FE_Builder_GBA -- If you have any questions, attach report7z

I think that you also need to save the portrait as 4 bits(16 colors) with usenti. the problem may be that FEBuilder also reckognizes all the 256 colors as part of the palette?

It was just Dorcas’ portrait.
It definitely wasn’t that.
I even tried to insert one with no background, a transparent one, but it still had to trim it down apparently.

I thought that was the reason, but it didn’t even want to take a 4 bit picture.
I also tried both bmp and png btw.

The problem has been corrected yesterday.
Please update.

“16 colors” is an image that expresses 16 colors using a palette.
A full color image that uses only 16 colors is not “16 colors”.
Because it is an image which does not use palette, because order of color is not known.

However, if you use tools such as usenti, it will save in full color by default, so I think that there is a problem with this restriction.
Therefore, yesterday I developed a routine that addresses this problem.

Oh, I forgot to mention something about FE7U’s support conversation system on FEBuilder.

It’s completely broken. Nightmare is there for comparison, because it has the correct values.

FEBuilder has over 3,000 support conversations listed. There are 115 according to Nightmare.

Is there a user-accessible fix, or do I have to ask you/your source?

I thought it was the same structure as FE8, but it looks different.
Since it was corrected with ver 20171225.07, please update it.
Thank you for reporting.

I replaced one of the OP pics, the Tethys one, from FE 8 with a different picture and noticed that the right part wasn’t replaced.
And you can clearly tell that the right part is cut off when looking at this:

That means there’s a second picture.
Do you think you can add that?

It’s also annoying that the palettes of the two Eirika and the two Ephraim pictures are shared.
I would like to use two different pictures with different palettes, but assigning one of them a different offset will change them both and also result in a crash.

I replaced one of the OP pics, the Tethys one, from FE 8 with a different picture and noticed that the right part wasn’t replaced.

OP demo(Opening Demonstration) can not be completely remodeled yet.
I have to investigate in various ways, but I am busy and untouched.

Modification to rewrite the scenario with remodeling in Japan often uses patches that cut OPs.
Therefore, analysis information is insufficient.
If you know the analysis information, please let me know.

For the moment, the information I know with FE8J is the following information.
http://ngmansion.xyz/wiki/hackfe/index.php?オープニングデモ

This information is also used for patches of FEBuilderGBA.
The patch for FE8U was ported by PointerTool of FEBuilderGBA based on the result of FE8J.

It’s also annoying that the palettes of the two Eirika and the two Ephraim pictures are shared.

this is the specification of FE8.
In order to fix it, you need to modify the OP DEMO program of FE8.

It definitely needs a lot of work.

This is what happened to Joshua after I changed the previous picture.
And even though I managed to change Eirika, the animation where she comes flying into the screen is bugged, so that seems to be a seperate picture as well.

I have a question, with the battle screen editor I could successfully edit the palettes:

However, the pre-battle screen is (as I expected) unchanged:

How do I edit that one?
Or is that even possible with FEBuilder?

I think that the screen on which the numerical value before battle is displayed is referring to another pallet.
There is no information about this palette, so I do not know at the moment.
If you know the address, please let me know.

Yeah, I’ll look around.

If you’re talking about the battle forecast palette on the 2nd image, that’s just at 0x5b6bb4. That uses your window color palette in the options down the bottom, I think all 4 palettes are right after each other.

These palettes aren’t really meant to be used for this, just used them to check where the palettes were. First two are on the same palette, 3rd pic is using a different one.

Thank you for information.
I also investigated.
The FE8 seems to be optimized around the menu.

FE8Jシステムメニュー / system menu
FE8J 目的表示枠 / Goal display frame.
IMG: 5E07A0
TSA: A93490
PAL: 5E0D94

FE8J 地形名表示枠 / Terrain name display frame.
IMG: 5E07A0
TSA: A93178
PAL: 5E0D94

FE8J 名前表示枠 / Name display frame.
IMG: 5E07A0
TSA: A931D0
PAL: 5E0D94

FE8J 戦闘前の数字 / Numbers before battle.
IMG: 5E07A0
TSA: 5C8EC8
PAL: 5E0D94

FE8J 行動範囲カラー / Behavior range color.
A74FEC (+0x60)

FE8J 攻撃範囲カラー / Attack range color.
A7504C (+0x60)

