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Found 246 results

  1. I made dis. I don't know if people still play this but if you have ideas to improve it, or find any bugs or it's hard to use tell me. Requires Cheat Engine, VBAM (or similar), any FE GBA ROM (all regions seem to work). 1. Open Rom 2. Load chapter 3. Open CE and attach to vbam (the glowing icon) 4. Load table 5. Start enabling things with mouse or space and open submenus with arrow keys, space or mouse. With the help of: FE6.7z FE7.7z FE8.7z
  2. Fire Emblem Barry's Bandits

    Who am I? Hello there I am DotDotDot, I'm a poor college student that has been trying to make my own fan game(Originally a Pokemon one) since middle school. I've worked on this to big chunks. I first started working on this during my Senior year of high school before burnout hit me hard and I stopped. The second chunk was recently were while watching Mangs LP a hack gave me a second wind to finally finish my hack and here we are! I hope you enjoy and do run into too many bugs or glitches I forgot about from the first chunk. What is this? This is a short 8 chapter(counted prologue and Final) Hack of Fire Emblem 8 I made to gain experience with FEBuilderGBA and with hacking in general. Originally I was gonna make my dream hack I've always wanted to make and I even made a full chapter and some portraits(some of which I repurposed for this hack) but, I decided not to continue because I didn't want to get burnout making a long hack by myself (Which in the end didn't help because I started this hack about a year ago and then stop for like 5 months or so because I still got burnout, whops). I decided to go with an idea I had for a while of playing as the bandits of a fire emblem game were the bandits somehow manage to win! The Pitch! Have you ever wanted to be a bandit? Going around pillaging villages for all their goods, killing helpless villagers that are just trying to save their family, using almost exclusively axes! Well, now you can in Fire Emblem Barry's Bandits! Features: Screenshots Download Fire Emblem Barry's Bandits Bugs/Spelling Errors/Notes/etc Credits
  3. Commission Request: Fomortiis and Fire Dragon

    Hi all! I posted a little under a week ago requesting a portriat of Fom and Fire Dragon. I've realized, at least with the latter, it'd be a lot of work for free. So, as I said with last post, I'd like a portrait of Fomortiis and the Fire Dragon that are like regular portraits (with talking, blinking, mini, etc.). I'm open to whatever prices y'all want since I've never commissioned GBA portraits!
  4. Hiya friends! I haven't been here in a while, but replaying FE8 has made me want to create something for myself that might be a bit of a stretch, but alas, here I am I wanted to modify my FE8 game to have all of the characters from FE7 and FE6 as well, and possibly even include various boss units. This is just to make the post game more fun for me, as I love seeing how my units grow, as well as using varying teams in post game combat. I'm fairly confident that I can insert the battle animations I'd need, Portraits, new Text, etc using Feditor, since I've done it many times before. I'm also fairly confident I can use Nightmare where necessary, and I'm pretty sure I have all of the necessary Modules and tools (I have a hex editor as well if needed.) Here's where the problems come in: Last time I attempted to do something like this, I learned that FE8 has a unit cap of I believe it was 63 characters. Adding anymore begins to overwrite character slots instead of adding new ones. Furthermore, trying to add in new palettes in values after the pre existing palettes doesn't appear to work. I'm not sure if that's because there's a hex string I'd need to modify in order to increase how many palettes are in the game, or maybe something else. But when I tried inserting a palette over a pre existing palette, it worked fine. So I'm not sure exactly what to do in that scenario. I also was interested in potentially playing with Stat caps, but the only one that seems difficult to modify is HP. For some reason, no matter how much I try, I can never get it to go above 60. I'm not too picky about this, since I intend to first roll with the base growths/max stats for each character. But I'd be interested in trying to change it in the future Any help or information is appreciated, and I know that this might seem kinda selfish since this is a mod literally for my own enjoyment rather than for the use of other people. But I'm not sure where else to go in order to find this information Many thanks, Jeremy
  5. Hi! Would anyone happen to be willing to do up a Fomortiis and Fire Dragon portrait? Like the normal portraits I mean. (With talking, mini, etc.) I hope they aren't too difficult since they're kind of already existing just in a different format. (I really know little to nothing about Portraits)
  6. The Sacred Trilogy Reskin and Rebalance *A warning about compatibility: saves from any version prior to 2.6 are incompatible with the current version* sorry Get the patches here. Apply to clean US FE8 ROM. What is it? It is a reskin and rebalance of Sacred Stones using classes and music from all 3 GBA games, a few new custom classes with new animations, new spells, a skill system and some quality of life improvements made by people much more knowledgeable than me from the hacking community. Vanilla campaign was not altered, but difficulty has been slightly raised. Units also receive slightly more EXP from special actions, such as healing and dancing. All of these changes are aimed at making Sacred Stones feel fresh and more challenging, while not altering the story. This project was heavily inspired by Sir Serenes' Reskin and Seal's Sacred War hack. There are two versions, one with random growths on level up and one with fixed growths similar to FE9. Read this for more information. What was changed? Fado and Vigarde are now true kings (Zephiel) Ismaire is a blade lord (Lyn) Caellach is an armor lord (Hector) Seth is a knight lord (Eliwood) Riev is a dark druid (Nergal) Hayden is removed because nobody cares about him and is replaced by Mansel, who is an archsage (Athos) Kyle is our boy (Roy - master lord). I know, unexpected Added animations to the phantoms Amelia is a soldier and can be promoted to halberdier (using knight's crest) Orson now has an exclusive custom class called grand paladin Selena now has an exclusive custom class called dark knight Knights, generals, great knights and kings move 1 additional tile Ephraim and Eirika both have an alternative infantry promotion (you need to decline the promotion at the end of chapter 16 and then