Did you enable myooon correction?
and
Are you using NIMAP?
If you do not use NIMAP, midi’s instruments will not sound.
Instruments of FE are separated for each song, and are not in the order of the midi instruments.
Therefore, you need to use NIMAP.
about myooon correction.
MOD, MODT / BEND, BENDR / LFOS, LFODL are ignored.
Like the guitar bending, it has the effect of distorting the sound.
However, FE’s sound (GBA sound) can not reproduce these beautifully.
Therefore, with these instructions, the sound sounds distorted as myooon.
(myooon is an onomatopoeic word.)
If you hear the sound myooon, try enabling myooon correction.
When myooon correction is enabled, these commands are ignored.
This tool is amazing. Thanks for all of your work on it. Very minor suggestion: consider making the colored stat growths a separate patch from the skill system. I for one would like the skills without the stat colors. I can do this myself with EA, of course, but others may also want one but not the other patch.
You can not import because you are not using NIMAP.
It is almost impossible to import midi without using NIMAP.
If NIMAP is not enabled, please enable it.
I think this song does not need myooon correction.
However, I think that there is no problem even if it corrects it.
One patch that I rather like is Venno’s FE9-style supports. It changes the system to give you support points once, when you deploy units together on the map, instead of every turn if adjacent. It could warrant inclusion as a patch option:
FEBuilderGBA also supports fan translation using tbl.
FE6U (English translation version you are using).
FE6CN(Chinese translation.)
FE7CN(Chinese translation.)
FE8CN(Chinese translation.)
nice man please make tutorial because a lot of people do not know how to mess with it and I include myself in these people who like this system most do not know how to use
I want to know how I do to skill editor in the game how to add or remove skill of the class I downloaded the skill patch but I do not know how to edit it
Once you apply the skill system patch, go to the Advanced Editors menu. There should be three buttons: “Skill config”, “Assign skill by Unit”, and “Assign skill by Class”.
Since ver 20180310.2 added a new function, if you have problems, please let me know with the ups file.
Support for import / export of special animation exceeding 16 colors
I have made it possible to import / export animations exceeding 16 colors such as varistas (arch) and transformation.
However, since these are special routines and additional palettes are assigned (OBP-A),
Even if you try to exceed 16 colors with other animation, it does not work well.
It is a special animation limited function.
Optimization when re-securing data expanded at the end
It is difficult to convey well.
If you extend the table and resize the last placed data,
When the data is at the rom end, I just coped with by incrementing ROM capacity without moving it.
You can save a little ROM capacity.
Almost. I’m speaking of the idle sprite animations, not the walking ones.
I have a custom sprite on 80 set up correctly with the class but it shows the male Lord sprite in game. Before 80 works fine. 80 and onward displays the wrong class.