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  1. I play Fire Emblem Sacred Stones (Europe) on an Emulator (JohnGBA) on Android, and there are 2 moments in the game where it freezes: - when I try to use the Arena in the Chapter where you find Ines on Eirika's route (Ch 10 I think) - in the Tower of Valni, at the end of the third floor: if I chose to stop there nothing is wrong, but when I chose to continue the Tower, the games instantly freezes. I've tried in multiple save slots and this problem is located in all of them, so I think the issue is related to the ROM. Is there a way to "repair" the ROM (with a patch or something like that) ? I don't care about the Arena issue, but the Valni one is annoying because I wanna do the Creature Campaign.
  2. The Sacred Trilogy Reskin and Rebalance Final Version Released 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 lot of new custom classes with new animations, new spells, new weapons, a skill system and many quality of life improvements made by the hacking community. Vanilla campaign was not altered, but difficulty has been slightly raised. This hack features a complete separation from the Strenght and Magic stats, meaning some classes are able to use magic and physical weapons. All of these changes are aimed at making Sacred Stones feel fresh and more challenging, while not altering the story (with the sole exception of Hayden joining on chapter 20). This project was heavily inspired by Sir Serenes' Reskin and Seal's Sacred War hack. There are 8 versions to choose from. They are combinations of 2 choices across 3 categories so that the player can choose whichever version has the configurations they would prefer to play. The categories and choices are as follows: Full or Lite - The full version contains the community-made skill system. The lite version only contains vanilla skills. The lite version was made for people who complained about skill bloating of the full version. Random or fixed growths - The random growths is the vanilla system for leveling up. Stats are raised randomly according to character growths. The fixed growths are similar to the system found in FE9. Stats will be raised in predetermined levels. With or without AI tweak - The versions with the AI tweak will prevent enemies from attacking player units to which they deal 0 damage. The versions without the AI tweak is the vanilla behavior of enemies dumbly attacking anyone in range. What was changed? * Many characters have exclusive custom classes * Hayden joins automatically on chapter 20 and has an exclusive class (Bow Knight) * Amelia has access to the soldier class and can be promoted to halberdier (using knight's crest) * Knights, generals, great knights and monarchs move 1 additional tile * 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. There is also an anima magic triangle. Fire spells are strong against wind. Wind is strong against thunder. Thunder is strong against fire. The traditional magic triangle (anima>light>dark>anima) is still present. * Every class has a third promotion option. * Poison damage has been reworked. Poison will deal low damage in early game, but it will gradually increase as the player progresses through the game. In the final chapters, it can deal as much as 20 points of damage. Don't underestimate enemies with poison weapons! * Some classes have had their HP caps expanded (up to a maximum of 80) * 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, growths, level or giving them better equipment (in a similar fashion to Seal's hack). Bosses have been buffed and are no longer a joke. * Armory and shop inventories have been improved so you will have access to better weapons earlier in the game. On top of that, the preparation shop is dynamic and will offer better weapons as you progress through the game. * Allies join you at appropriate levels so they won't require grinding to become usable. (except trainees) * Some of the promoted monsters have custom animations too. * All units can achieve multiple S ranks. * Ephraim and Eirika have alternative promotions. You must decline the automatic promotion at the end of chapter 16 and use the Solar/Lunar brace for the options to appear. * Units gain support points by being up to 3 tiles away from each other * The player can unlock Selena and Lyon by clearing the Tower and the Ruins only once * 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. To balance it out, her dragonstone has 1-2 range. There is also a second and a third type of dragonstone that can be aquired in the game. * Lagdou Ruins is a high-level challenge area for post-game activity. Enemies over there have better stats and powerful, exclusive weapons. * Starting on chapter 9 there will be mini bosses carrying good loot for the player. * There is a leadership mechanic which gives units additional avoid and hit rates. (usable by the player and enemies) * There are two new secret shops in Lagdou Ruins. One on floor 5 and another on floor 9. Both require the warp staff in order to be reached. You can try to find them yourself or check their exact locations here: **Quality of life changes** * Detailed HP bars (by Circles and Zane) * Skill system -"Full" version only- (by Circleseverywhere, Monkeybard, Black Mage, Blaze,Tequila, Rossendale, StanH, Leonarth, Teraspark, sd9k, Kao, blademaster, Snakey1) * Show Heal Amount (by Tequila) * Map Danger Zone (by Circles) - Press the select button to display enemy range * Colored stats, growth and talk display (by Tequila) - Press SELECT while in the status screen to toggle between growths and stats * Gain support points up to 3 tiles away (by Venno) * Units can act after talking or having support conversations * Metis' tome can be sold (useful for people playing fixed growths mode) * The preparation screen shop is dynamic and will offer better weapons as you progress through the game. * You can access the support screen by pressing the "L" button while in the "status" screen * The preparation shop items have the same pricing as regular shops * Detailed minimug (by Runa) Skill list https://docs.google.com/spreadsheets/d/1oeXwIH2tn0Y30FXr0Stx6cbXOHC0IaHVe_ZI9WC03tY/edit?usp=sharing Promotion Chart https://docs.google.com/spreadsheets/d/1wXaWtr1oJjKHx4dJ-0xy9FrgwhPYzBA4aYm2V-n9IGs/edit?usp=sharing Some screenshots To be updated Credits To be updated * 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 * Waleed and flasuban for the male fighter animations and map sprites Known issues * Using any of the four new staves with animations turned off will cause a visual glitch Get the patches here. Apply to clean US FE8 ROM
  3. Fire emblem 8: Quality of Life Patch a.k.a. FE8 but it has QOL engine hacks made by the community This is a compilation of some for the QOL improvements that have been made through assembly by the guys at Serenesforest/FEuniverse, intended for those who want to play FE8 vanilla or randomized and want some of the features these provide but don't want to get onto the buildfile or just are too lazy to do so. This PATCH was made in 2018, hasn't been updated and will not be updated Content: FE8 Essential Fixes Compilation(compiled by crazycolors) Full list of content within the Essential fixes: Show heal amount (by Tequila) Colored Stats, Show growths in game and Talk (by Tequila) Hod L to Enable/Disable animations ( by circleseverywhere) Battle stats with animations off (by Tequila) Item preview(by Zane) Danger Zone (by circleseverywhere) Monster weapons Stat Display fix (original by Brendor/EA Version by Circleseverywhere) HP Bars (i think it is made by circles, but i'm not sure, if anyone knows correct me please) Let me know if i derped on something or there is another quality of life patch that you think should be here. DOWNLOAD No HP Bars version F.A.Q. or Q.I.T.P.W.A(Questions I Think People Will Ask) Q: Hey, i am getting lag on Chapter 8/ any other big chapter with lots of units A: If the lag makes the game unplayable for you disable the HP Bars on the settings, and even if that doesn't work use the No HP Bars version, just make a savestate with your emulator, patch this onto a new ROM and load that savestate. Q: Can i randomize a ROM with this patch installed? A: In theory, yes, i tried with Otaku Reborn's randomizer and it didn't seem to have any problem, but i can't be 100% sure, if you find any error that might look to be related to this just post it and i'll try to fix it Q: I installed this to X ROMhack/Rebalance hack and now my game crashes A: That hack might change some things that the patches use, so if you want any of the things these patches do ask the creator of the hack to add them. Q: How did you made this? A: I made it using the buildfile method and adding all the patches and changing some texts, i recommend checking the FEE3 2016 video for it, if you got any further questions the peoople at feuniverse.us and their discord know much more than me and will be able to help you much more. Q: Can i include this on my ROMhack? A: You shouldn't, instead you should look for all the patches, add them and configure them by yourself. Q: You left out some of the Essential fixes, why? A. I left out things that would change the actual gameplay, like the weak promoted enemies fix and the EXP coefficient fix cause i wanted this to just be fe8 with QOL changes and the same gameplay, and even if its minimally, they affected a bit the gameplay. I also didn't add the Intro cutscene skip or the new game text skip cause there might be people who want to watch them. Q: Can you make a FE6/FE7 Version? A: For FE7 Yes, i will start working on it someday, but some patches aren't available for FE7 and i am a complete noob on FE7 hacking/FE7 in general. For FE6 it will surely be impossible, almost none of these patches has a FE6 version and i know even less of FE6 than FE7. Q: Can i make a FE7 version myself? A: Yeah, feel free to do it and when you post it PM me and i'll ad a link to your post on this question.
