FE_Builder_GBA -- If you have any questions, attach report7z

Has literally changed my life.

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03 00 04 C0 finally understood the meaning of the point of RAM.

In order to measure the length of the character string data,
It is searched until the data becomes an invalid value.

At the moment, all but the pointer to ROM are deemed to be invalid.
For character strings, let’s assume that pointers in RAM are also valid.

If you increase the effective value too much,
Even truly broken data is misleading as effective data and there are side effects.

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I made a new version that corrected the problem.



Are you the person who coded this, or did you just find it?

Edit: You made it, I see. Are you looking for suggestions to improve it?

First small bug:

When I load up a Sacred Stones USA rom, the map sticks into the left side.

If I drag the window out, it fixes.

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Thanks for the bug report.
I am a developer.
Position adjustment is affected by screen resolution and font size.
I do not seem to reproduce in my place.

If you can reproduce it, I would like to fix it with the next version.

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@7743 This can be expanded.

11, 12, 13, 22, 23, etc

There is a patch, the patch makes weapon range display properly with custom values.

EXAMPLE: 2-5 Range (25 value in ROM) will show up properly in the game.

Blazing Sword FE7: Dropbox - Free Range.ips - Simplify your life

Sacred Stones FE8: Dropbox - FE8 Free Range.ips - Simplify your life

Once you make it patchable, this can be set from minimum to maximum range, like in FEXNA.

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The scope of weapons,
You can change it with NumUpDown Control of Range.
This combo box is merely displaying frequently used examples.
The actual state of the data definition is NumUpDown, Range written on the left side.

If you want to create an undefined long distance weapon in a combo box,
Please change the data of Range directly.

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I missed that, thank you for the clarification.

I am trying to understand how to translate everything, but it is a little hard. What if I post the images along with proper translations?

I can translate some of these.

Change these to:

[Character Editor]
[Class Editor]
[Item Editor]
[Map Editor]
[Unit Placer]
[Map Data Editor]
[Other Editors]
[Song Table]
[Advanced Editors]

I will translate more shortly.

ALSO, I recommend putting [Other Editors] and [Advanced Editors] together.

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This is your original editor

This is my translation for the FE8 Sacred Stones USA ROM: (Some will not be changed because they are correct.)

Unit Capability - Character Editor
Unit Support - Support Thresholds
Support - Support Convo’s
Unit Different Palette - Palette Assigner
Support Effect - Support Stat Boosts
To stretch out - Portrait Height

Map Editor - Map Editor
Map Style - Tileset Palette
patch - Patches

Class basic ability - Class Editor
Movement Cost - Movement Cost
CC(Promotion) - Promotion Branches
Class appearance - ??? (I don’t know what this does, sorry.)

Item - Item Editor
Indirect effect - Magic Animations
Ability correction - Stat Boosts
Special effect - Weapon Effectiveness
shop - Shop/Armory Editor
CC(promotion) - Promotion Item
Shrinkage - Weapon Triangles
Item Other - Sacred Weapons

image background - Background Editor
image portrait - Portrait Editor
image icon - Item Icon Editor
image wait icon - Hover Map Animation
image move icon - Moving Map Animation
image combat - Weapon Anim Association
image additional - Magic Animations
image battle - Battle Backgrounds
image combat - Battle Platforms
image cg - Cutscene Images
chapter title - Chapter Title
Character palette - Character Palette

map settings - Chapter Data Editor
Map pointer - Map Pointer
event condition - Turn Events
event instruction - Event Editor (Adv)
unit placement - Unit Placer
convicted serif - Battle Quotes
serious death - Death Quotes
forced sortie - Forced Deployment
Map change - Tile Changes
Leaving point - Thief Escape Point

Disasm - Disassembler

World Map Event - World Map Events
Road - World Map Roads
Base - World Map Nodes
WMAP image - World Map Image
Demon probability - Monster Probability
Demonic belongings - Monster Item Rates
System Icon - System Icon
Road Editor - Road Editor
Road Movement - Road Movement

ED relationship - Character Endings
OP subtitle - OP Subtitle
Introduction of OP - Class Reel Editor
OP class - Class Reel Font
stuffed roll - Endgame Credits

string - Text Editor
Code table - Font Table
font - Font Previewer
Terrain Name - Tile Names
menu - Menu Commands

Class footsteps - Movement Sounds

The rest is acceptable.

Once you fix these translations, I can fix other translation issues.

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I took a look at the Character Editor or as it is currently, Unit Capability. Did some quick looking around, this should be right.

Face → Portrait
Attribute "Theory → Attribute “Anima”
Unit sort order → Character ID
Ability by unit - Unit Bases
attack - Power
//Power is shorter and it fits both STR/MAG
Techni - Skill
Magic → Res
Fortun → Luck
Physiq → Con

//There’s a lot of properties that don’t do

anything but probably good to clean them up

Property → Ability
Rescue25(20)- Mounted
Re-act - Canto
Incase rise - Critical Boost
Shooter available - Ballista Usage

Advanced class - Prepromote
Transporter - Supply Depot
Rescue (horse mark) - Mounted Unit
Rescue (Flying - Wyvern Unit
Rescue (Pegasus - Pegasus Unit
Suppressible - Seize Ability
Feminization - Female
Empowerment - Boss

Dedicated 2 - Weapon Lock 1
Dedicated 3 - Shamshir Lock
Dedicated 1 - Monster Weapon Lock
Temma horse - Triangle Attack 1
Armor - Triangle Attack 2
?? - Glitches

Experience score of zero → Gives no XP
Instantaneous death → Silencer
Dedicated 4 → Rapier/Sieglind Lock
Dedicated 5 → Reginleif/Siegmund Lock
Dedicated 6 → Mani Katti Lock
Dedicated 7 → Forblaze Lock

Incidentally, has anyone figured out what Character Ability 4 0x4 for is? In this program, it says “Evil Sealed Person (Enemy)” and I’m not quite sure what it is.