use lunar/solar brace for the options to appear) Trainees join you automatically promoted (Ross-pirate; Amelia-soldier; Ewan-shaman) Magic system revamped with new spells. With the exception of siege tomes, wind spells have low mt and 2-3 range. Fire spells have average stats and 1-2 range. Thunder spells have high crit and are locked to melee range. Added generic female enemy units for more diversity. It always bugged me how 99% of the women of this franchise only fight for the player. I manually edited every enemy in the game to improve them by increasing base stats, level or giving them better equipment (in a similar fashion to Seal's hack). Bosses have been buffed and are no longer a joke Since stealing doesn't seem to work with the new skill system, more enemies will drop items Since Valter and Glen are the only creature campaign characters to not have custom classes, I gave Glen the ability to use bows and Valter the ability to use axes Armory and shop inventories have been improved so you will have access to better weapons earlier in the game Every ally joins your army with at least the same level of the enemies on the map. No more low-level L'Arachels joining too little too late Some of the monsters have custom animations too All weapons in the game only give 1 point of weapon EXP. Additionatly, unpromoted units can only reach weapon rank B. Your units will have to train hard if they want to brandish those OP legendary weapons Units gain support points by being up to 3 tiles away from each other Myrrh's dragonstone is unbreakable, but is no longer effective against monsters. It has also been nerfed so Myrrh wouldn't be too broken with unlimited dragonstone Lagdou Ruins is a high-level challenge area for post-game activity. Enemies over there have better stats and powerful, exclusive weapons. The location also offers much more gold and the chest in Lagdou Ruins 10 has a 10% chance to contain each of the sacred weapons It is possible to save the game in the Tower of Valni and Lagdou Ruins Quality of life changes Simple HP bars (by Circles and Zane) Skill system (by Circleseverywhere, Monkeybard, Black Mage, Blaze,Tequila, Rossendale, StanH, Leonarth, Teraspark, sd9k, Kao, blademaster, Snakey1) (the skill system also comes with the "stylish finisher" feature that makes any final blow dealt to a boss be displayed as a critical hit) Show Heal Amount (by Tequila) Map Danger Zone (by Circles) Monster Weapon Display (by Brendor) Colored stats, growth and talk display (by Tequila) Increased EXP from staves, dancing, stealing and summoning (by 7743) Gain support at various distances (by Venno) Cool custom stat screen background (by LordGlenn) Skill list by class Lord (Ephraim) Lv.10 - Expertise Lv.20 - Bond Great Lord (Ephraim) Lv.5 - Aether Lv.15 - Rightful King Lord (Eirika) Lv.10 - Strong Riposte Lv.20 - Bond Great Lord (Eirika) Lv.5 - Aether Lv.15 - Rally Spectrum Cavalier Lv.10 - Discipline Lv.20 - Elbow Room [Class] - Canto Paladin/Knight Commander/Grand Paladin Lv.5 - Chivalry Lv.15 - Aegis [Class] - Canto Knight Lv.10 - Provoke Lv.20 - Natural Cover General/King Lv.5 - Wary Fighter Lv.15 - Pavise Thief Lv.10 - Acrobat Lv.20 - Despoil [Class] - Cunning Mercenary Lv.10 - Armsthrift Lv.20 - Seal Speed Hero/Reaver Lv.5 - Sol Lv.15 - Axebreaker Soldier Lv.10 - Reposition Lv.20 - Seal Defense Halberdier Lv.5 - Lancebreaker Lv.15 - Impale [Class] - Crit up Myrmidon Lv.10 - Duelist Blow Lv.20 - Vantage Swordmaster Lv.5 - Astra Lv.15 - Swordfaire [Class] - Crit up Assassin Lv.5 - Lifetaker Lv.15 - Pass [Class] - Lethality Archer Lv.10 - Certain Blow Lv.20 - Sure Shot [Class] - Ballistae Sniper Lv.5 - Bowfaire Lv.15 - Gale Force [Class] - Ballistae Ranger Lv.5 - Canto+ Lv.15 - Bowbreaker Wyvern Rider Lv.10 - Tantivy Lv.20- Death Blow [Class] - Canto Wyvern Lord Lv.5 - Savage Blow Lv.15 - Swordbreaker [Class] - Canto Wyvern Knight Lv.5 - Luna Lv.15 - Lancefaire [Class] - Canto Champion Lv.5 - Quickdraw Lv.10 - Relief Lv.15 - Perfectionist Lv.20 - Nihil Mage L.10 - Focus Lv.20 - Adept Sage Lv.5 - Tomefaire Lv.15 - Ignis Mage Knight/Dark Knight Lv.5 - Spur Resistance Lv.15 - Quick burn [Class] - Canto Bishop/Pontifex Lv.5 - Dazzle Lv.15 - Countermagic [Class] - Slayer Shaman Lv.10 - Malefic Aura Lv.20 - Spur Defense Druid/Dark Druid Lv.5 - Frenzy Lv.15 - Tomebreaker Summoner Lv.5 - Anathema Lv.15 - Renewal [Class] - Summon Rogue Lv.5 - Lunge Lv.15 - Celerity [Class] - Locktouch Great Knight Lv.5 - Armored Blow Lv.15 - Nullify [Class] - Canto Manakete (Myrrh) Lv.5 - Miracle Lv.10 - Odd Rythm Lv.15 - Spur Defense Lv.20 - Breath of Life Fighter Lv.10 - Fiery Blood Lv.20 - Desperation Warrior Lv.5 - Death Blow (Crit) Lv.15 - Counter Pirate Lv.10 - Camaraderie Lv.20 - Seal Skill Berserker Lv.5 - Wrath Lv.15 - Axefaire [Class] - Crit up Monk Lv.10 - Spur Speed Lv.20 - Seal Resistance Priest/Cleric Lv.10 - Miracle Lv.20 - Live to Serve Troubadour Lv.10 - Demoiselle Lv.20 - Voice of Peace Valkyrie Lv.5 - Spur Resistance Lv.15 - Charm Dancer Lv.5 - Solidarity Lv.10 - Amaterasu Lv.15 - Inspiring Tune Lv.20 - Celerity Necromancer Lv.5 - Malefic Aura Lv.10 - Anathema Lv.15 - Tomefaire Lv.20 - Lifetaker Pegasus Knight L.10 - Darting Blow Lv.20 - Pragmatic [Class] - Canto Falcoknight Lv.5 - Savior Lv.15 - Warding Blow [Class] - Canto Some screenshots (needs updating) Warning! This is my first FE hack, and as such, be advised that you will probably may run into bugs and unexpected behavior while playing it. I would like any bugs to be reported, but I cannot guarantee that I'll be able to fix them. This project was done using FEBuilder and with no prior hacking knowledge. Also, english is not my first language, so typos are also a possibility. Since I have not done a lot of modifications, I don't expect any crazy bugs to happen. hopefully Credits (needs updating) Our lord and savior 7743 for FEBuilder Sir Serenes for the idea and palettes for Riev TBA, Arch, Skitty and Temp for phantom animations IS, Hairyblob and Maiser6 for quicker Zephiel animations IS and Blademaster for Athos animations TR143 for fixed growth mode Temp and sniper_zero for Eliwood repalette and ranged Durandal animation Alusk for alternative soldier hover and moving animations Spud for soldier Amelia animations Spud, TBA, Black Mage, Temp and Wan for halberdier Amelia animations Brady Shinners for the animation database St jack, Seal and Sacred War for ballista animations Iscaneus and Nuramon for knight animations TBA for brigand animations Glenwing and MK404 for fighter animations SALVAGED team and flasuban for cavalier animations IS, Circles, Kao and Marlon0025 for Tethys animations Alusq and Maiser6 for mercenary animations