FE_Builder_GBA -- If you have any questions, attach report7z

The problem with that is, if the enemy activates the battle quote before recruitment, then you wont be able to recruit that unit because the event flag already happened
unless there’s something I’m missing

No, I’m talking about the flag for the battle quote. After a battle quote is activated, the flag that is assigned to it is put ON; when this flag is ON, that quote will no longer occur. So, say that this battle quote has flag 0x2 assigned to it. If you manually set flag 0x2 to ON as part of the recruitment event, then this conversation can no longer occur. If the battle quote is already activated before recruitment, this will in no way affect the recruitment event, it can still happen. It’s just that setting 0x2 to ON will be redundant.

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Hey there, opened up FEBuilder for the first time in ages today as I was getting back to work on a hack of mine, and I noticed that among the new patches in the Patch section is “Change Support Level for next Level A(+1)”, in the FE6 patches. Beneath that are three other patches for changing support levels for C, B, and A, which seem pretty self-explanatory, but I’m not sure what A(+1) is? What exactly is the function of that patch?

It is necessary to substitute the value set by +1 for the value set in the “Change SupportLevel fot next level A” patch.
If
“Change SupportLevel fot next level A” = 0xC8
must be
“Change SupportLevel fot next level A+1” = 0xC9

Is there some way to increase the maximum number of tilesets the game uses? Splitting the PLIST seems to be the only way but it is very risky and I’m not sure exactly what im doing

I think the warning is just that messing around with the plist is risky. Be sure to make a back up before changing plist related stuff if you don’t know what you’re doing. For example, I mistakenly wrote over a plist entry when I was not supposed to and Febuilder reported around 20,000 errors, lol. Reverting with my recently made backup was fine, though.

Splitting the plist has not given me any such errors with LINT, but definitely make backups before you mess around with adding new tilesets.

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Just a quick question, is there any way to fix the adept skill to work with the MS split?

Question: is there a way to erase custom spells added via CSA? I need to clear some ROM space, but uninstalling the CSA patch doesn’t seem to clear that data.

If you remove the reference to that CSA Animation and rebuild, the unreferenced data will disappear.
However, rebuild is risky and is not recommended unless the ROM size is larger than 30MB.

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I’m not the developer of SkillSystems, so I’m not sure.

Encountered a problem with enemy AI not targeting houses: https://drive.google.com/file/d/1AmT2FAgsslG_YB4TUwjBTxsCNC1RJ7CB/view?usp=sharing

This map tile must be 0x04 Village, not 0x06 House.

1

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I found a misconfiguration of unit flags in the Unit Placer.

  1. The blue box holds the unit coords and flags packed together. The top 4 bits hold the unit flags. Here a unit in vanilla Lagdou Ruins starts with flags 1 (Monster) and 4 (Randomize Position).

  2. I change unit data and try to use “Random Monster” flags, which I expect to set the top 4 bits to 5. I press “Write to ROM” to update the data and see the flags change.

  3. Actual result is flags 1 (Monster) and 2 (DropItem) are set, resulting in top 4 bits being 3. This may give unwanted results such as monster items in the player’s inventory.

Also, there is no way to set only flag 4 (Randomize Position). I try to set “Designation of something” and it sets flags to 0. (The blue “Address” box is read-only so I cannot set it manually from this screen.)

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It has been fixed in the latest version.
This is because the mask data was mistakenly created as 0x3 instead of 3bit when creating 3bit mask data.

data & 0x03 //This is mistake.
data & 0x07 //This is correct because it is a 3bit mask.

By the way, do you know more detailed information about the content of the value of 3bit mask of Unit Palcer?

Binary number
001 Monster
010 ItemDrop
100 Unknown (I want to know about this value)

SkillSystems 20200604
This is a modified version of Bersek glitch.

Source Code
https://github.com/FEBuilderGBA/FEBuilderGBA/releases/download/ver_20200603.02/SkillSystem.20200604.7z

The newest version doesn’t give me the usual option to update from the previous version…

Got it. Thanks.

Binary 100 = Randomize unit loading position.

In dungeon and skirmish maps, when the event code [2B21] is called before a LOAD instruction, the parameter of this code is used to configure the overall probability that units marked with flag 100b will have their starting position modified, based on their initial coords and their ability to cross the surrounding terrain.

Without calling event [2B21], or calling with no parameters, this flag has no effect (it will be cleared when loading the unit data into the EventUnitDataBuffer). This is why it was thought to be unused.

Investigation of ASM

Event2B_ stores the parameter of [2B21] to MapEventEngine+4E.
This value is read at FBF0.
If this value is not set, “Randomize unit loading position” flag is cleared when copying the unit to the 0203efb8 gEventUnitDataBuffer (clearing occurs at FA5C based on parameter in r10).
If the flag still exists in the unit data buffer at this point, a helper function at 0807a014 MoveUnit_ will construct a list of spaces within the unit’s starting movement range, choose one based on RNG result, and place the unit at those new coordinates.

Sources:
Stan Event Doc (event code 2B)
Results of my own research, documented here.

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I forgot it.
Fixed the problem.
Please update FEBuilderGBA.

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I’m not sure, maybe you have checked this already, if you did, sorry to bother, I think this is the solution, thanks for your work and time as always.