  4. I uh, have questions regarding the World Map feature FE8 has and the route split in the same game: A. How can I adjust when does the split happen? Vanilla has it after a double-header of Ch7 and Ch8, while my plan is after Ch12. I would therefore need then to adjust world map events and nodes, of which I lack info on. B. Can I add more world map nodes? I have 31+ nodes which I can only guess is more than vanilla has. This leads to C which is... C. How can I customize my own Valni/Ruins? I want to include human classes as well. D. How do I make certain nodes be bases after you beat the associated chapter? And also move around map shops (referring to the whole trifecta of buyable stores). I'd also like said bases to be a way to build Supports faster.
  5. Well... Here's the deal: I used the "+9 Movement" code to clear a chapter, but now... I CAN'T GET RID OF IT!!! I removed and deleted it, but it still works! (Playing on John GBA Lite Emulator, btw)
  6. Hello everyone, Quackra here (I recently changed my username from Yur4 for those of you who may be thinking that this rom hack is being done by a new person) It has been a while and I will offer an explanation to what all happened. It has been years since my last post about this so I will start with the things in order: I temporarily left the community for mental health reasons as the stuff going on in 2020 with both the Fire Emblem & Smash Communities had effected me in ways that I personally could have avoid in some capacity by not being too attached to creators in ways that were negative. This wasn't the whole thing with my mental health declining, as there were also family issues that I won't get into as I don't need people to feel sorry about these things as I am doing largely better than even before I started making this. The next thing is while I can finish using the rom on here from when I initially started I don't want to use that one as there is a better way to set up the difficulty in my opinion than I was doing before. Now the first sentence sounds exactly how it is as the pc that had the original rom for maniac mode was on no longer works as the hard drive no longer works and so it is lost unfortunately. Because of those two things happening so close together it led to a lack of motivation to complete the rom hack at the time, but I feel I can do it now. I would also move a couple of times after all of this which would give me little time to work on it so it more or less lingered from there and now that I have had time to clear my thoughts of bad things from the past in some capacity I came back to this finally and have been working on a few concepts of how to tackle this project as if it is a new one. Here are my current plans for the difficulty hack now: I will be restarting from the beginning as I believe I can do better than what I did in the past. Though because I feel using this to further increase the difficulty I will be using Mekkah's Lunatic Mode rom to set up a more diverse strategy to playing maniac mode as the route split is done in a way that makes gameplay way more interesting. Growth reductions will be cut outside of a select few cases on specific stats, I will post them later as a spoiler with the rom (This hasn't been done yet) Enemy Growths will be further increased from Lunatic mode by 40% this will be multiplied into all stats instead of just defense (This hasn't been done yet) Hard Mode bonuses have been increased to 5 across all chapters All units start at a base class at level 1 with the exception of trainees who still start as trainess (They still keep their bases from when they are promoted) All units that don't have promoted bases or aren't Myrrh will receive an overall increase to growths that being 400 points spread across all growths (This hasn't been done yet) All units that have promoted bases will receive 325 Points with the same idea for spreading their growths (This hasn't been done yet) (Trainees may get this growth Point spread I will let you all know if this does happen) Myrrh may keep her growths the exact same, but I may increase some if I find they are not good enough All classes will have their caps modified to match a class from Awakening. Super Trainees will be more useful as well. (Mostly done already) Equipment will be modified, but I won't ruin equipment if I see it is bad already or make it insanely broken if I buff something I will mention other stuff later when I have a more concrete release for this.
  7. I said I was going to make this thread like a year ago, but it had completely slipped my mind, and I had set out on looking into FE9, getting burned out, and then getting everything back together again to actually make things happen. In any case, here's the link to the repo for Yune. Link Latest Release: 0.9.3 The downloads can be found in the releases section. The readme also goes over how all of the options work and what they do. As the randomizer is written in Java, the only requirement is that you need a somewhat recent JRE installed to be able to run the randomizer. It has been compiled for Windows (32-bit or 64-bit), MacOS, and Linux (GTK). Supported titles: Fire Emblem 4: Genealogy of the Holy War - Requires JP ROM (headered or unheadered) or Pre-patched ROM with Project Naga translation patch. Fire Emblem 6: Binding Blade - Requires JP ROM or Pre-patched ROM with the Redux translation patch. Fire Emblem 7: Blazing Sword - Requires US ROM Fire Emblem 8: Sacred Stones - Requires US ROM Fire Emblem 9: Path of Radiance - Requires US ISO (Note that there is a good chance of an out of memory error when using a 32-bit JRE for FE9 randomization). I trust FE4 and the GBAFEs to be fairly stable, but FE9 is a bit shaky (and likely quite buggy, if you enable too many options that I haven't had the chance to test simultaneously), because it's not quite up to the standard I would have liked for it to be. I'm still trying to figure a lot of things out for how FE9 actually works and the next step is one that will likely take a long time because it involves chapter scripting. Rather than hold it for that long, I'd rather have people able to test it and start finding bugs that need to be addressed, as well as solicit information if anybody has anything that might help with FE9 quirks. Those bugs could also help give me other ideas on how FE9 might actually work under the covers. Please file any bugs you find in the GitHub repository directly in the Issues section so that I can track them, alongside any suggestions that could help me improve Yune. EDIT: 0.9.1 is now available. Changelog: EDIT: 0.9.2 is now available! Changelog: EDIT: 0.9.3 is now available! Changelog:
