FE_Builder_GBA -- If you have any questions, attach report7z

Trying to update from version 20171031. When I press Update Check, it says i’m up to date.

Just download it again from 7743’s link and keep updated from there. Some time around November the auto-update broke (at least for me).

Please refer to here and reinstall.
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA/How%20to%20download%20FEBuilderGBA_EN

The update has been changed several times so far.
Automatic updates are confirmed every 3 days.
I had a few days of grace at the time of transition, but it seems that it did not go well.

Changing the first update is a change of the update URL.
The first update process used the date in the FEU thread, so I changed it because it was troublesome to write every time I updated it.

Next, I made it for referring to the date of the uploader.

In addition, tuning of the upload program was done.
At first, I used software dedicated to extract 7z, but it became a batch file for more versatility.

Finally, I changed the version notation from YYYYMMDD to YYYYMMDD.HH.
With this, even if there is a mistake, I made it possible to fix it after 1 hour.

Currently it is operating in this format.

Perhaps in the future, it may change again.
FEBuilderGBA does not have a web site.
It all depends on various services managed by other people.

Is there like a guide on what all the patches do?
Like I’m looking at the FE 8 ones right now.
For example, what does the “Change items without limits” do?
Or heck, even the Nosferatu fix.
Many many patches actually.
I think a clear description would be nice.

Change items without limits= Infinite Trading (like Thracia, you can trade more than once per turn)

Originally there was a concise explanation in Japanese, but it was destroyed by the translation engine.

It is quite a hard work to write an easy to understand and concise explanation and translate it.
I hope if you can help me.

アイテム交換無制限 == Infinite Trading / Items can be trading Infinite

FE3 and FE5 was this specification.
The exchange from GBA FE can only be done once.

In the old FE, Player were able to do item exchanges as many times as possible within one turn.
Therefore, Player can easily trading items such as armor killer, Player can advance the game advantageously.

Nosferatu fix リザイアバグ修正

When absorbing HP by the Nosferatu effect,
In rare cases, HP may overflow.
Then, the HP of the unit that recovered will have a negative value.
It is written as HP: 00,
and if you recover HP this unit with Staff, the unit will die immediately.

I call it zombie formation phenomenon.(w

This bug occurs when you set critical attack power of Nosferatu effect weapon high and cause critical damage several times in succession to enemies with high HP.

This is due to a bug in the FE program, because it handles where to process with unsigned as signed, the overflow avoiding routine will not fire.

How to write such explanation with simple sentences of several lines is a problem.
If you write, how do you write?

For patches that do not know the other effect, if you write, I will explain everything.
Everyone, if there is a patch that does not know the effect, please ask a question.
I will answer.

And if you understand the effect, please write a brief description of it.
Then, I will reflect it in the tool body.

Okay, so I have a few more questions:
There are a few skill related patches, like Pick and Great Shield.
If I want to remove those skill from a class, do I just have to put the value 0 in the box?
Like for Pick, if I just replace the 33 with 0, will that take care of my problem?

Also, what does status cage max length do?

I also don’t know what the critical correction for swordmasters does.

And what does “Do not leave apprentices promotion without permission” mean?
I guess it has something to do with Pupils, Recruits etc and their forced promotion?
That definitely needs to be fixed, I’m really unsure what it means and what it could do.

I also don’t know what DrawMultibyte means.
What is multibyte?

There there are two untranslated patches with Gorgon Eggs, what do they do?

Then last but not least, there are the Changing BGM for each chapter patches.
How do I use them?
Like … once I write them to the ROM, how do I change all that stuff for each chapter.

That’s about it with my questions.
There’s still the diet_drug patch.
So as far as I understand, it gives items weight?
So they can technically slow you down?
You should probably use different words to describe that.
Like “You can make items to reduce your physique.” should say “You can give items weight to slow characters down.”

Critical Correction for Swordmasters= Swordmaster/Berserker/Super Trainee Crit Bonus. The skills patch seems to overwrite it.

I think Diet Drug is a reverse Body Ring, it lowers con so mounted units can rescue more easily.

Okay, the critical correction makes sense.
The hex number displayed is not 15, so I’m guessing that it’s the skill patch’s fault.

And the diet_drug thing … I’d rather hear it from 7743, since you aren’t sure.

I just realized that you fixed some of the OP pics.
Eirika and Ephraim have a blur now.
I also noticed that L’Arachel has a second part now, but Tethys doesn’t.
So Tethys still needs to be fixed.

If I want to remove those skill from a class, do I just have to put the value 0 in the box?
Like for Pick, if I just replace the 33 with 0, will that take care of my problem?

It can not be deprived.
Please change the skill to a class that will not participate in battle.
For example “citizen” class.
It may work even with 0, but it is a dangerous bet.

Also, what does status cage max length do?

In FE8J, several patches that break through status 31 have been developed.
(In normal FE, status 31 and later will be saved.)

At this time, if you set the maximum value to 40, 50, etc., the status bar behind the status menu may display incorrectly.
It is intended to solve this problem.

I also don’t know what the critical correction for swordmasters does.

