FE_Builder_GBA -- If you have any questions, attach report7z

I am confused as to whether this fix should be merged.
(I wanted you to consult before implementation.)
I do not know whether to create a tag in the name column.

I agree, I was hoping there might be some feedback to see if people liked the info there or not. I think the info in the name column can be helpful for scanning through patches at a quicker pace because you don’t necessarily have to click on the patch to know the category that it falls under.

A new column could also be made that aligns next to each patch for tags. This could show the first tag but allow for multiple followup tags for search functionality. For tagging, I’d simplify down to as few tags as possible so all music related patches as “Sound”, all event related patches as “Event” and all image related patches as “Graphics” (although I currently separated this out to “Images” and “Animation”.

Version: 20180617.23, I could not merge, but I fulfilled your request.

I made it possible to click “Filter:”.
Click on Filter: to select TAG.

Set the tag as follows.
TAG=#ENGINE #SOUND

Since it is a text item, you can specify multiple tags.
I tried to add a # like a twitter hashtag.

For now, I define three of #IMAGE #ENGINE #SOUND.

Version: 20180617.23, I changed the skill processing part again.
This time, I also tested the operation, so I think that there is no problem.
But if there are any problems again, please let me know.

Cool, I’ll just run the txt files through a program that replaces the string NAME.en=xxxxx:nbsp with NAME.en= and submit an updated link in a few days when I’ve got some time.

Hey there, first of all great job, you made a really nice tool!
I’m using it and I like it a lot.
I have encountered some problems though.
I’m trying to use GOTO_IFCNA to trigger an event only with a specific unit. Unfortunately it didn’t work.
I looked into a vanilla chapter and the way it’s written is like so :

Branch_if_character_is_not_active[Unknown][0x00] condition ID [0x09] Unit[0x00] GOTO_IFCNA)
And then _01 (which is Eliwood’s Char#) is written with it’s binary code being : 01000000

I tried with this # and it worked for this character.

However, if I try this with another #, FEBuilder understands another command, (Like showing a Background with 05000000)

So I looked into HxD, it looks like this normally :
4E 00 00 00 09 00 00 00 05 00 00 00
09 being the condition ID
And 05 being the character #

And this is how the FEbuilder command writes it :
4E 00 00 00 09 00 05 00
So all I know is that the command forgets something.
I know I could edit this by hand with the hex editor. But It would be handy if the command could do it properly!
Could you help please?
Thank you =)

Could the patch from this post be added to the patch section for FE8U?

Also, I noticed that the character editor for FE6 now only has 48 entries by default now (it should have 226, I believe?) While this was probably just a mistake, and it’s still possible to edit the other entries by increasing the “Count” number at the top of the editor, it would be appreciated if the default number of entries to edit was increased back to where it should be.

Forgive me if I sound demanding, and thank you for such an amazing program!

Fixed in Version: 20180618.20.
Fixed a bug in the number of unit editing screens of FE 6.
It seems I made a mistake when I fixed it a while ago.
Thank you for reporting the bug.

Could the patch from this post be added to the patch section for FE8U?
I implemented it as “Base stat based promotion for reclassing” patch.

This seems that I made a mistake.
Fixed in Version: 20180618.20.

This is incorrect.
(The instruction code of FE 7 is shifted between FE7J and FE7U.)

4C00XXXXYYYYZZZZ	Branch_if_character_is_not_active[XX::Unknown][YYYY:IF_CONDITIONAL:condition ID][ZZ:UNIT:Unit](GOTO_IFCNA)	{JUMP}	{J}
4E00XXXXYYYYZZZZ	Branch_if_character_is_not_active[XX::Unknown][YYYY:IF_CONDITIONAL:condition ID][ZZ:UNIT:Unit](GOTO_IFCNA)	{JUMP}	{U}

I fixed as follows.

4C00XXXXYYYYYYYYZZZZZZZZ	Branch_if_character_is_not_active[XX::Unknown][YYYY:IF_CONDITIONAL:condition ID][ZZ:UNIT:Unit](GOTO_IFCNA)	{JUMP}	{J}
4E00XXXXYYYYYYYYZZZZZZZZ	Branch_if_character_is_not_active[XX::Unknown][YYYY:IF_CONDITIONAL:condition ID][ZZ:UNIT:Unit](GOTO_IFCNA)	{JUMP}	{U}

Thank you for reporting the bug.

