FE_Builder_GBA -- If you have any questions, attach report7z

The list of troops shows enemy troops.
08093020 01-81
Show all the troops.
08093048 3f-bf

FE8J

1 Like

What does this mean?
In which scene should I use this?
08093020 2401 mov r4, #0x1
08093022 1C20 mov r0 ,r4
08093024 F786 F870 bl 0x08019108 //GetUnitStruct

the 08093020 seems to pickup data of Unit ID 1 エイリーク Eirika.
This seems to change this value to 0x81 グラド兵 Grado soldiers.

However, I do not know where to use it.
Where can I check this if I look at the game?

He’s the first one on the battle menu, because I’m poor at English, and I don’t understand the ability to use forums to post pictures.

I think I sent you the report already, I can’t find it on my pc lol, but anyway, I fixed the Pointer as you said, but It is really weird that I had no glitches since I did not change that Pointer. The only Issue left is The table size.

When did you send it?
I have not received it.

Please send it again.
As a precaution I attach the report 7z procedure manual.
https://dw.ngmansion.xyz/doku.php?id=en:guide:febuildergba:report7z

@7743 Could you add the unmounting patches to FE_builder?

http://feuniverse.us/t/fe8-dismount-and-mount-hack/1645
http://feuniverse.us/t/fe7-mounting-and-dismounting-hack/2493

I’m going to jump on the patch train (sorry about that) for this one, mostly because beginning hackers who use FEBuilder like myself may not have learned how to edit hexes or may not understand it.

In the latest Skills System patch, Vantage (and Vantage+) aren’t working. Is there a way to fix this in FEBuilder as I don’t have any experience with hex editing?
I also tried using an older Skills patch (20180515) which fixes Vantage, but it has an entirely different bug. If I were to have an item ID past D3 in my inventory, then it would give a 47% growth boost to units in some stats.

Example: This is Seth without the item ID past D3

And this is Seth’s growths with an item ID past D3

The additional growths also do actually have an effect too (notice the +2 in HP).

I don’t think you should report about error with Skill Patch here. There is a topic for it and you should report over there so people who working on it might see and fix it.

In FE8J, there was a patch made by the author of FE 8 Girls.
However, the structure seems to be different in FE8U, and this patch did not operate properly.
I was planning to investigate later and forgotten.
This time, I knew the patch for FE8U, so I replaced it with this one.
Thank you for telling me the patch.

NAME=塔及び遺跡でセーブ可能
NAME.en=Saving in the Tower and Ruins
NAME.zh=塔及遗址可保存

It is an interesting patch.

This patch supports only swapping of simple classes.
And it is re-pointing the menu.

I want to reimplement it, not a transplant.

I do not want to re-point the menu as much as possible.
Because menus are to be modified by various people.
I am afraid of patch conflicts.

I think that it should be common to menu command to get on and off the varistor rather than adding a menu.

Since re-implementation takes time, I want you to wait.

B0:UNIT=Unit(0=Any)
B1:CLASS=From Class
B2:CLASS=To Class
B3:MAP=Chaptor ID(FF=Any)
W4:FLAG=Judgment flag(0=Any)
W6:Song=SE1
W8:Song=SE2

sizeof() == 12

If we implement it with such a structure, I think that it will become more versatile.

2 Likes

I implemented the following patches. FE8J/FE8U

NAME=魔封じの者の有効範囲
NAME.en=Effective range of Magic Seal
NAME.zh=邪恶之人的有效范围

NAME=移動力の上限
NAME.en=Upper limit of moving power
NAME.zh=移动力的上限

NAME=デビルアクスで自滅する確率を下げる時に利用する値
NAME.en=Devil Axs: The value to use when lowering the probability of self-destruction
NAME.zh=降低魔鬼斧中自毁概率时的使用价值

NAME=デビルアクスで自滅する確率
NAME.en=Devil Axs: The probability of self-destruction
NAME.zh=魔鬼斧中自毁的可能性

NAME=デビルアクスでアンダーフローバグが発生すると必ず自滅するバグを修正します
NAME.en=Devil Axs: Fix Glitch that self-destructs whenever an underflow bug occurs.
NAME.zh=修复Devil Ax中发生下溢错误时总是自毁的错误

I do not understand well with this explanation.
Please explain more concretely.

Also, please press this button when attaching images.

Thanks so much!

When I apply the Unique Battle Music Per Unit Installer. It causes the regular battle music to stay as the map music for player and enemy phase.

I do not really understand the meaning.
Please explain more concretely.

also, Please send report7z.

When I apply the patch it does not play the battle music when I battle. It plays the map music instead.
This is the patch

That’s because you are not setting up patches.
This patch changes battle BGM for each chapter.
FE 8 reuses data that is not used.
Please change this value.


if (hasBossBGM(current_enemy))
{//Boss music will be given top priority
	PlayBossBGM
}
else if (hasUniqueBattleMusic(current_unit))
{//If there is setting for each unit, it will be played
	PlayUniqueBattleMusic();
}
else
{//If not, BGM for each chapter will be played
	PlayCurrentBattleBGM();
}
1 Like

失礼しました Some of your latest patches are not available. They can not be added.

また、体を下げる薬の使い方を知りたいです。

この効果と使用方法

私のレベルが足りないので画像を送信できません

あなたが話せる言語はなんですか?
What language can you speak?
日本語であれば、日本語コミニティがあります。
If it is in Japanese, there is a Japanese community.

https://dw.ngmansion.xyz/doku.php?id=column:discord_chat

1 Like