Hi there.
Normally, I work in the shadows, only releasing when my project is absolutely finished. This was because I felt there’s a sort of “curse” where if you announce your project too early, it’ll never get finished. Today, we’re going to try something different.
I’m working on a very big FE1 project (well, actually, it’s kinda a bunch of projects), and I’m going to share my developments so far. If you have ideas on what would make the game more fun to play, I’m all ears.
I’m greatly expanding the kind of hacks that are possible within the NESFE engine by adding a number of mods. To decide what’s worth adding, I have two primary goals:
I add whatever mods…
- Make the game more fun
- Make the game easier to customize
So here’s a few of the notable mods so far:
Expanded ROM
Details
I’ve finally decided to upgrade the ROM space from 385 KB to 768 KB. This means all the “free space restrictions” of the original game will stop existing. The spaces for both code and graphics are doubled, with all the new banks being completely free for use. What this means for FE1 hackers is that more chapters, units, enemies, items, classes, character portraits, and so on are all possible.
The expanded ROM has been tested working on FCEUX, Retron 5, and Mesen. This means future FE1 romhacks should be playable on every emulator. The only platform not supported is the original Famicom cartidge. I believe this is worth it, as original hardware is really the worst way to experience the game (prone to random crashes, loss of data, poor video quality, need for expensive cartridge writing tools, etc.) If there’s another emulator you use, let me know and I can test it.
DTE Encoding
Details
In addition to the two dictionaries used for text compression already, I’ve added Dual-Tile Encoding as an additional form of compression. This allows you to cram even more text into the game than before. I’ve been working on a button for Basilisk that will let you even generate DTE and dictionary files for your own game scripts so you don’t have to make them yourself.
There’s just not much to show for this feature, 'cause it’s just text encoding. However, once I’ve moved each game script into its own separate text bank, you’ll never have to worry about whether your game text will fit in the ROM or not.
Here’s what Chapter 1’s intro looks like in its entirety, fully compressed. It’s the bytes that are colored blue:
Custom Map Palettes
Details
I’ve added additional code that allows you to assign a specific palette to each chapter in the game, with accommodations for the future “more chapters” mod which will allow up to around 80 maps.
There are 16 unique palettes you can assign to chapters. I figure this should be plenty. Here’s examples of some I made to test the feature out:
(Also, better graphics mod is WIP. Some graphics here won’t be final)



Faster Map Movement
Details
Units will move at x4 speed on the map as a built-in feature.
Original:

Modded:

This was accomplished by simply calling the “move unit sprite” routine four times rather than one.
Well, this WAS a mod. For players, it worked in for every instance except for when you didn’t move. I plan to re-implement this once I find out what went wrong.
It worked for enemies at one point too, but broke on Gharnef for reasons unknown.
Press Start to View Growths
Details
Normally, when you press A after selecting a unit, it opens the stat screen. Now, if you press Start instead, it’ll show the units growths in the form of a “star rating”.

I chose this system to give players a general idea of how units will perform rather than telling them outright. I believe this will make the game more fun, perhaps entice people to give some units a chance when they otherwise wouldn’t.
I coded this in such a way that the “star ratings” can easily be replaced with the actual numbers.
The sister feature to this mod, “Press Select to View Battle Forecast” had to be paused because I still have to refactor a bunch of things first. I want the attack power calculation to account for my future mods, like Anima/Light/Dark magic and more elemental swords.
Debug Walk
Details
Technically, this was already in Illusion of Serenity, I just never told anyone about it. ![]()
The button has been changed from Start to Select.
Hold Select (and nothing else) while pressing A to end turn, and your unit can move again. This is useful for testing maps. Ability to disable this for finished hacks will come later.

Other planned features:
- More classes, reworked promotion trees
- Chapter intros and events can choose from more music tracks
- As mentioned, Press Select to View Battle Forecast
- Separate magic tomes into Anima, Light, and Dark with reworked weapons (e.g. Aura → Resire)
- Gain EXP from using staves
- More/reslottable weapons
- Reworking classes (Fighter and Hunter replaced with Warrior (Axes+Bows), Clerics use Light Magic, etc.)
- More but I can’t remember them all right now
There really isn’t anything you can play quite yet, as I have much to do. Both the base ROM, Basilisk, and project template are all going to need major updates.
I’ll post more mods as they come provided I don’t lose interest at some point.
And one more thing… don’t quite want to announce it yet, but here’s a teaser as to what’s coming with this:









