thank you
It should be noted enemies in FE6 activate range conditions, so doing zone-based reinforcements like this in FE6 doesn’t work. Where an enemy could activate it, an ASM is used that checks whether the activating unit is player or enemy.
I wonder if this ASM in Juno’s join map could be reused for this purpose.
As stated in the first post, this guide is primarily for FE8 and hacking FE6 is strongly unadvised. Nearly all eventing in FE6 and FE7 relies on ASM calls for conditions of any kind.
Not a bad idea to make a note of it anyway. I figured out what to do before reading the guide and the guide affirmed it, then tested and saw the brigand going for the village activate the range condition by chance. Maybe someone else isn’t as lucky
This is exactly what I have been looking for, Thank you for all of this UltraxBlade !
Why is this one enemy moving so incredibly slowly when they load in?
Let me guess, it’s a reinforcement with an item drop. In the Unit Placer, make sure that “special: item drop” is only set on the first step of their movement path, not all of them. So, like this:
And not like this:
If you click on an individual set of coordinates in the path, you can change this to “None” from a dropdown in the menu that appears:
Can you give me a run through of how to edit this event and those like it in the Fire Emblem fan-game “Andaron Saga”? From what I can find; there is no longer a version of the ROM that makes it so these events are guaranteed to trigger. Is it as simple as deleting these lines of text or do I need to do something more complex? There’s 31 of these things total; and I would really like to have this cleared up for me.
Please refer to rule 9 of the FEU forum rules. The sex pest YouTuber, his content, and any discussion thereof is not welcome here, and that includes his hack.
I will also take a moment to advise that this is not the right place to ask for help, that would be in the FEU Discord’s #febuilder-help channel. You can also make your own Question-category thread here on the forums, but the Discord is far more responsive and people there are able to help you through things step by step.
That said, I will still answer the technical part of your question. What you are looking at there is a conditional branch, as described in this section of the FAQ. In your screenshot, it is getting a random number from 0 to 31, and if it is not 0, it jumps ahead to LABEL 0x0, skipping everything between that Imm BNE line and the LABEL. If your desired outcome is simply for it to never skip the contents of that section, you can just delete the Imm BNE line.
Apologies; I did not know speaking about him or his content were explicitly forbidden; but thank you for answering my question regardless. This helps me out extremely and answers exactly what I needed answer.
And once again; I apologize for bringing him up. If you wish for me to delete my comments; merely say so and I will.
Now, just a question for the sake of my sanity; and one not related to the topic of he-who-violates-rule-no.9.
If, when using the Skill Systems patch; I insert the Global Flag 0xEF (for Fixed Growths) into the first chapter; do I need to enter the flag into any chapter I get new characters in; or am I good with it just being activated on the first playable chapter?
You jus’ need to turn the flag on in the first chapter, since it behaves like a global flag.
Awesome, thank you for the clarification!
Very specific question: If my goal is to combine FE6 and FE7, what’s the best base ROM for that? Should I export the characters/maps from FE6 and import into FE7? Or is FE8 still somehow the best base? Is there an easier way I’m not seeing?
What does combine mean, exactly? This varies depending on what exactly you want to implement and how.
This may be a dumb question, but it’s something I genuinely need answered. Is there ANY way at all to adjust the eye and mouth animations on a portrait slightly? Like, even less than when you move it on the character creator?
Yes, edit the portrait image and re-import it once it’s fixed.
Got a question about the AP data for moving map sprites.
One I want to insert is an edit of the Hawkeye sprites from FE 7 into FE 8, so I also exported the AP data alongside it.
My question is just now… is it safe to override existing AP data?
There’s also some slots in FE 8 who appear empty, including one for Hawkeye which appears to be a leftover from FE 7, but it also has seemingly nothing written in it.
Somehow however, it feels even less unsafe to write something in those empty slots.
So I just wanted clarification if it is, just appears a bit janky to me, so I’m worried.
Those aren’t “empty slots”, that’s just Builder being aware that those APs exist but aren’t in FE8’s ROM. If you insert them it’ll get added to the end of the ROM and a new pointer generated for them, like other inserted material.
How do I make a stationary boss start moving while still showing as stationary until then? Why can’t my stationary boss move after I change their AI?
First of all, this question assumes that you’ve installed the patch for nullifying movement range display for stationary enemies, which comes automatically with SkillSys and can also be installed standalone. If you haven’t, please do so, it’s one of the most essential quality-of-life patches in the community.
Now then, at this point you probably know that the stationary movement range display patch checks for the AI4 field being set to “do not retreat/boss AI”. With the patch, this sets the stationary unit’s mov to 0, causing their attack range to properly show them as immobile when checked. If you want them to start moving on a later turn, all you have to do is change that AI setting. Simple, right? Here’s the catch: the vanilla “change AI” command, despite having a slot for an AI4 value, can’t actually change AI4, only AI1 and AI2, and even if AI1 and AI2 are changed to be aggressive, stationary AI4 still nullifies their ability to move with the stationary move range display patch. To fix this, use the Set Unit Status patch to overwrite AI4 instead.
My FE6 hack features bronze weapons, and in authentic bronze weapon fashion, I want to make them completely incapable of critting. However, FE6 doesn’t have the native “Prohibit Crit By Item” functionality or community patches that FE8 does with Stone. So far, I’ve compromised by giving them a -30 Skill debuff and 60 more hit than intended to compensate, but it looks quite ugly on the stat screen, messes with the arena since stat changes carry over, and doesn’t stop Swordmasters and Berserkers from still having ~10 or so crit. Is there some other function I’m missing, or can I somehow transfer said functionality from the FE8 code?