In the Item Editor.

Physics - Physical
magic - Magic
Cane - Staff
endurance - Unbreakable
Special (Cannot be sold) - Treasure (Unsellable)
Twice Attack - Brave Weapon (4x)
Magical Sword - Hits RES
Both sides can not - Uncounterable

Attribute inversion - Reaver Effect
Unrepairable - Unrepairable
Dedicated 1 - Weapon Lock (Monsters)
Dedicated 2 - Weapon Lock (Lords)
Dedicated 3 - Weapon Lock (Sword Users)
Only for exclusive marks? - Weapon Lock 4 (Unused)
Invalid flight special - Negate Flier Effectiveness
Deathburn - Negate Criticals

Usage prohibited - Weapon Unusable
DEF ignored - Negate Defenses
Dedicated 4 - Eirika Weapon Lock
Dedicated 5 - Ephraim Weapon Lock
Dedicated 6 - Lyn Weapon Lock
Dedicated 7 - Weapon Lock 1
?? - Weapon Lock 2
?? - Weapon Lock 3

ALL Values in Property 4
?? - Unused
?? - Unused
?? - Unused
?? - Unused
?? - Unused
?? - Unused
?? - Unused

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There was a bug and I will fix it.

There are several items that can not be expanded with the extension button, so we will fix it.

I also adapted several translations.
(I adapted to the point pointed out by Mr. Mystic two hours ago.

Class appearance - ??? (I don’t know what this does, sorry.)

This is the definition of the appearing class in the arena.

I decided it was Arena Enemy Editor.
However, due to the size problem of the width of the button, it may not have come out well.
In English, the length of the sentence will increase, so you have to reconsider the size of the button, too.
I will fix it later.


You want the image to be 32x32, is it the image on the list?

I am worried that if the image is enlarged, letters will become relatively small and float.
Even though the letters can be enlarged along with the image, it is great only on the text of the list, but
it feels strange.

I am thinking about what it is.

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I’d like the icons and such to not be stretched and blurry, where possible.

^This is FEXNA. https://serenesforest.net/forums/index.php?/topic/44734-fexna-currently-in-private-beta/

FEXNA has editors that look really nice. I think your editor, 7743, works very well, but now we also want it to look really good too. I’m trying to make it look very professional.

Edit: Compare FEXNA item editor with yours.

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can i insert other language like Korean in the game ?
i saw menu font i think maybe can…

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You can. I think most of the information is in this file here:

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I think the size is around 22 x 22 limit.
Currently, it depends on the font size, but it is about 15 x 15.
I will post a revised version about one hour later, so please wait a minute.

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Currently, without visual studio, you can not create a language to add.
However, I think that this is not good, so I would like to fix it.

Machine translation, making a base, I feel like I am fixing the place where I do not agree with it by hand.
Resource is UTF - 8, source code is C#, so it is Unicode.
I want to be able to do anyone with an editor that can edit this.

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I’d recommend either keeping sizes at 16x16 for 16x16 sprites, and fullsizing to 32x32 IF POSSIBLE, or downsizing 32x32 to 16x16, because at least that will be a clean half-size.

If you make 16x16 into 14x14 or something like that, it will look blurry and very ugly. Same for 32x32 to 22x22, I’d rather 32x32 go down to 16x16.

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· I made the icon size slightly larger.
· Extraction of multiple words
· Sgm search was not working so fix

· About sgm search

It is a convenient function that you can jump to an active event.
From within this tool, start up VBA-M with the emulator setting. (It’s VBA-M ONLY)

Advance the game, if there is any conversation event, please do QS(QuickSave) with Shift + F1 (F2, F3 … F10 or whatever).
After that, when you end the emulator …

We will jump automatically to the conversation event that we were displaying earlier.
(Specifically, we jump until the last conversation event.)

It is only VBA-M.
It analyzes the content SGM file of the QS that was last acquired,
Identify the event and the displayed character string,
It automatically jumps to the address where it is described.
Is it like an edit contest?

I hope the emulator such as VBA-M has a function to take a snapshot of memory contents from an external application, but now…
Since it seems that such an emulator does not exist,
Before quitting, you must do QS. Also, since the contents of QS varies depending on the emulator, it becomes a function of VBA-M only.

· Extraction of multiple words
I extracted the language list outside. It is /config/data/func_lang_ALL.txt.

If you add a language to this, it will be reflected in the setting.
About translating Japanese strings from source code. Since it puts a load on the external site when used too much, it is a hidden function.
Please go to Menu -> Settings -> Version. If it is GPL v3, please enter “Konami Command” when the written screen is displayed. Then the translation menu will be displayed. ^o^

If you do not understand it, I think that you can understand by looking at the source code of VersionForm.cs.