FE_Builder_GBA -- If you have any questions, attach report7z

Perhaps I think that you misplaced the map change (tile change) PLIST.

Is the correct value written in the PLIST of tile change of ch 9?
Did you mistake this, have you written PLIST ID such as palette, tile animation, map pointer?

If you make a mistake, data such as pallets will be interpreted as tile change data, and a lot of errors will be displayed.

If the pointer is correct, is the termination data correctly included in the map change data?


Normally, when Reload is performed by incrementing the number of tile changes by 1, the terminating data is displayed.
0xFF is the terminal mark.
How is it set in your ch 9?

Summary,
First of all, please check whether the PLIST of map change (tile change) of ch 9 is correct.
Make a mistake and check whether you have set other PLIST such as pallet.

If the PLIST is correct, please confirm that the termination data (0xFF) is correctly set with the tile change data at the pointer tip.

If that does not work, please give me an ups file.

The way to exchange parties is different depending on each case.

1. When you want to make a unit a join your party.

In Unit Placer, assign the player as a member and place the unit.
And read the unit with the following command.
If the character is not at your party, join the party.

402C0100XXXXXXXX20300000 Load units and Move, If Player Unit,Join your party[XXXXXXXX:POINTER_UNIT:Units](LOAD1+ENUN) {LOADUNIT}

2. When you want to change from enemy army to Player party under certain conditions.

For example, in a talking event etc., it is a case to convince an enemy army and add it to a player’s party.

This will create an event for the conversation and change the affiliation of the unit with the following instructions.

2234XXXX	[XXXX:UNIT:Character]changed to Player(CUSA)	{UNITPERSOLNAL}
2434XXXX	[XXXX:UNIT:Character]changed to Enemy(CUSE)	{UNITPERSOLNAL}
2334XXXX	[XXXX:UNIT:Character]changed to Ally(CUSN)	{UNITPERSOLNAL}

3. If you want to temporarily remove the unit from the party.

Temporarily detach the unit from the party and use it for events such as reuniting with the unit in the latter chapter.
The character of Departure flag On disappears from the menu.

2034XXXX	[XXXX:UNIT:Character]Departure flag On data remains, but it disappears on game(REMU)	{UNITPERSOLNAL}

2F34XXXX	[XXXX:UNIT:Character]Departure flag off will be visible on game(DISA)	{UNITPERSOLNAL}
Or
2134XXXX	Changed to be able to join[XXXX:UNIT:Character]as a party(REVEAL)	{UNITPERSOLNAL}

4. Switch party.

Sorry, I do not understand this because I have never used it.

Oh, the translation of the instruction is misinterpreted.
I’ll fix it later.
The former is Ephraim and the latter is Eirika.

400D000015640808	Party switch diaphragm	{WMAP}	{U}
400D000065640808	Party switching Eliq	{WMAP}	{U}

400D0000 (ASMC) is an instruction to call asm code.
The function to be called is little-endianed and -1.

400D000015640808 -> 15640808 -> 08086415 -> 08086414 (Call ASM function 08086414)
400D000065640808 -> 08086465 -> 08086465 -> 08086464 (Call ASM function 08086464)

Please explain in more detail what something “extra additions” points.

For example, are kaitou patch or TLP like the extra stage?
This is the same as normal stage movement.

To end the game, use epilogue save.
Then, at the end of the event, -FIN- will be displayed and the game will end.

So, if you do not call this command, The game will continue.

242AXXXX Epilogue SaveXXXX::Value 1 {ENDING}

Credits and turn numbers can be called at any time with the following instructions.
Because I think that you used FE8CN, it will be towards {J}.

400D000031960C08	Endgame Credits	{ENDING}	{J}
400D000079480C08	Endgame Credits	{ENDING}	{U}
400D000041D00B08	Display total number of turns of ending	{ENDING}	{J}
400D000075810B08	Display total number of turns of ending	{ENDING}	{U}
400D0000D5B70B08	Ending's battle display	{ENDING}	{J}
400D0000956C0B08	Ending's battle display	{ENDING}	{U}

After displaying these, if you move the stage normally, it seems to the user that you moved to the omake stage after ending.

In addition, by setting the global flag, it is also possible to produce events such as events occur when visiting the port after ending.

Look at the picture, I added a character in the sequence, but he disappeared in the next chapter, but he was able to see it in the army, but he didn’t show up.
I try to add him in the next chapter, but it will not end my sequence.
Do you want to add something to the end of the event?

I think probably that the withdrawal flag (REMU) became effective somewhere.
Issue an instruction to release the withdrawal flag.(DISA or REVEAL)

2034XXXX [XXXX:UNIT:Character]Departure flag On data remains, but it disappears on game(REMU) {UNITPERSOLNAL}

2F34XXXX [XXXX:UNIT:Character]Departure flag off will be visible on game(DISA) {UNITPERSOLNAL}
Or
2134XXXX Changed to be able to join[XXXX:UNIT:Character]as a party(REVEAL) {UNITPERSOLNAL}

If this is not enough, please use the unit placer, load that character as player army in the
start event.

For FE8 is there an easier way to change chapter titles?

I’ve followed that guide to the T, and got everything the way he had it. Only when I load ingame the titles palette is all messed up and not the correct colors.

Apply the “Chapter names as text” patch, then you can just edit the text for each chapter name.

Unfortunately this is what I get when I try. This message also appears for some other patches and I have zero idea what it means or how i fix.

What version of EA do you have? It might be outdated. The current version should be around v11 or so.

You were right! I was in version 9 and it’s 11.1 now lol. Thank you

FEBuidlerGBA ver 20180515.19, SkillSystems has been updated to the latest version.
To update from the February version, please install the patch of May after deleting it once by uninstalling the patch.

This updates so often it’s hard to keep up. Could I suggest bundling updates for every month or two instead of eating every week?

Updating FEBuilderGBA is done automatically when you press the update button.
If you press the button, it will be updated automatically to the latest version.

If you do not want to update FEBuilderGBA, change the interval of automatic update from the setting.

Makes sense, but the automatic updates are broken for me…

Please tell me in detail what kind of error will come out.

What error message is displayed?
Also, when you run the update, will any error be recorded in Tools -> Log?

Also, what language do you use?
Previously, in French, the decimal point was a comma, a problem occurred.

At least, I have never failed to update.
There should be something, a reason.

It just stops updating after putting all the temporary files in the folder without doing anything with them

Please tell me more concretely.
I want to reproduce the error.

Can not you explain with screenshots?

I will try again when I get home tonight. The error might have been fixed when I redownloaded it. But it was certainly there before

How do you seperate the skill lists for each gendered class?
I want female Mercs/Heroes to have different skills than the male ones.

Hello, I would like to report a problem I have encountered while helping create a custom/prf bow. I found an issue during the actual animation: while it should be a normal bow animation (and is selected as such in the item editor) once the arrow flies out there is no impact, nothing. Not even a death animation (picture related)

Any other bow works just fine, even a modified short bow does, even custom non-bow weapons have no issues yet for a bow it does not work as it should. Next picture is what I did when making the bow in the item editor (don’t mind the absurd values it’s only for testing purposes and doesn’t actually affect anything).

Well that’s pretty much all the informations I can provide I think. Now whether it’s an actual issue and not an error on my part that I don’t know, so I appreciate any help provided.