  8. Another request, this time, for Skills found in FE Builder. I have many things I wanna do that I dont know how to do. Currently, the only thing of significance I've done is reduce the amount of debuff Seal skills inflict from 6 to 4. Top of the to dos include: *Making Seals only take effect if the attack lands *Make a skill that ignores CON in AS calcs *Access the full list of skills and activate/deactivate them at will. I would also need help on how to make things hit multiple targets in either a line or AoE. Need it espdcially for my Thoron and Bolgannone. (AoE damage is only 50% of dmg dealt)
  9. Hello! My name is Saint Rubenio, and this is my first hack. I'd been curious about making my own hack for a long time, but it always seemed like quite the daunting task. I wanted to set myself a humble goal, one that I could see myself completing. I decided to just make a little FE8 rebalance. Then I started having wilder ideas. In the end, it became a sort of plot rewrite / gameplay overhaul extravaganza that went well beyond the initial scope. It includes new chapters, new characters, new story beats... I pretty much just did anything I came up with, to see if I could pull it off. Think of it as a sort of Project Emblem style thing (in fact, my first idea for a title was Project Fado haha), but with bigger story and gameplay changes. I don't know how much interest there could be for such a thing, but I know I had a blast making this, and I can only hope some folks will enjoy it at least a little bit. Features Overhauled maps, with changes that range from the small to the dramatic. Almost every map has seen at least some slight changes. Four brand-new chapters, two missable sidequests and two mandatory lategame maps. Improved enemies. They now have far greater offense than in vanilla, but only slightly higher defense. I can only hope this will make the game feel more challenging than the original, but fair. Overhauled cast. I’ve tried my best to make everyone have something that makes them viable and fun to use. In some cases I just reworked units entirely. Some changes are more unusual than others. Story rewrites. Make no mistake, I did not set out to “fix” Sacred Stones’s story or anything like that. Think of it as just a sort of “what if?” fanfic I wrote for fun and to accommodate some of the gameplay stuff I wanted to do. The overall plot is the same, but lots of different things happen in it, to varying degrees of importance. **Main story changes begin in chapter 8.** Route split is gone! You will play through both twins’ stories. Eirika keeps her army, while Ephraim’s offscreen army of Frelian knights get faces and names. Speaking of, between these and certain old foes and allies turning playable, it all amounts to 27 new playable characters, plus a secret easter egg character. I… may have gotten a bit carried away, I won’t lie. Added music. Primarily from other GBAFE games, plus a certain custom track I imported and tweaked myself. I pray it’s not too janky for your liking! Optional conversations that raise stats. Like in the Kaga games! No fog. Screw fog. QoL patches. Danger display, growth display, stationary enemies have no movement, hold L to skip animations, etc. Screenshots Download Download the hack here. Patch over a vanilla US FE8 ROM. The hack has primarily been tested on mGBA. VBA seemed to cause some issues for one of my friends, so be warned if you use that emulator. Be warned, **the hack is not properly tested past chapter 21.** I had some people playtesting it, but I wanted to release it before the end of the year and they were busy with other things. Obviously, I played through it as I made it, but if watching others play taught me anything, it’s that there’s a LOT of nonsense one can miss or retroactively screw up. What I’m getting at is, please, do not hesitate to yell at me if you find any issues not listed below. I am certain there’s got to be more. Also, do let me know if you’ve any feedback. This is my first hack, and I don’t expect it to be, nor set out to make it perfect, but if you’ve any thoughts, I’ll be happy to listen. Bugs and other notes I have received multiple reports that, sometimes, waiting with certain units causes the player’s turn to end automatically, regardless of how many units are left to move. I haven’t the faintest clue what could be causing this, it is wildly inconsistent in terms of chapters and units that cause it, and I never experienced it myself. I always play with autoend turns off, which could be the reason this never happened to me. Please try turning autoend turns off if you experience this glitch. The prep screen unit list becomes a bit glitchy past chapter 21, when the two armies merge. Really got carried away with the amount of units. Nothing I can do about this, as far as I know. It’s just a cosmetic glitch, anyway. If Harriett/Elaine die, the screen will become glitchy for a moment. It’s merely cosmetic. There may be some issues with the exp scaling of the malig knight class. This was reported to me, I’ve not been able to verify it and I cannot figure out why it’d happen, so I would appreciate confirmation here. During the epilogue, Mansel appears as a green cavalier. I replaced his class and I cannot figure out how to change it in that specific cutscene. Supports are not finished. No promises there. Supports are the bane of every hacker’s existence, from what I’ve seen. I’ve only written a handful. Everyone has a bunch of functional gameplay supports, though. If you are curious, here's the list of completed supports. Vanilla supports are also untouched, which might just lead to inconsistencies with my own story changes here and there. I would hope not, but I don't know every FE8 support by memory haha. Credits All custom portraits, portrait edits, Strong One (Mother 3) and the attacking Tethys and FE6 bishop Moulder animations by me. I’ll probably make them F2U down the line. They're not masterpieces, but I’d be so flattered to see them used in better, fully custom hacks. Special thanks: A number of Serenesforest users with whom I shared the journey, and who gave me some helpful bits of advice and feedback. Including: @Hawkwing, who helped me with a few questions I had. @Punished Dayni, who gave me some feedback regarding portraits and color palettes. @lightcosmo, who helped me a lot with the technical side of things. @Armagon, who suggested the Carcino Samson/Arran split. I can’t believe I didn’t come up with that myself. @Interdimensional Observer, who suggested the Moulder portrait edit. @Acacia Sgt for helping me out with Lorell’s name. @ping and two of my real life friends, for doing a bit of playtesting. FEBuilder’s creators. This thing is incredible. JeyTheCount at FEUniverse, whose dark-skinned Jehannan