FE_Builder_GBA -- If you have any questions, attach report7z

It is an unavoidable phenomenon because it hooks the same part.

In realizing the skill, the skill patch hooks the part hit by the attack and performs additional processing.
If the attack hits, bad status sword also hooks this place to make the enemy a bad status such as sleeping.

Therefore, the two processes conflict.

I can only say “Please use one or the other.”

If you only need to change Palette, please change Palette from Map Style Edtior.

I tried to make a corresponding patch with the new version.

hi! this is a really lovely program. I like it a lot.

I’m currently trying to edit the battle animation palette for a character and running into some trouble. I’m hoping someone here could help.

  1. I edited the colours of the original palette (nothing extreme, just switching 3 shades of blue for 3 shades of brown, etc) in paint.net and when I imported the image, got this: https://i.imgur.com/dtEdCER.png

This is the image I tried to import: https://i.imgur.com/Io24iXc.png

The only way I could find to fix this was to edit each individual number with the correct, original value. This was painful :grimacing:

Basically, I want to know why the image got messed up and how to successfully replace a palette. That’s my first thing.

EDIT: For the record, this same issue happened when I opened the image in FE Recolour and tried to directly paste in the HEX value. The palette only works correctly if I manually enter the RGB values.

  1. I could use an explanation on how palette assignment works. I tried re-assigning what palette this character would use in battle, but couldn’t get it to change inside the ROM. This is a screenshot of the palette assigner: https://i.imgur.com/JrFGQfv.png

Nothing I changed in there seemed to have any effect :sob: So my second thing is that I’d like to know how palette assignment works between classes and characters.

If I didn’t explain something well enough I apologize. Thanks in advance for anyone helping!

Please use software that can recognize pallet correctly.
I recommend edge.
http://takabosoft.com/edge
(Edge is Japanese software, but I think that there is certainly software that can handle palettes correctly in English.
)

Basically, most software can not handle pallets well.

Palette is old technology.
In modern times full-color images are commonplace, but in the past you could only use the colors you chose from the palette.
Since GBA is an old machine, pallets are adopted.

I Analyze your image.
This image uses a palette, but the order of the pallet is destroyed.

Looking at your image at the edge will look like this.

It is like this when taking out the original image from the ROM and looking at the edge.

You can see that the order of pallets displayed on the right side is different.
The software you are using can not handle the palette well and destroyed the order of the palettes.
Therefore, originally the 0th color must be the background color, but it is assigned to a different color.
For other colors, the order has become strange.

When importing this image, FEBuilderGBA will apply the color in the order of this palette.
Therefore, the color of the image will be incorrect.
I recommend using software that can use the pallet correctly.

1 Like

I decided to give out a form to exchange palettes when you right click on the palette color banner.
It is a function from ver 20180107.17.

I added two tools useful for code analysis, manual of disassembler and automatic pointer calculation function.
FEBuilderGBA is a tool to easily modify GBAFE,
It can also help those who want to analyze the code seriously.

ROM analysis using disassembler with FEBuilderGBA (for hacker)
Japanese
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA/逆アセンブラ_JP

English translation
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA/Disassembler_EN

Automatic pointer calculation function ROM analysis using FEBuilderGBA (for hacker)
Japanese
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA/ポインタの自動計算機能_JP

English translation
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA/Automatic%20pointer%20calculation_EN

You should probably post in the topics for each system, rather than here.

Thank you for the explanation! it makes perfect sense to me now.

I didn’t quite understand. Please explain in more detail. I’ve never worked with a palette of maps)

You just go to the address of the map’s palette (it will be 140 bytes large, this is a hexadecimal number not a decimal number). Skip the first A0 bytes (the first half of the palette). For the second half

Is there any way to “open the battle animation and switch the background” as the default?

Is there any way to “open the battle animation and switch the background” as the default?

Is it a about special animation such as Demon King?
Is it when you display huge characters using the background?

I think there is a way,but I do not know how to do it.

In FE8J, there was a remodeling which made it possible to transform into a demon king with correction of transformation expansion patch.
That patch is too complicated and I still do not understand it.

It is this→

2 set as “default value”

About “Demon King”, I only find these things

Picture address: 848CF0

Palette: 84CB34

(TSA is compressed)
TSA:84BEE4
TSA:84C728 (arm without arm)
TSA:84C320 (headless)

If you make a program that changes the initial value, I think that I can do it.
Unfortunately, there is currently no such patch.

Certainly, you used FE8J?

For example, in FE8J,
Since the animation setting is recorded in the RAM of 0202BD2E
I think that it is change the initial value here, where you substitute.

Or, it is overwrite 0202BD2E by calling the asm function with the event instruction.

The initial value is set around 0x08030CDA.
However, it also complicates the calculation because it also sets another flag.

Here, I think that if you write | 0x6 (for example 0x26) to 0202BD2E, it will work.
However, because there is adjustment with other flags, it is quite troublesome.

As another method,
Because the assembler function can be called with the event instruction 400DYYYYXXXXXXXX
During the OP event, I think it would be nice to add a process like rewriting 0202BD2E.

Either way, I think that it is a problem that can not be solved without writing assembler.

Thank you for the image of the Demon King.
In the next update, I will add it to the patch.

Quick question. For the built-in map editor. Would it be possible to select a tile on a map, and select that specific tile as the one you want to draw with instead of hunting for it in the tileset?

This would be like an eyedropper tool. it’d be really useful!

Could we get an option like FE Recolor has where it can change the order of the palette of an animation?

The up and down arrows on the left can change the order of where this color goes in the 16 color palette.

This would give users the ability to fix animations with faulty palettes, like the Staff Rogue animation.

The Staff Rogue’s animation is set in a different order than the normal Rogue animation palette.