FE_Builder_GBA -- If you have any questions, attach report7z

I’m still getting some warnings, hangs, and crashes on SkillSystems 20200421 that I haven’t seen since SkillSystems 20191022. I will try to narrow down a cause.

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https://dw.ngmansion.xyz/doku.php?id=en:guide:febuildergba:report7z

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During certain sequence of events, game will hang when selecting unit (Garcia, Moulder)

I’m not sure because it doesn’t have repeatability.
Can you give me a way to restart the game and make sure it crashes?

If can reproduce the problem with no $ gba debugger (Ctrl + F5), can solve it.
Currently I am trying to reproduce it, but it does not work.

Here are some save states. In State 3, selecting Garcia creates the VBA error. Viewing stats of Garcia or Moulder hangs the ROM reliably, but sometimes other units as well. Leading up to this moment, only things of note I can think of are Ross attacking with skill ‘Axefaith’, but weapon already has unbreakable flag. And Vanessa defeated an enemy with Galeforce.

In State 5, Move Vanessa next to Garcia and defeat the Archer. Then move her back out of the way, next to Eirika. Then move Garcia onto the woods where the Archer was. Brigand ‘Bone’ will attack Giliam with Poison Axe, and ROM will crash beginning on player turn. Probably an error with processing of poison damage imo.

State 2 is prior to beginning the chapter, in case you need it. But I should point out the prior 2 saves are from two different attempts at the chapter.


Weirdly enough, it seems when Seal Str (or possibly any other seal skill) is used on an opponent that makes the opponents stats negative, it underflows into something much, much larger.
Despite the bug being reportedly fixed in a previous patch, it seems to have crawled back from the grave.
Using latest skillsystem patch too

I can’t access the files on your google drive.
You have not set public permission.

2019/10/22
1

2020/02/11
2

From the 2020’s version, elements such as str mag split have been added, so that may be the effect??
I think it’s one of the Skill Systems bugs.

Ok, I think it should be available now.

I’m now reasonably sure the main issue is with ‘Axefaith’ and unbreakable weapons. On turns where Ross misses his attack, there are no issues. If he hits, bugs soon follow. I will remove that ability and see if I can progress.

EDIT: I should point out this is the first time I’ve added that skill, so it may be an issue with Skill System and not the FEBuilder version.

The location of the bug can be identified.
But I’m not sure why that happens.
There are times when I get up and times when I don’t.
I suspect possible memory pollution.

08B4F0EC B478   PUSH {r3,r4,r5,r6}   //GetUnitLevelSkills@Skill SkillSystems 20200421
...

08B4F134 4C0B   LDR r4, [PC, #0x2C] # pointer:08B4F164 -> 08B2AA28 (ClassLevelUpSkillTable@Skill SkillSystems 20200421 )
08B4F136 6843   LDR r3, [r0, #0x4]  <<< BUG r0 == 0x5 
08B4F138 791B   LDRB r3, [r3, #0x4]
08B4F13A 009B   LSL r3 ,r3 ,#0x2
08B4F13C 58E4   LDR r4, [r4, r3] # pointer:08B2AA28 (ClassLevelUpSkillTable@Skill SkillSystems 20200421 ) -> 00000000
08B4F13E 2C00   CMP r4, #0x0
08B4F140 D00C   BEQ #0x8B4F15C
    08B4F142 7823   LDRB r3, [r4, #0x0]
    08B4F144 2B00   CMP r3, #0x0        <<<<< loop
    08B4F146 D009   BEQ #0x8B4F15C      <<<<< loop
        08B4F148 428B   CMP r3 ,r1
        08B4F14A DD01   BLE #0x8B4F150
            08B4F14C 4293   CMP r3 ,r2
            08B4F14E DD01   BLE #0x8B4F154
            08B4F150 3402   ADD r4, #0x2
            08B4F152 E7F6   B 0x8B4F142  <<< loop
        08B4F154 7863   LDRB r3, [r4, #0x1]
        08B4F156 7033   STRB r3, [r6, #0x0]
        08B4F158 3601   ADD r6, #0x1
        08B4F15A E7F9   B 0x8B4F150
08B4F15C 2000   MOV r0, #0x0
08B4F15E 7030   STRB r0, [r6, #0x0]
08B4F160 BC71   POP {r0,r4,r5,r6}
08B4F162 4770   BX LR
08B4F164 AA28 08B2   //LDRDATA
08B4F168 A628 08B2   //LDRDATA

When a problem occurs, an infinite loop occurs within the SkillSystems GetUnitLevelSkills function.
This is because an impossible number such as 0x5 was passed as UnitPointer.

