Fire Emblem: Seven Siblings Demo *Version 0.3 Out!*



Version 0.3 has arrived! Latest patch is below

OG Post Starts Here
Hey folks,

I’m here to announce the project I’ve been working on for the past month or so. You may have seen me dipping my toe into the forums and the discord over the last couple weeks, but I’ve never had a formal introduction. So…

A Brief Introduction
I’ve been a Fire Emblem fan since getting Sacred Stones in a bundle of GBA games I purchased off of Ebay in my younger days. I popped it in, not expecting much, but was immediately hooked, and spent nearly all of that night playing through the game all the way to Ch. 15 or so. Since then, I’ve had the pleasure to play nearly every title in the series. I’ve always found myself drawn back to Fire Emblem; it has engaging gameplay and neat features, but more than anything, it develops characters in a way I’ve rarely ever seen other forms of media do. I’m sure you all understand what it’s like to have a deep, emotional reaction towards a bit of code “dying” on your GBA sceen. Because of this, despite detours into other games, Fire Emblem has been a staple of mine for years.

I have toyed around with ROM hacking before, both with Nightmare back in the day and with Pokemon Game Editor, but it wasn’t until I discovered The Last Promise a year or so ago did I discover the scope of what FE hacking could be. It went beyond altering Roy’s bases so that you didn’t have to haul him around with Marcus, or pallete swapping Hector’s portrait. I saw a fantasy world, created using one of my favorite games. I’ve always loved fantasy and adventure, and have long looked for a medium to express the stories in my mind. The problem was, well, I’m an engineer. I love math and computer science. Art and writing are not my fortes. But, programming a game? That is something I could do.

Due to some irl stuff, I couldn’t get started as soon as I would like, but I started planning in earnest a couple months ago. I know the project is likely rough and primitive, but it means a lot to me, and I hope I have made something that you guys can enjoy. I also welcome criticism and any suggestions you may have! I have no idea if I will ever realistically finish this project, but I’d like to continue to work on it.

TL;DR I like Fire Emblem. I made a hack. It is my first hack. It is probs p bad. But I enjoyed making it and want to learn.

So, without further ado, I present:

Fire Emblem: The Seven Siblings

A Few Notes
-This is a FE 8 US hack.

-No gameplay features have been changed(yet). Only units, chapters, and events. My hope was to master the basics of level design, gameplay balance and the like before changing the formula

-This demo works through Ch. 5. At Ch. 5x, vanilla FE 8 starts. So, uh, don’t play past this, unless you want to for some reason

-The storyline of the plot takes place in Magvel, centures after FE 8

-The character Arianna is your Lord unit. There isn’t an explanation for this until later in the story

Known Bugs
-Ch.1 should be a defeat boss map, but for whatever reason, I cannot get the conditional to work immediately after the defeat boss flag comes into effect. So the chapter ends after you “End” your turn after killing the boss. Have tried fixing this on many occasions, but can’t. Isn’t game breaking, so am leaving it for now

Stuff that isn’t a Bug but is Hot Garbage
-Palletes, both battle palletes and portraint reskins. I’m garbage at them

-Camera work/cutsenes. I evented almost exclusively simple dialogue with no movement on the map or scripted battles. I hope to add some of this in the future. For now, I just wanted to get the bare bones in place

-Graphics. Titles screen and chapter graphics are unchanged from Vanilla FE 8. It is low priority for me.

-Early chapters. Prologue and Ch.1 are probably trash, you can tell they’re the first maps I ever made (I overhaul each a bit). Additionally, the dialogue is sparse. Hack kicks into gear at the end of CH. 1

-Fact that it has vanilla FE 8’s gameplay. I was more concerned about map design and story, so I didn’t add skills or alter weapons/classes. Delving into that is my next project (I’ll need to for Ch. 5x)

-As of now, ANY playable character death results in a game over. I have not implemented conditionals for altering dialogue when someone dies. Hope to soon, this is just a band-aid fix for now so we don’t have zombies talking after battles

Stuff that is Questionable but hopefully nor Horrid
-Difficulty. As a somewhat competent FE player, I can say, through numerous overhauls, the demo is neither extremely easy nor extremely difficult. Granted, not sure if it is the type of ENGAGING balance that one seeks, but it’s at least somewhat playable

-Some portraits. Major shoutout to all of the folks that contribute to the mugging blitzes. You guys are studs and do great work. I used many of these free to use mugs.

