Ultimecia's GF instakill
340 - Seifer(4) - involved in Odin/Gilgamesh event?
341 - Seifer(4) death (normal)
342 - Seifer(3) death
343 - Edea(2) death
344 - Seifer(3) turn count = 1
345 - Seifer(3) turn count = 4
346 - PuPu-related ("Elixir please"?)
347 - PuPu-related ("More Elixir"?)
348 - PuPu "death"
349 - Edea(2) turn taken (first dialogue?)
361 - Helix attack
363 - Ultimecia(2) - involved in using Great Attractor?
366 - "Sorceress"(1) attack
367 - "Sorceress"(2) attack
368 - Griever death (changes music?)
370 - BGH251F2(1) HP < 60% counter/death
371 - BGH251F2(1) HP < 40% counter/death
372 - Elite Soldier - all allies alive (during BGH251F2 battle)
374 - Used by Helix on init
376 - Ultimecia(2) summons Helix
382 - Unused
383 - Unused

brucy

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #57 on: 2019-06-01 11:33:25 »
thanks for this tool , it solve a lot of problems in this game , but i need to know this : the "Limit Break Param" value determine the percentage for getting crysis level 4 , what is the correct value to set to make sure that the limit breaks are always at level 4 ? i ask because sometimes even if i set 255 the crysis level goes to 1, also please notice that i take only three lines to write this comment so please don't be lazy and reply\help me

gunner_1207

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #58 on: 2019-07-20 08:16:30 »
AAARRRRRRGGGGGG!!!!!!!!!!!
please help someone i wanna mess about an have some fun with this, but i honestly dunno what im doin. i have doomtrain and deling i think i have extracted the right file, but then i dont know how to modify in doomtrain or even begin to put the file back in the main.
im asking please someone if you would be so kind as to take some time an write a step by step on how to extract the file, open with doomtrain ,then put file back with whatever. please please its the magic draw i really wanna play with.

No problems figured it out, being a dumbass

New question, are there other kernel.bins to edit with doomtrain or just the one?
« Last Edit: 2019-08-04 19:44:04 by gunner_1207 »

rick

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Re: [FF8PC/PSX] kernel.bin data editor - Doomtrain (v1.0.0)
« Reply #59 on: 2019-09-09 17:50:04 »
Thanks :). Good luck with your mod, hopefully it'll be easier to do what you want with Doomtrain.

can you share with us the hexadecimal digits to permanently set the effect of the item "hero"? it the one that make you invincible, basically it would be like what you did with the permanent limit brake, or if it is easier , implement something to permanently active it trough this program

rick

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #60 on: 2019-09-11 07:09:32 »
also , the kernel.bin contain the data that don't allow us to directly control odin and ghilgamesh ? or those data are in the exe along with the percentage data that don't allow us to decide what finisher squall should use ?

Sebanisu

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #61 on: 2019-09-11 15:24:45 »
AAARRRRRRGGGGGG!!!!!!!!!!!
please help someone i wanna mess about an have some fun with this, but i honestly dunno what im doin. i have doomtrain and deling i think i have extracted the right file, but then i don't know how to modify in doomtrain or even begin to put the file back in the main.
im asking please someone if you would be so kind as to take some time an write a step by step on how to extract the file, open with doomtrain ,then put file back with whatever. please please its the magic draw i really wanna play with.

No problems figured it out, being a dumbass

New question, are there other kernel.bins to edit with doomtrain or just the one?
The drawable magic isn't in kernel. see the ifrit tool.
There is only one kernel.bin
after you extract the file from the fs archive you have to remove it to add the new one back in. You basically take the steps to unpack them and do it in reverse from there.

Sebanisu

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #62 on: 2019-09-11 15:40:40 »
also , the kernel.bin contain the data that don't allow us to directly control odin and ghilgamesh ? or those data are in the exe along with the percentage data that don't allow us to decide what finisher squall should use ?
There's a wiki on doomtrain that lists almost everything in the kernel that they know about.

