One patch that I rather like is Venno’s FE9-style supports. It changes the system to give you support points once, when you deploy units together on the map, instead of every turn if adjacent. It could warrant inclusion as a patch option:
FEBuilderGBA also supports fan translation using tbl.
FE6U (English translation version you are using).
FE6CN(Chinese translation.)
FE7CN(Chinese translation.)
FE8CN(Chinese translation.)
nice man please make tutorial because a lot of people do not know how to mess with it and I include myself in these people who like this system most do not know how to use
I want to know how I do to skill editor in the game how to add or remove skill of the class I downloaded the skill patch but I do not know how to edit it
Once you apply the skill system patch, go to the Advanced Editors menu. There should be three buttons: “Skill config”, “Assign skill by Unit”, and “Assign skill by Class”.
Since ver 20180310.2 added a new function, if you have problems, please let me know with the ups file.
Support for import / export of special animation exceeding 16 colors
I have made it possible to import / export animations exceeding 16 colors such as varistas (arch) and transformation.
However, since these are special routines and additional palettes are assigned (OBP-A),
Even if you try to exceed 16 colors with other animation, it does not work well.
It is a special animation limited function.
Optimization when re-securing data expanded at the end
It is difficult to convey well.
If you extend the table and resize the last placed data,
When the data is at the rom end, I just coped with by incrementing ROM capacity without moving it.
You can save a little ROM capacity.
Almost. I’m speaking of the idle sprite animations, not the walking ones.
I have a custom sprite on 80 set up correctly with the class but it shows the male Lord sprite in game. Before 80 works fine. 80 and onward displays the wrong class.
If I had to guess, and that’s all I can do, it isn’t updating pointers correctly when the map sprite data is expanded. What happens if you do a map sprite at 0x81, 82, etc? I think it’s rolling around from 0x01, 0x02, etc.