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Recent Updates

  • Hacks
    Update v1.2 with trade goods.
  • Hacks
    Correction to file.
  • Community
    Changing the "logo" (actually it's my profile picture) to a new one that was drawn by bebn legg from SMW Central. I just remembered that my community profile still had the old one.
  • Reviews
    I want to make it more apparent, without having to read the whole review, that there is a way to fix the glitches so that others don't review this patch based on a glitched version. To give the patch it's proper due.

Emblem Magic

Game Specific


Emblem Magic is an all-in-one ROMhacking/editing tool for the GBA Fire Emblem games, that I’ve been making since the beginning of 2017. I wanted it to be more complete than it is now before releasing it, but i’m going to be extremely busy these following months, and i had set this deadline for myself beforehand. As such, there isn’t much in the way of guides as to how to use the program, so i hope that it won’t be too confusing for users. In any case, you can think of this of more of a public beta than an actual release: so bug reports are welcome, and so are feature suggestions.


So, Emblem Magic includes a set of different editors, as well as some core functionalities to better allow the user to manage the changes made to the ROM. These core tools include:

  • a history of writes done to the ROM (thanks to which the user can use Ctrl+Z/Ctrl+Y to undo/redo changes)
  • an editor to manage which areas of the ROM are marked (by default the markings “FREE” and “USED” exist, but the user can create their own marking types)
  • tools for easier repointing (the user can choose whether the program should prompt them to repoint upon insertion or not, for instance)

All this information can be stored by the user in an FEH file (FEH stands for Fire Emblem Hack); also note that with this file, the ROMhack can be recreated from an approriate clean ROM. Also, Emblem Magic reads external text files to associate names to array entries in the ROM (kinda like the dropdowns from Nightmare, and the user can have their own set of text files, seperate from the ones for the vanilla ROMs).

The Editors range from the most fundamental ROMhacking tools to more specific ones intended for the GBA FE games: The ones that have an “X” instead of a “-” are the more incomplete ones (I say this, but in fact almost all of them are incomplete in some way).

  • Basic ROM Editor (read/write bytes, potentially with LZ77 compression)
  • Hex Editor (like any hex editor, really)
  • Patch Editor (for applying various patches to the ROM through FEH files in the “Patches” folder)
  • ASM Editor (dissassemble/assemble ASM code, and can somewhat “test run” code line-per-line)

X Event Editor

  • Module Editor (basically Nightmare, uses “EMM” text files to load GUI to edit arrays or other data in the ROM)
  • World Map Editor (pretty simple image inserting for the large/small world maps for the game)

X Map Tileset Editor (to change the tilesets of 16×16 tiles used for maps, their animations, their terrain associations)

  • Map Editor (to edit the maps for each chapter of the game, as well as the triggerable tile changes for these maps)
  • Graphics Editor (basically GBAGE, to view and edit images in the ROM)
  • Portrait Editor (to view and edit the different portraits in the game)
  • Map Sprite Editor (to view and change the sprites of units on the map)
  • Battle Screen Editor (to change the screen frame during battle, or the platforms under the characters’ feet)
  • Battle Animation Editor (to view and change the various battle animations in the game, and the palettes for them)

X Spell Animation Editor

  • Backgrounds Editor (to change dialogue scene backgrounds, battle backgrounds, and cutscene CG screens)
  • Text Editor (to change the text in the game, as well as the fonts used to display text)

X Music Editor (to change the music and sound-effect tracks used in the game) Some other editors are accessible from within the other editors, under the ‘Tools’ menu:

  • Palette Editor (you can also open this by clicking on a palette in an editor)
  • TSA Editor (to change TSA arrays, these indicate tile layout and associate 16-color palettes to each tile, for more complex images)
  • OAM Editor (accessed from the Battle Animation Editor, to change the sprite layout information for a given frame of animation)

UPDATE: Second version of the beta is here, adding quite a few new features

  • Event Editor (calls the EventAssembler from a bundled dll file, the code editor has syntax coloring, mousehover documentation and some more cool functions)
  • Item Editor (to edit anything pertaining to items, including their stat bonuses or the classes they’re effective against)

X Title Screen Editor (very unfinished, really just has shortcuts to the Graphics Editor for the 3 sub-images that make up the title screen)

  • And plenty of other stuff (many bugfixes of course), including many user suggestions (like having more shortcuts between editors) and some other things, like the ability to modify batte anim structs within the battle anim editor


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