Kernel Weapons list which finishers squall can trigger. But it's percent i think is fixed. Googling it led to like 25% per finisher but on weapons that have fewer than 4 get the extra 25% added to the most powerful. so when the weapon has all 4 unlocked it's 25% for each. But if you have only 2 it's 25% and 75%. I donno if this is right I can code but can't reverse anything to confirm. But google.com is works wonders.

miruss89

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #63 on: 2019-09-12 00:55:43 »
There's a wiki on doomtrain that lists almost everything in the kernel that they know about.

Kernel Weapons list which finishers squall can trigger. But it's percent i think is fixed. Googling it led to like 25% per finisher but on weapons that have fewer than 4 get the extra 25% added to the most powerful. so when the weapon has all 4 unlocked it's 25% for each. But if you have only 2 it's 25% and 75%. I donno if this is right I can code but can't reverse anything to confirm. But google.com is works wonders.

Yeah it's true for Squall Finisher. Also in Doomtrain you can enable/disable which Finisher you want\don't want with Squall Gunblade but then when doing renzokuken in battle it will crash. I already try it with FF8R.

rick

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #64 on: 2019-09-12 19:39:11 »
@miruss89 @Sebanisu so maybe as long as there are at least two finishers the game shouldn't crash, but if those percentages are written in the kernel, they they could be manipulated in order to give for example 1% for the first three finishers and 97% to the lion heart, also what about the positive statuses, is there something in the kernel file that could allow to modify the auto-abilities? for example: we have auto-reflect, so i would modify that and substitute the effect of reflex with the invincibility effect (you know, when you become transparent and fully invincible)

just in case i will explain myself better: if in the kernel.bin there are the datas about the auto-abilities such as auto-reflex , then i would like to change the equipped magic in that auto ability , and substitute the effect of reflex with the effect of invincibility (when the character become transparent)

the invincibility effect is also called peerless
« Last Edit: 2019-09-12 22:23:45 by rick »

miruss89

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #65 on: 2019-09-14 14:25:45 »
@miruss89 @Sebanisu so maybe as long as there are at least two finishers the game shouldn't crash, but if those percentages are written in the kernel, they they could be manipulated in order to give for example 1% for the first three finishers and 97% to the lion heart, also what about the positive statuses, is there something in the kernel file that could allow to modify the auto-abilities? for example: we have auto-reflect, so i would modify that and substitute the effect of reflex with the invincibility effect (you know, when you become transparent and fully invincible)

just in case i will explain myself better: if in the kernel.bin there are the datas about the auto-abilities such as auto-reflex , then i would like to change the equipped magic in that auto ability , and substitute the effect of reflex with the effect of invincibility (when the character become transparent)

the invincibility effect is also called peerless

actually i've tried. But kernel.bin didn't allow for something like that. I think all the percentage calculation for renzokuken finisher is hardcoded in the .exe. But you can do something like this:
For each Renzokuken Finisher such as Rough Divide, Fated Circle and Blasting Zone, change the magic id to Lion Heart, but don't forget to change the Hit Count, Target Info and Attack Flag parameters box to match the original Lion Heart Finisher. So when your getting Renzokuken Finisher in game, it should be Lion Heart for all the finisher except that maybe the old finisher names still not change.

And in kernel.bin you can't put Invincibility into Abilities Junction. But you can edit Mad Rush abilities to trigger Invincibility/Aura. So solved.

rick

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #66 on: 2019-09-14 21:58:44 »
actually i've tried. But kernel.bin didn't allow for something like that. I think all the percentage calculation for renzokuken finisher is hardcoded in the .exe. But you can do something like this:
For each Renzokuken Finisher such as Rough Divide, Fated Circle and Blasting Zone, change the magic id to Lion Heart, but don't forget to change the Hit Count, Target Info and Attack Flag parameters box to match the original Lion Heart Finisher. So when your getting Renzokuken Finisher in game, it should be Lion Heart for all the finisher except that maybe the old finisher names still not change.

