FE_Builder_GBA -- If you have any questions, attach report7z

Hello everyone,

I don’t know if this has already been reported, so perhaps this message will be redundant.

Fire Emblem 6 has been translated into English thanks to the work of several people on Serenes Forest.

The work done is astonishing, since the entire game is in English, even though it has never been released in Japan.

Personally, I’m always amazed when I see such a feat accomplished.

When you open the rom for this translation in FEBuilder, you might notice that the Support Conversations are broken and FEBuilder throws an error.

image

But the data is actually there, FEBuilder just doesn’t detect it. When we open the Support Conversations window and type in the address “666CF8” with the “Count” of 143, then click on “Reload” and we have this.

The data will now properly load. Note that this won’t make FEBuilder remember the address and it will still show the error, and you have to reenter the data every time you open the window. But it seems to work.

Acording to gringe, in order to cut ROM size down, a bunch of data was rearranged to delete garbage data inserted by the original patch creators and FEditor. To an end user just playing the game there’s no visible effect, but it became incompatible with FEBuilder’s auto detection.

It doesn’t sound like a big deal, but it’s a problem when you’re trying to add extra supports.


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When we’re adding new supports…

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They are not added for these characters.
And worse, the supports unlocked with the characters are “lost” when you launch the game.

If FEBuilder could ever be updated to take into consideration the current location of the English version’s support dialogues, all those working on Fire Emblem 6 would be ecstatic, as everything else works perfectly (adding boss dialogues, etc.).

There’s no problem with an old version of the english version. This problem seems to be here since the update v1.0 to v1.1b, when the pointer to the supports table got moved from its vanilla location.

I hope that one day it will once again be possible to add new supports from the English version, without having to go back to versions whose bugs have since been corrected in the following updates.

Thank you for having read me and thank you for this awesome program, FEBuilder. :slight_smile:

4 Likes

FEBuilder has a feature for defining “custom pointers” that can override the vanilla offsets where it loads various data from.

If you create a file in your folder called <rom_name>.custom_pointer.txt, and add the following content, FEBuilder should be able to locate the correct location of the support conversation table.

support_talk_pointer	0x7AEC8

As far as I can tell, this works because in vanilla FE6 it looks like FEBuilder is following a pointer to the support table from somewhere inside a function called StartAvailableSupportEvent (FE6:0x806AFD0) in the FE6 decompilation.

For the FE6 localization patch, there is a different function at 0x807AE9C that has a reference to the support table. FEBuilder can use that pointer to locate the support table (and repoint it as needed if you need to expand it).

I haven’t tested this extensively but from a basic test I was able to expand/repoint the table and add a new entry that I could then see in the support viewer:

mGBA_Mm5O8MLVnP

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Default: Game Speed Normal, Text Speed Fast

Is there a patch for this? The patch, Set Default Option “Cursor & Etc” does not allow for maintaining Normal game speed. Thank you.

Screenshot 2024-08-27 093450

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Set Game Option patch allows you to set game options through events, which would allow you to set only text speed to fast.

However I do not know who in their right mind would want default normal game speed.

thanks @ditto

I have a great knight and knight among my starting units and their slow movement is part of their charm, IMO :man_shrugging:

How do you make events? I know coding is involved, but I couldn’t find any tutorials on how it all worked.

(I just realized you may be talking about creating one entirely from scratch, in which case I have no idea! Lol if so, disregard the following)

are you using FE builder?

If you want to make a Chapter Start or Chapter End event, just click the corresponding link on the far-right of Simple Menu. Delete everything vanilla except one line, double click that line, and hit Command to choose something new, and then Change to overwrite and save. To add to it, double click it and hit Insert, which will duplicate the previous line, then rinse and repeat.

To make a Turn Event, click Event at the top-right of Simple Menu.

I am using FE builder. Are there any prompts for coding for certain actions, such as reinforcement spawning, or cutscene triggers?

As they said, if you click on the Event menu on the right, you can access various event types that can happen in a chapter.


If you then click on the dropdown box at the top, you can see all types of events. If you want to add a new event, click “Data Expansion” on the bottom (not shown on the screenshot).

Once you open an event, you can double-click inside the window to change/add/delete event commands.

I recommend at the very least checking Vesly’s making a chapter in 16 minutes video in the first post of this thread, as it includes creating an event to load units like you want.

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So, in the final chapter, there are 2 maps. When you beat the first map, it loads the second one without you saving. How do you set this up outside of endgame?

There is a command for it- go to next chapter without saving or something along those lines-, so you use that in your end event instead of the regular go to next chapter command

Hello guys, I have a question !

How can I change all magics animations colours ? On FEBuilderGBA when I click on « Advanced Editors » then on « Magic animation in ROM », I only can edit a few magic (and not entirely, for instance, I can edit the ascending part of Divine, but not the descending part)

So I would like to know how to find these animation (some of these are in FE6/FE8 but not in FE7 data in the builder, so that mean it’s possible)

hey i can t patch vision quest fixed growths any help

Hi there, I know I can make a weapon unbreakable. I’ve seen people hide the —/— for unbreakable weapons in their work. How can I do that?

I’m having a bit of trouble with using this thing, (not even 3 hours into it and I’m already messing up lol), And It gave me an error for probably not installing Huffman when I tried to change the description of Erika so I can make my OC, which is weird, Do I have to reinstall this thing just to avoid it?

https://www.dropbox.com/scl/fi/adszg39f5ao9uywrzeka6/10524.REPORT.20250106161016.report.report.7z?rlkey=1p5awvqu039u96goyqpoa8ahr&st=74dql4if&dl=0
AI 1
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AI 2
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I’m trying custom AI to get enemies to stop attacking and move to a certain tile once they enter a certain range. The enemies never stop attacking currently, regardless if in range. If anyone knows what the problem is please let me know.

You do need to apply the anti-Huffman patch to edit text through FEBuilder. The anti-Huffman patch is technically not required, but the short version is that we don’t need to subject ourselves to not using it. If you want more specific information, search about Huffman Coding.

Zomg!! Thanks for the Tips and for Responding, I actually just restarted the entire project (didn’t get far other than changing names) and it worked when I allowed the Anti-Huffman thingy, But Still, Thanks for responding!! ^^

I have added my translated font glyphs to the game, how do I add them to be entered in the name enter screen (Mark)?

Enter Name Screen

So, something that I’ve noticed when starting work on my rom, is that for some reason, units can use any promotion items and promote before level 10. I didn’t change promotion items to work this way, but it somehow happened. Is there any way I can fix this?