[GBAFE(7)] Music Insertions

It is obvious that you made a mistake. That method is so complicated that it is no surprise to make one or two mistakes somewhere.

http://www.pcomm.info/showthread.php?t=301027

It’s a Pokemon-based tutorial, but everything is identical apart from the games and some offsets. Give that a go.

Or he could use Zahlman’s Song Editor, which is WAY easier. :smile:

zahlman’s song editor is inferior

It really is; one of these days I need to redo the whole thing. A lot of people found it a lot easier to get working than finding the right version of Sappy and getting it set up properly, tho.

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Yeah, the tutorial really helped! Thank you! Everything seems to be working fine for me now!

Another quick question to tack onto here while I am still here:
Is there a way to make certain units required in a chapter (FE7)?
Do supports not work in Lyn mode or am I just not being patient enough?
Is there also a way to make a phase theme? Like Friendship and Adventure? If I use a non-phase music for a phase music, after a battle/heal, the music just stops.

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  1. Look for the Character Forcer patch in Nintenlord’s Utilities
  2. Supports do not work in Lyn Mode
  3. I’ll let Agro answer this one since I only have a very vague idea of how to get overworld music to function.

You need to change the “priority” in the music editor to “Map theme” from “BGM”

Yeah, that worked, thank you @Primefusion and @Agro. I have another question yet again.
In FEditor Adv, when I try to insert a script to create a custom battle animation, I get the error, “That image uses too many tiles!” Could someone tell me what that means? I have not a clue.

Without seeing the frame in question, I couldn’t tell you. My guess is that the image gets processed and has too many tiles. The editor should halt on the frame in question, so I’d check that frame first.

Yeah, I just had a standing.png in the thing to figure out what the issue was. It seems as if all my frames were doing the same thing.
Here is the frame if anyone wants to have a look.

I don’t see anything glaring about this frame you posted, it’s small enough that FEditor should be able to process it. When you get the “Too many tiles” error, the white dialog box should have a line that says “Last path: C:\pathtoyourframe\problemframe.png” generically. The last frame it tried to process is the one you want to check out in this case.

Which happens to be the standing.png, in this case. I was wondering if there were extra layers hidden in the image or something. I checked the frame for layers, but ended up finding no other layers, so I still wonder what that error message means…

I know what the problem is lol. FEditor is very particular about the palette order in the top right corner. the top-right most pixel needs to be your transparent color (in your case the purple.) Since it’s not in the right position, FEditor thinks the entire area of your frame is the sprite, not the actual character in frame. Try adjusting your palette order and it should fix the problem :slight_smile:

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Wow, that worked! Thank you!

I knew it was going to be this without even taking a close look at the top-right :wink:

I’m ashamed I didn’t figure it out right away, given I’ve seen this beast raise it’s head before :stuck_out_tongue:

I just keep finding things that I have no idea about:
Is there a way to make an animation loop? Like, the shaman cape or something?

Tucked away in the Documentation folder of FEditor Adv is a txt file called “Class Animation Creator” that lists some of the less obvious features. Directly from the file:

About looping frames/commands:

The 01 command has been hacked to allow looping of the frames and commands prior to it. To utilize this, an “add loop marker” button will allow specification of which location in the animation to begin repeating each time the 01 command is reached without the animation continuing beyond (normally the game loops back to the 01 command itself). Specifying a loop marker in a script is as easy as having a line with “L”, but the “L” line must come after a “C04” or “C05” line.

The long and short of it is that the game will loop from the L marker to the C01 command, rather than simply staying on the last frame before C01. An example from a script:


3 p- frame12.png
3 p- frame13.png
L
3 p- loopframe1.png
3 p- loopframe2.png
3 p- loopframe3.png
C01

So here, L denotes a looping group of frames. The game will go through the 3 frames, then hit the C01 command. Rather than keeping on loopframe3.png, FEditor will go back up to the L flag and loop again. Note that you cannot loop until the “C04” or “C05” commands have been called, so be aware. Once the opponent’s health has stopped decreasing, the game will stop looping and continue with the animation.

I feel like someone should make an in-depth animation creation guide that goes over the niche deets for features like this

Yeah, that worked, thank again. I seem to have another issue… (why do I keep having so many issues… I guess I can blame it on RNG, right?)

I was typing events for a chapter of one of my hacks, and for a while, the chapter progresses fine, but then at a certain point, the battles start getting really screwy.
First, the game starts by making it so that the enemy does not attack in battles. For example, my mercenary doubles a mage who can counter, so I initiate the fight. My mercenary hits the first attack, then goes for another attack, dealing no damage(I would assume because this is supposed to be an enemy attack, and so the enemy cannot deal damage to themself[without the aid of Devil Reversal, at least]) then my mercenary attacks again, dealing normal damage, killing the enemy. The next battle goes on the same way.
After that battle, on the enemy turn, they attack NPCs, and the battles work just fine. Then, we get to another screwy part.
An enemy mage at let’s say [13,13](because I forgot the coordinates), moves to attack my “Mage Knight,” resulting in a normal battle. After the battle, I notice that the mage at [13,13] is still there, and proceeds to attack my “Mage Knight” once more, the fight progressing normally. After the battle, the mage is still at [13,13](and there are two mages that attacked me which came from [13,13]), and the process repeats once more, with a mage still at [13,13](glitch in enemy movement makes instant enemy spawner?). Then, I have my Horse Slayer(unit,custom) attack the mage, which results in this screwy battle:




Any ideas? It only seems to occur after a certain turn(something after 5, I think.)
If this is important, here is some other information:
Events offset: 0xCAD824
Chapter ID: 0x0E (11, Another Journey[Hector Only])
Lyn’s Mode
I will post the events if necessary.