Please write 2c 22 be 08 in ROM 0x16060.
That solves the problem.
FEBuilderGBA assumes that the data will be repainted.
Therefore, data is written with a pointer.
Normally, FE7U has a pointer to the item table at 0x16060, but this patch clears the area with null.
Therefore, I do not know the position of the item table.
Fortunately, this area is only filled with 0x00, so it does not seem to matter if you write the data.
Sorry. I didn’t realize until just now that the installation txt. files for FE8 have some issues. I’ll see what I can do to make them work, but I can’t make any promises.
I converted it to FEBuilderGBA patch format based on UPS of trf44trf.
You can use it by updating to the latest version.
Please contact me if there is a bug.
Okay. Never spend the night fighting giant sea chickens and undying Legion spawns. You’ll wake up with a wicked hangover.
Anyway, here are two more patches which should work for FE8. The free space is set to 0x08B2A610. To use this hack, the item in question must have Weapon Ability 3 set to 0x80. Otherwise, it’s the same thing as FE7’s.
Also, I rewrote the implementation with EA.
By this, it no longer depends on a specific address.
However, if you want to re-point the item table, please adapt this patch before re-pointing.
To endure the item table’s re-point, you can do a pointer reference as follows.
However, to do that, it is troublesome because 2 byte code is added and the address position calculation has to be done again.
Therefore, I took off this correspondence.
That looks really good! Thanks for making this easier for others to use!
Are you talking about the bit for Weapon Ability 3? That can easily be changed. Just change the byte in 0xB2A62C (located 0x1C blocks away from freespace) from 80 to whatever you want the byte to be. Set it to 40 to be the same as FE7’s Weapon Ability 3 bit.