FE_Builder_GBA -- If you have any questions, attach report7z

I have a problem.
Magical enemies try to attack even on Silence effect, results in a freeze when battle animation is on.
I have no idea, what’s causing the problem.

Report

I think this is a bug in SkillSystems.
Even the version that only introduced the skill system to vanilla was reproduced.

Enemy mage will try to attack even while Silence.
This only happens on enemy turns.

test ups
https://cdn.discordapp.com/attachments/235253973588639747/643204202352345095/skillsystems_Silence_glitch.7z

old.ups installed skillsystems 2019/07/08
new.ups installed skillsystems 2019/10/22

It does not occur in old.ups.
It occurs in new.ups.

Because it is a bug in SkillSystems, it takes time to investigate.

1 Like

I reported a bug in the SkillSystems thread.

2 Likes

https://cdn.discordapp.com/attachments/498249122441068565/643824355737993262/ch15freeze.report.7z

There is an issue where Justice and Pride’s Ch. 15 may sometimes freeze during the end event.
There are 61 errors, but they’re there because of me currently working on assigning support partners and is unrelated to the error.

I verified using Emulator SaveSlot 6 data.

Somehow, it seems to be ignored when LOMA is operated after “Clear all units”.
Change the LOMA position or change the “Clear all units” position.

Since LOMA failed, map switching does not work, and as a result, the unit read with LOAD1 + ENUN cannot be moved and is hung up.

Strangely,
when using the cheat from the save slot 2 data of the game instead of the data of the game, and proceeded to ch15, it worked with the data before this correction.

If changing the position of LOMA does not solve the problem, please send save data.
I need to hear more about your problem.

1 Like

About Silence bug.
I understand the cause.

FEBuilderGBA has a patch that disables this hook.
“Uninstall SkillSystems ShadowGift 20191108”

This is a feature for installing WeaponLockEx, but it can also be used as a workaround for this bug.

2 Likes

Thanks for you time !

Can we get to remove the new weapon lock array? I don’t seem to be able to remove it

I’m running into a problem when updating Skill Systems from the 20190708 version to 20191022. I made sure I was using the correct update method, but not only is my unit data not transferring over, but at the end of chapter start events I’m automatically brought back to the title screen. Is there anything I can do to fix this?

You need to include a report if you want any support on the issue.

You can disable vennou’s weapon lock using “Uninstall SkillSystems ShadowGift 20191108”.
Originally it was a routine for erasing ShadowGift, but a vennou weapon lock was added to this part.
Therefore, you can turn off this function.
You can also fix Silence bugs.

Please send report7z.

And to remove effectiveness rework? both of them did not have the uninstall button

what is “effectiveness rework”?
Are you talking about the effectiveness rework of SkillSystems?

It can be turned off in the settings when building SkillSystems.
SkillSystems attached to FEBuilderGBA is turned off and built.

Maybe this is the setting.

Config.event
// If commented, slayer and effectiveness will remain the same as they are in vanilla
// Look at Skill System/Teq Skills/FE8-Nullify/_README.txt for the full ramifications of uncommenting this
//#define ENABLE_SLAYER_AND_EFFECTIVENESS_REWORK
1 Like

Hi!
I have seen a lot of cool new Fire Emblem hacks during the Fire Emblem E3 2019, and a lot of hacks have this (extended unit window) in the game.
https://gyazo.com/0524683053a31c330f590d2ea28b79ea
https://gyazo.com/67dad92daaf543ebf9411e1000a45685
(These are screenshots from Community Blitz 4: Reawakening)
Does Febuilder have a patch for this? I would like to implement it in my hack.

Thank you

Hello! What you’re talking about is referred to as a “Modular Minimug Box.” FeBuilder supports several different designs of the MMB, which can be found under patches.

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Forgive me if this is a silly question that has been answered before, but is there a best practice if I want to use FEBuilder and change the pointer to an array used in a patch such as the item array used by the skill patch?

My concern is that if I expand and repoint the item array, and then install a patch like the skill system, it may not automatically recognize that the item array is no longer pointing to it’s default location and cause issues.

Please send report7z.
In particular, please send ups before updating skills.
FEBuilderGBA assumes that the item table will be expanded.
FEBuilderGBA have a countermeasure routine for that.
However, the expansion of item icons and the like has not been taken yet.
Data is needed to find out which table expansion the skill system will stop working on.
Send ups before updating skills.

Also, please tell us what kind of phenomenon occurs when a problem occurs.

1 Like


Hello, there are some bugs caused by applying the split using Febuilder, so it has a lot of bugs. Some really weird.

There are two, first one, Marisa Heals even if she is at full health, that causes her to die,but she is not removed, some reinforcements cause graphical glitches and stall the game.

Maybe I should just start from scratch, but there is a lot of work here, so I would really appreciate your help here. Thanks for everything as always

Why do you do a str / mag split when I do not recommend that much?
If you can’t solve the problem yourself, you shouldn’t do it.

Perhaps you have made an incomplete transplant.
I recommend that you return to backup.

In the future, I think FEBuilderGBA will support safe str mag split.
You Can’t wait until then?