TBA, DerTheVaporeon and Nuramon for general animations TBA and Maiser6 for berserker animations Nuramon, Swain and Temp for sniper animations Nuramon for wyvern lord animations Keks_Krebs, Peerless and SD9K for assassin animations Swain for hero animations IS and Glenwing for swordmaster animations Kenpuhu, Aruka and Nuramon for grand paladin custom class and animations Alusq for better soldier animations CamTech075, LisandraBrave, Zane, Zelix and Lord Glenn for custom icons Arkth for Deathgoyle custom animations Yangfly for kawaii blader animations Nuramon for infantry great lord Ephraim animations Teraspark, Pikmin1211 and DerTheVaporeon for dark knight animations Seal for legion, elder tarvos and gazer animations BwdYeti for elthunder animation SHYUTER for forblaze animation Blazer and Jubby for meteor animation Arch for static, wind and tornado animations Seal for tons of stuff like custom icon, map sprites, class cards and battle backgrounds. I cannot stress how awesome he is for making all of this available Klokinator for putting many custom animations and map sprites in a single, easy to find place dondon151, Sephie, Teraspark, Arch, RobertFPY and HyperGammaSpaces for many card classes and map sprites Known issues I would like help with Chapter 1, Breguet gets countered by the dead frelian mercenary. The event itself is exactly the same as vanilla, and changing character and class data for both Breguet and the frelian merc didn't work. Importing Eliwood's critical hit sound from FE7 and using it for Seth results in it conflicting with map and battle music. Get the patches here. Apply to clean US FE8 ROM. Changelog 28.03.19 Version 0.9.1 is out. Fixed Seth soundless critical animation. Fixed growths mode is also available. 29.03.19 Version 0.9.2 is out. Tuns out importing Eliwood's critical animation sound from FE7 didn't work out as intended. Due to it conflicting with the combat and map music, I decided to replace it by a native FE8 critical sound. Not an optimal solution, but I'll keep it for now (unless someone teaches me how to get Eliwood's sound to work properly). Also added weapon effectiveness against the custom classes. 29.03.19 Version 0.9.3 is out. Added custom Eliwood ranged Durandal animation for Seth (was missing in previous versions). Changed the starting inventory of creature campaign characters. Gave Riev some better weapons for late chapters. 29.03.19 Version 0.9.4 is out. You now get slightly increased EXP from using staves, dancing, stealing and summoning. Units now gain support level by being up to 3 tiles apart from each other. 30.03.19 Version 0.9.5 is out. Added new custom classes for Amelia with custom animations. She can be promoted to soldier and then halberdier (use Knight's crest). Further adjusted weapon effectiveness against the custom classes. Should work properly for every class now. Gave new skills for creature campaign characters and vanilla campaign bosses. Also fixed skills for some classes. 30.03.19 Version 0.9.6 is out. Major update. Added a TON of custom animations from the animation database. Classes with custom animations include: mercenary, hero, assassin, swordmaster, fighter, berserker, brigand, sniper, ballista, general, knight, cavalier and wyvern lord. I still need to test them though. I also remade A LOT of the palettes so the custom animations won't look off. Kyle looks much better now. Tethys can now attack with swords. Also changed her skills. 31.03.19 Version 0.9.7 is out. IMPORTANT UPDATE! I previously thought I had correctly edited the creature campaign characters, which doesn't seem to be the case. I edited them through another menu and now they all should have their custom classes and better inventory. USING PREVIOUS VERSIONS MAY RESULT IN THESE CHARACTERS HAVING THEIR VANILLA CLASSES POST-GAME. Other changes include a Mansel palette rework (it should better resemble his portrait now), a new custom class for Orson (grand paladin), and new animations for enemy soldiers. 31.03.19 Version 0.9.8 is out. Athos' palettes were very buggy, so I decided to import new ones made by Sir Serenes. Added weapon effectiveness for Orson's new class. Added some screenshots of the progress so far. 01.04.19 Version 0.9.9 is out. Selena now has a new class and custom animations. The trainees (Amelia, Ross and Ewan) now join your army already at base class 1. Ross is a pirate, Ewan is a shaman and Amelia is a soldier. This change was necessary due to hacking limitations. 02.04.19 Version 0.9.10 is out. Replaced most weapons and items icons with custom ones. 03.04.19 Version 0.9.11 is out. Monsters now have skills as well. Nothing too OP, imo. Fixed Selena's palettes. 09.04.19 Version 1.0 is out. I've done a TON of modifications with this version. I revamped the magic system of the game, added new spells, added new icons, changed Selena's class, changed the stats of some weapons, manually edited EVERY enemy of the campaign to make them stronger by improving base stats, level or changing equipment. I also reworked palettes and skills for some units. Music from FE6 and FE7 has been added. Ephraim and Eirika have new options for promotion in additional to their original ones. Amelia can be promoted to paladin again. Glen can use bows, Valter can use axes and Selena can use light. I added generic female units for more enemy diversity too. Armory and shop inventories have been improved (only acessible from world map for now). With all those changes, the entire game should feel fresh, more diverse and more challenging. 09.04.19 Version 1.1 is out. Oopsie, peg knights had 120 base hp on last version. Also corrected Ephraim's bases. 10.04.19 Version 1.2 is out. Reworked palettes for bandit bosses, Franz, Forde, Murray and Saar. Fixed a bug where Ephraim was phasing out of existence. Chapter 5x archer drops chest key again. Fixed prices for monster effective weapons. Edited chapter shops so they have the same inventory as the world map ones. I went back and buffed light tomes because I felt like I nerfed them too hard. 12.04.19 Version 1.3 is out. Reworked palettes for Seth, Orson, cavaliers and fighters. I think I'm getting the hang of it. Fixed Demon King's summons. Added custom animations for some of the monsters. Updated some of the class descriptions. Also, you guys asked for it and now Vigarde and Fado use Eckesachs animations for swords. They also look better now. 13.04.19 Version 1.4 is out. Added weapon effectiveness against Selena's exclusive class. Gerik's palettes were awful, so I made new ones. Changed the icon for elthunder. Adjusted enemy levels in Tower of Valni to be on par with the campaign. Replaced the swiftsole with a new stat booster: dragon tear. 14.04.19 Version 1.5 is out. Tower of Valni was NOT correctly edited on last patch. It gave me more work than I thought it would, but now it should be balanced out. Gave skills to Eirika's new class and reworked skills for some promoted classes that strangely only had 3. The movement of knights, generals, great knights and kings has been increased by 1. Fixed king's moving sounds so it sounds like an armored unit. 15.04.19 Version 1.6 is out. I got Seal's permission to use some of his artwork from his Sacred War project. This includes map sprites, portraits and icons, all of which I added in this new patch. I also took a trip to FE universe and found many portraits and map sprites for the custom classes and animations I've been using in this project. All of them were made free to use by the awesome people over there. I changed Selena's animations again (promise this will be the last time), so she looks way cooler now and has exclusive map sprites. 