FE_Builder_GBA -- If you have any questions, attach report7z

Fixed a bug in the road editor.
Although the flag of the 4th byte must always be 1, I forgot it. It was 0. This must be 1.

In the road editor, writing the problem ID road: 0x00, write it with the write button again will fix this problem.

https://ux.getuploader.com/FE4/download/397

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Since it is PALETTE_POINTER, it is a pointer. It is not an address.
You need to write a pointer to refer to that address.
The palette is not usually expanded, but the size of the image changes, so it is not addressable.
It may be relocated.
Therefore, it is specified with a pointer that refers to an address that is immutable, not an address.

Moreover, it seems that this image does not use TSA.

The image patch is complicated, so it is not something to handwrite.

Please open the Menu Tool -> graphic tool.
There is a smart image extraction function that automatically recommends TSA pallet.

So first, please find the image you want.

When the image is found, please press the “Patch Maker” button in the lower right.
Then, the patch is generated fully automatically.

All that is left is copying and pacing.
It is very easy.

I examined, this image will be below.

And the automatically generated patches are as follows.

NAME=<>

TYPE=IMAGE

WIDTH=240
HEIGHT=152
PALETTE=1

ZIMAGE_POINTER=0x0B923C
PALETTE_POINTER=0x0BA520
USE_PALETTE_NO=0

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Huh, i did not know there was a patch maker, so i did everything by hand. I still managed to make it work in the end.


NAME=PATCH_SYSTEM_TITLESCREENBG

TYPE=IMAGE

WIDTH=240
HEIGHT=168
PALETTE=0

ZIMAGE_POINTER=0x0B923C
HEADER_POINTER=0x0B9248
PALETTE_POINTER=0xBA520

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UPDATE
https://ux.getuploader.com/FE4/download/398

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7743 Hello!
Do you solve the problem of close and long distance in the spell system?

Please let me know in more detail.
Is it a problem to get in and out with FEBuilderGBA?

Magic script should not have any difference between long distance and short distance.
So, I can not imagine that only one of them will go crazy …

Is it a problem of battle animation?

I need more information on what to do and what to do.
In addition, it is necessary to know whether it will be correct when inserted with FEEditor.

英語はあまり上手ではありません、日本語で交流しましょう。:roll_eyes:
原作の魔法と違うことがあります、射程1の時また大丈夫、1-2の時魔法の位置と敵の位置が合わせません

挿入魔法のアニメーションは問題ありませんけど、スクリプトが完了していないと思います。:thinking:

問題を解決するには、そもそも何が問題なのか?を特定しないといけません。

魔法スクリプトには、遠距離、遠距離の違いはないです。
だから、遠距離と近距離で結果が異なるとは、考えずらいです。
片方でダメならば、もう片方もだめになるはずです。
片方だけが正しいはずがないんです。

戦闘アニメには、遠距離と近距離のモーションの違いがあります。
ですが、問題になっているのは魔法エフェクトです。戦闘アニメではありません。
使っている魔道士の戦闘アニメはFEBuilderGBAで入れたものですか?

それであれば、FE8にディフォルトで存在する魔道士キャラを使ってみるのはどうでしょうか。
同様におかしくなりますか?
その場合は、正しく動くというならば、追加した、戦闘アニメを追加するルーチンのバグか、魔道士キャラのスクリプトそのものの問題かもしれません。ほかの魔道士キャラの場合はどうなるか?などの検証が必要です。

あとは、魔法システムそのものの問題です。
CSA Creatorと FEEditor CSAのどちらを使っていますか?
どちらかのシステムに問題があって、違いが発生しているのかもしれません。
魔法システムが問題では?の仮説を調べるには、FEBuilderGBAを使わないで、魔法を挿入してみて、その結果どうなるかを検証しないといけません。
FEEditor CSAの場合は、FEEditor Adv(私が追加修正した FE8Jの魔法システムに追加できるバージョン https://ux.getuploader.com/FE4/download/335)を使って、魔法を挿入して結果を確認してください。
CSA Creatorの場合は、付属のソフトウェア+EAを利用して挿入してみてください。
これで、どうようにおかしくなる場合は、魔法システムのバグです。
おかしくならないならば、FEBuilderGBA側のバグの可能性が高いです。

こうやって、一つ一つ、事実を追求していって、いったい何が悪いのかを見つけないといけません。

UPDATE
https://ux.getuploader.com/FE4/download/400

fix import *.s music file
fix tbl length bug(2 bytes can not be read when the text byte changed by tbl is odd and placed at the end of the ROM)
transport prmotion(CC) 3 brench patch for FE8U (orignal patch on FE8J.)

