First of all, I will make a reinforcement unit.
Eirika is provisionally set for the newly secured box.
Overwrite this area with characters you want to reinforce.
After setting, write the result with “Write” Button.
This time, 0x01000000 is the start address.
Why do you need to note the start address?\r\n
That's because we are going to make an event to display them.
Currently, their data is not tied to anywhere.
Therefore, if you close the Unit Placer window or switch to another chapter, data will be lost.
Even if data is lost, it still occupies that area, creating useless space.
Although it thinks that it is a loss of less than 100 bytes.
Go to the main menu.
Next, I will create an event that makes the unit We created earlier appear.
When creating properly, please specify the size to secure.
However, if it is too small, when you want to increase more, you will need to reserve additional,
In that case, loss of data due to fragmentation will occur, so it is difficult to decide which one to use.
|Generation type||2||2=turn condition|
|Turn before designation||0||Run on Player turn|
That is, It will reinforce on the player turn of the second or third turn.
A total of 2 reinforcements will be held.
A player turn is a turn that a player can manipulate.
The character reinforced by the player turn, the turn which came out does not move.
Therefore, you can defeat it with first strike.
When you reinforce on an enemy turn, you act immediately on the turn that came out, so it will be a complete surprise attack from players.
If you reinforce from behind and you move ahead with enemy turns, it is a nightmare.
In the first half of the stage, you need to reinforce on the player turn, make the enemy turn the second half, and so on.
You can choose what command to execute in the event.
Here, all the instructions which are currently known by the analysis of the predecessors are registered.
The event instruction is located in config/data/eventcond_*.txt.
Instructions vary for each FE series.
Also, if you can use ASM, you can program new instructions.
Please read “Read and move [XXXXXXXX:POINTER_UNIT:Units] Mainly reinforcement Camera operation”.
After selecting, please press “Select Command” button.
In addition, it is okay to double-click an instruction.
By the way, since it is officially a pointer, you have to do + 0x08000000 according to the rule of GBA address placement.
0x01000000 + 0x08000000 = 0x09000000, so 0x09000000 is the correct value.
However, it is troublesome to make such calculations.
Troublesome is a mistake, so it is not good.
Therefore, FEBuilderGBA will automatically convert.
Users do not think about anything, they just solve everything automatically by simply writing the values.
Of course, there is no problem even if you write the correct value that you got + 0x08000000.
With this, data linkage was made.
You can safely forget the address of the Unit Placer you noted earlier.
Press the F5 key to start up the emulator and check the operation.
Reinforcements will appear from 2nd turn to 3rd turn.~.
After confirming the reinforcement, please close the emulator.
It may have been a bit too much to give three reinforcements from the Prologue.
Perhaps we should reduce reinforcements.
So I will try to increase or decrease the number of units.
In the main menu screen, the enemy characters that come out with reinforcement are properly displayed on the map.
In order to change their number, double click on the reinforcement unit.
If you are alone, you can restore it if you do not feel comfortable.
When I look at the unit information of the previous time again, it becomes 1 person.
This is because the default loads up to the end.
Because the second person has a terminal, only one person is reading.
To restore, enter “3” which is the original number of people in “Count” and press “Reacquire” button.
Then, three people will be displayed properly.
Here, you can restore by setting the unit ID of the second person to other than 0.
Then, if we want to increase, would you like to prevent Count?
No, that is not the case.
Try to set Count to 10, which is larger than the original 3, it looks like this.
Something wrong, messy information was displayed.
This is because It broke through the end and interpreted another piece of information as unit information.
Rewriting these will break other information, which is very dangerous.
It leads to freezing of the game.
If something wrong happens, once you select the list again, it will be safe because it will be automatically reacquired.
Also, even if you press the “Write” Button by mistake, you can undo it with the Undo function, and if you write it to the ROM in the main menu in the first place, since all processing is done in memory unless you order it,
Even if you write it in ROM, FEBuilder is backing up before writing it to ROM.
However, if you say that you backed up all your backups, there is nothing you can do.
Even though you can change it in as many as possible in the extended list, if you do the Extended list a lot of fragment data that can not be used will be born, squeezing the remaining capacity.
In the future, I would like to create a deflag function to reuse fragment data.
However, development is difficult because it is quite difficult.
That is the end of the reinforcement explanation.
Adjustment of the number of units is also done as chapter start event, so if you remember how to do it, it can be applied in a wide range of games.