FE8J 謎カラー(データ上で存在している) / NAZO color (exists on data).
A750AC (+0x60 maybe)

FE8Uシステムメニュー / system menu
FE8U 目的表示枠 / Goal display frame.
IMG: 5B65C0
TSA: A17744
PAL: 5B6BB4

FE8U 地形名表示枠 / Terrain name display frame.
IMG: 5B65C0
TSA: A1742C
PAL: 5B6BB4

FE8U 名前表示枠 / Name display frame.
IMG: 5B65C0
TSA: A17484
PAL: 5B6BB4

FE8U 戦闘前の数字 / Numbers before battle.
IMG: 5B65C0
TSA: 5A09A8
PAL: 5B6BB4

FE8U 行動範囲カラー / Behavior range color.
A02F34 (+0x60)

FE8U 攻撃範囲カラー / Attack range color.
A02F94 (+0x60)

FE8U 謎カラー(データ上で存在している) / NAZO color (exists on data).
A02FF4 (+0x60 maybe)

FE7Jシステムメニュー / system menu
FE7J 名前表示枠 / Name display frame.
IMG: 41BE00
TSA: 41C80C
PAL: 41C754

FE7J 地形名表示枠 / Terrain name display frame.
IMG: 41BE00
TSA: 41C7B4
PAL: 1DBD64

FE7J 目的表示枠 / Goal display frame.
IMG: 41BE00
TSA: 41cacc
PAL: 1DBD64

FE7J 戦闘前の数字 / Numbers before battle.
IMG: 191410
TSA: 191780
PAL: 191700

FE7J 行動範囲カラー / Behavior range color.
4047B4 (+0x60)

FE7J 攻撃範囲カラー / Attack range color.
404814 (+0x60)

FE7J 謎カラー(データ上で存在している) / NAZO color (exists on data)
404874 (+0x60 maybe)

FE7Uシステムメニュー / system menu
FE7U 名前表示枠 / Name display frame.
IMG: 403BC4
TSA: 4045F4
PAL: 40453C

FE7U 地形名表示枠 / Terrain name display frame.
IMG: 403BC4
TSA: 1C4780
PAL: 1D60F0

FE7U 目的表示枠 / Goal display frame.
IMG: 403BC4
TSA: 4048B4
PAL: 1D60F0

FE7U 戦闘前の数字 / Numbers before battle.
IMG: 1958BC
TSA: 195C2C
PAL: 195BAC

FE7U 行動範囲カラー / Behavior range color.
3FDD1C (+0x60)

FE7U 攻撃範囲カラー / Attack range color.
3FDD7C (+0x60)

FE7U 謎カラー(データ上で存在している) / NAZO color (exists on data)
3FDDDC (+0x60 maybe)

FE6システムメニュー / system menu
FE6 名前表示枠 / Name display frame.
IMG: 3189b4
TSA: 319124
PAL: 31906C

FE6 地形名表示枠 / Terrain name display frame.
IMG: 3189b4
TSA: 1064D0
PAL: 10ff78

FE6 目的表示枠 / Goal display frame.
-> FE6には目的表示は存在しない / There is no purpose indication on FE6.

FE6 戦闘前の数字 / Numbers before battle.
IMG: 101AE4
TSA: 101E54
PAL: 101DD4

FE6 行動範囲カラー / Behavior range color.
308E98 (+0x60)

FE6 攻撃範囲カラー / Attack range color.
308EF8 (+0x60)

FE6 謎カラー(データ上で存在している) / NAZO color (exists on data)
308F58 (+0x60 maybe)

IMG is a compressed image.
TSA is TSA with uncompressed and header.
PAL is an uncompressed palette.

I conducted an investigation of the system menu.
I think this will be an answer to your previous question.

1 Like

I investigated the address.
It takes a while to make it editable with FEBuilderGBA.

Okay, thank you for your efforts as always.

FE8J 戦闘前の数字 / Numbers before battle.
IMG: 5E07A0
TSA: 5C8EC8
PAL: 5E0D94

FEBuilderGBA will pop up

So, I ran into a problem with custom classes causing a freeze when attempting branching promotions in FE8U. Turns out, it was caused by FEBuilder terminating the battle animations with FFs instead of 00s. Changing the terminator from FF FF to 00 00 fixed my problem. Just wanted to put this here so if anybody else runs into the same problem, they can fix it as well.