16.04.19 Version 1.7 is out. I figured out how to separate male map sprites from female map sprites of the same class. This means there is even more graphical variety for enemies now. I went and made map sprites for Eirika's new class (based off Lyn's). This was my first attempt at pixel art, so the quality is rather questionable. Added a ton of new icons and battle backgrounds made by Seal (he said they are free to use). I made Myrrh's dragonstone unbreakable and removed its monster effectiveness. This was the most voted option and what I personally wanted to do as well. I reworked skills again in order to standardize the levels in which units learn them. This was most likely the final modification I will do to them. I'm pretty satisfied with what I've done so far and this is probably the last update I will release in the near future. I will return eventually with ver 2.0 to do something regarding Lagdou ruins. For now, that location is unedited and probably unbalanced. 16.04.19 Version 1.8 is out. Alright, I now I said 1.7 would be the last version before 2.0, but I just found lots more class cards and map sprites for female units. I also changed map sprites for fighters, swordmasters, Ephraim's new class and Orson's class. Now I am satisfied. 19.04.19 Version 1.9 is out. It was brought to my attention that there was an invincible monster in Tower of Valni 5. As of this version, that is no longer the case. I made original map sprites for female summoners too. I also started editing Lagdou ruins, but since I had to release this version to addres the Tower of Valni bug, only the first 2 levels are ready. 19.04.19 Version 1.10 is out. Forgot to remove Riev and Selena from the prologue in version 1.9. 23.04.19 Version 2.0 is out. Lagdou Ruins is now open for business. There are some nasty enemies over there, so go prepared and well stocked. The chest in Lagdou Ruins 10 has a 10% chance to contain each of the sacred weapons. Enemies here will also have new, powerful weapons and spells. I reworked Riev's palettes so they better resemble his vanilla bishop portrayal. He also has a new critical animation and makes sounds when he attacks. He can also use staves now. Mansel has better sounds when he attacks. Selena cannot use light anymore, but she can use dark now. I felt like it fit her better, since she is from Grado. I made original map sprites for female wyvern knights. Berserker map sprites have been changed. Forblaze's animation has been changed so it looks more like the one from FE6. Tethys was grossly unbalanced in previous version, especially in Eirika's route. That is now fixed. I am aware of units gaining massive amounts of weapon exp upon promotion and I intend to fix this in the next version. 27.04.19 Version 2.1 is out. This version is experimental. I need to test whether Stan's patch is working properly. The campaign is only done up to chapter 8. Changes in this version include a lot of new animations and map sprites for female thieves, brigands and fighters. Myrmidon animations have been changed to the new ones. Myrrh got a taste of the nerf hammer. She is now considered a promoted unit, so she won't get tons of experience. Her dragonstone's buffs have been tuned down a little bit so she isn't so broken with unlimited uses. Would appreciate people helping me test this version. 29.04.19 Version 2.2 is out. It gave me a ton of work, but all enemies were edited again to have the duplicated classes with higher weapon ranks. Allied units retain vanilla classes with vanilla weapon ranks, so there should be no more massive weapon exp gain on promotion, while enemies can still use better weapons (God, I really hope so). I also played version 2-1 for over an hour and run into no game-breaking issues, so I think Stan's patch is working correctly. Other changes in this version include scripted melee animations for snipers using the short bow, improved palettes for most enemies, new enemy classes such as halberdiers and female heroes, pirates, thieves, fighters, rogues, brigands, knights, generals, warriors and berserkers. I also replaced the vanilla myrmidon animations with the new ones. Also included better animations for some of the skills (thanks again, Street Hero). I wonder if I'll finally be able to sit down and play my hack... 01.05.19 Version 2.3 is out. Just a quick update to include SALVAGED team's awesome and newly released custom paladin animations. I also took the opportunity to update great lord Eirika's palettes and the palettes of some enemies that were still a little bit off. Since it's just a graphical update, no worries about compatibility. 02.05.19 Version 2.4 is out. Another quick graphical update. I made better map sprites for infantry great lord Eirika and also corrected her palettes, which for some reason FEBuilder wasn't applying correctly. I also changed soldier Amelia's map sprites back to the vanilla ones, since her custom sprites were honestly not looking too hot. It is now possible to save in Tower of Valni and Lagdou Ruins. Sorry for updating so frequently, guys 03.05.19 Version 2.5 is out. Fixed a pretty serious issue where Pablo was freezing the game on Eirika's chapter 13. Also corrected the lvl 31 swordmaster on Ephraim's chapter 19. Replaced the vanilla stat screen background with a custom one made by LordGlenn. Also improved infantry great lord Eirika's map sprites again (my spritework is actually getting decent). 