FE6: Project Ember (v1.82 as of 11/23/2020) - "Cath" Edition

Greetings and salutations, FEU! My name is Brunhilda, and I am a fledgling romhacker who has come to show a project I have worked on with some assistance from the community in the past two years.

This passion project is none other than Project Ember, a gameplay/graphics overhaul of FE6 that aims to give the player a brand new and (hopefully!) fun experience. Dozens of changes have been made, too many for me to list off every single one here. But to list a few:

  • Tweaked playable units
  • Altered chapter events
  • New classes
  • Modified weapon stats
  • An upgraded weapon triangle (15 Avo/2 Dmg)
  • Roy promoting like a normal unit (requires a Knight’s Crest)
  • Several new playable characters such as Lowen from Fire Emblem 7 and Princess Guinivere herself!

Click here to view our Pharaean friend

  • A difficulty beyond Hard Mode known as Maniac Mode
  • Several new supports

And much, much more. As this is my first project, there have been some bumps in the road. Fire Emblem 6 is an unwieldy game to hack, and as a result there are some bugs that have been found in the hack already that, as of posting, have no fix. Thankfully they’re nothing gamebreaking, but a nuisance is still a nuisance.

Included below is a link to a dropbox containing the patch (apply it to a Japanese FE6 rom), a document that I heavily suggest you read, and two folders containing the assets I used for map palettes and all the portraits I (and Ltranc) have worked on.

Please keep in mind that this hack is mainly designed around selecting Hard or Maniac Mode from the start. Normal mode is not tested and is not an accurate depiction of how certain units and the overall experience functions.

Download the patch here!

And lastly, please do not see this as a replacement for FE6. This is solely meant to be a labor of love and a new way to experience the game many people in this fandom love so much. With all that said, I hope my hack meets or surpasses whatever expectations you may have.

I hope to hear from you all soon :slight_smile:

Changes made in 1.82:

  • Chapter 3’s Killer Bow Archer is gone (RIP 2019-2020) and has been replaced with an Elfire Mage.

  • Lance has been given +1 Spd. This should improve his performance in the earlygame and allow him to double those pesky iron axe fighters that both he and Alen previously could not.

  • The Light Blade now deals res-targeting damage regardless of range. This decision was made due to the unusual nature of how the previous iteration worked, which I felt would be too confusing to keep track of for the player.

  • Replaced Alusq’s Soldier animation with the leo_link/nuramon edit of flasuban’s FE10 Soldier.

  • Merlinus now has rescue utility! He uses the standard rescue formula (25 Con - 1 = 24 Aid).

  • Bard and Dancer now have speed caps of 30 for those big number aficionados.

  • Our newest addition to the dev team has taken care to edit certain animations to feel less…awkward when attacking in combat. Of note there are adjustments for Mage Knight, Bishop, Paladin, and Female Hero.

  • “Simple” Battle Forecast has been modified, with ‘Mt’ being replaced with ‘Dmg.’

  • Chapter 8’s northwest reinforcements now only occur on turns 12 and 14, and Chapter 10B’s Wall HP is capped at 50 instead of 100.

  • Various text errors have been fixed, and certain names have been brought up to date with current localizations. Some basic flavor text has been included for the normal weaponry as well.

  • PRF and lord-locked weapons are now signified with a “-” symbol. Weapon descriptions mentioning classes (such as Polaris) now reference the initial class of that class line (example: Refined Bow being “effective against Archers/Nomads” signifies that it is effective against all classes in the Archer/Nomad line. The same goes for classlocked weapons. The Recurve Bow being designated as “Archer only” means that Archers AND Snipers can use that weapon).

  • Overall item/weapon descriptions have been revised yet again, listing off information more concisely and is in general aimed towards being easier for the player to understand at a glance.

  • Meet the new Cath portrait! This portrait was created by Redbean and has been slightly adjusted to reflect the OA colors, effectively replacing the original with full credit given to them.

  • GK and Mercenary Skill has been nerfed somewhat.

  • The King class’s Skill cap has been reduced from 30 to 25.

  • Replaced Legance’s Killer Lance with a Spear instead.

  • Fixed the enemy phase music in Chapter 20 Sacae

  • The music issues pertaining to Rogues, Dancers, and Bards have now been mostly fixed. However, this required the moving around of classes between different slots. As such, anyone with a save file after obtaining the dancers is advised to start over if they wish to update. That, or load a save from before Chapter 11A/11B that hasn’t promoted Astolfo, Chad, or Lugh yet.

    Join the Discord!