portraits I did not use, but they gave me the idea to make my own. The community of FEUniverse, for all the assets, patches and stuff they created which I utilized in this hack. Couldn’t have done half the stuff I wanted to do with without your collective genius. More on that below. Patches installed Anti-huffman by Hextator Fix Weak Promoted Enemies by Gryz Modify S-Rank limits by Tequila Switch:Animation on / off with L button by aera Set staff experience JunaFruits Decliment level setting Remove Pierce Glitch by Brendor Change Skill Pierce activation rate from LV to Skill by aera Add event: Change Edition by 7743 Enable Event34_MessWithUnitState_Fix not to freeze even nonexistent units Staff Range Fix by Tequila/Lord Reyson Unit Growths Display by Tequila Enemy Range Display by Circles FE8-Battle Stats with Anims Off ver2 by Vesly ModularMinimugBox by Zane (Runabox) HPBars_with_warnings Cache by Circles and Tequila Show Heal Amount by Tequila Healing Formula: Staff Might: MAG/2 + Staff Might = Heal by Venno IsSethLArachelMyrrhInnes Table Monster Weapon Display fix by Brendor Mov display fix by Circles https://feuniverse.us/t/zeroing-nullifying-mov-feds-style-based-on-ai-parameters/878/7 Set Unit Status by 7743 Lose Weapon Ranks on Promotion by Venno Prevent Freeze for Get Unit State / Unit State Event by 7743 Continue Battle BGM Between Map and Combat by 7743 Change Battle BGM by Chapter by 7743 Set Preparation BGM by CHapter ported by 7743 Switch Portrait images by class, chapter, flag by 7743 Switch unit's description by class, chapter, flag by 7743 Set Multiple Staff BGMs by 7743 Multi-Class Pick Skill by kao, made compatible by 7743 SOUND_NIMAP2 by Alusq + drumfix by Circles Skip World Map Fix (For World Map Users) - MNC2Fix by Stan NarrowFont by Scraiza Set Preparations Store Pricing by Aera Skill pierce to this class by Chap Add event: Split Menu by Stan, Circleseverywhere C01command_hack by Hextator Fixes the world map chapter ID being loaded instead of the actual chapter ID Toggle World Map Monster Skirmishes by FE8_GIRLS Character Custom Animation by EA by 7743 Remove game clear requirement for trainees third promotion options by vilk, Onmi, Tequila Allow 3 or more trainee to be regist by 7743 Distance of sight that thieves can secure additional in mist by 7743 Make a magic throwing axe (Bolt Axe) by Midori Patch and 7743 Range-Animated Weapons List by Circles Minimum and Maximum poison damage Support conversations room unlock by 7743 48command_hack by Hextator Set Defualt Option "Animation" and "Cursor & etc" Weapon S value of bonus item 1 and 2 (hit 10, critical 0) 6_tracks_12_sounds by Aggro/Bendor? Weapon lock ex by 7743 Remove Easy Mode by Nintenlord Expanded the setting of the ring effect used by dancers by 7743 Movement icon ID used when attacking with dragon stone when the animation off by aera Fixed sound of Aircalibur from aera's data Add event: Lose item by 7743 Autocursor Fix by Venno Define multiple classes to suppress status display by 774 Set whether transporter can be used for each map by 7743 Weapon LV up when destroyed by FE8Girls chap Change to have multiple units that can be seize by 7743 Units after this Unit ID will Class Grow by fe8 decomp project Don't draw portrait on item select menu if unit is generic by Hypergammaspaces allow Wyvern Knights to triangle attack Armor Triangle Attack Class Range From and To by 7743 Skip World Map Fix (Disable Skirmishes & World Map) Add Event: GetSupportLevel, SetSupportLevel, ClearSupportLevel by 7743 Setting Hide chapter title calls by 7743 Send unit's all items to transporter by 7743 Adjust Mode Coefficient Experience Gain by Vennobennu. Animations implemented Sword, axe, handaxe and bow knight by TheBlindArcher Chained Sword general by Knabepicer Cannon bow general by GabrielKnight F Warrior Reskin Repal by Temp F Fighter Variant by Pikmin F Rogue Ponytail by Temp F Assassin by Keks_Krebs, Beccarte, SD9K M Valkyrie by Gabriel Knight Halberdier by the_blind_Archer Necromancer alt Warlock by JeyTheCount Ranged revenants by Teraspark Ranged entombed by Teraspark Axe Cavalier by Primefusion Mounted Marauder by Spud Deacon (M Troubadour) and FE7 troubadour (magic) by Pikmin1211, Maiser6, Lisandra_Brave, TBA Priest Base Skintone Repal by Flasuban Axe summoner by Spud, TBA Wicked flier by Blue Druid, Alfred Kamon Dozlazerker by Aruka, Kenpuhu and blood Hat myrm and swordmaster by SD9K Ranger-style dark knight by Pikmin1211, Nuramon, and DerTheVaporeon, original by Teraspark Baron cape + shield by Leo_link, Nuramon, Iscaneus, The_Big_Dededester, Revamped Handaxe by Sax Marine FE7 coat hero by Swain Bald hero by Pushwall Bow promoted eirika by Belle and St jack Heavy Infantry GL Eph by Nuramon Map sprites and other art used F cav map sprites by Flasuban F paladin map sprites by L95 F Fighter by Pikmin F paladin by Stand F Rogue by Stand F Warrior by Stand F ranger improved bow by Stand and Flasuban Halberdier by the_blind_archer Axe and sword knight map sprites by Aggro Cav sword sprites by Aggro F halberdier map sprites by blood, Dei, dondon151 F soldier map sprites Rexacuse, Peerless, Alusq, WarPath Spud's Marauder map anims by LonkFC Axe cav map sprites by Salvaged Thaumaturge map sprites by Pikmin, Der Battle Sage map sprites by Smug_Mug, Unknow Wicked flier sprites by MeatOfJustice Ranger-stlye dark knight map sprites by Pikmin1211, Nuramon, and DerTheVaporeon Axe hero map sprites by Raspberry Ephraim infantry GL map sprites by Snewping Halberdier class card by the_blind_archer
  10. Hi, everybody. I already made a post on FEUniverse, but I thought I should make it here as well. This patch exists in order to bring some of the amazing changes in the hacking community to the base games of Fire Emblems 6, 7, & 8 as well as fixing bugs/localization issues. The idea is to attempt to create a hack that doesn’t create an alternate experience to the base game but, instead, an enhanced one. Major changes include: QOL fixes like HP bars, toggling animations with L, viewing the danger zone with Select, fast unit/text speed by default, etc. (FE7 & 8 only) Casual mode added All difficulty modes available at start in FE6 & FE7 along with a fully unlocked support viewer and sound room for FE7 & FE8 Errors brought on by localization fixed (FE7 & FE8) Option to remove localization changes (especially in FE8) in order to bring the games more in line with the Japanese versions or add additions made in the Numbers patch (FE6) Check out the READme for more info. Thanks for checking this out. Let me know if there are any issues/feedback you want to give. Hope you enjoy! NOTE: I'm tired of editing the link here and on FEUniverse. Please check out FEUniverse for the link in the future.