05.05.19 Version 2.6 is out, and I really hope it's the final version. I finally fixed the bug which caused massive weapon gains on promotion. As a side effect, many allied units join with the same weapon ranks they would in vanilla, and unpromoted units can reach a maximum rank of B now instead of C. Should make reaching rank S less grindier and more rewarding. This mean version 2.6 is incompatible with older versions, and I apologize for that. There is now a custom title screen for the hack, which is beautiful . Skills have been reworked for some units. The revenant in chapter 4 now moves like it should. Trainees have slightly better growth rates. Also, in order to fix the wepon level bug I had to standardize the level units have when they join, and this was done taking Eirika's route in consideration. This means that, for example, Gerik will appear as a lvl 13 mercenary in both routes. As a result, the allied units' levels in Ephraim's route may not be equal to the enemies' level, but the difference won't be too big. 07.05.19 Final version is out. One critical thing that was missing from previous versions were the map songs from FE6 and FE7. The final version has them. I also made exclusive map sprites for halberdier Amelia, so she no longer looks like the generic enemy halberdiers. I also added new map sprites for the king class in an effort to make them more discernible from generals. I also added the newly released knight animations from the salvaged team, along with new map sprites and class card for the knight class. Also, Ross would join at lvl 1 in version 2.6, which was rectified in the final version. The hack should have no game-breaking issues from start to finish. Save files from 2.6 should be compatible with final version, aside from Ross joining 2 levels lower if you already recruited him. 15.05.19 I had to release a quick fix to prevent a druid from freezing the game at the start of chapter 19. Please download the new version if you experience this issue. Get the patches here. Apply to clean US FE8 ROM.
  7. FEBuilder Classes question

    Hey all, newbie hacker here with a question about FEBuilder by 7743. I recently started using it with no prior knowledge about FE hacking whatsoever and I already found out that I cannot include any new classes above the original value of 128 without crashing everything. Since that is the case, I would like to ask the veterans around here if there is a list of the classes that are unused by the vanilla game that I can safely modify without messing up the vanilla campaign. I am asking specifically for FE8, but if someone knows one for FE7 or FE6 it would also be appreciated.
  8. FE8 skill patch problem

    So, as the title might suggest, I'm experiencing a problem with the patch that allows to add skills into FE8: since I enabled it, my thief (15 Speed) can't seem to steal an item from an enemy (4 Speed). I tried with a personal skill, without it, even with double Cunning. Any idea or suggestion? (Also, is it the right section to ask this in?)
  9. Question regarding inheritance.

    Hello, I have just joined these forums and I have some questions that I'd like to ask of the good users in the forest. I am in the idea phase for a fan game and have been working on it very slowly for a few years, and it may never be complete due to my incompetence when it comes to learning how to code and stuff like that. My first question is in the title: Geneology, Awakening, or Fates. Which has the better system of Inheritance? For Context the fan game takes place 20 years after Binding Blade and Sacred Stones, and feature the children of the characters from those games. I want to use the Inheritance system to help me build the characters' base stats and growths. I am willing to provide any information needed to help answer my questions.
  10. Custom Item Animation List (solved)

    i'm trying to make a custom weapon (an anima tome) using the excess space in the item table - which worked fine, the weapon is there and with the appropriate stats, name, descrip, and stuff. so i go to the Custom Item Animation list module for Nightmare to give it an animation and nothing is working. i've tried giving other pre-existing items different animations too and nothing works. i've only been working with this stuff a few days so i feel like i gotta assume i'm stupidly missing something. nevermind, found out how to do it in FeBuilder
  11. Hi, Sorry for posting nearly the same topic as yesterday but I think it wasn't in the good section and I have taken my concept further and am currently testing the results. Yesterday I came with an idea to balance weapons. I was wondering if anyone would enjoy a FE 8 mod with swords draining hp, 1 range axes ignoring def, and what you would give to lances and bows (currently lances give +4 lck, +2 def and +1 res), while bows have 3 more might, light is effective against monsters (no need to wait for promotion anymore), anima is buffed (+1 might), dark didn't change much, and tomes' weight has been adjusted to fit their users' constitution. The idea is that most sword users aren't very tanky but very fast. If they could drain hp, be they tanky or not, they would be much more usable and wouldn't need access to 1-2 range weapons to be useful. Fast units would drain 2x per fight but take damage if they don't dodge, while slow units would heal back some damage but only once per fight. I intend on balancing the classes and making the ennemies more of what they should be (like in Awakening I guess, they fit much more their roles than in TSS IMHO, especially knights, axemen and mages/dark mages). Lances' bonus stats make them able to reduce crit chance, to take easier the swords' hits so the drain isn't OP, while +1 res helps a little without being gamechanging. Bows don't hit at 1 range so I gave them more poke damage to make archery more useful for what they're supposed to do (the counterpart for 3 MT is 15 hit, a little like Yumi). I gave 30 weight to 1-2 range physical weapons so you only use them situationally (if I give them a speed penalty it would affect more the already slow units than the fast ones, + negative stats tend to bug and show max stat instead so it's the opposite of what I want). It's a good point for me so general Gilliam is as fast as Paladin Franz with a javelin (0-5 spd hoho). Special weapons weren't modified (rapier doesn't drain, don't expect to get back to full hp in one hit on a sword-wielding cavalier, neither does hammer deal true damage, I think it deals enough already). Trainee axe is 1 range, low MT, high accuracy and unbreakable, like short sword and lance, short bow is 2 range, low MT, high acc and unbreakable. These weapons apply the weapon balance treatment so your 8 damage lv 1 Ross will have 8 true damage on any ennemy axcept lance users (9 damage) and sword users (7 damage). Thin lance comes with the tank buff (enjoy your finally able pegasi, including