FE_Builder_GBA -- If you have any questions, attach report7z

It is specified in the music-section of chapter data as far as I remember.

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Hi,

I was wondering, is there a way to set Gaiden-style magic HP costs? I’d like to make a mixed game with SOV style magic and stats + speed difference for doubling, but I don’t know how to set HP costs for magic so that mages aren’t allmighty. Also, do you think it’s possible to make the same riposte thing as in SOV? I mean when you’re attacked at 1 range you counter with 1 range and when you’re attacked at 3 range you counter with 3 range if you have some.

Just would like to know if it’s doable or if the GBA engine doesn’t allow it. Of course if it’s time consuming or hard to script, then just forget it, I was just wondering.
Mages not countering at 3 range when they’re equipped with fire is not the worst thing after all.

The only way to change the formula used in the game is to modify the ASM.
If someone has already done that and the results are available to the public, you can use it as a Patch.
However, I don’t know of any such patch, so you would have to write your own ASM.

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Sorry for the delay in replying.
I haven’t logged in lately because FEU is extremely slow when using bandwidth on Youtube.
It’s strange because discord is normally available.

I don’t think there is a tutorial for worldmap events yet.
The best documentation for FE8 is FE8.

FEBuilderGBA now has the ability to save a Map TileAnimation as an animation gif.

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This will work for both Tile Animation 1 and 2.

Please select Bulk Export.

Save as gif, not as text (default).

The map data will be exported as an animtion gif.

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how do you know which boss music will play in fe6. Since you can’t edit them directly like you can in fe8 I was wondering how one could say, make multiple bosses play zephiel’s battle theme?

Hi 7743,

Thanks for the efforts that you put into this project. I’m a new FEBuilder user, and I have some questions regarding using this tool. I am modding Fire Emblem Sacred Stones.
I was wondering, what is the most effective way to add a new character to your lineup? For example, I would like to have Vigarde as a playable character. What I did was using Unit Placer to add him to the map for the first 3 chapters, and I could see him in the character list in the world map for the first 3 chapters. However, in chapter 4, he just disappeared from the character list, and I even though I added him via Unit Placer to chapter 4, he would still not show up.
Another method I used was to meddle with the Extra unit editor, but when I add a new value to the list, the value immediately uses Caellach’s data. When I edited the new value (i.e. change it to Vigarde), the first value on the list (Caellach’s) also changes to Vigarde.
Is there a better way to add new playable units, or am I missing something here?

Many thanks.

A list of Boss Battle BGMs has not yet been found for FE6.
FE6 has not been researched that much, so it may be buried somewhere.
Or it could be hard-coded.

Did you use LOAD1 to join him?
If you’re not sure, send report7z as described at the very beginning of this thread.

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Through a series of events I don’t remember while hacking a while ago, I managed to “clear” all the world map nodes for the endings of every chapter as seen here in the bottom half of the screen.

After raising the count from 1 to whatever and hitting reload they all appear again, however I can’t write to rom or make any changes as it reverts immediately after and hits me with this

I believe this is the report file for my rom.

Hi there, 7743 and Fire Emblem Community.
I just wanted to ask: Is there any way to increase the convoy size in FE7U?
I searched the web for it but found no answer

I am not aware of any work in FE7U that has increased the capacity of Supply.
You are going to need to write code from scratch.
But the routines are similar between FE8 and FE7, so you may be able to use a similar technique.

However, in the case of FE8U, since it is based on EMS, I think you need to start by porting EMS to FE7U.

The end data of the list is 0.
So if you write 0, the list is considered to be over at that point.
And if you try to write data beyond the end of the data, the automatic protection of FEBuilderGBA will kick in and reject the write.
This protection level can be lowered in the settings.

I think your setting is the strictest level 2, “Don’t allow writing”.
I recommend you set it to level 1, “warn User Upon Attempt to Write Out of Range”.
This means that you will be given warning and choice, not a ban.
You will be able to ignore the warning and write.

If you set it to level 0, you will not even see warning, which is dangerous.

First, thank you for your progam. It has been a great help with my new endeavors.

Second, l have a small bug to report. The combobox for pre-placement and post-placement settings at the bottom of the Unit Placer is a little broken in FE6 and FE7. When clicking on a different unit, the combobox properly updates when the unit’s coordinates are the same. However, the combobox does not change when switching to a unit whose two coordinates are different, causing the combobox to be stuck on “Change at the same time”. This makes it difficult to see and edit a placed unit’s starting movement. To clarify, the functionality is correct. The problem is when clicking on a different unit, the combobox doesn’t change.

I really love FEBuilder so far! Great work, 7743!
But I have a small problem: Is it possible to make multiple units follow one unit (like a queue)?
If yes, how do I do that?
Thanks again for your effort!

I have a little problem with an Event type. I’m sorry because of a headache.
PD: Don’t use the file .sav
End Event Trouble

Ok so whenever I try and insert my trueblade frames, FEBuilder always cuts out a portion of these frames for some weird reason, and I haven’t found anything online to tell me why this is?

And this is one of the frames that gets cut btw, before being sent to febuilder
endblurslash2

It seems like if your frames go too far to the LHS or RHS it gets cut???

I had the same issue, make the image however many pixels wider and stretch it out that far. If you import it from a txt it’ll work, just not from directly importing

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reeeeeeeeeee

I imported the battle script txt file, and it still didn’t work :frowning:

I’m not understand your question.
What do you mean by “make multiple units follow one unit”?
Please be more specific.

If it is in the GBAFE specification, it can be achieved.
If it is not in the GBAFE specification, the only way is to write your own ASM.

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