Unit selection menu (Ally 40)

----Spanish----
Buenos días, necesito de verdad saber cómo modificar el menú de selección de unidades por default (Player 0) y convertirlo a unidades NPC/Aliados (Ally 40) de manera que el juego me detecte las unidades como NPCs personalizados dentro de la lista de selección de unidades, sin transformármelos luego en unidades azules (Player 0) ni tampoco modificar el inventario de estas unidades ni las estadísticas.

----English----
Good morning, I really need to know how to modify the default unit selection menu (Player 0) and convert it to NPC/Ally units (Ally 40) so that the game detects the units as custom NPCs within the unit selection list, without then transforming them into blue units (Player 0) or modifying the inventory or statistics of these units.

----English----
I need those green units from the first image to appear in the unit selection menu, which are blue by default. By the way, they appear blue there because I put in a command for them to turn blue after the cutscene, which is why they appear blue in the menu, but if they are always green units (Allies), they simply won’t appear in the unit selection menu or in the chapter.

I want to include these green units in the unit selection menu so that I can choose which ones will fight and which ones won’t, and also trade between green and blue units…

----Spanish----
Necesito que esas unidades verdes de la primera imágen aparezcan en el menú de selección de unidades, que por defecto son azules. Por cierto, aparecen azules allí porque puse un comando para que después de la cinemática se conviertan azules, por eso aparecen en el menú como azules, pero si siempre son unidades verdes (Aliados), simplemente no aparecerán en el menú de selección de unidades ni tampoco aparecerán en el capítulo.

Yo quiero incluír estas unidades verdes al menú de selección de unidades y de esta forma yo poder elegír cuáles combatirán y cuáles no, y también tradear entre unidades verdes y azules…

I’m not super familiar with FE7 hacking but I assume you would just have an event to set every individual unit to green at the start of the map the same way you made them blue during the opening event.

If you just want to have green units spawn during the opening cutscene and on the map but NOT the preparations screen, you may need to change the type of “load units” event you use. Certain load events are used for cutscenes only and don’t save any data while others keep the units throughout the whole map.

Of course, the whole thing is moot if you want any information of the units to carry over into the next map. I’m pretty sure NPC information is never saved between maps, only when suspending during a map. You could use flags to determine which units die and use events to check which units get deployed, but otherwise it all disappears.

I suppose if you can turn each unit to Green at the start of turn 1, then you should theoretically be able to turn them all back to Blue in the chapter end event.

None of what you mentioned. If I transform a green unit into a blue one, all the information, loot, and statistics I attributed to the unit disappear, and it automatically transforms into the default blue unit from when you first obtain it. For example, I transform Eliwood lvl20 green with a silver sword into a blue unit, and it involuntarily transforms into lvl1 with an Estoque.
@Kemui52

All I want is for the game to detect the green units I deploy as if they were blue so that they appear in the preparation menu. I’ve been told that this can only be done by modifying specific GBAFE and hexadecimal code, but I’ve also been told that FE7 uses formats that not many people understand or know how to manipulate.

In short, I’m screwed.

Green units aren’t saved when you change chapters. Just make them blue in the end event and they’ll save.