Top is your copy of Sacred Stones
Bottom is the hack patch
Top is your copy of Sacred Stones
Bottom is the hack patch
Thanks, but what about s4s_rubalance_final.ups, the latest patch? How do I apply it?
Apply to a new copy, not onto the patch.
To transfer your saves, rename the new copy to whatever your previous copy was
As mentioned all patches should be applied to a vanilla, unpatched ROM of Sacred Stones. This also applies for the patches that I have been working on, as should pretty much every UPS patch you see on this site that is for FE8. Patching onto an already patched game is very much not advised.
Saves are transferable but some early-joining characters in my patch have changes to their base stats or skills which may not be reflected in your updated game. (Characters in question join in chapters 2/4/5/6 iirc)
If you want to preserve your copy of the FE8 rom, it’s advised to checkmark the ‘create backup’ box before patching. This creates a .bak file that is effectively just the unpatched ROM, which you can re-use by changing the file extension back to .gba .
I tried what you all said, but this is what shows up instead. It’s been like this for 10 mins:
The correct procedure is “apply ups patch” followed by the FE8 rom in the “file to patch” box and the ups patch in the below box.
If this is still throwing an error for you, a possiblity is your FE8 rom is EU which might not work with the patch. Make sure to use the US/Australia rom instead.
There is the Hag in White,
But check out The Bancho in White…

I lowgeguinely forgot about June’s dev update because of Ru-day lmao
Guess i’ll MERGE it eith July’s
Hello S4S Thread it is I Hatsuru
Happy belated Ru day! There’s a few things I’ve done since last update so lets get into it.
Since we’ve begun the rework, I’ve ever only touched upon staves and the emphasis on Thracian mechanics. Today, we’re going to go a bit deeper into what design aspects I had in mind to make magic, specifically Anima, much more adaptable to use than its sibling light/dark types.
Most dark/light magic have been ported into the rework from Thracia with some added tweaks. Each weapon type will have their regular T1, T2 tome versions (Fire, Elfire), and some more specialized versions to give them all their niche. For one, I was incredibly fond of how FE4/5 Dark Magic/Light magic was used. Dark magic being strong, at the expense of having high amounts of weight felt right to weapons that were seen as harbingers towards the dark gods.
I’m still fiddling with the numbers, but expect Dark Magic to emphasize high damage and lingering effects (Luna, Poison, Stone, etc).
In the same vein, light magic has in most cases been emphasized as fast hitting, weak magic. HOWEVER, 4/5 made light magic a lowgeguinely real threat that needed to either be utilized or dealt with. However, unlike 4/5, I want to make light magic more availiable towards the player, though perhaps at a higher price.
We’ll have to see whatever else I can ideaguy but nosferatu is also now a light tome. I’ve never really enjoyed light magic to the extent of Dark/Anima, and it could be seen in the legacy version. Though, I’m coming around to find some niches with light, there just needs to be a real reason to ever want to use them (besides the monsters later on).
And now to the meat. I wanted Anime to be the universal, most commonly used weapon type to match different situations. There were water and wind tomes in the legacy version, but they weren’t fleshed out to a point where they felt distinct from others. And today that changes.
There will be a full 4 Anima types. Fire, Thunder, Wind and Water
To make them unique from one another, I am adding a few tweaks to each one that may sound pretty appealing.
FE4’s Tornado is coming back, with an added eff. towards flying units.
The lineup will look something like this:
| Fire | Thunder | Wind | Water |
|---|---|---|---|
| Fire | Thunder | Wind | Water |
| Elfire | Elthunder | Elwind | Fimbulvetr |
| Bolganone | Thoron | Shaver | Leviathan |
| Meteor | Bolting | Blizzard | Maelstrom |
| Med-Damage | Crit+ | Mount-Eff | Debuffs |
What I want is essentially a more fleshed out version of weapon items without needing to utilize a morbillion items to accomplish the same goal. I do want to talk more about water tomes though as they’re more or less what I’ve been looking forward to the most.
Water tome debuffs will essentially have high(er) hit but no MT. I’ve been fiddling with the numbers still, but the projected amount is starting at -7, and incrementing at 3 each tome upgrade. Maelstrom will be a simple -15 to all stats for 4 turns. I know it sounds busted so you won’t be seeing these often…unless?
Anyways besides that I was in a bit of a map slump and I didn’t really enjoy the ones I made. So I scrapped a bunch of them. I’m considering releasing a BATCH once the Ruwork is done
I made a good amount of them before I decided to commit to the rewrite.
And of course, more of the girls are getting glow ups as well.
I want to be a bit vaguer as FEE3 gets closer. I have been PRUPARING a video that (hopefully) everyone will like if it gets accepted and seen. I will say now though, progress feels much better after figuring out how to combat the evil and intimidating larger bugs in the backdoor. I’ll likely be pumping out more chapters if I dont end up fatiguing myself.
That is all I have for now, thank you everyone, and the Search for Seiso continues!
Yay, tome identity update
so true
No idea water you up to, but this update is gonna be fire. When players gets wind of this, it’ll be sure to steal everyone’s thunder!
More and more this hack gets exciting to play with each update info. Can’t wait for the release, also looking forward to the FEE3 trailer too!
Posting this during gen 3’s anniversary week is crazy
(anyway gonna plug my stream while im here https://youtube.com/live/m3xKCGNXolc)