ennemies) and thin sword drains hp. No crit bonus for short weapons. This means trainees can pull their weight even if they can't attack from 1-2 range before D rank (throwing weapons are D rank like in FE13, steel axe is also fixed to D rank, I don't see the reason for making a steel weapon E rank and not the other ones, might as well put everyone to D at base) because their weapons are better and their class stats have been improved a bit (not their growths though). Tana is a Wyvern Rider (female, yes they exist in the code, and unlike female mercenaries, they have custom animations, just like female shamans and sorcerers), Syrene has a little more base stats and completely different growths (tank falcon knight FTW! Palla is back even better than the original!) and weapon ranks on 2nd tier and some stat caps have been made more logical according to their roles in FE8. Magic classes, sages trade mag for spd, sorcerer is better, mage knight and valkyries are more similar in stats to paladins, magic classes base stats have been twisted to fit more their goal. Manakete is less cheated but lasts the whole game when you finally get Myrrh (unbreakable nerfed Dragonstone, again more like Awakening but 1 range only), she has base stats close to Seth's so it won't be an all in fiesta like it used to be at level 1 against cavaliers with Myrrh in chapter 16 but she has more HP (also this means she can take an axe hit from a promoted unit without dying), growths more spread but less OP (very few >100%, most are between 70 and 90, be careful, 12 spd 40% growth! you might keep a speedwing if you want her to double promoted ennemies!) and stat caps are the same as Necromancer (25 spd, 30 everything else) not OP since axe go through def, so does necrodragon's breath and dragonstone has 8 MT (with capped str it means 43 damage, less than regular silver weapons, only some ennemies not wielding axes will not deal much damage to maxed 35 def but it's not like she will cap it at all times in 19 level ups...right? Myrrh should be very close to cap def though if you max her level, but rarely doubles, doesn't necessarily OHKO, and true damage is abundant in axe maps). Great knight has 7 move, , archers have more skl to make up for usual shitty archers, mercenaries are closer to heroes in stat spread (less spd, more def and str) or you could say they are closer to cavaliers with actual skl, female lord has more def, 1 con bonus, male lord was nerfed a little in the speed department cuz Ephraim before promotion was a little too OP compared with Eirika at the same level, and Great lords have better con and stat caps because you wait 16 chapters to make them promote and they're both forced into the endgame chapters. Wyverns lords and knights are more distinct (I took their archetypes from FE13 wyvern lords and griffon lords, because I thought it suited well to the FE8 wyvern concepts), mounted/flying females and males have equal con because it's more the mount's weight than the person's that it taken into count, con overall is more fit to the class it's linked to. Swordmasters trade defensive stats for offensive, assassins have more str than swordmasters but thei def/res cp is still 20 (promotion bonus more offensive for assassins while more defensive as it used to be for swordmasters) and assassins have rogue's exp gain. 200 gold for unreakable weapons, 220 for unbreakable tomes, 10 per use for iron weapons, 20 for steel, 50 for silver, 45 for killer, shamshir is the exception at 60 or 65 because it's killer+drain with lower MT, add 2 gold to these to get the tomes' price per use, staves are globally cheaper. Low rank gems are worth more than they used to, because there's a special surprise in the preparations' armoury and it costs much (even if I lowered the price, being in preparations' armoury automatically makes it cost more gold). Because I didn't like the absence of choice with this point, I made you able to choose if you want to spend that amount of gold for this or if you're patient. It's also a way for farmers to get what they want without waiting to have cleared 70% of the game to have their full team able (and the ones drawn back by this can finally be played in the main story). Would it be funny to play? Would axes having a real utility make you use axemen? (-1 mt +5 hit for axes BTW) Do the effects I gave to lances, bows, magic types appeal to you? Tell me if something would be funnier than what I wrote. I'm open to discussion and I don't think I did the best I could do, there's always room for improvements. After all, it's been 2 years at least that I began to make Nightmare mods and I'm still not perfectly satisfied, maybe I have too many different concepts in mind so I will never stop making new mods and spending hours on Nightmare. Other people learned to use better programs but I'm not a fan of the difficulty to learn these programs although they seem to allow many nice things like skills, randomizing, modifying or creating characters, creating maps and stories etc. If you want to try it and see, here's the link (Lunar IPS patch, apply it to a clean ROM, I used the (U) Trash Man ROM to patch): 8 drain sword true damage axes version.ips?dl=0
  12. Looking for FE 8 mod concept

    Hi, Today I came with an idea to balance weapons. I was wondering if anyone would enjoy a FE 8 mod with swords draining hp, 1 range axes ignoring def, and what you would give to lances and bows. The idea is that most sword users aren't very tanky but very fast. If they could drain hp, be they tanky or not, they would be much more usable and wouldn't need access to 1-2 range weapons to be useful. Fast units would drain 2x per fight but take damage if they don't dodge, while slow units would heal back some damage but only once per fight. I intend on balancing the classes and making the ennemies more of what they should be (like in Awakening I guess, they fit much more their roles than in TSS IMHO, especially knights, axemen and mages/dark mages). Maybe I could also give 15 or 20 weight to 1-2 range physical weapons so you only use them situationally (if I give them a speed penalty it would affect more the already slow units than the fast ones, + negative stats tend to bug and show max stat instead so it's the opposite of what I want). I'll try to give like 30 weight to see if it's possible so general Gilliam is as fast as Paladin Franz with a javelin (0-5 spd hoho). Would it be funny to play? Would axes having a real utility make you use axemen? What effects should I give to lances, bows, magic types? It's up to you, make your game from what I suggest and tell me if something would be funnier than what I wrote.
