FE_Builder_GBA -- If you have any questions, attach report7z

I downloaded the version you posted here

The editor isn’t using the correct translation.

Notably here where it says Kill instead of Skill.

Compare with the correct translation.

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This is the most current version. I triple-checked just to be sure and edited my previous post with the download link.

https://puu.sh/xIGsg/88f40c063a.7z

Edit: And I broke the weapon levels by accident, those have been fixed now so I re-updated :stuck_out_tongue:

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I merged en.txt.
https://ux.getuploader.com/FE4/download/373

Sorry, I made a mistake in the file …
It corrected it to the correct file.

NG 20170924
OK 20170926

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Hi. Just wanted to say thanks for the amazing tool. Also added to Klok’s translation, mainly trying to make dialogue boxes more readable and modify some phrases. (Like Ephriam/Hector Lock instead of Reginleif/Siegmund so it makes more sense on FE7). Some might just be my personal nitpicks like Skl instead of SKL, so if you don’t like that just CTRL F in the translation file and change it yourself.
Anyway thanks :smile:

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I still have to redo the entire UI in the near future, but thanks.

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Hi, i was wondering if anyone could explain how to properly import an animation using this tool. If I try to replace Erika’s animation with Lyn’s for example the game freezes when Erika attacks. I exported the Lyn animation and whenever I import it over Erika’s it seems to work but doesn’t in game.

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https://ux.getuploader.com/FE4/download/375

Thank you.
I imagined your translation.

However, there are some problems.
Is it NPC or ally? -> Anyway, I made it to NPC.
Is it Luck, or Luc? -> Anyway, I made it to Luc.

Please decide after discussing what you will eventually do.

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I can not reproduce it.
It is working properly.

If you are using an older version, please use the new version.

I will explain how to change battle animation.
In this example, I will put anime of Lyn in Eirika.

Open the ROM of FE7U.
Select Other editors.

Select battle animation.

Since it is animation of Lyn, select 0x0F animation.
And,Press the Export button to save.

Once you have exited the editor,
Newly, load FE8U.

Likewise, entering battle animation,

Since it is a battle animation of eirika, I select 0x03 animation.
And, From the Import button, let’s load the Lyn animation saved earlier.

done!

Please press the F5 key to launch the emulator and check the operation.

If this does not work,
There is something conflicting with existing remodeling of your ROM.
Please explain in detail the ups patch and the reproduction method to reproduce the problem.

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Sorry for the inconvenience caused :sweat:, I’ll refrain from modifying the public version. If I have any suggestions I’ll just post them here and let you add them.

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But then that means that in fe8 itll be called hector/eliwood lock

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@Klokinator @aceofclubs14

Please get along with each other.
We are friends who are playing the same game.

I think that we can make various translations.
I do not think there is only one correct answer for translation.
If you do not like it, I think you can overwrite it with a newer translation.

Do not be afraid of conflict file, I want you to raise your translation.

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@7743
I don’t know if it’s been mentioned before, but there seems to be a problem with how the battle animations with ‘layers’ are drawn. The layers are in the wrong order. See here:


The hero’s shield and the shaman’s magic circle should be in front of their body. The dumped frames are like this as well. This only affects a few animations, I actually can’t think of any apart from these two, but there might be more.

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This is a fatal bug.
Thank you for reporting.
I fixed a bug.
https://ux.getuploader.com/FE4/download/376

OAM should have been drawn in reverse order…
I did not know that.
This problem may only occur in the OAM created by specifying the order by handwriting…
but,It is a miracle that was safe until now.

If you find another bug, please let me know again.

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Latest Update 2017/10/1
https://ux.getuploader.com/FE4/download/378

I started writing a manual.
Currently it is Japanese but I want to write English version in the future as well…

TOP
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA

Village visit and village destruction
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2F村訪問と村破壊_JP

Item characteristic / How to make Super very very Strong Sword
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA/アイテム特性_JP

Reinforcement
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA/増援

Future plans.
string code, make boss,serif, magic, battle animation, etc…

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Hello, I’ve been trying out the map editor lately with FE8U, and I noticed that the tilesets for Fort, Desert, Lava Cave, Black Temple, Mountainous, Temple, and Stronghold don’t load correctly. They all just show a black screen, except for Mountainous and Mountainous2, which show red and gray respectively.

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I’ve been trying out the map editor lately with FE8U, and I noticed that the tilesets for Fort, Desert, Lava Cave, Black Temple, Mountainous, Temple, and Stronghold don’t load correctly.

This is a bug.
I will fix it so please give me some time.
The field used in the introduction was working, so I did not notice.

In the Japanese version and the English version, the tile set in the latter half seems to have deviation by +1.
The map in the first half is the same…

Ex.
Fields1 1 2 3 5 0 {J}
Fields1 1 2 3 5 0 {U}

The first half map is the same setting.

Fields6 1 37 3 5 0 {J}
Fields6 1 38 3 5 0 {U}

The Japanese version uses the 0x37 palette, but the English version uses the 0x38 palette.

Stronghold 78 79 7A 7C 0 {J}
Stronghold 79 7A 7B 7D 0 {U}

There seems to be a difference in the interpretation of the map pointer between the Japanese version and the English version.

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Fixed the misalignment of the tile set.
https://ux.getuploader.com/FE4/download/379

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Thanks for fixing that, the map editor has been working great but when I was working on my map all of a sudden it became scrambled and I got this error: https://pastebin.com/9jfM2pXz

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This problem seems to be a combination of two problems.

First, there is a problem with initializing the resizing dialog.
The two problems are the width or height has become 4294967295.

The first problem can be solved. I think that it can be solved by modifying the initialization method.
.
However, I do not know the second problem.

How could it be like 4294967295?
I think that it overflowed and it became a negative value on a value basis.
I do not know how to reproduce the problem.

How did you get this error?
Is there a way to reproduce the error?

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4294967295 = FFFFFFFFh = -1 (signed int) ?

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