@7743 is there a way to implement Venno’s array based weapon lock to FEBuilder?
Or is it already implemented?


I do not support it yet.

Currently I am making a very big function, so please wait a while until that is over.
After that, I would like to consider whether I can support it.


Is ch: 15 ?
In the Report 7z received from you, the data contained only ch5 data.
How can I proceed to ch15?


Is ch15 druid about this unit?
I have not advanced the game so far, but I can guess the cause of freezing from this data.

That is because he comes out of the wall.
Please see the location of this unit.
It is in the wall.
With this, he can not move to the designated moving place.
Therefore, it is presumed that the game freezes.(oops! you are in rock)


Okay. That makes a lot of sense. Thank you


Does the Class Relative Power affect exp gain or does it provide a boost for the one with the higher power during a battle between two classes?


Exp gain.


Does “Venno’s array based weapon lock” work?
I tried it with FE8U, but when applying this patch, it freezes when loading the units in the prologue.

Do you know how to make this patch work?


I tested it and it also freezes on the prologue…
To be honest I only used it on FE7, works perfectly there.

Maybe @Venno can help us with this.


I came into an error where the game doesn’t start up naturally but save states work just fine


Hello, is there any way to increase the Limit of deployable NPC (20) in FE7?


To be honest I only used it on FE7, works perfectly there.

I tried it with FE7U, but it also froze when I read the unit in the prologue.
It froze when I read a bandit of enemy unit.

There seems to be a new version and an old version, is it because I am testing with a new version?
In which version are you testing?
Or, could you send me the patch you are using?


Probably it is impossible.
There is a limit to the area that each unit can use.

To remodel this area, extensive remodeling is necessary.
Also, as interruptions are possible, you will need to remodel the save data.

Modification involving saved data is very difficult.

I recommend that you change the specification rather than increasing the NPC.


That’s because you broke the range from 0xA40 to 72 bytes.
You can check it by using the diff debugging tool.

How did you write in this area?

A program of the trunk line part is installed in the region in this neighborhood.
Because you broke it, you can not start it.
Restoring this area to the correct version will start it.

Please start Menu -> Tool -> “Diff Debug Tool” and compare it with the ROM that worked last time.
Then it will detect the difference between 0xA40 and 70 bytes, so please restore it.

For details on how to use specific tools, please read this manual.


I used the new version in my old hack.

I managed to copy the system to a new ROM.
At 0x1634C is the pointer to the item list, then 4 bytes that I don’t really know what they do, but the game crashes if there’s anything than 00490847, and finally the pointer to the ASM dmp is at 0x16354.

The ASM is at 0xDF0500, the table for the indexes is at 0xDF0600, and finally the locks are at 0xDF0B00.

Here’s the patch from a clean ROM with the Lock array system and the modules to edit them in Nightmare.

I hope this can be helpful.


(Sorry for late reply, I was kinda busy)

Trust me, I’d buy a better PC if I could, but I can’t afford it right now. That being said, a scroll bar isn’t extremely necessary since I can reach most places without it, except the “After Moving” section in “Unit Placer”, so it gets kinda annoying for me to place new units onto a map. This is as far as my screen can reach:


i see.

Is your PC’s screen resolution 1600x900?

I am improving unit placer, so it may work.
However, since I am doing large-scale modification to implement a new function now,
please wait until the test for stability ends.


The latest version seems to be buggy and not working.

However, since older versions have a very complicated data structure, it is quite hard to support this.
The data is not a simple table, but a pointer is sandwiched between them.

It is difficult to express such a structure on the patch screen.
It is possible, of course, if you implement using C# on the FEBuilderGBA main …
I think that it is not preferable to design a screen newly for one patch.


My PC resolution is 1024x600, I think that’s the smallest screen you can even have, haha.


I can’t find anything on adding new tilesets to FEBuilder. Can anyone help?