Author Topic: [PSX/PC] KERNEL.BIN editor - WallMarket (v1.4.5)  (Read 788393 times)

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1150 on: 2016-10-17 14:38:45 »
Is there a known issue where editing the kernel can cause text to glitch?

I edited several weapons/armor to include more text descriptions, and never got a warning message that the text was exceeding limits. But for some reason, Tifa's limit break now says "B Rush" in battle instead of "Beat Rush" even though i never touched her limit break or any text related to it. Any idea what could be causing that?
Known issue. I can't reproduce it so I can't fix it.

DLPB_

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1151 on: 2016-10-17 14:42:36 »
Known issue. I can't reproduce it so I can't fix it.

Haha, yeah - this one is as old as time and we never did get to the bottom of it.  You can use touphScript to correct it, at least :)

genesis063

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1152 on: 2016-11-11 11:31:06 »
So I was wondering if there was a way to make it so you can split up the kernel bins for 7th Heaven like you can do with the flevel.  With the new feature that does that can they be put in an Iro and it will still take effect or is there a different way to do that?

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1153 on: 2016-11-11 14:10:47 »
What do you mean by "split up the kernel bins"? I don't know what 7th Heaven does with the flevel.

genesis063

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1154 on: 2016-11-11 17:07:40 »
It can chunk them to make them more compatible with other mods.  I was wondering if that was possible here as well.  I know WM allows to create parts would that allow it to function within the Iro as the same principle or is the new feature of allowing multiple user changes to overlap suitable?

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1155 on: 2016-11-11 17:55:16 »
Sounds like a feature that 7th heaven needs to implement. WM has been able to dump pieces since way back.

genesis063

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1156 on: 2016-11-11 19:28:31 »
Sweet if I can use those then it can read them and use them.  Did it for the scene pieces.

Kaldarasha

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1157 on: 2016-11-11 20:22:01 »
You won't be able to use them in game. The dumped pieces are more or less for source sharing. If I understand it right, only WM can re-inject them into the Kernels.

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1158 on: 2016-11-12 15:56:12 »
They're raw pieces that could be manipulated in other ways by any other application. But the vanilla exe is looking for a bin-gzip file for these pieces. I don't know how or if other programs can directly insert file contents into memory where they need to go, but these could be used like that.

genesis063

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1159 on: 2016-11-12 16:20:41 »
So maybe if we bring this to EQ2 then if it is possible for 7th Heaven to implement then we can use it.  That would be awesome and help a lot.  I think I paste your post in there if that is okay.

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1160 on: 2016-11-12 17:40:55 »
Either way this thread is about WM, not 7th heaven. Any further discussion needs to be in a 7th Heaven thread.

Kaldarasha

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1161 on: 2016-11-13 21:02:00 »
So maybe if we bring this to EQ2 then if it is possible for 7th Heaven to implement then we can use it.  That would be awesome and help a lot.  I think I paste your post in there if that is okay.

I already had asked Iros about that and he was confident that it is possible, but sadly he couldn't implement it. While 7H is open sourced now I don't want bombard ficedula with to many requests. It would be a huge help if somebody would also deal with the tool.

genesis063

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1162 on: 2016-11-14 08:28:38 »
Sadly I don't know how to do it or I would offer.  Anyway I cannot get to it if I wanted to anytime soon.  So calling all tool experts if you could do this it would really help everyone out and make compatibility that much easier and open.  Anyway like NFITC1 please move this discussion away from this thread for anymore responders.

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1163 on: 2017-02-02 02:39:57 »
I'm looking into "fixing" the text issue by essentially starting over completely. I'm re-writing everything that involves text processing, but I've run into something odd. I've known about the F8 code that creates the red box. That is always followed by a 02 value in the KERNEL text, but that 02 value seems to do nothing. It's still "needed" since the F8 code seems to skip ahead a byte to get the text. So I'm curious if there's a function of that argument byte. Anyone know? I'm looking at the asm and I can't find where the code alters the window colors anywhere.

DLPB_

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1164 on: 2017-02-02 03:32:11 »
I'll look into it tomorrow, but I do recall changing settings with Wallmarket made no change the the text box colour.  I think Limit colour for the boxes is set in hard code.

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1165 on: 2017-02-09 15:16:15 »
I found it. It does appear that that byte after the F8 is completely ignored. The colors of the corners of the text box are hard coded to 90700000h in ARGB format. This makes it slightly more transparent than a normal text box and mostly appear visually brighter than if the menu's colors were set to that color.

The code for this begins at either 0x6D4BFC or 0x6D6B78. It's conditional which one is picked. I'm not sure the condition(s).

DLPB_

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1166 on: 2017-02-09 18:01:35 »
It's based on whether it's a Limit break or a normal help box or enemy attack box, iirc?
I do remember now looking at this same code at some point.

And I forgot to look into it again (above).  Sorry about that.

cloud171190

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1167 on: 2017-03-07 17:53:34 »
I have a different problem and when I change an armor and the description blank, after the save again !Zauber+5 How can I change this because it is after saving and reloading again

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1168 on: 2017-03-07 22:10:35 »
I am stupidly monolingual and your English is better than my German, but I'm not sure what you're trying to say.

UpRisen

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1169 on: 2017-03-09 17:49:18 »
I think what he is saying is that when he renames a weapon and saves the kernel that it resets to its original name when he exits WM. My item and weapon changes always take effect but I recentely encounted this same problem when trying to edit the name of a summon under the "attack" column. ( Im trying to have summon attacks be limit breaks, the character will learn the limit properly, it shows the name of the summon under the limit break menu, but in battle it doesnt appear)

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1170 on: 2017-03-09 19:33:53 »
Well, if you're editing text in the PC version be sure to also "Create kernel2.bin" as well. If editing text from PSX be sure to select the "update text" box at the bottom of the screen when creating the KERNEL.BIN. PSX text updating is pretty slow on some machines so I disabled it by default.

Also, I don't think that summons will work as limit attacks for various reasons. Summon actions are handled completely differently from Limit actions. Don't expect anything but dedicated limit actions to work.

Sega Chief

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1171 on: 2017-03-09 20:30:47 »
I think he's talking about a problem where trying to have a blank description causes text to appear for it anyway. So if I add text to Bronze Bangle for instance and then delete it, in-game I'll get '!Strength+5' or something like that. Might not be the way to make it happen, it's been a while, but there is something odd that goes on when leaving description text blank.

DLPB_

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1172 on: 2017-03-10 00:18:14 »
I guess all this will be fixed anyway now NFITC1 is redoing the lot.

nfitc1

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1173 on: 2017-03-10 02:17:49 »
That's the hope. Time will tell.

azertyuiop2

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Re: [FF7] KERNEL.BIN editor - WallMarket (v1.4.5)
« Reply #1174 on: 2017-03-18 22:14:36 »
Hello NFITC1 (and everyone else),

Do you know how to change the "options" default values as for the default colors for text-windows in the game ?

I'm not sure that the data are in the kernel.bin file, but I don't find them in other files (neither in ff7.exe for example)...