I am currently modding the PSX version of FFVII as I play through it. It makes it easier to edit every enemy when I first encounter them. By doing so, I can micromanage all changes I make to an enemy, and test those changes instantly by loading a state in EPSXE (thanks to Hojo and Heidegger, by the way).
But, as you certainly know, heavily editing the Scene.bin file also implies updating the Scene look-up data. And the problem is, KERNEL.BIN is only loaded into the PSX's memory
at the start of a new game...
This means that all enemy formations will eventually get messed up because of my SCENE editing. When that happens I just update the KERNEL.BIN and insert it back into the iso, but an updated Kernel inside the disk won't do any good since the game won't read it unless I start a new game.
Aside from restarting the game from the beginning every time the enemy formations go haywire (which means I might have to restart the game one hundred times over the course of my playthrough), is there another solution ? Hex-editing a save-state, a memorycard save, or something completely different ?...
And if there are no solutions, is there some kind of logic behind the way the formations can go wrong ? What I mean is : is there some specific data, inside SCENE.BIN, that lead to this glitch ? Has this formation problem more chance of happening if the changes to the SCENE involve dropped/stolen items, elemental reactions, or stats ? I'm asking this, because, if for example the formation problem occurs most of the time because of modified elemental reactions, then I'm going to edit all enemies' elemental reactions right now, update the Kernel and start a new game hoping no other changes to the SCENE will lead to the formation glitch...
Thanks for reading all this, and the person who can help me wins my eternal gratitude (it's not much, I know, but I possibly can't do better
).