FE_Builder_GBA -- If you have any questions, attach report7z

Alright, that’s fine by me :slight_smile:

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This tool is so amazing, I had to register an account to thanks you all for the great work.

I have one question so my post is somewhat “worth” how can I create custom Stats boosts for weapons ?(we can do that with nightmare modules but is there an option maybe I did not notice?)

do you means this ? then I don’t know how to make a new one. If I increase the count and reload it does nothing, however if I decrease the count to at least 169 and reload, AA (170) Dragonstone will not be visible, If I put to 170 it comes back or 206 the base value but then we don’t see all the stats bonus that should exist ?)

I said it was the editor, I didn’t say I knew how to use it yet haha

If you want to add more weapons though, you have to do that in the weapon editor itself first, then you can add more things in the stat boost editor.

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well if I’m not mistaken the next offset should be 8AEFD8 (8AEFCC + C)

just tried, look like it is the way to do

So as to not clutter this topic, I will be posting all updates related to my English translation here:

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@7743 I’m having issues with one small thing.

In the character editor:

Where you can set the Affinity:

The options are: flame, Thunder, Wind, ice, darkness, light, Theory

I want to change the names. How do I do that?

Bonus: It would be fun to make the Affinity icons appear also, like so:

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Since there was a problem, I would like you to use the latest version first.
https://ux.getuploader.com/FE4/download/350

And …

To give the amplification value, please press this button in the item.
Then, a new area is secured.

Then allocate your favorite amplification value to the allocated area.

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Do you know the pointer of the attribute value icon?
I do not want this tool to keep image resources separately.
Since this is a ROM editor, it is necessary to do with all values read from ROM.

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Yes, that is what I want. I don’t know how to make the Affinity icon show up.

Edit:


The item icons, 71 - 80 are for Affinities
for this screen

I do not know how to code the affinities to work, so I cannot add them.

I can design with the UI only, no coding skills.

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Nice, I see how it works now. Will try to mess around with that thanks
Keep going this editor is amazing and I believe it can be even more in the future !

Your proposed change plan is very beautiful. However, there are two problems.
This plan is a matter of A and B parts.

The “conversation group” function of B marked in green is valid in FE8J. (I think that it is also valid on FE8U. maybe…)
Several FE8J remodeled works use this conversation group.

And the biggest problem is the A part marked in red.
There are a lot of FE8J remodeling that uses unused areas as special flags.
This tool is a MOD function and supports them.

For example…

In the example of this image,
We use three extensions of command patch(指揮), individual animation patch(個別アニメ) , skill patch(スキル).

The skill patch of FE8J uses the unused area of the unit setting as the setting value.
The command patch, like FE5, creates a commander’s correction.
Individual animation supports individual battle animation function like FE7J (FE7U).

By using the MOD function of this tool, you can assign a name to the unused area.
By giving a name, users can work comfortably.

So, even if it is an unused area, you have to refrain from erasing the name “??”.
Because, if you delete “??”, the user can not use MOD function.
I do not want to lose extensibility, including extensibility for the future.

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Ah! So the ?? name is rewritten using the PATCH functionality? When they use the skill patch, it allows them to edit the ?? to a title more relevant? I think I understand, and that is VERY useful. I will fix it.

Edit 1: Fixed the Item editor, added Labels. J_43/J_44/J_45 are back in, labeled ??

Added the Character Editor ?? labels as well.

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That’s right.

If a specific patch is installed, the name will be set to “??” that patch will use.

In this tool, it is implemented as PATCH_.txt and MOD_.txt.
PATCH_*.txt is Change pictures, images, programs and so on.

MOD_*.txt changes the name of the “??” label on the tool by receiving changes with PATCH and binary data.

Once the patch is installed, the name will be set to “??” used by that patch.

For FE8U, we have not transplanted patches yet,
For FE8J, several are attached.

Example:
patch\FE8J\指揮\PATCH_指揮パッチ.txt
patch\FE8J\指揮\MOD_指揮.txt

When the PATCH_指揮パッチ.txt is installed, MOD_指揮.txt rewrites the screen.
The content is a text file (UTF-8).

These brief descriptions are in the doc directory. (Although it is in Japanese…)

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I have supported the attribute image with the latest version.
https://ux.getuploader.com/FE4/download/351

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Wow, this look very nice.
Is it possible to make some extra compatibilities with some ASM hacks?
Like the Str/Mag split and the Skill System.

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Hey @7743, can you do me a favor, and when writing new code for each release, put ///NEW after new lines? That way I can import into my project much easier :slight_smile:

Am currently trying to import Attribute_Icon into my project.

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I am changing a lot of lines, so I can not put a mark such as NEW.
To implement Attribute_Icon, you need to modify some files.
I can not present it all.
If you do it yourself, please get diff with winmerge etc.

Now should not fix the design.
I think that you should only do translation, which is hard to cause conflicts.

Because, I have a lot of ideas I still want to implement.
Therefore, the UI may change.

Still, if you want to fix the design, please publish all of the complete project file in zip format so that I can merge it in the future.
Depending on how much change you made, if can merge it might merge.
(However, we can not promise to merge without fail.)

Importantly,
It is two things,
that is not breaking the program
and
It is a mandatory condition that Japanese button names etc are maintained.

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Are there dependencies based on the japanese name of the button? Do functions break when this is changed?

Edit: This is my current English Translation. If editing the Japanese names will break things, I will stop. I will focus only on the translation files for now.

https://puu.sh/xxKOn/e6d77a0de1.7z

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Even if the Japanese name breaks, the program will work.
However, since this project has many users in Japan, maintaining the Japanese name is a prerequisite.

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