  11. Hello people, after some weeks of playtesting we finished to work on all the main things we needed for the release of our hack, so here it is "Fire Emblem: Inheritance", a original hack made by me and Vivider. The project is completed in the sense that everything essential to the experience has been done, but this does not mean we are done with working on the hack. We’d like to receive a lot of feedback, since we are going to add new stuff in the future (mainly some more dialogues between the characters and some sidequests), so your feedback could be very helful. The same applies to the gameplay: this game was designed with the idea in mind of creating something quite different from a regular GBA FE, for this reason we are open to work even on big changes on the balance of the chapters, if many of you were to tell us about the problems they encountered. The biggest shortcoming in the hack might be the lack of polishing in the dialogues. That is mainly due to the fact none of us is an English native. I am the one who wrote most of them, and, although I know English pretty well, it does not come natural to me. For this reason we would really appreciate some help form natives who could report and help us to polish the dialogues where needed. We have added a feature to the game which is the Minimug, some people might not like it so we put two versions in the link, one with and one without Minimug (named accordingly), choose the one you prefere. Minimug screenshot: You can download the hack here: https://drive.google.com/drive/u/1/folders/1vacH7nBlfIHWMiX6LQpB4JK0iDlF5mO- And here is the link to the discord: https://discord.gg/dNxJMVayXt We created a form where you can give us your feedback anonymously: https://forms.gle/sh1aMqrwimLrQVJN6 You can write anything you want, if you want to insult me for the map design or for certain plot choices, feel free to do it there. The only thing is, please motivate your thoughts Thanks. Also, new trailer for the romhack: The hack consists of 26 chapters, with 46 playable characters and it, as I already said, it was designed with in mind the idea of creating something different from most other fe games, both regarding the gameplay and the story. For this reason we’d like you to read the following information, otherwise you could find yourself really confused and have trouble going through the chapters. Difficulty: Gameplay notes: Story notes: Screenshots: Credits: Possible bugs: We hope you'll enjoy the game, and we look forward to the feedback you'll give us.div widgeiv widget
  12. Hello SF! After much time in the shade, I’m here to announce my project. Fire Emblem: Souls of the Forest is a gameplay focused hack made with FEBuilder that I’ve been developing since around late 2017, and now I feel like it’s a good time to make a public release. I’ve done changes on this project which I feel modify the vanilla FE gameplay to give the game it’s own unique, yet not cluttered, experience. The hack features: Three difficulties and many custom gameplay options, such as 100% Criticals, Fixed growths, Reverse mode, and many more. Lunatic Reverse is the intended mode for those seeking a tough game, but Normal and Hard are also avaliable, and the modifiers are completely optional. 16 chapters and 3 sidequests, the first 8 chapters and 1 sidequest have writing in them. 27 playable characters, all with custom portraits. The standard quality of life hacks, such as warnings for effective/killer weapons, HP bars, growth rate display, etc. Classes each only have access to one weapon type, but weapon triangle power is greatly increased. Bows have 2-3 range as standard. Mounted units have a bit less move in general, but possess Canto+. Custom art mostly made by myself, or obtained from the Ultimate Graphics Repository. Almost entirely custom music. Strong emphasis on weapon types and class individuality. Master Seals as the sole promotion item. No ambush spawns. Generic replacement units that join if you lose enough units. There’s supports, they increase based on deployment, similar to games like Path of Radiance and New Mystery, but there’s no writing done on them yet. Specific gameplay changes can be read in the diary that the game has. Patch download: https://www.dropbox.com/s/buhv906u505p8w1/Sotf8.1.ups?dl=0 The hack’s discord: https://discordapp.com/invite/BjcX3zJ Screenshots:
  13. ITA ENG Link to Patch: Version 0.1060 Link to ENG Patch (machine translation): Version 0.1074 ENG Some Screenshots Special Thanks and Credits:
  14. Link to UPS Patch (FE8U) What's self-randomizing? This is a rom that randomizes itself - meaning that no two playthroughs will be alike! Features Options screen on New Game start Tactician name as randomizer seed Random classes for players and enemies Random growths and bases Random personal skills Random weapon stats Random chest and event items Palettes that might be janky because that's part of the charm v1.3 changelog: Additions - Random Class Skills option: Shuffles all learned skills per class! (innate skills e.g. Canto/Shove not shuffled) - Skill Scrolls (learn a random skill) added to drop list and prep screen shop - Amnesia Scrolls (forget a learned skill) also added - Thracia Mode! Put "776" somewhere in your seed to give everyone Capture, set Hit to 1RN and between 1-99! Tweaks - Stats no longer overflow/underflow (e.g. demon king HP) - Dancers and Bards animations don't crash if they double - Flashy mode now works in vanilla! (all boss kill attacks show the critical animation) - All items can be sold or discarded - Debuffs now clear properly between chapters - Scripted battles end correctly when one character dies - Nosferatu and Devil Axe fixed in Vanilla Mode Skills - Skills learned per class redistributed to reflect the new skills available - Wary fighter removed from dancers/bards since it doesn't crash any more - When forgetting a skill, you can press R to see the skill description - Fixed various Capture glitches ------ Other useful things: - Press Select at the stats menu to view stats/growths - You can buy a lot of useful things at the prep screen armory - Hold L to toggle battle animations on/off - Hold A to speed up battle animations (and B to pause them) - Press Select to view Danger Zone - You can shove/drop/etc onto most terrain, useful if you're stuck - Use the Konami code if you're really stuck - If you plant the right seed you may find it sprouts into a secret game mode - Press R on the Donate to Circles screen to find out how to donate Known Issues - Trying to back out of the unit menu after doing a Talk/Support can show the conversation again
  15. This game’s content rating is E for everyone. Please tell me your thoughts of the hack and what you think needs changing or what changes you appreciated or didn’t. This is basically complete I don't really know what else to do with it other then improve the graphics and fix bugs. This is a gameplay hack of FE8 that includes some of my ideas from my thread: The reason I give bosses more than one weapon sometimes is because the weapon durability is low. High defense or resistance units have more HP to compensate for 30 being the def and res cap. All three difficulties work so you can choose whichever you want, but I recommend starting with the Normal difficulty. The changes are found in the ReRevision 12 download. Download link: https://www.mediafire.com/file/ylzxh6et85o6xrv/FETTD_V1ReRev12.rar/file Screenshots: https://www.mediafire.com/folder/o430z0hhr43os/Screenshots You should patch a clean FE8 US rom with a UPS patcher like NUPS. Things to know: Knights can now enter mountains, they can also enter peaks if they have more than 4 movement. Generals can now enter peaks and mountains. The Sound Room is already 100% unlocked. Poison does 5-15 DMG. AS to double is 3. Growth rates can be displayed in game by pressing Select on the unit stats screen. Support bonuses that gave +5 give +2. Weapon Triangle now give 10+ or - hit instead of 15+ or - You can hold L to disable animations. In CH 5x all allies start with the Easy Mode weapons I strongly recommend you keep them until CH9 if you play on difficult mode to prevent a softlock just in case but if you are sure you can make it drop them. There are OP weapons I call Easy Mode weapons available in the preparation screen armory for free, be sure to drop them when you don't want to play easy mode anymore. You can go into the Guide menu command for information on how to use the Sus/Bck command if you don't know how to use it. Credits: Jesus, DerTheVaporeon, SacredStones (For the original weapon icons), Tequila, Crazycolorz, Nuramon, 7743, Hextator, Tequila, jjl2357, Blademaster, Flasuban, SALVAGED, Kermy, Jeorge_Reds, Sephie, knabepicer, Dabmaster110, TheBlindArcher, Seal, Arkth, Kenpuhu, Aruka, blood, Jey the Count, Leo_link, Pikmin1211, Team SALVAGED, The_Big_Dededester, Swain, Temp, Alusq, Spud, Sax-Marine, authenticmaniac, lovemachine, Struedelmuffin If someone else deserves credit please tell me and I'll put them in the credits Enjoy! ☺️
  16. I'm working on a FE8 romhack in FEBuilder GBA as a personal project. It's my first time making a romhack, mainly just to have a small thing to be made I'm trying to make there be a Gaiden chapter after one of the missions. I made the map over map 44, which is one of those maps that exists for cutscenes that's not a real level, assuming this was space that wouldn't matter to use since I'm not using those cut scenes. However, I've realized the start event for this map is 9FF354, which is shared by other cutscene maps. I have already used event 9FF354 for another cutscene in my romhack, so editing a level start even there will mess with my existing cutscene. I realized this after doing level design and enemy placement for this chapter. I wanted to ask: 1. Is there a way to change the address a levels start event is to a new event? 2. If not, is there a way to copy the map and enemy placement i've done to another chapter so i don't have to recreate this all manually? 3. Is there a general best practices in FE8 hacking around dealing with these non-map cutscene levels that there's so many of? Will messing with them cause any other unexpeted problems?
