FE6: Project Ember (v1.83 as of 12/14/2020) - "Noah" 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:

Join The Discord!

Patch Notes for 1.83:

  • Increased Guinevere’s base HP and Mag by 7 and 2 respectively.
  • Karel received +3 to base HP.
  • Increased Bors’ Skl/Res by 2 points, +5% to Str/Skl/HP growths.
  • Gave Dorothy +2 Skl base, +10% to Spd/Str growths, -5% to Skl growth, and had her join with an Orion’s Bolt.
  • Noah received +2 Res and +10% HP/+5% to Str/Lck growths.
  • Trec received +2 to HP/+1 to Skl/Def and +10% to Def/+5% to Res growths.
  • Sue got +1 to base Str and comes with 25/50 WEXP to C-Rank Bows.
  • Lot received +1 to base Spd, +10% to Spd growth.
  • Echidna’s base level was reduced by 2, +1 to base Str/Spd, and +10% to Speed growth.
  • Debias received +10% to Skl and +15% to Lck growths in exchange for losing 25 Bow WEXP.
  • Alen and Lance have received +1 to base Str.
  • Igrene received +5% to Skl/Spd growths and +1 to base Spd in exchanged for having her Bow Rank hit down to B Rank.
  • Klein received +3 to base HP.
  • Melady received +1 to base Spd/Def and +2 to base HP.
  • A new PRF for Juno: The Wing Sword.

= Wing Sword Stats =
Mt: 14
Hit: 95
Wt: 5
Uses: 30
Effective against Cavalry/Armors

  • Roy’s Knight Lord class has altered base stats which change his promo gains:

Knight Lord bases/promo gains:
HP 22 (+4) Con 9 (+3)
Str 6 (+3) Def 7 (+2)
Skl 5 (+2) Res 4 (+4)
Spd 7 (+3) Mov 8 (+1)

  • Redid the palettes for the Fields and Village tilesets.
  • Thrones now have a lowered movement cost.
  • Cut down on 1-2 range spam by 1-2 enemies per map. Also readjusted the inventories of most enemy formations.
  • Chapter 21 is now a defeat boss map and we’ve added a breakable wall for the western half of Chapter 22.
  • Added a few more armor-effective enemies throughout the game.
  • A few Bows have had some slightly rearranged stats. Steel and Silver Bows recieved +5 Hit while the Killer Bow lost 1 Mt.
  • The Trial Maps have been modified! Consider them to be in early access, as we’d like feedback on how to adjust them for future revisions and aren’t quite certain as to how balanced they are. This way we can hopefully adjust them in the coming builds for all of you to have more fun with the hack.
  • The Chapter 6 chest room with two money chests has had all the money relegated to one chest and an Lightning tome in the other. The throne reinforcements are also one turn as opposed to two.
  • The Knight near the west chest room in Chapter 12 drops a Door Key and the Druid inside the west chest room drops a Chest Key so that you aren’t forced to field two thieves on the map.
  • Changed the Hero’s Crest in chapter 16 to a Knight’s Crest.
  • Made the stealable Knight’s Crest in Chapter 13 not appear on a reinforcement since there is otherwise no incentive to be fielding a thief until that point.
  • Reduced the amount of forced stealable promo items to become droppable.
  • Reduced the amount of effective weaponry in FoW.
  • Removed the Purge from the Chapter 17 (Ilia) Valkyrie and longbow Warrior entirely.
  • Moved the top chest in the west chest room of Chapter 16 one tile up so that if Cath opens the door, she will no longer be one tile off being able to reach said chest next turn. Also altered Cath’s inventory to possess a lockpick rather than a Chest and Door key.
  • Revamped the endgame map with an entirely different obstacle that now actually incorporates Idunn’s Lore in some fashion.
  • Knives now ignore the weapon triangle entirely.
  • Roy now uses Phoenix Wright RF animation by Blaze while unpromoted.
  • Boosted the Mt of the Brave Axe and Brave Lance by 2 and 1 respectively, reduced the brave lance’s Wt by 1, and increased their hit by 10 and 5 respectively.
  • Increased Maltet’s Mt by 1.
  • Gave the Lord and General classes new map sprites.
  • EXP gain has been modified. Now, missing, being hit without retaliating, and doing zero damage gives +3 EXP rather than +1.
  • Various animation/graphical tweaks and fixes have been made.
  • Four portraits have been modified, and one has received a complete makeover! Meet the new Noah, Melady, Zealot, Trec, and Zeiss portraits. Credits go to Obsidian Daddy and Scraiza for the assistance, as well as Bwan for the original base used in the Noah remake.
    1607724028598 1607723943477 1607724089232 1607724147897 1607724535927
  • Jeorge Reds has come forward and created a brand new Roy map sprite! Full credit goes to him and Team Ember thanks him for his amazing work.
    Hahahaaha RoyHoverJT walkin12 walkin2 walkin3

Project_Ember_Maniac_Mode_v1.6_1587617687860 Project Ember Manaic Mode-138
Fire_Emblem_Project_Ember_1587646438811 Project_Ember_Maniac_Mode_v1.3_1583245258535
Project Ember Manaic Mode-154 Project Ember Manaic Mode-69
Project Ember Manaic Mode-75 Project Ember Manaic Mode-161
Project Ember Manaic Mode-57 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-153 Project Ember Manaic Mode-176 Project Ember Manaic Mode-174 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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