FE_Builder_GBA -- If you have any questions, attach report7z

I made the movement screen a little more lively.

6 Likes

is it possible to increase the number of classes to add more class ?

Yes, but risky

1 Like

When will the patches for the class expansion and double maximum possible stats be resolved and downloadable

Just use exmodularsave, it is Inside the patch on febuilder.
double maximum (also called breaksaves) only offer 200 slots for supply
with exmodularsave you have both stats and class and it is compatable with skillsystem
unless you really want the 200 supply there is no reason to not use exmodularsave

Except that for its part it does not work I tried several times yesterday, but maybe by doing an update of this it will surely be able to work correctly !?

When u say it wonā€™t work, do you mean that it wonā€™t let you install it? If you have the skill system install, I believe it automatically include the exmodularsave patch.

If you want to create an Event Battle, use an event template.
Various battle patterns are registered.

2 Likes

how do we do for the animations of new magic to the items that we created on fegba ??

Hey,
I know itā€™s risky to increase the number of classes and I have no intention or need to do so.
However is there any risk to extending the Battle Animation list?
I would like to add a bunch more animations and I donā€™t really have any more unused ones to replace.
Oh, and this is in FE8U
Thanks ^.^

The battle animations can be increased over 2,000 if you want it. Thereā€™s really no limit to how many you insert. - Side note - Extending classes have gave me no problems but that is from my own personal experience.

There is no particular problem when extending the Battle Animation List.

To put it simply, the GBA ROM size cannot exceed 32MB.
Adding a huge amount of animation will exhaust the size of the ROM.

From here you can set the magic animation to be played during battle.

1 Like

Most issues related to class expension are because of the save file, not the rom itself.
You will not encounter any issue if you never save/load, but if you do, issues arisesā€¦
Exmodularsave fix theses issues afaik.

I thought there are still some issues with Exmodularsave . Mainly regarding the Route split. I seem to recall reading that somewhere, but I might be mistaken.

Iā€™ve been using this wonderful tool for some time now, and Iā€™d like to help out with the song tables. Not all of the entries are known or labeled, and Iā€™ve played FE7 and FE8 a lot so I can recognize some of them. So allow me to help fill in some of the blanks.

FE7:

  • 77, 78, 79: These are ā€œAvoided Fateā€ (74) but split into three parts. I think these are whatā€™s used in the epilogue, while the combined version is what you hear in the sound room.
  • 80: I think this is a Link Arena sfx, not entirely sure since I hardly touch the Link Arena.
  • 84: The snap part of a silence staff (map)
  • 88: This is a barrier staff (map)
  • 8D: This is actually the unlock staff. Itā€™s only a map animation, so this is its only sfx.
  • AB: A village getting destroyed
  • F7: Fire spell hitting
  • F8: Elfire spell hitting
  • FC: The snap part of a silence staff (realtime)
  • 0102: Barrier staff (realtime)
  • 012A: The beginning part of Aureola, the light beam
  • 0130: Starting part of Fenrir
  • 0131: Fenrir rune appearing
  • 0132: Fenrir fires lighting
  • 0133: Fenrir explosion
  • 0134: Valkyrie charging up attack
  • 0135: Sage rune sound
  • 0136: I think this is the actual ballista firing sfx
  • 0137: ā€¦because after it is the sound of a ballista bolt falling
  • 0138: Eclipse starting
  • 0139: Eclipse attacking
  • 013B, 013C, 013D, 013E: These sfx play during a class change
  • 02DB: A door being slowly opened, plays at the end of Ch 10
  • 02DC: This ref whistle is actually used, in the Port of Badon chapter
  • 037A: Positive message fanfare (for things like getting an item)
  • 037B: Level up fanfare
  • 037C: Negative message fanfare (for things like breaking a weapon)

FE8:

  • 80: I think this is a Link Arena sfx, not entirely sure since I hardly touch the Link Arena.
  • 88: Barrier staff (map)
  • 8D: Unlock staff
  • F7: Fire spell hitting
  • F8: Elfire spell hitting
  • 0102: Barrier staff (realtime)
  • 012A: The beginning part of Aureola, the light beam [empty track]
  • 013F, 0140, 0141: I think these sfx play in the final chapter, all involving the Demon Kingā€™s appearance
  • 0142: Dying Demon King
  • 02D6: I think this sfx is a Sacred Stone being shattered
  • 02E4: Summoner crit sound
  • 0307: Arch Mogall map step
  • 0308: Bael map step
  • 0309: Elder Bael map step
  • 030A: Tarvos map step
  • 030B: Maelduin map step
  • 030D: Sounds identical to 030C (Gorgon map step)
  • 0313: I think these are clashing weapons, when a world map skirmish is started
  • 0314: I think this is for when the word ā€œskirmishā€ appears
  • 0320, 0321, 0322: Revenant combat sounds
  • 0325, 0326, 0237: Bael combat sounds
  • 0329: Cyclops battle cry
  • 032E: Gargoyle battle cry
  • 032F, 0330: Gorgon casting spell
  • 0331: Gorgon scream
  • 0332: Gargoyle laugh
  • 037C: Mage knight magic sound
  • 037F: Mage knight crit sound (yes, itā€™s identical to the shaman sound)
  • 03B5: Excalibur wind clouds
  • 03B7: Gorgon attacking
  • 03C0, 03C2, 03C3, 03C4: Mogall combat sounds
4 Likes

Thanks for sending information about the sound.
I merged it.

Update FEBuilderGBA.

If when sending next , edit the sound*.txt .
Modify these files and send to me.
That way Iā€™m happy because I have less time to merge.
FEBuilderGBA/config/data/sound_FE7.en.txt
FEBuilderGBA/config/data/sound_FE8.en.txt

Can you provide save data that reproduces the problem?

I make UnInstall SkillSystems RandomMugs.

SkillSystems RandomMugs conflicts with Switch Portrait images by class, chapter, flag. To use Change Portrait, disable SkillSystems RandomMugs with this patch and install the conflicting patch

3 Likes

Thank you so much for doing this!
You are the MVP.