FE_Builder_GBA -- If you have any questions, attach report7z

In other words, do you want to use FEBuilderGBA’s Plaette Editor?
I made it available.
Clicking on the label will launch the Plaette Editor.

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Hello, and thanks for your work as always, this one is a bit of a request.
This patch should make the promotions in FE7 Branched by Items, so each Item might give the same class different promotion options example: Cavalier uses Knight Crest promotes to Paladin, if Cavalier uses Orion’s Bolt goes Nomadic trooper.

This hack was made by Icecube.

It has a little glitch, if you use a promotion Item not listed for your class it will reset the ROM.

But Other than that it works pretty well. The file includes some Nightmare modules I made. I hope you could add it to Febuilder and the code might be useful for FE8, who knows.

There was no full patch containing both parts of the code, the promotion and the pallete part, so I made this one

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Hi! Sorry to bother you all but I’m having a little problem with an event battle.
I copied the Seth vs Valter code and the battle comes in every result I want even changing the command. The only issue is that no animation is played (no normal or map). It resolves the fight and directly jumps to the Character Highlighting and dialogue. Both character have a class with animation and have the weapons in their inventories.
Can someone help me? Am I missing something?
Still sorry for ask for help, but I’m stuck…

Here’s the actual code, in case you need it

how would one add a new instrument sound. I can import a .wav but it says “A dangerous address was specified. Aborting process”

I’ll fix it later.
For now, set the address of sound data to 0 and then import.

Not enough information.
report7z is required.

In order for an event battle to work, both units must have the items equipped, be able to use the items, and be within range of each other to attack. If all three of these are okay on your end, then send a report7z and someone will look into it.

I think this patch has only ups and no full source code attached.
I need compilable source code or compiled binary format.

Also, multiple nmm modules for setting patches were stored.
From the address, I think that Promotion.nmm is correct, but when I store that area with a hex editor, it looks like something else is stored.

Looking at README.TXT, it seems that there is something like “Source Code.txt” written as follows, but it was not stored in rar.

Inside the Source Code.txt Go to offset 0805322C and paste the raw code you will find in the text,
it is just the reversed bytes of the assembly code. You have two modules, each one has its own
offset for data, use the one you have free space on.

Hey 7743

Would it be possible to implement HyperGammaSpaces Battle Palette Rework as a patch? It would make Gaiden style villagers easier to setup because they need more than 7 palettes for all the posible classes they can be. If this is not possible or you are working on something else right now, thats okay. This is just a request.

Thank you for all you have done for this community man.

Ok, You need binary, Hexadecimal does not work?
This one is the code, but only for the pallete part of the hack, I don’t really have source code for the class part, but I might be able to convert it to binary .

This pallete part was written in Thumb I think, I’m not the expert, but since Icecube is pretty much gone from the community I wanted to save his work

00 4B0B r3 = 09009040 (palette table)
01 6801 ldr r1(r0,0x00)
02 6842 ldr r2(r0,0x04)
03 7909 ldrb r1(r1,0x04)
04 7912 ldrb r2(r2,0x04)
05 7818 ldrb r0(r3,0x00)
06 2800 cmp r0,0x00
07 D00A beq #19
08 4288 cmp r0,r1
09 D001 beq #12
10 3304 r3 = r3 + 0x04
11 E7F8 b$ #05
12 7858 ldrb r0(r3,0x01)
13 4290 cmp r0,r2
14 D001 beq #17
15 3304 r3 = r3 + 0x04
16 E7F3 b$ #05
17 8858 ldrh r0(r3,0x02)
18 E000 b$ #20
19 2000 r0 = 0x00
20 4B02 r3 = 030014D8
21 8018 strh r0(r3,0x00)
22 3801 r0 = r0 - 0x01
23 4770 bx lr
24 9040 09009040 (palette table)
25 0900
26 14D8 030014D8
27 0300

and this is the one from the promotion branching part, however, I don’t know if it is the newest version


I’m dumb as bricks lol, this is an old one, seems like he just wrote it directly, he did not compile anything…So how can I help? (Mind you, I’m no expert)

The pallete Part seems to consider an expanded Room for it

Hi. I have a problem with the rebuild function, my rom works normally in the pre-rebuild backup, but when I the rebuild is finished, the game crashes whenever I try to take a step with any units. I have next-to no bugs aside from the plist of tower of valni 1 which I used to import a tileset.

Is it possible to fix the ROM so that this doesn’t happen on rebuild? I exceeded 32 MB as soon as I finished chapter 25, so I need to cut space.

Support for patches that use pointer lists can be a pain.
I think the vanilla feature is sufficient for me.
In Vanilla, units can specify 7 palettes per class.
Even if you were using Branching Promotion, I think this would be enough.
If this is still not enough, use CustomAnimation.

In the meantime, how do I get the Branched promotion Patch.ups you’ve attached to work?
Who and what can I use to check out BRANCHED Promotion?

I’m not sure how to use it, but the item menu doesn’t seem to be working well.
As a workaround, there is a way to limit the area to rebuild.
It limits the area to rebuild, so the area that can be released is smaller, but it’s better than not working!

rebuild 1000000
-> NG 32MB->25MB

rebuild 1300000
-> NG 32MB->26MB

rebuild 1400000
-> OK 32MB->26.5MB

rebuild 1500000
-> OK 32MB->27.5MB

For now, I’ll send you a working rebuild_14 and rebuild_15 ups.
Use whichever you like.
We’ve freed up about 5MB, so you should be able to create some content.

Be sure to test the operation before using this.
You can use a cheat such as status max, so I recommend clearing it to the end.

I did find one bug in this rebuild.
This bug causes problems when using SplitMenu in events.
I will fix it in the latest version.
If you want to rebuild it yourself, please update your FEBuilderGBA before doing so.

UPS 14 and 15
https://cdn.discordapp.com/attachments/470029781795078175/750664083551813679/prerebuild.R.14.7z

1 Like

Builder is showing that I have 81 errors, pretty much all of them involving something about items and magic animations. While I’ve not run into any issues while testing, seeing all those extremely similar errors make me think one issue is causing a cascade, and I’d like to nip it in the bud now, but I don’t know where to fix it.
https://drive.google.com/file/d/1M3J7ekyXBopYCZYU7XyQK3cRMSnG6dea/view?usp=sharing

The ItemEffct Table was broken, so I repaired it.

UPS
https://cdn.discordapp.com/attachments/470029781795078175/750791823965945856/demo_thing.PATCH.20200903034344.7z

No problem man. I will use the Custom Animation patch. Thank you anyway.

I have a messy patch, but there I made It work perfectly, I repointed The table to another location in both sides. I can share that one with you.


This one has proper nightmare modules, the code should be pretty much the same, includes a savefile to test
1 Like

Woah, I can’t thank you enough. You might have literally saved my whole hack XD.

I have problems with the movement of my units on the first turn
My Report

One request: I hope they will soon add a button for character expansion