  13. Hello everyone and welcome to my play through of fire emblem 8 randomized just so you know this is taking heavy inspiration from the monikers old lets plays on this site i am using the fire emblem 8 self randomizer made by circles everywhere but thats enough talk lets get started prologue prelude eirika is bad thats all for this update next time we start playing the game
  14. Hello, to those of you who commented on the first post I want to take the time to thank you for being gracious with your time and energy. Unfortunately I wasn't able to respond in the forums themselves because I don't know how to navigate properly. However, I did try and respond to you all in kind with the video series I'm making so if you want to hear me speak to you you can check that out. The next part will be about just asking about this community in general. How is the general air around this Fire Emblem community? I received a warm welcome with my first post and thank you for that is it usually like that? More importantly what are the ideas about fire emblem that have been discussed with the most fevor and excitement? What excites you most about a Fire Emblem discussion? Now for a more Sacred Stones oriented question that I'll follow up on in another video and I'll do my best to respond here (if anyone willing to teach me how to respond to post that'd be sweet). The Sacred stones has the biggest issue of contention that I've seen out of almost any other FE game due to the stigma on "grinding." What is your general definition of grind? Is it simply the ability to gain exp through out a playthrough like many other RPG's? making the entire experience a "grind" or is it more specific and practical such as halting your immediate progress to do a secondary goal? Let me know what your thoughts are if you're up for it. Link to the video:
  15. Hello, I wanted to go over a topic of discussion while doing a playthrough of FE8. The topic of discussion is the word, Casual, and the implications and applications that can come from it. It seems to me that the immediate ideas that come up when this word is used is to conjure feelings of defamation and negativity. More or less used as an insult but there are other ways to use it that are neutral or positive such as the phrase "Casual LTC" or simply "Casual playthrough. In Fire Emblem the Sacred Stones especially it seems to be the former as it's generally regarded as the easiest or one of the easier of all the games. However, what do you think of the word and how you you apply and use it. Playthrough link:
  16. Hello the 1 person reading this post. A while ago, I decided to try Sacred Stones without using the shop at all. No armory, SS, battle preps, or anything. This run will involve saving as much uses on weapons as possible since I can't buy any and also because rout maps. Also ye there's going to be a lot of rigging, this is just a theoretical run, not an actual run otherwise I would be dead pretty quickly. This is the playlist so far involving an intro of the challenge, and prolouge to chapter 4. P-3 are seperated into 2 videos. One is a slide video based on the details of the chapter on what I do and stuff and the other is gameplay. Neither has audio. 4 is details + gameplay + audio. If you prefer the ones before 4, the one in 4, or both, please let me know so that I can make these types of videos in advantage. The audio ones can only be made in specific days while the 2 video ones can be made anyway. I am currently working on chapter 5, but there's also a thing called irl so I cannot confirm when it will be released.
  17. Hello, Been a while, but I need some help. For some reason only 1 of my characters can trade with someone. I've hacked up to chapter 3- Bandits of Borgo. Im thought it was a tutorial lock, but im making sure everyone plays on hard mode. Any and all advice is helpful as I started hacking with the new FEBuilder tool maybe a week ago, so im really bad. Thanks Alot -Ashton
  18. Fire Emblem: Crystal of Bonds (Working Title)

    This is my first attempt to begin an FE hacking project. This is an FE8 romhack, not FE7, since FE8 gives me more freedom in FE Builder. I've done it all on my own so far, there are 5 chapters, and I want to make sure I get as much feedback as I can before I keep rolling. Problems you have with the demo, things you want to change, things that you want to see more of as I continue working on it, or even if you want to help out, as I've done this by myself for a little more than a year now. Below are some fun things like known bugs (only one that I'm aware of currently, but I'll edit if I'm notified of more), credits, and growth rates, check those out if you like, then play my demo and hopefully have fun :D Then tell me what you liked, didn't like, what you'd change, etc. Your feedback is VITAL Creator's Notes and Things You Should Know: Known Bugs: Growth Rates for Current Playables: Credits: Crystal of Bonds Demo 1-1-19 If the link doesn't work, comment below and I'll fix it asap This demo is no longer up to date. I appreciate all the feedback I’ve gotten, whether here, on the Discord server, or on other platforms, but I no longer need critique for this demo. Hopefully a new, rebalanced demo will be released publicly in the future, with added chapters and less bugs. I’ll leave this demo up if anyone wants to try it in its… er… rawest form, but just keep in mind that this version is completely obsolete and commenting your critique likely won’t give me anything new to consider. Also join the Discord if you want to test the latest released version, just make sure that afterwards you tell me any bugs, balancing issues, gameplay issues, etc., that you encountered while playing it <- Updated Discord Link
  19. Hi everyone i doing a randomised run of FE8, unfortunately i soft locked on the phantom ship level as the boss that is a berserker and is spawned in the sea and thus can't move. i need changing the class of the boss into something that can move on sea titles, i tried using the class editor on nightmare but for some reason none of my changes save, even though i click apply and save. can someone please help me i really don't want this run to end
  20. I was wondering if it is feasible to alter how poison works or add a new effect to Fe8. What I was thinking about is making poison reduce MOV as well as damage the unit, is that feasible?