Cool, nice job keep it up! thank you!

Keyboard shortcut for FEBuilderGBA_EN
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA/Keyboard%20shortcut%20for%20FEBuilderGBA_EN

Knowing these three shortcuts will improve convenience.

Ctrl + K
Click the “Write To ROM” button in the item that is currently being changed.
For event script etc, click “Change” button.

Please change it and use it when it is troublesome to push the write button one by one.

Ctrl + W
Close the current window.
For pages opened in tab form such as event scripts, close the currently active tab.
Unlike Ctrl + F4, only the currently active tab is closed.

Pause (Break)
Go to the main window.
Since FEBuilderGBA opens several windows, please use it when you want to return to the main screen immediately.
It is like a home button on a smartphone.

Another new document.

Please refer here if unknown error occurred when remodeling made using FEBuilderGBA.
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA/If%20your%20ROM%20freezes%2C%20read%20here_EN
With “Connect to emulator” you can identify the event to be frozen.
Using “FELint” will display a list of bugs that can be detected automatically.
Using “Difference Debug Tool” you can get a comparison with the backup version that worked correctly.

If this still does not work, you will be backing up from backup.

However, before returning from backup,
please create report.7z with “problem reporting tool” and ask to the community.

Thank you once again!

edit: resolved

In line 3, #incbin.

#incbin "Class Base Promotion Gains.dmp"

//install
ORG 0x2BD50
#incbin "Class Base Promotion Gains.dmp"   //<-THIS

//This is the graphic that resets the level.
//Change to ping to the new level (usually the same)
ORG 0x736DA
SHORT 0x7A18

I do not know why this can not be used.
I am trying it with EA ver 11.1.
What version of EA do you use?

I switched the Event Assembler core in the FEBuilder settings to a more up-to-date version and it seems to be working now, thank you!

Sorry, that was a silly mistake on my part.

I’m trying to give skills in the skill system to classes that don’t already have them and it isn’t letting me. What am I doing wrong and how can I fix it?

It was fixed in Version: 20180619.05.

Please press the expansion button on the list to secure the area.
but, when the address was 0, an error occurred and it was fixed.

Hey there, first thing. Thanks for the awesome tool, it’s so simple and powerful, I love it!

Now for my question, is it possible to make some items in shops limited? For example in Path of Radiance and/or Radiant Dawn there were certain items only available to brought once, usually for a cheaper price. Is this possible in FEBuilder?

That would require save expansion, since you’d need to save the number of items already bought. I believe @Leonarth has done this hack, but I don’t know whether he’s released it yet.

I see, I think expanding the save is beyond my current knowledge. I’ll look for the hack you mentioned. Thank you!

Edit: sorry for asking another question but is it possible to make a casual mode for, well, casual players? It’s not a big deal just curious if theres a setting that i’m missing.

It is easy to make it difficult.
Hard mode, setting the hard boost value of the chapter data makes the enemy stronger.

Conversely, it is difficult to make it easy.
However, using the event, you can receive strong weapons and money when in easy mode.

27190000	CHECK_TUTORIAL	Difficulty Level 1 if it is easy, 0 if not.	@STOREC	{COND}
22190000	CHECK_HARD	Difficulty If you are hard, you will get 1, otherwise you will get 0.	@STOREC	{COND}

Since the result is assigned to memory slot 0xC, you need create conditional expression for judgment.

Also, it is also possible to change reinforcement by difficulty.
40050200XXXXXXXX40050300YYYYYYYY400A000048E29E08 Extension branch[XXXXXXXX:POINTER_UNIT:Units If easy][YYYYYYYY:POINTER_UNIT:Units If Normal or more] {U}
40050200XXXXXXXX4005030001000000400A000048E29E08 Extension branch[XXXXXXXX:POINTER_UNIT:Units If Normal or more] {U}

There are also means such as not to use the arena by installing a tile which can not pass such as a wall on the arena.
Tile changes can also be set with events, so different tile changes can be generated for each difficulty.

Otherwise, do you rewrite the asm and correct the value such as accuracy of hit?
Here, it is difficult because the formula must be rewritten with asm.

Ah, I had already found those things out from practicing with FEBuilder. What I meant was a casual mode where units don’t die permanently, like in the newer games. I plan on letting my friends play the my hack and they are less experienced with the series.