NOTICE: This map was designed only for the original Japanese version of FE6. It has NOT been tested with any modded of hacked version of the ROM, including the English patch.
This is an XMAP for FE6 that I made in a hex editor my uncle who works at Nintendo found in a box labeled “Lost Media”.
I’m mostly posting it here hoping to recruit bug testers. The map design itself is pretty old school miserable by my purposeful choice, but feel free to tell me which part you hate the most.
Intstallation Instructions
First you’ll need an unaltered FE6 ROM with a .sav containing a cleared file to access to the trials map and a hex editor such as HxD.
Open XMAPv1-3 in your hex editor.
Copy the entire contents of the file to your clipboard.
Open your .sav file in another tab in your hex editor.
Jump to offset $7000 in your .sav (or scroll down until you find row 7000 on the lefthand side.)
Paste the XMAP into your .sav at $7000, then save it.
If done correctly, once you boot up your file and navigate to the trial maps, you should see a sixth map option with a glowing green title.
At the beginning of the map, all Warp and Rescue staffs in each units’ inventories and in the convoy will be turned into torches.
Idunn will appear 2 tiles below Roy as a green unit. If she dies, it’s a game over. On each of her turns she will attempt to move to the nearest Gate or Throne. To win, she must be escorted to the Throne. Roy cannot seize the Throne.
The Throne does not initially start on the map. To reach the Throne, blue units must reach the top of both the East and West pyramids, granting that unit a Divine Stone. After both Divine Stones have been collected, the Waterfall Shrine will emerge from the water along with the Throne.
Once the Shrine has been raised, the boss will appear on the Throne.
Reinforcements
Turn 2 → 1 Brigand from the Southeastern fort. Will reach the village on turn 3.
Turns 10~12 → 2 Wyverns Lords from the 2 center island forts, 1 berserker from the middle Eastern fort, and 1 sage from the Northeastern fort.
Turn 15 → 2 Paladins, 2 Nomad Troopers and 2 Valkyries from the middle Western edge of the map. 1 Bishop from the Northenwestern fort.
BUGGED! Turn 20~22 → 4 Falcon Knights from the Northern edge of the map and 1 Sage from the Northwestern fort. Falcon Knights now deploy properly as of v1-1. The clouds are impassable terrain, even for flyers. Their attempts to move through them when spawning will cause the game to go haywire and lock up. (The fireworks are especially pretty because of the cloud objects.)
Any enemy phase while inside the Western red box → 1 Swordmaster from a random house. There is no limit to Swordmaster ambushes and they will continue to spawn until there are no blue units inside the red box.
Any enemy phase while inside the shrine red box AND the boss is alive → 2 manaketes from the shrine gates. There is no limit and they will continue to spawn until there are no blue units inside the box OR the boss is killed.
To those who downloaded, there is something specific I would like tested if you would.
The boss, once summon with the shrine, carries a demon dragon stone as one of his items. A fair chunk of the XMAP data is related to running special animations for when the boss uses the stone. I want too see if that code funtions properly when put in the hands of the public.
Note that at least one unit MUST complete an action somewhere on the map before the animation procs are active. This a limitation that can’t be worked around.
This means leaving the map and reentering will cause the animations not to play. This is perfectly safe though.
Hey dude, do you happen to still have the save file? I would like to do a quick check onto how you did to insert both Chapter Data and Events in SRAM (if you did haha), because I tried myself and failed spectacularly UNLESS I modify the ROM with my desired data, which of course kills the whole point of having an XMAP function.
I recently moved so my PC is still in storage, but I think I have the original version here on my phone.
If it is, there is a fatal bug that causes the game to crash on turn 20 due to illegally placed reinforcements. As long as you’re quick, you can avoid them altogether though.
The map data is all compressed according to Sme’s original post on the subject. The only extra data I add to that post is that the missing pointer is the tile change plist, and that the non-map data (chapter data, events, etc.) is automatically decompressed into a special 4kb WRAM block at $203F000 that is dedicated specifically for XMAPs. The first 40 or so bytes contain vital pointers that are read instead of the normal map values when the chapter is set to -1, so the first actual usable adress I believe is $203F040.
-Slight edits to the boss shrine for aesthetic purposes. The new shrine is marginally smaller and has more tile redundancy, thus compressing better and saving space.
-The falcon knight and sage reinforcements that start on turn 20 are now 3 seperate deployments. Previously, they were all part of a single, spread out deployment that would often cause map tearing. These reinforcements should have always been seperate groups, but were grouped together to save space on event data.
I’ve been made aware that suspending does not infact work as I had hoped. The boss uses a custom character and class that are pointed to in WRAM, but suspend save packing/unpacking only uses PID and JID. I don’t know how to work around this limitation.
On emulation, this is easily avoided by using save states instead of suspending. However, as I intend this map to be completely playable on an original FE6 cartridge, I would like to find a better solution. Any suggestions would be appreciated.
Edit: 1.2.1
Fixed a bug where the map wouldn’t immediately end when Idunn reached the throne. Now the map should end properly whether she’s rescue dropped or moves there herself.
Edit: Download link now links to the correct version.
-Slightly touched up the map near the top to make it look more like a waterfall.
-Implemented a temporary fix to allow for a proper tactics rating during evaluation. Previously, all tactics ratings on XMAPS would result in an “E” rank due to a bug. Now the tactics will be rated using the following scores listed from Chapter 23:
A = 20
B = 25
C = 35
D = 45
In the future, I’d like to implement a solution that would allow me to use my own tactics ratings, but that would require some rewrites to my code and I’m already 16 bytes away from the 4kb limit as it is.
I’ve also updated the images in the guide as they were embarassingly out of date. Roy wasn’t even in the right spot. Idunn’s initial spawn point is now marked with a red box, 2 spaces below Roy.