If you re-import the broken battle animation all in a latest version, I think that it will cure.
In battle animation, some animations originally have sheets that share sheets.
The new FeBuilderGBA has a routine to avoid sheet sharing, but for older ones this routine was incomplete.
When expanding the list, the newly expanded part is filled with the first data in the list.
If it is null, do not know the difference from the end. So FEBuilderGBA fills using the first data in the list.
To save space, when animation is inserted, reuse the place where the old animation was in.
If it can not be reused, it will be newly allocated from the free space, but in order to save it, we try to reuse it as much as possible.
I think that the problem of this time is the result of (1) (2) (3) being combined.
By expanding the list by (2), the second half of the list was filled with the first battle animation.
However, the battle animation pointer value was the same and shared the sheets.
So, when a new animation was inserted, it seems that wrong use was caused by (1) and (3).
Currently, we use battle animation name as a hint and check duplication of sheets for all animation.
If "NAME" of the battle animation "NAME_ACTION" is the same animation, we check to see if we are sharing sheets.
As a result, in the latest version, wrong usage will not occur. It is safe unless you intentionally change the battle animation name.
The older version had problems checking the sheets of data before and after the battle animation inserted, so there was a problem.
Therefore, as a solution, as I wrote in the beginning,
I think that it is "to import all broken battle animation with latest version again".
I hope this will fix this, but what about it?
As far as I am trying, battle animation that I overwrote with the latest version seems to be working properly.