A command-level decision must be reached so I'm putting it to my faithful users. Should WM make the KERNEL.BINXX files anymore? They're not needed because I found out that I can create dynamic arrays (how 'bout that?) that I can store the de/compressed info in. This would be several disk-writes shorter (and possibly make writing the kernel virtually instantaneous if the text isn't being updated). This is currently what Heidegger is doing. It reads the scene.bin and stores all 256 compressed scenes and decompresses them when needed. When a scene is selected it is decompressed into a scene file array. Since they're all 7808 bytes this part was easy. When the "Somethingchanged" check is on (though admittedly it's supposed to be invisible. sorry
) and the scene changes, Heidegger re-compresses the scene that's currently loaded and puts it back in its place before loading the next scene.
So let me give you a little history lesson about WM (for those who don't know or are getting in on the ground floor on how it works). Early on in the development (before 0.9.0 was released) WM couldn't decompress or compress the KERNEL.BIN. So it relied on FF7dec to split the KERNEL.BIN into the 27 pieces so it could load each of those and draw info from. Then I decided that I could do that myself to remove a step that people shouldn't have to take. Since it was already written to use those files I just created files with the same names. This was also for the compressing. WM had to rely on GZip to compress the files (until version 1.1.5 when I learned to do it myself) then WM would read the .gz files and squish them all together in the KERNEL.BIN. This is no longer needed since all GZipping happens internally.
It is still reading from these files and writing to them. This is mostly because some things still aren't being edited (such as the KERNEL.BIN2), but now that even raw data can be edited, there's NO byte in any kernel file other than in KERNEL.BIN1 (some of these WILL NOT be touched because it would be pointless to do so) and KERNEL.BIN2 (feature coming soon) that cannot be edited. Text is also being created dynamically and appropriately. At the moment, KERNEL.BIN2 can be Hex Edited and then WM will read whatever is inside it and put it in the KERNEL.BIN since WM doesn't edit it. Once it does, however, would there really be any need to create these files? I think not or else you'd run into the problem that someone ran into where the data wouldn't match what was in the kernel if it was edited by another application.
PS:
NFITC1, with your help, i can now conclude that the website i stumbled across years ago was right:
http://www.willamette.edu/~ejohnson/findex.htm
take a look at the ideas conveyed there, then take a look at the latest secret "key item" found by wallmarket. "Memories of yuna"... suspicious?
I have no idea what you're talking about. I don't see a key item called "Memories of yuna" or anything similar. What information on that website are you getting these ideas from?
EDIT:
What I CAN do is make a data sheet of different attacks' IDs.
I've just done this. There are just under 1000 unique attacks in this game. I now have a
text file and csv file with a list of their names and the scenes that contain them.