FE_Builder_GBA -- If you have any questions, attach report7z

    0807AFBE 7008   strb r0, [r1, #0x0]

In this part, it seems that they have set the weapon level.

0807AF78 6808   ldr r0, [r1, #0x0] # pointer:03004E50 (A pointer to the work memory of the operation character. ) r1=Unit
0807AF7A 7A00   ldrb r0, [r0, #0x8] r0=Unit r0=Unit->Level
0807AF7C 0600   lsl r0 ,r0 ,#0x18
0807AF7E 1600   asr r0 ,r0 ,#0x18
0807AF80 2805   cmp r0, #0x5
0807AF82 DC0B   bgt #0x807af9c
    0807AF84 1C29   mov r1 ,r5
    0807AF86 312A   add r1, #0x2a
    0807AF88 201F   mov r0, #0x1f
    0807AF8A E018   b 0x807afbe
0807AF8C 1C48 0300   //LDRDATA
0807AF90 A4EC 0203   //LDRDATA
0807AF94 1C38 0300   //LDRDATA
0807AF98 4E50 0300   //LDRDATA
0807AF9C 280A   cmp r0, #0xa
0807AF9E DC03   bgt #0x807afa8
    0807AFA0 1C29   mov r1 ,r5
    0807AFA2 312A   add r1, #0x2a
    0807AFA4 2047   mov r0, #0x47
    0807AFA6 E00A   b 0x807afbe
0807AFA8 280F   cmp r0, #0xf
0807AFAA DC03   bgt #0x807afb4
    0807AFAC 1C29   mov r1 ,r5
    0807AFAE 312A   add r1, #0x2a
    0807AFB0 2079   mov r0, #0x79
    0807AFB2 E004   b 0x807afbe
0807AFB4 2814   cmp r0, #0x14
0807AFB6 DC03   bgt #0x807afc0
    0807AFB8 1C29   mov r1 ,r5
    0807AFBA 312A   add r1, #0x2a
    0807AFBC 20B5   mov r0, #0xb5
    0807AFBE 7008   strb r0, [r1, #0x0]

It seems that the level of the weapon is decided according to the summoner’s Lv.
At this time, the weapon level to be set is always the level of axs (0x2a).

This routine is not good.
If the summoner’s level is greater than 20, you will not be granted any weapon levels.

if that is the case is it possible to make the weapon swords instead of axes? Or would an overhaul be better? I have no problem trying to pinpoint the issue but my knowledge isn’t good enough to do much.

I made a patch to fix this problem.
Modifies the weapon level of the summoned unit to be determined by the holding weapon.

NAME=召喚された亡霊戦士の武器レベルを保有武器のレベルにします
NAME.en=Fix the weapon level of the Summoned Phantom's weapon level of the possessed weapon.
TYPE=BIN
TAG=#ENGINE

//既に適応されたかどうか
PATCHED_IF:0x7AF6C=0xA8 0x7F 0x9C 0xF7 0x1F 0xFC 0xC1 0x79 0x08 0x29 0x23 0xDA 0x02 0x7F 0x28 0x1C 0x28 0x30 0x40 0x18 0x02 0x70 0x1D 0xE0
BIN:0x7AF6C:1=fix_summoned_Phantom_weapon_level.dmp

INFO=召喚された亡霊戦士の武器レベルの規則を変更します。\r\n召喚者のレベルではなく、保有する武器レベルを割り振るようにします。

AUTHOR=7743
INFO.en=Change the weapon level rules of the summoned Ghost Warrior.\r\nAllocate weapon levels you own, not the summons level.
NAME.zh=使召唤幽灵战士的武器等级成为拥有武器的等级。
INFO.zh=改变被召唤的幽灵战士的武器等级规则。\r\n分配你拥有的武器等级,而不是召唤等级。

What would I do without you. Thanks for all your work, I’m just upset that I can’t do anything to repay such kindness. Welp back to makin this game.

Edit: The patch works great and now my phantom is swinging swords with ease, only thing worth noting is the auto level doesn’t function(example level 15 summoner creates level 1 phantom) rendering them incapable of using the other 3 weapons they may get. Also I guess it means their growth rates don’t matter but that is even less important. That’s all the feedback I can give for now.

2 Likes

This is a bug.
As I fixed, please update FEBuilderGBA.
Then this patch will be updated and not applied, so please apply it again.
I think this will be corrected.

1 Like

Can I make a feature request? Can we have all zoom related features use Nearest Neighbor / Hard Edges instead of a Anti Aliasing? It would make my life easier with the tile editor, icons, battle anim creation.

In FEBuilderGBA, when displaying images, the following settings are made.
Do you want to change this?

private InterpolationMode interpolation = InterpolationMode.Bicubic;
private PixelOffsetMode pixelOffset = PixelOffsetMode.None;

I think the purpose of expanding the image is not browsing but confirmation.
Therefore, I try to avoid breaking the original image as much as possible.
Even if it looks correct on FEBuilderGBA, it does not make sense if it does not work on the actual emulator.

If there is a better way, send a pull request on github.

What is the difference between Clee,Disa and Remu when it comes to units and whch should I use to make cut scenes?

Remove each unit from the screen.
When issuing to the enemy, it is almost the same.
The difference comes when using these instructions for the Player Unit.

Clee
Remove the unit from the screen.
However, just hiding it does not mean that the party breaks up.

If we compare it in our lives, it is “Absent”.

Remu

Set the unit into the escape state.
Temporarily remove the unit from the party.
The unit is in the escape state and disappears from the screen.

However, the party has seats for that unit.
Therefore, you can resume with the data when you left by after.

If we compare it in our lives, it is “Absence from school(work)”.

Disa
Remove units from the party.
It is used when betraying like Olson and leaving a party permanently.

If we compare it in our lives, it is “Withdrawal or retirement”.

1 Like

Hi, I ran into an error message when changing terrain data for pirate/fleet. I wanted to make it so fleets could sail through water as well as through cliffs, but the following message came up. I did not have this problem in previous versions of FEBuilder. The error does not show up however, when I change movement data for the Lord classes.
Here is the picture:


Here is the .7z Report

1 Like

This is a bug.
I fixed by the latest version.
Please update.

In fe6 unmodified rom, the falco knight sword and lance animations work fine ignored the Oam limitation. But in this game it cause bugs: some of the melee frames is missing although i used the vanilla falco knight animation. The result is it always use the ranged animations ignoring the weapon equiped is ranged or not.


Report.7z : https://drive.google.com/open?id=1AixULDYp4d1rf--CpoSaAUTzSYb97SGP

Edit: also the troubadour sword animations has the same problem too. Just saying.

This is because Thany has the weapon level of Staff.
Please use patches such as “MeleeAndMagicFix”.

In GBAFE, if you have Melee and Magic Weapon levels at the same time, magic takes precedence.
Therefore, range motion is always played.

1 Like

It works smoothly, thank you my friend.

In lastest version, You can create Portrait gif animations.
a

6 Likes

Nice addition!
Would it be possibly to implement this for map sprites as well?

Supported by the latest version.

a
b

I do not consider AP data, so It have some problems, but please don’t worry.

5 Likes

Hello, quick question, Is the increase max support patch that circles made for FE8 deprecated? It does not seem to work, only the aera patch

Which patch do you talk about?

Do you have plans to update the skill system patch in FEBuilder? The current iteration is outdated.