This is to change “Correction value of sword master’s critical”.
(Perhaps it may affect Berserker’s correction value.)

As you know, the Sword Master and Berserker’s classes are more likely to get critical.
That is because this correction value is added to the probability of critical.

And what does “Do not leave apprentices promotion without permission” mean?
I guess it has something to do with Pupils, Recruits etc and their forced promotion?
That definitely needs to be fixed, I’m really unsure what it means and what it could do.

When Amelia, Ross, Ewan’s apprenticeship becomes Lv10, they forcibly promote at Preparation Menu.
It suppresses this.

I also don’t know what DrawMultibyte means.
What is multibyte?

This is a function for translation.

The English version of FE does not have the function to display multibyte.
Conversely, Japanese version of FE does not have the function to display single byte.
(Please see wikipedia for single byte and multibyte explanation.)

When translating each FE into mutual language,.
Until now, I have overwritten the font data by force, using tbl, overwriting the character code, and so on.
But that is a pretty aggressive method.

With this patch, it is possible to translate more easily by providing multi-byte and single-byte rendering routines that each does not have.

There there are two untranslated patches with Gorgon Eggs, what do they do?

It is setting of a class ID which does not show the enemy’s status menu.

On FE 8, even if you try to open the status menu on Gorgon Eggs, it will be rejected.
This is because two class IDs of Gorgon Eggs have a limitation not to display the status menu.
The limit value is this value.

If you apply this, you can make characters and others that only secure the field of view such as external lights.

For example, in a kaitou patch, we set alight for this outside light character near the departure point.
if the stage is foggy, even visibility secured only around the escape point.

Then last but not least, there are the Changing BGM for each chapter patches.
How do I use them?
Like … once I write them to the ROM, how do I change all that stuff for each chapter.

If you adapt this patch, the chapter Editor will change automatically. (It is MOD function of FEBuilderGBA.)
You can set each song in this space.

There’s still the diet_drug patch.
So as far as I understand, it gives items weight?

This is a negative stat booster item.
It make items that will decrease the increased physique.

Using body ring will increase your physique.
This creates the item in the opposite direction.
By using items you can reduce the increased physique.

In kaitou patch, when you use boots, your physique will increase with mobility.
The more boots you use, the better the mobility will be, but the larger your physique.

As Pegasus and Dragon Knight become bigger, restrictions are imposed on characters that can be rescued.
However, it is important to increase the mobility of Pegasus and Dragon Knight.

So, it is diet drag to appear.
With this you can return the increased physique.

Critical Correction for Swordmasters= Swordmaster/Berserker/Super Trainee Crit Bonus. The skills patch seems to overwrite it.
I think Diet Drug is a reverse Body Ring, it lowers con so mounted units can rescue more easily

That’s right.
(but,I do not think there is a critical bonus to Sniper. )

I just realized that you fixed some of the OP pics.
Eirika and Ephraim have a blur now.

I was checking the document of FEU, since I knew there was setting blur, I added it.

I also noticed that L’Arachel has a second part now, but Tethys doesn’t.
So Tethys still needs to be fixed.

I have not done anything yet at that time.

This is where we need special handling.
Since the current image patch system has a data structure that can not be handled, it is necessary to add a new system.
However, it takes time.

http://puu.sh/ySCKn/854447c51e.png

This is the error I get when I try to insert these map sprites (and only these map sprites) into the game. What’s wrong?

Hello, I have not been able to know the role of the following patches.

メニューウィンドウの長さ。
オープニングカットOPENING_CUT
オープニングカットOPENING_CUT
はやい もっとはやい
ステータタスのケージの数字位置

I fixed this bug in ver 20180102.21 .
Please update.

This image should be a 16 color image, but only 13 palettes could be read.
I could not read the other 3.
I was convinced that 16 palettes can be read without fail if it is judged as 16 colors by type of image.

Which tool did you use to create this image?
I did not think there was such a data format.

メニューウィンドウの長さ。

The width of this window.

When translating Japanese into English, strings often increase.
Because Japanese has kanji.(The same is true for Chinese.)

If Japanese FE is applied to DrawSingleByte Patch and translated into English, the menus will run out of width and will be in a strange.

Therefore, it is necessary to extend the menu width.

オープニングカットOPENING_CUT
オープニングカットOPENING_CUT

It was a mistake that the names became the same.
I will fix it next time.

Both effects will skip the opening.
Opening is NINTENDO, IS logo, followed by Eirika’s demo movies.

One skips to the load screen.
The other skips to the title logo.

はやい もっとはやい

By setting the game speed, it is setting to make “はやい fast” to more faster.(maybe)

ステータタスのケージの数字位置

It is the setting of where to display the number on the status screen.

But it does not work as expected.
Since it was in the remodeling material, I registered as a patch, but I do not want it.
I will delete it next time.

Okay, thank you for your help as always.

But you aren’t sure if the critical correction affects all classes?
I mean, berserkers and swordmaster use the same ability, so I’m guessing it is.

I didn’t make that image, and I don’t know what that was made in, but it’s apparently public domain.

i cannot download FE_Builder but another file is ok .