And in kernel.bin you can't put Invincibility into Abilities Junction. But you can edit Mad Rush abilities to trigger Invincibility/Aura. So solved.

true, it can be a good solution to solve the problem of the finishers , as for the invincibility effect, it is just another positive status like the others so it has to be possible to do that, but if it isn't possible to change the auto-magics with the kernel.bin then it mean that the data of the auto-magics are writed somewere else, so what file contain those datas ? also i hope that by telling that i want to set invincibility as something permanent i am not hitting anyone's sensibility lol

gentlemagic

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #67 on: 2020-01-17 12:29:16 »
i use doomtrain to edit selphie limit , it seem to lack slot arrays 60-65 https://finalfantasy.fandom.com/wiki/Slot_(Final_Fantasy_VIII). And more than 1 The end in all spell sets will crash the game.
I find array 60-65 by changing all arrays to 15 and use hex editor search 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F, end of 0F string is 6 values of 60-65
« Last Edit: 2020-01-19 12:30:54 by gentlemagic »

gentlemagic

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #68 on: 2020-01-18 22:05:18 »
I'm doing a violent mod:



So with this i can use potion+ to summon Gilgamesh Zantetsuken to chop all bosses, same with Odin can chop all bosses. The problem is after chop them (funny animations) they 're gone but the battle wont end, it's just there my party without opponent.
Edit: Fixed, wrong status, Eject is the right one. It's fun to chop all bosses and skip battle messages. Epecially use Odin to chop Seifer , and use Zantetsuken Reverse to chop Odin when vs him.
« Last Edit: 2020-01-21 04:24:16 by gentlemagic »

gentlemagic

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #69 on: 2020-01-20 15:32:30 »
Here is my understanding to unknown labels in kernel.bin . If it is right, please someone edit and recompile Doomtrain  :)

Target info and Attack flags:


Battle Commands And Command data:



Rinoa Limit :




gentlemagic

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #70 on: 2020-01-21 17:31:53 »
Can we add camera change for battle items ? I add Terra Break and Light Pillar to battle items, but these 2 spells need to change camera angle to look good.
And about Wishing Star it seem the animation riding Angelo lock to Rinoa 's model, if somehow we can change the code from Rinoa's model to caster's model, then anyone can ride Angelo.
Similar to Laguna limit lock to Laguna's model, i would love to see Irvine do Laguna Limit.
« Last Edit: 2020-01-21 18:21:44 by gentlemagic »

JWP

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #71 on: 2020-04-24 15:25:02 »
i use doomtrain to edit selphie limit , it seem to lack slot arrays 60-65 https://finalfantasy.fandom.com/wiki/Slot_(Final_Fantasy_VIII). And more than 1 The end in all spell sets will crash the game.
I find array 60-65 by changing all arrays to 15 and use hex editor search 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F, end of 0F string is 6 values of 60-65

The reason 60-65 isn't included is because it overlaps with the item sets. the bytes are: 01 02 04 02 07 02 - this is the start of set 0: 2 Thunder (Magic id 0x01), 2 Thunder (Magic id 0x04), 2 Thunder (Magic id 0x07).
This might be a coding issue with the game and could cause issues.

Can we add camera change for battle items ? I add Terra Break and Light Pillar to battle items, but these 2 spells need to change camera angle to look good.
And about Wishing Star it seem the animation riding Angelo lock to Rinoa 's model, if somehow we can change the code from Rinoa's model to caster's model, then anyone can ride Angelo.
Similar to Laguna limit lock to Laguna's model, i would love to see Irvine do Laguna Limit.

The only thing that could possibly be added to Doomtrain is text editing, every other byte in the kernel.bin file that can be edited is already there.

rartart

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #72 on: 2020-06-21 17:24:33 »
i wish that this great program get updated too , i wish there was an option to permanently apply the positive status , i want to permanently apply the hero status :D

Antoine

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #73 on: 2020-06-24 18:24:27 »
Thank you for Doomtrain!

I wonder what Power, Power Mod and Level Mod mean in "G-Forces" and "NJ G-Forces"?
Is there a way to increase the effect of Moogle Dance?

Thanks in advance.

Dark_Ansem

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Re: [PSX/PC] kernel.bin data editor - Doomtrain (v1.0.1)
« Reply #74 on: 2020-07-02 00:29:41 »
Playing the Steam non-remastered version here.

So, I tried to make holy hit multiple times, and now enemies don't disappear anymore after being hit - but they absolutely die lol I assume there is no fix for this?

GF attacks cannot be made multi-hit either I suppose.

Let alone enemy attacks...