FE_Builder_GBA


#1336

I read somewhere up above, a post from maybe 3 or 4 months ago, explaining how to edit the text. It said to use the rom translate tool to export the text file, use the find and replace feature in wordpad to replace any names or whatever, and then save and reimport it into the builder. All I did was change the names but I realize that some of the names are part of actually words so I’m kind of thrown off as well. For example I changed Ross’ name to Odinel but “ross” is in the word “cross” so now I have the problem of every “cross” being “cOdinel”.


#1337

It seems that you can not uninstall Class Expansion patch.
Please uninstall it again.

Then erase all saved data and start over from the beginning.
Now it should work correctly.

In that case, another problem will arise that the extended classes are not saved.
Please install Class Expansion Patch again, erase all saved data again, and start it.
(However, if you want to install skill system, please install SkillSystems before Class Expansion Patch.)

Do not do multiple things at the same time.
Please do it one by one, surely.


#1338

I have 137 classes in total including the original classes. The class expansion patch says that I’m originally allowed 127. Would I have to delete or live without 10 classes in order to have proper functionality?


#1339

I have 137 classes in total including the original classes. The class expansion patch says that I’m originally allowed 127. Would I have to delete or live without 10 classes in order to have proper functionality?

No.
It is resolved by the Class expansion patch.

However, you installed a class expansion patch and a conflicting break save patch.
Therefore, Class expansion patch is expected to be in an incomplete state.

So, once you uninstall Class expansion patch completely,
After that I propose to reinstall Class expansion patch again.


#1340

I see.
I had overlooked that your ROM contains DrawMultiByte Patch.
Please uninstall this patch.

This is a patch for translation.
This patch was made to translate games made with FE8U into Japanese.

Unfortunately, SJIS which is the old Japanese character code and character code such as “à” of non-ASCII character code use the same code area.
Therefore, FEBuilderGBA gets confused as to which character to display.
Normally, if you use the English version, FEBuilderGBA will give priority to Western letters.

However, if DrawMultiByte for translation is included,
FEBuilderGBA thinks that you are translating ROM, so the Japanese character code takes precedence.

I think that DrawMultiByte Patch has gotten in because it performed bulk replacement from the translation tool.
In the past, there was only this way, but now there is another way.

Import / Export exists in the text editor.
Switch the tab and the screen will be displayed.
Please change the text from here.

Also, I’m worried about using wordpad.
If possible, I recommend using a text editor.
Please use a text editor supporting UTF-8.


#1341

Thanks. You’re the best


#1342

It is updating as we speak
find: ‘exe’: No such file or directory
ERROR: The process “FEBuilderGBA.exe” not found.
It gave this message and then updated. I know why it gave that error (I have a shortcut in the folder of my Rom Hack), but it seems to have updated, so no harm no foul


#1343

I am a newb at romhacking and am experiencing problems with the most recent skill systems patch. Moonbow, Triangle Adapt, and a few other skills are doing nothing. Also, I tried to download sappy but whenever I use the application it shows this error message:


#1344

That’s normal, it’s making sure FEBuikderGBA closed before writing to it for the autoupdate.


#1345

So I did everything you said but I still have the problem of an animation freezing.


#1346

I see.
Attila was talking about the temporary error message displayed by updater.bat.
I could finally understand it with your writing.

This is an error message with no adverse effect.

Windows can not rewrite running exe file.
Therefore, when updating program, FEBuilderGBA entrusts processing to a batch file named update.bat, and FEBuilderGBA exits.
After taking over the process, update.bat overwrites the data of FEBuilderGBA.

The problem is that at the moment FEBuilderGBA launches update.bat, FEBuilderGBA is still running.
This is, of course, because FEBuilderGBA starts update.bat.
That time is less than 1 second.
It is a moment for human beings, but it is quite a long time for machines.

Therefore, update.bat checks whether the process of FEBuilderGBA has ended before writing to the file for updating.
If FEBuilderGBA is running, wait for a while and check again.
If it can be determined that FEBuilderGBA has finished completely, update the file.

The problem Attila is talking about is probably an error that is displayed at the time of confirmation.

This is not a problem.

However, since it looks bad, I will fix it so that the error message will not appear on the screen later.


#1347

I think that animation did not freeze in last ups.
Is this a new problem?

Please send me ups with problem reporting tool.


#1348

please help me
about this Skill Extension
There is a problem



#1349

For sappy, I think that it is written in the manual.
http://ngmansion.xyz/wiki/hackfe/index.php?解説/FEBuilderGBA/How_to_obtain_necessary_tools_to_use_FEBuilderGBA_EN

Since sappy is written in VB6 which is an old programming language, running on modern operating systems has runtime problems.
However, there is an installer to solve this.
Please check this out for details.

As for the skill system, I am not familiar because it is not detailed.
The possibilities are as follows

  1. FEBuilderGBA is not able to correctly capture that skill
  2. Bug in SkillSystems
  3. Misconfiguring or do not meet the prerequisites.
  4. Other

For #1,
It is a bug, so I have to fix it.
However, in order to prove this, please try trying to reproduce it on the SkillSystems official boss rush stage.
More detailed information is needed.

For #2,
For SkillSystems bugs please report in SkillSystems thread.
Also, FEBuilderGBA is currently equipped with 2018/5/15 SkillSystems.
It may be fixed by the latest version.
Converting SkillSystems to patch format is very time-consuming.
Therefore, the update will be delayed for a while.

For #3,
Please question with SkillSystems thread.


#1350

You are using skill extension of FE8N.
I do not quite understand what is wrong with your image.
Please explain in more detail.

I think it looks like an animation effect when skilling.
What’s wrong with this?
Please explain more concretely.

Also, please describe the details of the skills that Eirika holds.
What skills does she have?

In order to reproduce, more information is needed.


#1351

This skill effects is misplaced


#1352

Skill animation has attack skills and defense skills.
Which skill are you trying on?

Last time, I fixed to FE8J so that we can change skill animation.
Perhaps, at that time, the setting might be incorrect.

2018/2/21 Currently released FE8N.
2018/5/30 A modified version that allows to change skill animation.

If the skill extension of 2018/2/21 does not cause problems, my animation extension may be the cause.


#1353

The problem of my animation freezing was in regards to me using the “add pierce skill to … class” patch and the wrong classes getting the skill as well as the animation freezing halfway through. In the last ups the problem was there but you’d have to attempt to complete chapter one with the main character. Also, when I use the 2018/5/30 skill extension patch, I end up with every enemy dropping all of my stats to zero and all weapon durability to zero despite not having any skill related to those two effects.


#1354

I use this skill


After I test
skill extension of 2018/2/21 does not cause problems


#1355

Why do you mix conflicting patches?
It may be that the explanation is certainly not enough.

“add pierce skill to … class” patch
This patch is a patch that changes skill of unmodified FE 8.

You are using to skill extension SkillSystems.

In other words, Skill processing is entrusted to SkillSystems.
so, if you use patches for skill of unmodified FE 8, they will conflict.

SkillSystems rewrites the existing system to provide a skill system extended to the FE 8U.
If you use SkillSystems, you should leave all skill handling to SkillSystems.
If you use a patch to change the skill of existing FE 8, will conflict.