  17. Was recently browsing the Fangame Directory when I found an Fe8 hack that I remembered playing when I was younger called Lute Emblem: The Sacred Lutes. Wanted to try playing it again. but found that all of the patch links were dead. Was wondering if someone might be able to provide an archive or link.
  18. 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
  19. 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: https://gamefaqs.gamespot.com/gba/563015-fire-emblem-fuuin-no-tsurugi/faqs/35138 https://gamefaqs.gamespot.com/gba/468480-fire-emblem/faqs/31542 https://gamefaqs.gamespot.com/gba/921183-fire-emblem-the-sacred-stones/faqs/36978 https://serenesforest.net/binding-blade/ https://serenesforest.net/blazing-sword/ https://serenesforest.net/the-sacred-stones/ FE6.7z FE7.7z FE8.7z
  20. This has been a project LONG in the making. Working on and off for about 3 years. I set a hard goal to release it before the end of the year, so while it's a little rushed and incomplete in places, I was determined to hit my target!! The gameplay/chapters are all complete and playable! Though there is a bunch of other work to do (events, portraits, probably bugs etc). Updates may be a little slow, but I'd be disappointed if I didn't get around to polishing this up some more. I have also never posted a ROM hack before so please let me know if I'm breaking any etiquette etc. DOWNLOAD LINK: https://drive.google.com/drive/folders/1_rv5S7pVdU60mhLUDCcGddG10JhrXIx2?usp=sharing Important note: I have never touched this outside NORMAL difficulty. I do not know what happens if you select the others. I'm sure things are missing or maybe I already fixed them and forgot to cross off the list, regardless, here is the list of work I am aware of. If you would like to help me in making this ROM the best it can be, please provide feedback as best you can! Weather it's about a bug, or just your personal opinion on what you think about the difficulty/item distribution/anything else, drop it here or in a DM to me wherever I can be found! If you have interest in playing this ROM on YouTube/Twitch/elsewhere, please let me know so I can come and check it out! Thank you so much to anyone who takes a swing on my first attempt at a ROM hack, and I'd greatly appreciate it being shared around!
  21. tl;dr This is an FE8 hack. Final version released 5/22/2021. There are modes with and without fatigue, 100% growths, and 0% growths. First release notes and DL below. READ THE README AND CREDITS!!!!! The Sun God's Wrath(SGW) is the new version of the old sequel to a previous hack I made(Corrupt Theocracy (CT)), The Sun God's Challenge(SGC). This is a FE8 hack that features a variety of new features, most notably skills, some third tiers, new classes, and of course new maps, mugs, characters, events, and music (though because of CT some older versions of characters still use mugs like the ones they used back then for continuity reasons). If by some odd chance you have an old .sav of SGC, this hack won't work with it due to the fact that this hack is pretty much remade. This hack is being designed so that having played CT is in no way a requirement. I don't recommend playing CT and instead recommend reading TheMoniker's awesome LP found here: http://serenesforest.net/forums/index.php?showtopic=50956 if you are really curious about it and would like a potentially heightened experience while playing this hack. History is written by the winners, and there were various winners in CT, so part of the story is learning what really happened in CT anyway since there are conflicting accounts. Like CT, SGW features many protagonist characters with varying degrees of importance, but there will be less/more mixed up game over conditions unlike in CT. The lead protagonist/Donovan of this hack is Astrea, a member of Propater, pictured below. The story will have you follow her and the people she meets as you do your part in trying to save the world. How Astrea manages to be a key figure among the various figures of importance you will come to meet will be made more clear over time. Screens: Recruitment guide (BE WARNED: MAJOR SPOILERS) Class guide:
  22. TL;DR: Google Drive link to ups patches (patches for FE8U!!!) Are you tired of waiting for FE Switch news? Do you want to escape from the bridal Sanaki controversy? Do you need a break from shitposting on reddit? Look no further than this thread! A little over a year ago, I delved into the vast and scary world of GBA Fire Emblem romhacking. Today, I'm very happy to announce that my pet project, Fire Emblem: Heaven's Bloom, is complete and playable from start to finish. Features: 19 chapters (inc. prologue and endgame) patches for both easy and hard mode the FE8 skill system, courtesy of circleseverywhere a character-focused story which takes itself seriously 37 unique support chains w/paired endings for some original map, battle, & boss music, and some original cutscene music (was planning to replace everything with my own but I'm not a composer ;_; might finish this in the future) The story begins in the Kingdom of Adestria. Hundreds of years ago, Humans competed for survival with magically gifted beings known as 'Fae'. Over time, a breed of 'Half-Bloods' emerged, descended from parents of each race. The Half-Bloods chose to ally themselves with the weaker Humans, and the Fae were destroyed. The Half-Bloods then turned on the humans, using the powers of their Fae blood to subjugate and enslave their magically-inert cousins. A little over a hundred years have passed since the subjugation. Our main characters are two Half-Bloods: Lord Cassius Malberry and his sister, Fordra. Hoping to find the cure for a horrible disease, they hunt for an ancient Fae tome... The story is not deliberately edgy, but fair warning: it does involve some mature topics such as racism, (off-screen) child abuse, and (off-screen) torture. Gameplay-wise, I tried to live by two main philosophies: 1. Give players lots of choices when building their strategy - All promotion items are master seals, so players may promote their characters in any order. Since FE8 was used as a base, branching promotions work as expected. Shops throughout the game usually stock large varieties of strong weapons, earlier than one might expect. Most maps have multiple avenues of approach. Finally, one of the main characters is a staff user with very high magic, and staves such as sleep and silence have had their durability increased, allowing players to make much more liberal use of these dynamic options. 2. Encourage players to use all characters. Some support chains are fairly significant to the development of the world or the backstory, and I didn't want these being missed on the bench. Playable characters tend towards higher bases and lower growths, so it's harder to train a single monstrous juggernaut, and characters can remain relevant even if their exp distribution isn't being constantly watched. Further, the deployment limit is high enough that benching characters isn't necessary. Regarding difficulty, I honestly have no idea how hard or easy this game would be considered relative to other FE games. My perception is skewed after playtesting it so much and learning the optimal strats for everything. Easy mode reduces enemy bulk across the board (hp, def, res, and spd), reduces all stats of enemy bosses, and removes skills from some enemies. I would definitely recommend Easy for FE beginners or people who have only played SS/PoR. You can always replay it on Hard mode later Known/reported glitches: If you encounter any more glitches, please inform me so that I can look into them! Easiest way to contact me would probably be a DM on twitter (@EAA_Len) or reddit (/u/Roosterton). I admit to not checking these forums as often as I should, but I will probably be checking this thread for a few weeks at least. Full character list w/recruitment information: Full support list: (* denotes paired ending on A support) Special thanks to: Jake "Firefly" Turner (@SSBB_Firefly on twitter) for making the first ten maps of the game very aesthetically pleasing. KidCinder for fixing & improving battle palettes Attila for specific portrait help & feedback People who have streamed or done Let's Plays to raise awareness: IrisZ, Shinkou, Attila, Kiederen the players who have provided truly great feedback Every single person who has contributed documentation or other resources to the FE romhacking community, but especially Nintenlord for his event assembler and NGmansion for FEBuilder. GabrielKnight for his hatless mage battle sprite oracle_of_fire and Aviv for their 'sister' battle sprite With that said, I'm going to stop talking and let the game speak on my behalf! Google Drive link to ups patches Imgur album with screenshots from the first two levels Changelog so far:
  23. I'm actually interested on what would happen in FE8's story if Eirika isn't actually a kindhearted and naive person after all and is just a coldhearted sociopath. Basically, what I'm trying to say is that what if Eirika is the kind of person who: is smart and manipulates others by using methods such as pretending to be kind and naive. never actually cares about anybody and only sees others as tools. would leave someone to die just to save herself. never really cares if somebody died whether its an ally or not and would sometimes insult them for being "weak". I could add some more, but you get the idea. How would this kind of Eirika react to the events of Sacred Stones or what events would change as a result of her personality?