  21. >>>>>Solution little far below post<<<<< Hi everyone, I recently returned to ROM Hacking after a 2 month Hiatus. Currently about 3-months of total dedicated time into my current ROM-Hack project. (Febuilder) I've only use FeEditor Adv for importing some animations to view or use. So moving on to the issue, I've been stubbed on how to increase the PLAYER'S UNIT HP and Stat caps, I've tried Solum's solution which I think it allows a unit to have above 60 HP but still encounters serious issues if you Level up when you're above the 60 HP Cap. Also tried our lord and saviour Circle's Event-Assembler patch (FE8EssentialFixes), as well as Nyan's Febuilder patch (Picture below) none seemed to help solve the issue. DH_Ninja seemed to have a solution but he has been inactive since 2015, using Solum's Method (Picture Below with Ashe in FE6 or FE7) If anyone has a solution to this I'd appreciate your help immensely. I planned to have most of the later game enemies to have around 53-80HP and 7-38 Stats respectively, ever since the beginning of my project I was aiming for growths and stats similar to Awakening and Fates. Thanks in advance, Yazuki _FE8EssentialFixes.txt
  22. Fire Emblem: Knight's Order

    Fire Emblem: Knight's Order I'm not good at this kind of stuff, so I'll get right into it! Being a huge Fire Emblem fan, I always wanted to create my own game. Thankfully I discovered FE Builder! So I got to work and started working on my own ROM hack! Fire Emblem: Knight's Order! *WOW* I hope you guys stay tuned! This game is very incomplete but I'll get into that later. Please let me have any feedback or questions or feedback you may have! NOTE: ANYTHING CAN BE CHANGED LATER. Story The Story takes place on the continent of Eiwoth. With the primary nations being Nishi, Kravien, and Thetis. Thankfully things are extremely peaceful between the three. Nishi is ruled by Queen Hono, known for her sharp tongue and sadistic nature, this is done to keep her army and citizens in check. Hono has two younger siblings Prince Mizu, and a princess named Haru. Hono was put into power at a young age due to the sudden assassination of her mother and father. Nishi is well known for its diversity and army. Kravien is ruled by King Maverick and Queen Katerina, and their son Keyden. Kravien is well known for their farming and diplomatic skills settling most disputes between smaller nations. Next is Thetis, who is ruled by the hearty Barron and his wife Rose. Their daughter, Robin is best friends with both Keyden and Hono. They spent most of their childhoods together, but at the age of 10 Hono was sent off to an academy to learn swordsmanship, magic and the art of ruling. After her parents' sudden assassination, she quickly returned to rule the kingdom. Skipping ahead a few quiet years to the beginning of the game. Suddenly an assassin named Asra breaks into the castle of Nishi, claiming to be from a group named "The Legion". Not giving many answers and soldiers being mowed down by the assassin, the Queen and her retainer Kaze are forced out of the castle. Hono is devastated by her weakness and failure to protect her castle. Kaze suggests they travel to Thetis and get some protection. Meanwhile, The Legion is quickly moving into Nishi Castle, with their leader Topaz taking the throne......(Subject to change) Features Original Story New Maps New Classes Rebalance of vanilla classes Hybrid Units (Physical and Magical) Strength and Magic are one stat. Patch Download Screenshots Help Wanted!!! Since this is my first hack, I really could use some help in this! I really need a couple of people, I need people to test the game, do sprites, and maybe even people for animations! If you are interested in helping please message me here or on discord (Megaspacewaffles#9212). I will list you in the credits of the game! Credits
  23. Hi, I'm trying to make 4 magic weapons in TSS with Nightmare. They're supposed to hit res for their MT +1/2 str but my Neimi has 21 MT with 7 str on her 13 damage bow, and she hit Bazba for 13 damage on his throne with 5 def. I don't understand, since she hit a fighter before for 20 damage without terrain bonus. How am I supposed to deal with something that deals different damage in different situations? My 13 str lv 7 Gilliam has 27 MT because of that, while she should have 20-21, it's completely broken since I gave it in chapter 3 chests like the lightning sword in Gaiden/SOV and wanted it to work like Fates magic weapons with half strength being the equivalent of physical units' magic stat (then I'll have to halve the MT to get something not broken from the get go and for the whole game...).
  24. FE8 Custom PME

    Here is a PME I started on FEU about a week ago. I thought that I could continue it here. This is the link to the FEU topic so you can see what edits are made already. This is an FE8 PME that I decided to try out. Here are the edits that I am making to the base ROM. These are very important to know for this so please read them. Really any edit can be made, whether it be characters, classes, events, maps, or anything else. Rules: -Choose any edit you want but don't mess with the edits I made (for example adding in a class I removed) -Not a single FE8 character or map can remain the same (no edits to vanilla FE8 characters) -Maps must be larger than one screen (at least 17x13 size) -Anything requiring graphics insertion has to be sent to me so I can insert it (portraits, custom items, etc.) -No self inserts, only original characters or characters from other games -Custom classes or items are fine as long as they aren't things I removed -Character classes must be from the list in the pastebin (unless custom) -I will deny an edit if it breaks the rules -Any suggestor can add as many edits as they like and they're not limited to character creation There are going to be around 25-30 chapters total. Enemy placement and events will be handled by me unless somebody else wants to do it for a specific chapter. Characters will join in the order they are suggested. There is no limit to the amount of characters that can be added. Here are the potential types of edits that can be made if anybody's not sure. I would prefer all suggestors to put forward a new character since there will need to be a lot of them. Boss characters are also an option for additions. New characters must specify a name, class, portrait(formatted correctly), starting stats, inventory, and growth rates. Any extra character edits will also be accepted. I will not be using the skill system, so don't list any personal skills. You can also just put down a portrait, class, and name and I will do the rest if you're feeling lazy. I will put any edits I accept and apply to the rom on this link.
  25. I started this a while ago. I just wanted to make this post here for those who haven't seen the first post about this. I will link the first post as I just wanted info on Ephraim's Route so I knew what exactly to do to make it at least make it harder in the right way. The link will also give access to the original version. < Link to original post. If you want to see the changes between patch 1.1 and the Original that I have done I will keep it in a spoiler area. There were some chapters I have done on Ephraim's route that are now done. The chapters have not been test yet so they may be changed as needed. If you want to see changes to the characters I will leave them in the spoiler area below.(Info on route split is not in here yet). I plan to finish Ephraim's route before the end of this month but that could change if I can't finish it from other issues that me or anyone else finds. Fire Emblem - The Sacred Stones Maniac Mode I just wanted to put out the new patch real quick with some notes on the changes I have made. Fire Emblem - the Sacred Stones Maniac Mode The changes are in the spoiler below. Ephraim's Route has been updated to chapter 19 but is not balanced yet as well as Erika's route not being fully balanced yet. I may have more balance changes done fairly soon. Sorry that this was a day late, I am putting this out now since I committed to getting it out. Fire Emblem - the Sacred Stones Maniac Mode There wasn't many changes besides chapters being changed for maniac up to both endgames now I will be rebalancing the rom from here on. Though I find it odd that if you change Chapter 21x on one side you do it to the other so if anyone manages to beat Erika's route that map will be the exact same.