FE6: Project Ember (v1.84 as of 1/28/2021) - "Dear Dorothy" 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 1.84:

  • Weapon Reversal Reverse Recruitment has been added to the list of patches. Credits to Master Seel for creating it.

  • Great Knights now have 8 Mov.

  • Armorslayer has received +1 Mt, and the Steel Sword has received +5 Hit.

  • Increased Trec’s Str/Skl growths by 10%.

  • Increased Zelot’s Str/Skl/Spd/Res growths by 5%.

  • Zelot’s PRF, the Kingmaker, is now brave.

  • Yoder has innate crit boost.

  • Cath has recieved +4 HP.

  • Echidna has recieved +1 Con and her PRF has also recieved +20 Uses/+10 Hit/+1 Wt.

  • Gonzalez has recieved +35% to his Luck growth.

  • Lowen now has B-Rank axes at base.

  • Ogier’s Cortain has been given +10 uses.

  • Soldiers, Snipers, Paladins and Troubadours now have altered map sprites. Full credit goes to Feier, ArcherBias, Pikmin1211, and Apparoid.

  • The Myrmidon class now uses Leo_link’s animation.

  • FE7 sound effects: Horse neigh for Knight Lord critical hits, Sage runes for critical hits, Druid charge up for critical hits, weapon shine for various critical animations have been added to the game.

  • Extended a certain frame of Lilina’s critical animation to fix some graphical glitches.

  • Fixed those Reinforce Warriors in 20Bx who have Runeblades because we missed them last time.

  • Knives now operate as swords again due to a bug involving supports going up when using them.

  • Roy’s promoted class has been set back to its previous base stats, thus reverting the the changes to his promo gains.

  • Paladin class has recieved a small buff to base stats, specifically +2 to base HP/Skl, as well as an increased to its speed cap from 25->26. Their strength and speed growths were also each increased by 4%.

  • Warrior and Sniper class growths have received a +5% to speed.

  • Female Druids now have 27 Speed cap as opposed to 25.

  • Reduced one of the reinforcement groups in Chapter 21 from 8 units to 4 so that hopefully it can no longer push the enemy limit.

  • Roy no longer softlocks the game with the light brand equipped against certain hand axe enemies when animations are on.

  • An extra cutscene is added at the end of Chapter 15.

  • Removed four of the Ballistae in Chapter 19 of Ilia while also adding a second pathway near the beginning. Also took care to remove one of the ballistae in Chapter 17 Sacae, and another two of them in Chapter 20 of Ilia. Chapter 11B has also had its Long Ballista replaced with a regular one.

  • Guard Axe, Icestone, and Wing Spear now have new icons.

  • Five remastered portraits, along with a new one, have been added to the game. Meet Dorothy! We ran a community poll on the Discord server late last year in order to decide which characters people wanted to see a new portrait of, and with a sweeping 71 votes Dorothy stomped out her competition. The runner-ups as seen here have been given their own remasters as compensation. Redbean’s Cath portrait has also received a facelift…literally! Credits to Imperial, Blueeyedman, Solum, Endelphia, and Obsidian Daddy for all their hard work on these beauties, the team is forever grateful for it.
    Sprite-0001 Sprite-0004 Sprite-0002 Sprite-0003 Sprite-0006 Sprite-0005 Sprite-0007

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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