  24. Hello everyone! My name is Salchi09 and I have the pleasure to upload my rom hack called “FE Attack On Titan”. As you can guess, it’s a game based on the Attack on Titan series using FE8 “The Sacred Stones” as a base. Although the game is slightly based on one of the most important chapters of the first seasons, you don’t need to know the series to play the game and it doesn’t contain any (relevant) spoilers either. The game contains the latest updates within the rom hacks such as skills, danger area, etc. In addition, each character has its own original portrait from the series. The game consists of a single large map in which you will have to deal with a lot of titans and other enemies that simply want to raze the city to the ground. I promise you that it is a different experience within the Fire Emblems games and it will be overwhelming. I have tried to keep the difficulty (normal mode) balanced although it may take you several tries to figure out the keys to victory. You will start with no items and you will have to figure out how to advance in the adventure. It is inevitable that some units will die so try to continue whenever you can. To win you will have to survive and kill all the enemies. Besides being my first post, it is also my first game so many things can be improved and optimized. Any kind of feedback is more than welcome. I hope you enjoy the game and of course, GIVE YOUR HEART! Screenshots Download: https://drive.google.com/file/d/1-T0inxGktpJ1Ivl17vzp12M5vB7EHUEt/view?usp=sharing
  25. Hello everyone, I'll introduce myself if it's needed, I'm RedMageKnight, I'm a young male adult and I'm French living in France! This will be my first time trying to acchieve such a thing which I'm eager and nervous since it's my first time, the crossover part of Fire Emblem will only take it's gameplay and storytelling without the war part or politic part because it will obviously not work as a time setting such as Land Before Time which is prehistory, also I want to create a rom with the normal growth rates I chose for each playable characters and one at 100 percent growth because I know players such as myself like that, the rom will be called Stone of Cold Fire as a reference to Land Before Time VII. Now with that out of the way and without further wait here down bellow is the list of playable characters, recruitable characters and recruitable enemies: Littlefoot: Littlefoot is the protagonist and one of the main character of Land Before Time introduced in Land Before Time I so he will be the Lord of the romhacks/ Class: Lord that can use Anima, Light and Staves; he's in the prologue and starts at level 1. Cera: Cera is one of the main character of Land Before Time introduced in Land Before Time I/ Class: Fighter that can only use Lances; she's in the prologue and starts at level 1. Spike: Spike is one of the main character of Land Before Time introduced in Land Before Time I/ Class: Knight that uses Swords; he's in the prologue and starts at level 1. Ducky: Ducky is one of the main character of Land Before Time introduced in Land Before Time I/ Class: Pirate with Cleric perk of using Staves but including Swords and Anima; she's in the prologue and starts at level 1. Petrie: Petrie is one of the main character of Land Before Time introduced in Land Before Time I/ Class: Wyvern Rider that uses Swords and Anima; he's in the prologue and starts at level 1. Chomper: Chomper is one of the main character of Land Before Time introduced as a secondary character in Land Before Time II before becoming a main character in Land Before Time TV series/ Class: Mercenary (M) that can use Light and Staves along with Swords; he's in the prologue and starts at level 1. Ruby: Ruby is one of the main character of Land Before Time introduced in Land Before Time TV series/ Class: Mercenary (M) that can use Bows along Swords; she's in the prologue and starts at level 1. Grandpa Longneck: Grandpa Longneck is the Jaigen of his rom hack and one of the secondary characters introduced in Land Before Time I/ Class: Paladin that can only use Swords; he's in the prologue and starts at level 1 but as a green unit and only becomes playable in chapter I. Grandma Longneck: Grandma Longneck is one of the secondary characters introduced in Land Before Time I/ Class: Paladin that can only use Swords, I don't know which chapter she becomes playable for now but she starts at level 1. Hope: Littlefoot's Mother or Mama Longneck as she's also know by fans is one of the secondary characters introduced in Land Before Time I, brought back to life in some way and Hope is the non-canon name I decide to give her./ Class: Paladin that can only use Swords, I don't know which chapter she becomes playable for now but she starts at level 1. Mama Swimmer: Mama Swimmer is one of the secondary characters introduced in Land Before Time I/ Class: Pirate that can only use Lances; I don't know which chapter she becomes playable for now but she starts at level 15. Papa Swimmer: Papa Swimmer is one of the secondary characters introduced in Land Before Time I/ Class: Berserker that can only use Swords; I don't know which chapter he becomes playable for now but he starts at level 1. Topps: Also known as Mr Threehorn or Topsy by fans is one of the secondary characters introduced in Land Before Time I/ Class: Warrior that can only uses Swords; I don't know which chapter he becomes playable for now but he starts at level 4. Sharptooth: The one, the only, the Sharptooth, one of the responsible of Littlefoot's Mother which he helped the most to achieve, broght back to life by some way like her as well, also it will be the most lengthy recruitable character for obvious reason, he chase you on certain maps,he is the main antagonist introduced in Land Before Time I, but he's not a villain, there's a difference between an antagonist and a villian/ Class: Unknow for now; I don't know which chapter he becomes playable for now but he starts at a promoted one level 5. Rooter: Rooter is one of the secondary characters introduced in Land Before Time I/ Class: Sage; I don't know which chapter he becomes playable for now but he starts at level 1. Mama Flyer: Mama Flyer is one of the secondary characters introduced in Land Before Time I/ Class: Pegasus Knight that can only use Swords; I don't know which chapter she becomes playable for now but she starts at level 12. Strut: Strut is the second antagonist introduced in Land Before Time II/ Class: Thief; I don't know which chapter he becomes playable for now but he starts at level 1. Ozzy: Ozzy is the first antagonist introduced in Land Before Time II/ Class: Thief; I don't know which chapter he becomes playable for now but he starts at level 5. Hyp: Hyp as a bit of an antagonit role and is one of the secondary characters introduced in Land Before Time III/ Class: Unknown for now; I don't know which chapter he becomes playable for now but he starts at level 4. Nod: Nod as a bit of an antagonit role and is one of the secondary characters introduced in Land Before Time III/ Class: Knight that only use Swords; I don't know which chapter he becomes playable for now but he starts at level 3. Mutt: Mutt as a bit of an antagonit role and is one of the secondary characters introduced in Land Before Time III/ Class: Unknown for