-Writing. I’m no maestro, but I’d like to think I’ve formulated at least a somewhat believable plot with interesting characters.

Stuff that is Undeniably Good

-I had tons of fun making this and learned a lot doing it!


Your Lord Unit

Shameless Self Insert

A, uh, “shoddy” battle palette

Shameless references to and appropriation of
names from Deadpool Comics, for you comic
fans out there


Tiling water maps is hard

UPS Patch Link
See bottom of post for updated link

Final Notes

-Major Props to 7743 for FEBuilder and his tech support of it. It is a major time saver for much of what I’m doing

–Props to the those that have contributed to the Event Assembler. A really versatile tool that’s only limit is the GBA’s hardware

-Mugging Blitz folks. You da real MVPs

-Everyone who contributes to this forum. You guys are great, taught me 90% of what I know through tutorials and answering questions (other 10% through hard knocks)

Some Personal Stuff This hack really means a lot to me, as the story was created based on events happening in my own life. The name, Seven Siblings, reflects how it is fundamentally a story made by me as an outlet to express myself. IRL I am one of 7 siblings, and my mother has been extremely ill of late. Working on this hack has been a way for me to express myself and escape, and so I am truly grateful to those of you who have enabled me to make this thing possible. God bless

Feel free to post questions, comments, critiques, concerns, and edits! I hope you enjoy!

Hey All! I’ve got an updated demo for you!

New Features

-Axe Cavaliers (courtesy of TEAM SALVAGED)

-Female Hero units

-New Fencer Animation (courtesy of GabrielKnight)

-Some improved palettes (courtesy of @KaidenMelon)

-Map Improvements/Rehaul of Ch. 3 (shoutout to @Snakey1)

-Random graphical, balance, and text edits

-A new chapter, 5x, featuring a party swap and new characters!

Axe Cav. looking axey

A female hero dominating a pathetic male soldier

A new party leader

Thanks to those of you who have helped out by critiquing and play testing! This is likely the last chapter I would consider “earlygame”, so another update may not come for a while. (And this hack may move from being just a “concept” to a full-fledged project). Link is below, I hope you enjoy!

See top of post for latest version


Nothing wrong with a self insert. yet.

You’re already better than me at it. So good job. Even if that’s not saying much.

Don’t let any negative posts get you down. Everyone starts somewhere. Now to finally get back to work on mine, maybe.


Ch.1 should be a defeat boss map, but for whatever reason, I cannot get the conditional to work immediately after the defeat boss flag comes into effect. So the chapter ends after you “End” your turn after killing the boss. Have tried fixing this on many occasions, but can’t. Isn’t game breaking, so am leaving it for now

Please call End Event directly with Always Cond of ch1.
Since this event is set to 0, it does not work.

You implemented it correctly in the prologue, but it is 0 for ch1.


Thank you, I don’t know how I missed that! I will fix it now


Your maps look pretty all right based on the screenshots. If you’d like, feel free to DM me for map advice (design or aesthetic) or to clean up a map.


Thanks dude. I might take you up on that, indoor maps in particular are something I struggle with. And I’m glad to hear the water tiles don’t look horrendous. Took me a LONG time to get the coast line of that map to look even semi-presentable ha ha


Hey all,
Thanks for taking interest in the hack! I’ve updated the OP with a new version, featuring some improvements, bug fixes, and a new chapter! Hope you guys enjoy, thanks to those of you who have played it so far!



Sup Homies! I’m here with another update, which includes a new chapter along with several other added features!

A custom title screen! I tried to be fancy ok

Changed chapter titles from vanilla!(Until Waterside Renvall lol)

Implemented supports! (No convos yet, but bonuses work)

Completely revamped prologue!(Hopefully this one is warm garbage as opposed to the old
hot garbage prologue)

A new class, Scout, has been added! Definitely not a Nomad rip-off class

Various player and enemy rebalances! (Including a nerf to the self-insert, sadly)


This patch is playable through Ch. 6 (The Riders of Renais) before vanilla kicks back in, I hope you enjoy! OP will be updated to include this patch also