At the end of the enemy turn, the game is restarted

–INTRODUCTION–
Good afternoon everyone, I have a serious problem that I can not understand and that does not even let me modify quietly.

I have created a map with a size of 61x20 meters.
1 blue unit and 15 red units.

I am using Sacred Stones FE8.

–TROUBLE–
The problem is that when I finish my turn, normal life, the enemy’s turn starts, the red turn, and when they finish moving and attacking, the game automatically restarts.

–OTHER–
The FEBuilderGBA does not detect any error that causes this failure, it does not tell me anything, so I have to go to the community to see if anyone knows the possible causes of this failure and possible solutions.



You should try on the febuilder thread or febuilder discord channel on the feuniverse discord.

As to your issue, it could be due to an event you made at the end of the enemy phase or the start of the player phase. But I can’t tell from the info you have provided.

–INTRODUCTION–
Very good evening, as 79 people know, I made a post asking for help for a serious bug in FEBuilderGBA working with FE8 (Sacred Stones).

The bug was that when I started the enemy’s turn (80), in the middle of the units moving or when the turn was over, the game automatically restarted.

The solution is exaggeratedly insignificant, and it is super hidden, super stealthy within SO MANY things that could cause you this very serious bug.

–SOLUTION–
To solve this bug you just have to make sure that when modifying the units, it is recommended that there are only 9 units in a group of units, because if there are 10 or more, at least for me, it usually causes a lot of bugs, glitches and even made the game restart more persistent at the end of the enemy turn.

But the main solution and what will really erase this bug, is to assign to all units their combat AI, that is, the Primary AI, Secondary AI, Tarjet AI and Retreat AI. Apparently if the FEBuilder checks and sees that some of these boxes are blank in even a single unit, it will not hesitate to cause this bug or similar.


–EXPLANATION–



As you can see, I made the scenario with a size of 61x20 meters on purpose to clarify to all those who told me that the ROM does not support such large rooms, that this is completely false and runs perfectly without any problem.

As you can see, having the bug fixed, when the enemy turn starts, all units use their artificial intelligence and take their positions or execute their actions without any problem, until the turn ends successfully, starting again the player’s turn as you can see in the last image.

The bug is very serious compared to how insignificant and stupid the reason for it is.

This is the post I published on this subject earlier today in the afternoon:

I don’t think it matters if febuilder displays it as blank. Check in the hex editor at the displayed address and the bytes there should be identical. If they are not identical after changing it to/from blank and reopening the hex editor, then this is a real febuilder bug. Otherwise, it’s just an febuilder display issue and does not affect your rom.

I don’t think your issue is actually solved - it might just happen to work right now with fewer enemies present. Groups of units should be max 16 on old versions of skillsys, but changing 15 to 9 should not fix game crashes. (When it crashes, it automatically reboots in vba-m iirc, hence the title screen.)

I am hopeful that it is fixed for you, but I am doubtful of this based on my understanding of the information you provided.

And being completely honest, I do not understand what is that ‘‘hex editor’’, although I know that the value codes are formed by codes in hexadecimal, I did not check that and I do not know where to check it, what I did check was the address of each unit and they were identical at least those of the shamans with those of the shamans and the mercenaries with those of the mercenaries…, I literally started touching everything and modifying everything one by one to see what was causing the problem, the events, the unit stats, the amount of units, the items, the unit ID, EVERYTHING.

And finally I can say that I do not think it matters much the amount of units in a group of units, but I think that for computers with low resources it is better to keep it at maximum 9 per group so that the PC or the FEBuilder does not work so forced to load a group with for example 30 units, but load group by group, in an orderly way.

Finally the only thing, is that literally the ONLY thing that solved all my problems, was to fill the ‘‘Secondary AI’’ box of all the units, because if you only had that box empty, the game restarted at the end of the movement of that unit or at the end of the turn.