FE_Builder_GBA -- If you have any questions, attach report7z

这个“技能”正常运行
This “skill” runs normally

So, I don’t know if anyone else is facing this problem, but the extend list button for the class editor is gone.

It seems to persist between games

I hidden the class extension button.
For detailed reasons please read about 16,17 days ago.

Class expansion causes various problems.
And there is not yet a complete patch to fix it.

ah, I see.

…Why not just assign them to the same bytes as FE8 does?

It is for historical reasons.

If you want to use “@” itself, write @0040,
Or
When using FEditorAdv notation, please write it as [@].

To understand why this happened,
I have to tell the history of remodeling FE Tool in Japan.

FEditorAdv did not correspond to Japanese ROM.
Therefore, another software was created in the Japanese version.
That is FE7Edit.

I think that FE7Edit is the first using character escape code “@”.
FE7Edit is a software to change the text of FE6, FE7J, FE8J.

After that, after FE7Edit, software called Projects_FE_GBA was created.
With Project_FE_GBA, all items except images were able to be changed with the GUI.

Nightmare did not correspond to Japanese ROM, we used the structure function of the hex editor called strling.
With Projects_FE_GBA, we can modify the values in the GUI and you can also modify the text.
With Projects_FE_GBA, all items except images were able to be changed with the GUI.

FEBuilderGBA was made with reference to Projects_FE_GBA.

FE7Edit (Text Escape @)

->Projects_FE_GBA

->FEBuilderGBA

FEditorAdv, after that, a patch to support image replacement was created for Japanese ROM.
However, string substitution was not supported.
It was support only for changing portraits and battle animation.

Also, the person who made the patch has left.
I was maintaining Japanese FEditor.
At that time, I was consulted about importing animation and crashing.
I had trouble modifying the source code of FEidtorAdv.

Just then, Maintenance of Projects_FE_GBA ceased.
World map event correspondence etc are no longer done at all.
Projects_FE_GBA is not open source, source code was not disclosed.
It was written at VB.net, IL decompiling was also difficult.
Also, because it was written at VB.net, the behavior was not so early.
Also, since images are not supported, it was necessary to use multiple tools.

So, I decided to make a new tool.
That is FEBuilderGBA.

I’d like to compare it with screenshots.

FE7Edit
In FE7Edit, we were able to change only serifs and items.
“@” Is used for character escape.

Projects_FE_GBA
In Projects_FE_GBA, in addition to serifs, most of the changes other than images were made.

Character editor

Battle animation

FEBuilderGBA
FEBuilderGBA supported images and various functions with reference to the screen of Projects_FE_GBA.

Character editor

Battle animation

A function for debugging was added.(ver:20180420.22)
Connect to the active emulator and display the event or Procs in operation.

This function is implemented by forcibly scanning with the ReadProcessMemory API of the memory of the emulator in operation.
Therefore, most emulators can be supported.
However, I am afraid of memory protection by OS and competition with anti-virus software.
I am testing with VBA-M and mGBA using win7 64bit OS.
(It also worked on Win10).

In request to use this function, it is necessary to start the emulator from FEBuilderGBA.
Normally, pressing the F5 key activates the emulator.
Then select “Menu” by “Tools” -> “Connect to active Emulator”.

This will scan the memory of the emulator in 1 second increments and display the information on the screen.
(By changing the Setting “Automatic connection to the emulator”, you can connect automatically when starting up the emulator.)

If the event is running, it displays the currently executed event.
The place where the cursor is located is currently being executed.
The observed event is recorded in the event history.

If you are interested in Procs, you can see the details on the Procs screen.
Double click on Procs to see the more information.


I made reference to Stan’s document to make this function.
Thank you for publishing detailed materials.

If you want to ease to debug the game, you can use the cheat function.

You can clear the chapter by setting the stage clear flag 0x03 and waiting for the unit.(skip chaptor)
You make the selected unit strongest,
You can make a character moribund or have a specific item.
And can increase your money and change the fog level.


I hope that this function can help you create your game.

Currently known problems.
Sometimes it’s time to disconnect from the emulator.
After a while, it will automatically restore.
If you do not want automatic recovery, restart the emulator.
This is probably because the memory page of the emulator was moved by the OS.
Although it is trying to track automatically, for some reason, there are times when it does not work properly.

How do you level up units to a certain level, like for example, I want my units to have random lvl ups. The same as enemies. Say I have Elen, from FE6, her bases are at level 2 but, I want her to be at level 10 when I get her with her own growth rates. Like an enemy unit grow as they lvl. Is there a way or is it just enemies?

How do you level up units to a certain level

I am rewriting the information of the unit in RAM.
See the CHEAT_UNIT_GROW_Click method in EmulatorMemoryForm.cs for details.

For the structure of RAM, see the “@Unit” part of config/data/asmmap*.txt.

I fixed some bugs.(ver 20180421.09)

I did not consider the possibility that the RAM pointer rather than the ROM pointer would be written to the address referenced by the emulator.
When RAM Pointer was written, it recognized that an abnormal value was written, and it disconnected by mistake.

Why I can’t download files on ux.getuploader.com/fe4?
Please help me :))

Is there any way to insert new tile sets without just replacing old tile sets that are already in the game?

The uploader server seems to have stopped.
I think that I am fixed now.
Can download it.

This server is shared by Japan’s modified FE.
I am not an administrator, so I can not do anything.
FEBuilderGBA does not hold any server resources.

If you do not rewrite an existing tile set, it becomes quite complicated.

As binary data, add data to ROM,
Split the plists and increase the number,
In the empty Plists, write the address to the added data.

It is quite complicated.

New addition of a tile set is difficult to make UI because it is necessary to set three data at the same time.
The three data are obj, palette and config.

I would like to implement a way to do it easily in the future.

Hello 7743 “Battle Transforming Patch” does not seem to be able to import rom, I tried “Chinese version” and “Japanese version” and “English version”

I don’t know if someone suggested this already, but some people like me have a small computer screen, and thus some editors (like the Unit Placer when trying to change the coordinates of a unit) are annoying to use because there is no scroll bar and the whole menu doesn’t fit the screen, so part of it gets cut, and I can’t drag the menu either.

This is what I mean:

It seems that when I was refactoring a resource I mistakenly deleted the space after the #ifdef of EA.
I will fix it next time.

#ifdef_FE8_
  ↓
#ifdef _FE8_

I think it would be better to buy a PC with big screen.
Now We can buy a full HD PC very cheaply.

Even tablets and smartphones provide full HD resolution.
Thanks to these technological innovations and price cut pressure, we can buy fully HD compatible PCs very cheaply.

I can put a scroll bar, but this will waste the area of the scroll bar.
And scrolling every time is very troublesome.
Probably it will be hard to use.

If that is the case, I think that it is faster to buy a PC with a larger screen.

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I may get an error report saying that an error occurred when importing a tmx file.
but, I can not reproduce that error.

If you import tmx and encounter an error, please send me the tmx file.

“Battle Transforming Patch” does not seem to be able to import rom, I tried “Chinese version” and “Japanese version” and “English version”

fixed in ver 20180422.13.