FE_Builder_GBA -- If you have any questions, attach report7z

The problem is that the animations have messed up cape frames when inserting. The scripts need to be fixed by using L or “Loop” commands.

I see.
Did you mean that he imported Mage and Shaman of FE7 into FE8?

In that case, the cloak(cape) command does not work correctly, so need to fix it with L(Loop).
However, when importing an animation containing a cloak (cape) command, a warning should be displayed.
Ignored the warning?

Cloak is hard-coded with the C47 command.
This instruction is composed of structures containing complicated ASMs, the contents are not yet well understood.
C47 instruction was too complicated, so C01 hack patch was created instead.

It creates a loop between L and C01 and expresses the fluttering of the cloak with a script of battle animation.

Is there anyway to import and export battle backgrounds using FEBuilder? I imported the night plains tileset from FE7 to FE8, and wanted the appropriate battle backgrounds to go with it.

Unless the night battle backgrounds are still in FE8, just hidden somewhere.

You can access battle background from here.

There was a bug where the ID shifted by one when battle background was exported.
I fixed it with the latest version(ver Version:20180519.15).

Yeah, haha. I ignored the warning. I installed the C01 hack patch, but I’m not sure what it does. What do you mean by “L”?

L is Loop.
Instead of the C47 command, it is a command to make the cloak flutter.
It is implemented as C01 hack.

C01 waits while HP is decreasing, but if you define L before that, it will function as a loop.
For details, please read the manual attached to FEditorAdv.

L
command
command
command
command
C01

Oh, thank you

Mr. 7743, I import some animations without attack action, but can cause damage, how to solve?

Where can I download the battle animation?
To reproduce, that battle animation script is necessary.

If it occurs only by that battle animation, is not it that the battle animation is broken?
I think this animation forgot to give the damage C01 command.

If it happens with other battle animation with the same item, I think that you mistook the item setting somewhere.

Tutorial
https://pan.baidu.com/s/166_kxGUdqC9rhF6ZLv6Atw

I can give you the ROM, because there are too many wrong animations, there is no attack animation, there are some attacks that will continue to run the animation.
Please check the animation CC,CD,D1,DC,DE,D0,E2, and ZHE.

The connection:https://pan.baidu.com/s/1tmQfjhRAhEvX5ubdjWHRQA
password:cd53

Hi, I was trying to insert some unique animations into otherwise vanilla FE7, and I’m having trouble extending the list in the individual animations editor. When the list is extended, it copies the first entry (Lucius unpromoted) as usual, but all the new entries seem to be linked. That is, when one is changed, all of them change, including Lucius unpromoted. Here is an example where I tried to give Matthew a custom promoted animation:

https://mega.nz/#!qLRkABBA!iNDBRc7CT0I-XtNFRpthimeHElKMqnj4IUhKWQvSitc

I think I taught how to make ups last time. :frowning:
I will be angry next time you do the same.

Overall, I think that the animation is incorrect.
Where did you download this animation script?
Did you make it?

For example, animation ID: CC.

Motion of melee attack does not exist.
Wizards should define both range and melee.

I think that this motion is not a melee attack motion, it looks like motion when you do not have any items.
In this animation file, the order of definition of motion is incorrect.

There is absolutely no motion when you make an attack mistake.

 Motion of battle animation must be arranged in the following order.
    01=Melee Animation
    03=Melee Critical Animation
    05=Ranged Animation 
    06=Ranged Critical Animation
    07=Dodge Melee Attack
    08=Dodge Ranged Attack
    09=Equiped with Melee Weapon
    0A=standing motions?
    0B=Equiped with Ranged weapon
    0C=Attack Missed Animation
 
    //Chinese translation.
    01=攻击命中时的动作
    03=攻击必杀时的动作
    05=间接攻击的动作
    06=间接攻击必杀时的动作
    07=被攻击回避时的动作
    08=被间接攻击回避时的动作
    09=站立不动的动作
    0A=站立不动的动作?
    0B=间接时站立不动的动作
    0C=攻击失误时的动作

Animation ID: CD.

It is dangerous to use C47.
As explained here, C47 is a hard coded command.
If you want to shake the cloak, please make a loop using C01 hack.

There is no mismatch in this animation.
Also, it seems that some images are broken.

Animation ID: D1.
An animation with a sickle like ruwy.

I could not find a problem with this animation.

Animation ID: DC.
I could not find a problem with this animation.

However, it is another cause that attacks are not hit by motion.
UnitID:1F 阿尔托莉雅 is Class ID:7 圣骑士 (Paladin)
The reason why her attack does not hit is because her weapon level is wrong.

Dark magic is selected as the weapon level of UnitID.
And the class is a paladin where swords and spears can be used.

This kind of phenomenon occurs when you create a class that can use both weapons and magic at the same time.
You can not use weapons and magic at the same time unless you apply a patch that makes it available at the same time.
In FE, range attacks are always selected for units possessing magic.

But the weapon she has is steel sword. There is no indirect motion in this weapon.
Therefore, it does not operate properly.

If she erases the dark magic and sets the weapon level of the sword and spear, the problem is solved.


Thank you.

If possible, will not you name the ACSII code just next time instead of Chinese folders?
In Japanese windows, I can not recognize some Chinese file names, so I need to unrar it on Linux.
If the file names are all ACSII code, there should be no problem.

FEBuilderGBA also became a problem as it used to contain Japanese filenames before.
Therefore, I changed all Japanese filenames to ACSII code file names.

Fixed in Version: 20180521.06.
For duplicate individual animation, a separate button is displayed.

You can separate animation data by pressing this button.

Since Lint’s error message was incorrect, it was fixed in Version: 20180521.07.

Lint was telling you the wrong message.

This is the correct message.

I want the ID of item ID: D8 to be D8.
The ID must always be in the order of arrangement.

It will fix it as follows.
ID 00 -> D8

Always match the order and ID displayed in the list box.

Can you understand the joke written in readme.txt of FEBuilderGBA?

名前の由来は、 某LANDのアレからです。
The origin of the name is from 某LAND.
这个名字的起源是来自 某LAND。

某LAND pronounces bo: land.

某LAND -> bo: land -> Borland
so, This is about Borland.

Borland was developing RAD tools such as Delphi and C++ Builder.
In the past, it was an excellent development environment comparable to Microsoft’s VC ++.
Developers who made Delphi and C ++ Builder moved to Microsoft and developed C#.

The name of FEBuilder’s “builder” name comes from here.

Amazing thank you! It works great

I posted the file.
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA#a826589e

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