Project_Ember_Maniac_Mode_v1.6_1587617687860 Project Ember Manaic Mode-323
Fire_Emblem_Project_Ember_1587646438811 Project_Ember_Maniac_Mode_v1.3_1583245258535
Project Ember Manaic Mode-3 Project Ember Manaic Mode-69
gameing Project_Ember_Maniac_Mode_v1.2_1582759238236
Guin Fire_Emblem_and_the_Blazing_Sword_of_Sparkling_Embers-31
Project_Ember_Maniac_Mode_v1.4_1583550805882 Fire_Emblem_Project_Ember_1587646920280
Project Ember Manaic Mode-81 Fire_Emblem_Project_Ember_1587648725995 Project Ember Manaic Mode-18 Project Ember Manaic Mode-52


smh, no screenshots
Joking aside, from what I’ve seen so far this is a pretty neat and beautiful job you’ve done here, especially considering it’s FE6. Keep up the good work.


Just read through the readme. Make sure you credit Redbean for the Fir animation. I just scripted it. Redbean did the heavy lifting. :slight_smile:

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Thank you for the kind words! I’ve also added some screenshots showcasing some of the new-ish stuff.


good stuff, definitely gonna get to trying it soon.

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With what hackingtools was this patch made? I know FEBuilder is a bit buggy with FE6(at least with the english version), but I remember there being a patch that unlocks Hardmode from the start, effectively rendering the savegame-method obsolete :thinking:

Hit with only one RN
00000e6a:00 00 00 00
00000e70:08 1C
00000e7c: 08 1C
Mobile path does not use RN
00000e10:00 00 00
Minimum hit rate 30%

Japanese hackers have also made dangerous ranges

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I just found it myself in the patches list, don’t know how I missed that. The patch has been updated accordingly :slight_smile:

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This looks amazing, and this is coming from someone who’s not super crazy about FE6

This is really impressive work inside the FE6 game engine, which is so buggy. Visually the game looks great, its amazing how small graphical improvements to things like the menu windows really liven up the game and make it more fun to play. All the mugs look great so far, and the maps are nice to look at.

My only critique is that the game feels pretty easy on hard mode. This might just be me though, as I am used to the somewhat insane difficulty that is the vanilla FE6 hard mode. For example, I nearly cleared chapter 4 before Rutger showed up, I was moving so quickly I genuinely forgot about his appearance on turn 6. I’m only on chapter 5 so I can’t speak to the rest of the game, perhaps the difficulty will ramp up.

Overall, great work, the graphical updates alone are enough to warrant a full playthrough.

Look very interesting! Definitely gonna try it out.
A bit sad that the skill system isn’t here since it’s only in fe8, but can’t wait to play this

There is an issue with boss luck, as having it be “–” instead of 0 results in it going to 30 after attacking the boss

Ah, seems I may have made a couple of miscalculations with boss luck. I’ll get to fixing it by the end of the night.


There we are, boss base luck has been adjusted to actually be zero this time. Seems I forgot to save that change the first time around.

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I’ve gotta agree, this hack has been feeling pretty easy, but the presence of archers is way more threatening thanks to they extended range, so that’s something. I’m hoping that the difficulty manages to ramp up in the latter end of the game, but it’s still pretty fun and the animations/shading looks good. Though Marcus’s pallet is exceedingly bright, especially considering how all other characters have had their brightness toned down, so his armor sticks out like a sore thumb.
Also, I don’t believe the readme mentioned anything about Roy’s promotion, so is that still at chapter 20/21 (I don’t remember) or has it been changed to chapter17/17x like most people reccomend.

The earlygame isn’t too difficult up until around Chapter 7/8-ish where things would (ideally) pick up.

Roy’s promotion is not in either of those chapters actually! He promotes via a knight’s crest. Since I am aware of the rarity of Knight’s Crests in the original, you are able to now get three before 8x. The first is stealable from the boss of Chapter 7, and the other 2 just come in Chapter 8 (one in a chest and the other in Barth’s inventory).

As for Marcus’ colors, well…all the portraits/palettes are inspired by the game’s official artwork, and because of that Marcus himself was difficult to pin down because of the way his OA looks. I am willing to make adjustments if need be however.

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Well, I guess I’ll see just how hard it gets, and considering7 and 8 were, imo, some of the hardest chapters on hm, it makes sense that things would pick up there, so I’m looking forward to it. Also on the note of Roy’s promotion, I’m personally averse to lords getting regular promotions cause it makes it feel less special, but I like dramatic things, and it’s really not a big deal. It should also be an even better way of fixing up his late promotion problem, so I’m down.

I honestly wish it was just possible to give certain units level30 as special classcap. Until he gets the Binding Blade, roy is basicly a FE11 Marth and considering he had the cap at level30 I think… Oh well, I guess knightscrest really is the more available fix for the problem of him sitting at level20 for too long.

Ngl, despite what I said earlier about difficulty, I think chapter 5 is really giving me a run for my money now, since the bottom half is based around you using the choke point, but enemies hit harder now, and nomads are bigger threats, so the best way to deal with that part is to snipe off enemies with Wolt and pincer attack the opponent using whoever took the northern half.

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