Pokémblem - [Complete] v1.10

Yup, that’s exactly what I did for weapons. Two weapon types cannot both be weak against each other, so right now Ghost and Normal are neutral. I could make Ghost weapons effective against Normal for now, though.

Loved this hack, it’s extremely promising and i really enjoyed what’s available so far, i do wonder how will evolutions work? Will pokemon with 3 evolutions essential work as rookies? (maybe the starters) or will every pokemon will only get one ( a promotion, bassically)

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Thanks, and welcome to feuniverse! :slightly_smiling_face:

I haven’t figured out promotions yet. Automatic promotion is limited to 3 classes in fe8, so I may have to have all classes promote with stones. But three-stage pokemon will be able to promote twice, at least. Thankfully that part’s easy.

Also fixed a few minor bugs (Ekans can now use Acid, for example).

I’ve always want to share this!


Anyway, I cannot open the game. Emulator shut down after choose this rom.

Did you apply the .UPS patch to Fire Emblem The Sacred Stones.gba ?
I linked a guide on patching roms in the OP if you’re confused with that.


Yes, I did it with FE8U rom. And patch ups with tsukuyomi.

Hmm. It’s worked just fine for everybody else, so I am rather at a loss.

Are you sure you are patching to a clean rom? If two ups patches at applied to fe8 usa then it would likely brick the rom.

You could also try NUPS or https://www.marcrobledo.com/RomPatcher.js/ to patch your fe8 USA rom.

If nothing works add me on discord and we can try to figure it out tomorrow. I’m Vesly#3053

It worked! I wonder what the problem is. Anyway, will try it now.

P/ s: Vulnerary can be changed to Potion



  • Immunities & Resistances now exist
  • Gain bonus accuracy while supereffective
  • No longer dependent on opponent’s weapon

(Thanks Teq for helping me delve into some basic ASM!)

Damage Calcs

2x weapon MT
+3 def/res
+30 hit rate

-3 dmg
-30 hit rate

-15 dmg
-60 hit rate

Resists take precedence over effectiveness.
Eg. Low Kick against Pidgey will be ineffective, rather than neutral.

Additionally, you’ll never deal 4x dmg from supereffective or have a 4x resist with dual typings. So Charizard is takes just 2x weapon might from rocks.

Supply Added

  • Similar groupings.
  • Eg. Grass + Bug + Poison moves are listed together.



Unit menu felt a little cluttered, so now “Trade” and “Rescue” can only be found in the submenu.
image ezgif.com-gif-maker

Rare items are now golden and can only be obtained once.
Common items (red) can be found again by re-entering the area.

I might do minor balance tweaks and bugfixes, but this is probably the last major update at least until after FEE3.

Thanks for the bug reports & suggestions, everyone. :slightly_smiling_face:

NPC phase (eg. items, bushes to cut) is now skipped over, and the delay on a few actions is now shortened or removed.


  • Unit stats no longer show up for bushes/pokeball items etc.
  • Having insufficient funds will no longer allow you to temporarily capture the wrong enemies under certain circumstances
  • A few enemies have been placed slightly differently
  • Can no longer spam press B to jump down a ledge.
    • (For some inconceivable reason, spam pressing B or selecting “yes” both give the same output of ‘1’, while pressing B more slowly gives a ‘0’ output.)
  • Viridian Forest trainers now actually drop the gold I gave them. Oops, lol.

Animations, y/n?


(These animations are Shyuterz and Hirito’s Alien Blast, and Mikey Serego’s Bolganone.)

  • Insert animations
  • Forget about them for now

0 voters

  • No characters are shown during the animations whatsoever
  • Alternatively, a substitute doll or similar could represent each side
  • Spells have this startup animation that looks funny without characters. I don’t know how to remove that.
  • Not all attack types would necessarily have an animation that fits :man_shrugging:t3:
  • A number of animations are pretty over the top, lol. I’m not sure how to cut out part of an animation to make it shorter.

I don’t intend on creating my own unique animations, nor do I want to spend hundreds of hours drawing each frame for each pkmn to have its own animation. But I could potentially insert various free to use animations without wasting too much time (I hope).

Edit: Okay lol, I’m glad I did a poll before wasting more than an hour experimenting with animations. Back to the content creation! Thanks all.


i hope 7743 doesn’t ban me from febuilder for botting


Sme just released this yesterday so I need to iron out how to use it myself a bit more first, but free roaming for cities + puzzles will be added. :partying_face: :confetti_ball: :partying_face: :confetti_ball: :partying_face: :confetti_ball: :partying_face: :confetti_ball: :partying_face: :confetti_ball: :partying_face: :confetti_ball: :partying_face:




General progress is being made, with the boring part of up to Misty done already. But it will be a while longer until it’s filled with content + has been playtested. My ETA is mid-November for next major update, but we’ll see!

Here’s my FEE3 video:


Let’s Beat Brock To Death


When you and the boys roll up into town


That’s a little… erm… violent. :thinking:

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nobody gets really hurt in anime :slight_smile:

It Is Only Violent If The Vesly-Mandated Beating Is Prolonged Further Than Necessary.


Ok fixed

New content is being playtested in my discord and feu’s #playtesting channel. Feedback so far has been very helpful!



(Highlighted in yellow boxes.)

  • Makes reinforcements come on a timer
  • Interact with them to stop reinforcements
    (“You cry into the burrow, scaring the inhabitants.”)

I will add similar reinforcement spawns to some earlier chapters, too. Maybe some grass that shakes? We’ll see.


I want to go into the burrows and live there, to be there with my people where I belong.

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