However, I’m not sure why this value is being passed.
This bug does not always occur.
So I’m having a lot of trouble tracking this bug with the no$gba debugger.

VBA state save data cannot be loaded with no$gba.
Therefore, it must be transferred in sav format.
To read the sav format data, I will need to reset and restart the game.
This bug destroys the memory, so resetting it will initialize the memory and prevent the bug from occurring.

This time, when I built SkillSystems, I merged some pull requests that were sent to github.
Perhaps there is a problem in that.

Here is the .sav from ‘State 3’, which had the most immediate issues. And the chapter can be restarted from it, I think.

The problem disappears when I restart the game from sav.
1

The problem can only be reproduced from state save.
State save cannot be moved to no$gba debugger due to different format.

Perhaps We can’t open the status screen because I’ve merged the following pull request ,maybe .

Move & Con Stat Boosts

If remove this fix, will be able to open the status screen.

However, this fix doesn’t seem to destroy the game.
I don’t know if this fix is a perpetrator or a victim.

The reason why I arrived at this patch is that when I enter the infinite loop, I search the call stack of the function,
This is the fix because It called the GetUnitEquippedItem function, which is the caller of the infinite loop.

.equ GetUnitEquippedItem,0x8016B28

The top of this function was MSS wrapped, so I couldn’t trace it.

Since ShadowGift is implemented in GetUnitEquippedItem, various troubles have occurred in the past.
Maybe it has something to do with it.
Details are unknown.

I made a version without the above “Move & Con Stat Boosts”.
Could you test if this version has any issues?
I tested up to ch2 and found no particular problems.

If this version works, I would like to re-release skillsystems.
https://cdn.discordapp.com/attachments/470029781795078175/702792689250205786/Fire_Emblem_-_The_Sacred_Stones_Patched.PATCH.20200423165758.7z

Played through chapter 2 so far and no hangs or warnings. The crash when processing poison damage is still there. Also some of my hex edits seem to have been lost, so I’ll re-do those and see if maybe they were the issue all along.

Thank you for reply.

I understood the cause.
There was a bug in “Move & Con Stat Boosts”.

I will send the ups which updated this fix to the latest version.
Probably this version will fix the bug.
https://cdn.discordapp.com/attachments/470029781795078175/702935176698658856/Fire_Emblem_-_The_Sacred_Stones_Patched.PATCH.20200424022552.7z

I was overlooking the poison damage.
This was reproduced, so I will verify it tomorrow.
I’m tired today.

1 Like

SkillSystems 20200421 was found to have a crashing bug.
I will to release a fixed version soon.

If you haven’t updated yet, please do NOT update as it is dangerous right now.

Hy everyone. I have a question about FE 8. In the intro we can see the world map with the name of the differents nations. How can I change thoose names ?


NOTE: when Using this feature, as it is risky.
Don’t forget your backup.

Hi, I’ve been using FEGBA for a while now. And as I saw the FE7 Individual Animations tab I tried to look if there was something like that for FE8. I did find a patch, however no matter the explanations and some experimenting I can’t seem to get it to work whatsoever.

Edit: Nevermind, thanks to lots of help from some people on discord I managed to find out how it worked. It seems the “Anime” is just an entirely different list with weapon types and all from the actual lord class. I only thought it read that at first so I was concerned, but when putting in 0 next to it and pressing New Allocate it created the entire thing seperately. Allowing me to freely select animations without changing anything for the lord class itself.