FE_Builder_GBA -- If you have any questions, attach report7z

I have been trying to use the HP bars patch, but whenever I try and install the cache version, it reinstalls the older deprecated patch as well. The same thing goes for trying to uninstall either patch, with them both uninstalling. Is there any way to fix this?

That is a misunderstanding.
The HPBar patches all use the same hooks, so they only appear to be installed at the same time.
Only the patches you selected are installed.

Similarly, when uninstall it, everything seems to disappear.
To erase the same hook routine.

The reason why this happens is because of the processing speed.
The hook point is a single address, so comparison is easy.
On the other hand, the patch itself can be installed anywhere in the ROM, making detection difficult.
Therefore, it compares the hooks to determine if the patch is installed.

I see, thank you. Is there any known solution to the following graphical glitch then? I was told that the old patch was possibly calling it. It only seems to occur on Chapter 2 (3 including the prologue) after a unit is below full health.Health Bar Glitch

To get assistance with this you should include a report so it can be investigated properly.

Is the weather in the chapter cloudy?
Donā€™t use cloudy weather.

I change the UI a little.

There is something We donā€™t recognize in the upper right.
This is a feature that teaches beginners what you can do with TestRun with F5.

When you click this button, the emulator will be started and the test run will be executed, as if you pressed the F5 key.

Q:Iā€™m not a beginner. Donā€™t be stupid!
A.

You can hide this feature from the Option screen.
After selecting ā€œ2=Donā€™t show Run Testā€, restart FEBuilderGBA.

After rebooting, the menu on the right will disappear.

4 Likes

As best I can tell, the new Skills System update (20200411) seems to be completely busted as of right now. When installed to a previously modified ROM, it seems to clear out all custom events and crashes upon trying to load a map even if I repoint/reinsert the events. When doing a fresh install to a clean ROM I can get the prologue map to load, however both Seth and Eirika have buggy inventories/stats and the game resets upon trying to move either of them.

1 Like

Came here to say this. Thought it was something on my end, Iā€™m starting to think it isnā€™t though.

Just in case, please update FEBuilderGBA to the latest version, and then try applying SKill Systems again.
In the first version I forgot to put the Text data.
This has already been resolved.

If it still doesnā€™t work, please send report7z.

1 Like

Still had some issues, even after updating. I sent a 7z to the discord.

:slight_smile:

Unfortunately, the issue persists through the update

It seems like a much larger issue than just some missing text. Opening the ROM in a hex editor shows that the data for my custom events was completely wiped, and again, even if reinserted the maps will not load. On a clean, unmodified ROM, the events are not wiped and the prologue map will load, however, the game resets when selecting a unit.

Certainly, there seems to be something wrong.
Iā€™ll investigate, later.
If I can fix it, please contact you again.

1 Like

I fixed the problem.
Please update FEBuilderGBA and try again.

1 Like

Installing the patch to a clean ROM works perfectly, however the same problems remain when I tried to update my previously modified ROM to the new version of the skills system patch

It seems that the update is forcibly rewriting certain data, which would explain why my events are getting cleared, but Iā€™m unsure why reinserting the events through EA doesnā€™t fix the issue. I thought that maybe the new skills patch was rewriting the ROM with vanilla data, since the places where I inserted my own events get rewritten to FFā€™s as if I were looking at an unmodified ROM, yet all my pointers seem to be completely unaffected.

1 Like

Your ROM is weird.

Your ROM is on the left.
The right is a vanilla ROM.

You can see that the address where the event is located is different.
Why is the event located at this address in your ROM?

In FEBuilderGBA, SKillSystems is prioritized in the 0x1c1ec0 - 0xF00000 area.
Please do not use this area.

Perhaps you inserted the event by addressing it in the EA, but donā€™t do that.

1 Like

Ah thank you, you reminded me that I was using Vennoā€™s maunual stat booster ASMC which had also been inserted into that range. Reinserting it fixed my issue.

I have to ask though, why is it that this version of the skills system rewrites so much data? Previous iterations only rewrote relevant data, whereas this one seems to rewrite everything in that 0x1c1ex0-0xf00000 range back to vanilla data. The skills system itself doesnā€™t take up nearly that much space, so shouldnā€™t this patch change only the necessary data as previous versions did?

Edit: It also seems to set skill assignments back to their default for classes 0x50 to 0x7f, which again the previous patch did not do. Additionally, all modifiers on all skills are reverted to their vanilla values (e.g I changed Darting Blow to only give 4 AS, after the patch it has reverted to 5 AS).

For some reason FEBuilder deactivates Windows Defender each time I use it.
It even happens with super old versions (from 2018).

Ask the Windows Defender developer.
I donā€™t know anything

The source code of FEBuilderGBA is available on github.
You can understand that FEBuilderGBA is NOT virus by checking the source code.
If you canā€™t trust the exe I built, you can build it from source code yourself.

2 Likes

Thatā€™s because of the SkillSystems update.
I used to update a much smaller range.
However, SkillSystems is constantly changing the size of its code due to modifications to its routines.
There were a few times when areas that were not updated became debris and it crashed the game.
For this reason, we reserve a certain large area and wipe that area constantly to remove debris.

1 Like

Sorry if this has been covered somewhere else in the previous 2867 posts, but is there a way to add STR/MAG split without the Skill System patch, and inversely, use the Skill Systems patch without the STR/MAG split? Iā€™ve gone through the Patch list in FE Builder, but havenā€™t found what Iā€™m looking for.

Iā€™m aware that I could do some buildfile shenanigans with Skill System itself, but Iā€™m mostly just being a casual and messing around, and I figured Iā€™d see if there was an easier method currently.

Edit: I see now thereā€™s a patch above with Skill Systems without STR/MAG split. Whoops.