I hope I can edit it with FEBuilderGBA.
However, we have to solve various problems for that.
FEBuilderGBA is suitable for editing structs.
EA is suitable for describing syntax.
MMB is written in syntax rather than struct.
For example, it has the following format.
It is quite difficult to integrate this.
// Unit name options
// Coordinates and widths are in 8x8 pixel tiles
#define MMBNameWidth 7
#define MMBNameColor TextBlack
#define MMBNameX 5
#define MMBNameY 3
For example, if it was described with the following structure, it would be easier to integrate it.
byte type; //enum type
MMBItem(0, 0 , Black , STATIC_ITEM , UNIT_NAME , 0 , 0 , 0)
MMBItem(0, 10 , Black , STATIC_ITEM , UNIT_ITEMS , 0 , 0 , 0)
MMBItem(0xFF,0xFF,0xFF , 0xFF , 0xFF , 0xFF ,0xFF , 0xFF); //term
Also, items that can be added such as the following are also problems.
These are different from the way you customize after installing FEBuilderGBA, as you will decide which to use when you install the build file.
// Inventory modules
//#define MMBEquippedWeaponName // uses alt text
#define MMBInventoryOrEquippedWeaponName // uses alt text
// Bar modules
Probably, in the present situation, when installing the patch it will be in a format that you choose which to use.
I think that editing after installation is difficult.
If you change it, it will be in a form to uninstall the patch once and reinstall it.
Also, FEBuilderGBA does not have a lyn parser.
This is a problem when FEBuilder’s rebuild.
(rebuild is a function to rebuild the ROM and execute defragmentation)
I would need to create a new lyn parser or install it in a specific area below 0x09000000 just like a skill system.
Either way, this is a problem with FEBuilderGBA, so I’d like to do something.
Also , I want to porting to FE8J.