Getting into the edited ROM requires a fairly complex procedure.
It’s a lot of work, so you should stop doing it yourself.
I will briefly explain the work I am doing.
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Build SkillSystems using vanilla ROM.
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However, if you use it as it is, it will be in the SkillTest stage, so remove unnecessary things.
Enable other options you want to, remove unneeded patches , and enable patch and options.
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Although now improved, old SkillSystems created strings on top of prologues and ch1 lines, so they are remapped.
Current SkillSystems are mapped to 0xD4C or later.
FEBuilderGBA reserves 0xE00-0xFFF and maps to this range.
If you want to meet the specifications of FEBuilderGBA, you need to remap.
I make the list by hand.
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Build SkillSystems.
At this point, check the operation.
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Now you need to merge.
This is also a very troublesome task.
Load the FE8 vanilla ROM at FEBuilderGBA.
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MENU->Tool->Diff
Make a difference with the ROM that contains the SkillSystems you built earlier.
The difference is saved as a FEBuilderGBA bin patch.
Apply this bin patch to get the latest SkillSystems.
Just before that, you need to erase the old SKillSystems from your ROM.
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Look at the old skillsystems patch in FEBuilderGBA.
Various things are written, but simply explaining, uninstalling existing SkillSystems and installing new SkillSystems.
Apply the bin patch created earlier to this format.
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Finally, ready.
Let’s update the skill system from the patch of FEBuilderGBA.
If it is updated correctly, it is a success.
If it doesn’t work, it’s a failure.
It is necessary to proceed while checking the procedure from the beginning.
Even if i omit the detailed work and write it, there is this amount.
There are traps everywhere.
If one fails, it will not work.
I am using an old vision quest to test for updates.
I have saved a copy of 2018 version and have confirmed that this version can be updated properly.
Even with so much care and testing, SkillSystems updates often have unexpected events.