It refers to the value of class of FE8U.
If this is different from the two-branch destination, it will go up to the candidate as 3 branch destination.
This patch is the one that 7743 transplanted things written by aera for FE8J.


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ok!
私は真剣に探します

突然メールして大変失礼しました、:slightly_smiling_face:7743さんが改造したFeAdvを使いました、アニメ改造は便利になりました、すごく感謝しています。他人の便利を作るため、中国の同志たちに紹介して、中国のbbsで転載したいと思います。是非許可をください。

メール?メールアドレスは書いていなかったと思う。
フリーソフトウェアだから、自由に利用していただいて構いません。
紹介、改変、転載、なんでも好きにやってください。

Email? I think that I did not write the mail address.
It’s free software so you can use it freely.
Introduce, modify, reprint, please do whatever you like.
Everything is freedom.

非常に感謝します:slightly_smiling_face:

Updated the english translation. The only thing i touched for now is the repointing and expanding screen.

If i used the wrong version of the translation, here’s the lines i changed:

3952: 3. Move execution (RUN) > 3. Reallocating and repointing(RUN)
3955: Execute movement processing > Reallocate data and repoint
3967: In the extension area after 0x09000000, 0 0 0 00 is 8192 items + an area in which the required number of data are consecutive > At 0x1000000, Search for an area filled with 0x00s the size of the new data
3970: In the normal region after 0x09000000, 8192 0xFF + regions where the required number of data are consecutive > At 0x1000000, Search for an area filled with 0xFFs the size of the new data
3973: In the extension area after 0x08000000, 0 0 0 00 is 8192 items + an area in which the required number of data are consecutive > At 0x0000000, Search for an area filled with 0x00s the size of the new data
3976: In the normal region after 0x08000000, 8192 0xFF + regions where the required number of data are consecutive > At 0x0000000, Search for an area filled with 0xFFs the size of the new data
3961: From among the displayed free areas,\r\nPlease select a location to move. > From among the displayed\r\nfree spaces, Please select\r\nwhere to move the data.
3949: Treatment of data before movement > Treatment of old data
3940: 00=Data before movement is cleared at 0x00 > 00=Old data is filled with 0x00s
3943: 01=Clear data before movement with 0xFF > 01=Old data is filled with 0xFFs
3946: 02=Leave as it is before moving > 02=Old data is left unchanged
Too lazy to add everything, so from 3915 to 3934(no ideas what margin does, so /shrug):
01=Make a front 16 byte margin in the newly allocated space
02=Make a front 32 byte margin in the newly allocated space
03=Make a front 64 byte margin in the newly allocated space
04=Make a front 128 byte margin in the newly allocated space
05=Make a front 256 byte margin in the newly allocated space
06=Make a front 512 byte margin in the newly allocated space
07=Make a front 1024 byte margin in the newly allocated space
3910: In order to move data,\r\nPointer to the current location\r\nEverything needs to be rewritten.\r\nFrom the list you can rewrite pointers\r\nPlease select.\r\n\r\nUsually, please select all. >
In order for the game to read the\r\nnewly allocated data,\r\nthe pointers need to point to the\r\nnew data.\r\nPlease select the pointers\r\nyou want to be edited.\r\nUsually, all pointers need to\r\nbe edited.

thank you . I marge it.

UPDATE
https://ux.getuploader.com/FE4/download/402

When rewriting the event, there was a problem that the linked event did not rewrite, so I fixed it.
We reviewed the image reading routine. I made the pallet judgment of FEEditor stronger.

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UPDATE
https://ux.getuploader.com/FE4/download/403

line 113:

.word BTL3_1_001

UPDATE
https://ux.getuploader.com/FE4/download/407

drawsinglebyte patch update.
The function for finding the next line of FE8J FE7J was fixed 2 bytes.

FE8J 08003f10
FE7J 080055c8
(drawsinglebyte_nextline.asm)
This caused the soft lock of the English translation version rom.

UPDATE
https://ux.getuploader.com/FE4/download/409

“Welcome Dialog” added at startup.
It will provide the last opened ROM, ROM selection to open, confirm version upgrade of the tool, link to online manual.

Warning is issued when the palette of the image to be imported differs from the prescribed value.
For example, in this example, you can see at a glance that the 0x5th palette is strange.