now; I don't know which chapter he becomes playable for now but he starts at level 2. Hyp's Father: Hyp's Father is one of the secondary characters introduced in Land Before Time III/ Class: Unknow for now; I don't know which chapter he becomes playable for now but he starts at level 10. Ali: Ali is one of the secondary characters introduced in Land Before Time IV/ Class: Cavalier that only use Swords; I don't know which chapter she becomes playable for now but she starts at level 2. Rhett: Rhett is one of the secondary characters introduced in Land Before Time TV series/ Class: Cavalier that only use Swords; I don't know which chapter he becomes playable for now but he starts at level 1. Dil: Dil is the first antagonist introduced in Land Before Time IV/ Class Pirate that only use Swords; I don't know which chapter she becomes playable for now but she starts at level 4. Ichy: Ichy is the second antagonist introduced in Land Before Time IV/ Class: Pegasus Knight that only use Swords; I don't know which chapter he becomes playable but he starts at level 3. Papa Sharptooth: Also known as Chomper's Dad for fans and a look-alike of the Sharptooth introduced in Land Before Time II/ Class: Unknown for now; I don't know which chapter he becomes playable but he starts as a promoted one at level 3. Mama Sharptooth: Also know as Chomper's Dad for fans, for more than a while she was the only Sharptooth that didn't copy and paste the Sharptooth's color only because it was for differenciate her from her mate introduced in Land Before Time II/ Class Unknow for now; I don't know which chapter she becomes playable but she starts as a promoted one at level 2. Doc: Doc is one of the secondary characters introduced in Land Before Time IV/ Class: Great Knight that can only use Swords; I don't know which chapter he becomes playable for now but he starts at level 5. Pterano: Pterano as a bit of an anatgonist role and is one of the secondary characters introduced in Land Before Time VII, he comes back after his banishment of five Cold Times is over which happened before the story began and this will be the chance to redeem himself in front of everyone/ Class: Wyvern Lord that can only use Swords; I don't know which chapter he becomes playable for now but he starts at level 1. Tippy: Tippy is one of the secondary characters introduced in Land Before Time VIII/ Class: Knight that can only use Swords; I don't know which chapter he becomes playable for now but he starts at level 1. Spiketail Leader: Ali is one of the secondary characters introduced in Land Before Time VIII/ Class: General that can only use Swords; I don't know which chapter she becomes playable for now but she starts at level 1. Shorty: Shorty is one of the secondary characters introduced in Land Before Time X/ Class: Cavalier that can only use Swords; I don't know which chapter he becomes playable for now but he starts at level 3. Bron: Bron is one of the secondary characters introduced in Land Before Time X/ Class: Great Knight that can only use Swords; I don't know which chapter he becomes playable for now but he starts at level 3. Tria: Tria is one of the secondary characters introduced in Land Before Time XI/ Class: Fighter that can only use Lances; I don't know which chapter she becomes playable for now but she starts at level 16. OCs have a high chances of showing up and be playable in this rom hack, I'm sure one will be because it will actually be me as a Rainbow Face. Light: Light is an OC/ Class Mercenary (M) when he becomes playable at level 1 that can uses Swords, quote unquote Bows, Anima, Light, Dark and Staves; Growth rates 100% no matter which of the two rom, 20 HP, 5 Str, 5 Skill, 7 Lck, 5 Defence and 5 Res. Here down below is a list of optional playable, recruitable and recruitable enemy characters that I might or not add: Mr Clubtail: Mr Clubtail is one of the secondary characters introduced in Land Before Time III but more known for his appearance in Land Before Time V/ Class: Knight that can only use Swords; I don't know which chapter he becomes playable if he's added or not for now but he starts at level 15. Sharptooth Flyer: Sharptooh Flyer as a bit of an antagonist role introduced in Land Before Time V/ Class: Wyvern Rider that can only use Swords. Plated Sharptooh: Plated Sharptooth is the main antagonist introduced in Land Before Time V/ Class: Unknown for now. Browridge Sharptooth: Browridge Sharptooth is the main antagonist introduced in Land Before Time VI/ Class: Unknown for now. Mo: Mo is one of the secondary characters introduced in Land Before Time IX/ Class: Pirate that can only use Swords; I don't know which chapter he becomes playable if he's added for now or not but he starts at level 1. Belly Dragger: Belly Dragger as a bit of an antagonist role introduced in Land Before Time X, he's also the only one that manage to put a main character in its maw which was Petrie but only for a moment/ Class: Pirate that can only use Swords; I don't know which chapter he becomes playable if he's added or not for now but he starts at level 13. Sue: Sue is one of the secondary characters introduced in Land Before Time X/ Class: Cavalier that can only use Swords; I don't know which chapter she becomes playable if she's added for now or not nor her level. Pat: Pat is one of the secondary characters introduced in Land Before Time X/ Class: Cavalier that can only use Swords; I don't know which chapter he becomes playable if he's added for now or not nor his level. Guido: Guido is one of the secondary characters introduced in Land Before Time XII/ Class: Pegasus Knight that can only use Swords; I don't know which chapter he becomes playable if he's added or not for now but he starts at level 1. Tricia: Tricia is one of the secondary characters introduced in Land Before Time XI/ Class: Fighter that can only use Swords; I don't know which chapter he becomes playable if she's added for now but she starts at level 1. Sailback: Sailback is the main antagonist introduced in Land Before Time XII, he's also the only one that manage to put a secondary character in its maw which was Guido but only for a moment/ Class Unknown for now; I don't know which chapter he becomes playable I he's added or not for now nor its level. Kosh: Kosh is one of the secondary characters introduced in Land Before TimeTV series/ Class: Knight that can only use Swords; I don't know which chapter he becomes playable if he's added for now but he starts at level 15. Feathered Sharptooth: Feathered Sharptooth as a bit of an antagonist role introduced in Land Before Time XIV/ Class: Unknow for now. Horned Sharptooth: Horned Sharptooth is the main antagonist introduced in Land Before Time XIV/ Class Unknown for now. Finally if this Topic has not this place here or where I put it do let me know and tell me where it has to go if I placed it wrong or erase it if it doesn't has its place here, I'll also put this on feuniverse in hope of finding more people to help me, I already downloaded and installed FEBuilder and have Nightmare GBA as well, I can also look on guides on Youtube FEBuilder to learn that way, If you or anyone you know are interested to help me acchieve it do not hesitate please, I'll need all the help I can get.
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