Download Fire Emblem Midori: English Translation ROM Hack

Fire Emblem Midori: English Translation Game

Parameter Info

  • Console: GBA
  • Original Game: Fire Emblem: The Sacred Stones
  • Type: Addendum
  • Genre: Strategy > Turn Based
  • Modifications: G,S,L,T,GP,Other
  • Creator: Tequila
  • Date Created: 05/27/2017
  • Last Modified: 02/06/2018

Parameter Info

  • File Name: English Midori.zip
  • Downloads: 28
  • Requirements: No Special Requirements
  • Version: 1.0
  • Rating:

About Fire Emblem Midori: English Translation

Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)

Note that the hack is incomplete but feel free to enjoy the hack as-is.

Fire Emblem Midori: English TranslationRead Me

I would like to start out by stating that the following games were NOT made by me. All I did was make changes to an existing romhack. (Editor's note: There was originally a translation of FE Girls included in the download. As this page serves Green instead, it has been removed.) ********* FE MIDORI ************* The main goal of this project was to translate most of Midori, also known as FE Green, into English. Aside from the story, the guide entries, the sound room, death/boss quotes, and a few other miscellanious things, it is complete. Or at least, it should be. Bug fixes: - Angel ring no longer heals more, depending on which inventory slot it's in. - Game should no longer crash when trying to recruit non-existent characters during post-game Tower/Ruins runs. - Attacking with the bolt axe with animations on should no longer freeze the game. - Proc'ing a Mov level with animations on will now display that boost. - Proc'ing Sol while at high HP will not longer overflow, causing the unit to die in the next combat engagement. QoL stuff: - Cancel now has an animation when it procs. However, it does prevent certain other skills from activation (I think Great Shield should be the only relevant one, however). - Skill icons on the stat screen can now be viewed with the R-button to tell you what the skill does. - Since Mag and Res are the same stat, it has been placed under Str on the level-up screen/promotion screens, and the other stats shuffled accordingly. - Press Select to toggle Danger Zone on and off. - Battles with animations off show hit/dmg/crit/AS. - Units that don't move (have Guard AI) now display -- Mov. Yes, that takes off a bit of the challenge. Oh, well. - Skill manuals are now usable during the chapter, not just on the prep screen. - The terrain box choice in the Options menu has been replaced with battle saves (idea courtest of FE Girls). You can toggle between Autosave (game saves after each action, as usual), or Manual Save (game only saves when selecting Suspend from the menu). Defaults to Autosave. - There's an easter egg involving a particular playable character, but it doesn't affect gameplay at all; it's purely cosmetic. Gameplay changes: (Not available in the Translation Only patch) - Females mage knights have access to swords, just like their male counterparts. Similarly, male bishops have access to dark magic, just like the female ones. - Wolt's blue bow is now a magic weapon; it uses the character's Mag stat and hits the target's Mag stat as well. - The Demon King has been made substantially harder. - Tiki's dragonstone has been rebalanced. It now has infinite uses, but weighs quite a bit and is slightly less accurate. In addition, its HP bonus was removed and added to her base character HP, so there shouldn't be any funky HP bar issues. - Any chapters with 1-tile FoW vision (chapters 4, 6, and 11-Eirika) have had said vision increased a little. - Safy and Ninian now have non-zero Mov growths (actually 1) to match the rest of the player units (whose Mov growths usually vary between 1 and 5). - Fletchlings (all versions) can now use ballistae. Persistant issues: - In VBA, if a phantom attacks and is counterkilled, it will still be able to canto (assuming it had some remaining movement) but won't actually do anything. The unit will disappear when you select 'Wait'. No$gba doesn't have this issue, so it's kinda hard to fix. - In No$gba, you have to save data into the top slot. Saving it anywhere else seems to delete it. I suspect the game's creator(s) fiddled with the save data functions when expanding the amount of saved RAM. VBA doesn't seem to have any problems with this. - There is apparently some kind of glitch when you proc Sol on a unit that has 64 or higher HP, where the HP will overflow and the unit will die after the next interaction. I want to fix this, but hanve't been able to replicate it. If you do come across it, please send me a savestate, or explain in exact detail how it happened (include things like who attacked, who countered, who died, etc). EDIT: THIS HAS BEEN FIXED.

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