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Proto:Fire Emblem (Game Boy Advance)/0219 Prototype

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This is a sub-page of Proto:Fire Emblem (Game Boy Advance).

This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
To do:
  • Finish story art comparisons.
  • Compare chapter maps (some have different terrain and palettes).
  • Look over items (stats, note graphical differences, a few of the new weapons still use placeholder icons).
  • Look over character stats and inventory.

The newer of the two Fire Emblem prototypes. This prototype is timestamped as February 19th, 2003, at 10:10PM putting its assembling a mere two months before release. It is over all really close to the final release, but it does feature plenty of different graphics and other differences from final and the earlier prototype.

The prototype can be pretty much played start to finish, and has the vast majority of, if not all, story dialogue and scenes implemented.


Fire Emblem GBA proto CG58.png
Cutscene Artwork
Almost all of the artwork is different from the final game, mostly due to the artwork still being in in-progress stages.


Several of the newly implemented weapons and items still use placeholder graphics (generally shared with other items). Some items also have different names and designs than final.


Fire Emblem GBA proto 0219 Merlinus stills.png

Work-in-progress versions of Merlinus's graphics used during his promotion scene in the final game are present. These appear to be unused as of this revision as Merlinus is not yet able to be added to the party. This particular graphic appears to only be present in the 0219 revision. They have 仮 (temporary) written on them.

Debugging Functions

This prototype also has a fairly extensive set of debug features.

A lot of this stuff is identical or very similar to the debug menus in The Sacred Stones's prototype, give or take a few things.

Boot-Up Menu

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Something causes the portraits on this screen to change to child portraits, no idea what triggers it though.
Fire Emblem GBA 0219 proto startup.png

Upon starting the game, it immediately goes to this boot-up menu without much fanfare. The commands available are:

  • リリースエントリ (Release Entry) - This starts the game normally; and begins by showing the game's introductory sequence.
  • どこでも再開 (Continue Chapter) - Restart the game from the currently saved file.
  • 手再開 (Manual Continue) - Restart the game from a suspend. This is notable as suspend files can be at any point in a chapter instead of just the start of the chapter.
  • ファイル初期化 (Initialize File) - Anna appears to ask the player if they want to delete all the save data. Regardless of the player selecting yes or no, the game experiences graphical glitches and save data is not actually deleted.
  • The last unlabeled row is a map select. Press Left or Right on the D-Pad to navigate the list, press A to select a chapter.

Test Map Variants

There are three variants to the test map in the chapter select, each activated by a held button.

Entering the test map while holding nothing results in a small selection of player and enemy units. Holding Start when entering the test map results in a large selection of units of the playable cast and a set of enemy units representing about half the generic classes in the game. Holding Select when doing this instead produces similar results, but with another large selection of different units of the playable cast and the other half of the generic enemy units.

The L Button

Yes, the L button (once again) is awesome enough to have its own section.

The L shoulder button allows access to one of the more interesting and most versatile debug functions. These functions vary on where it is used.

In a unit's stat screens it can be used to modify just about any variable a character can have. To change a stat, press L, and a little hand will appear, probably pointing at the Str or Mag stat to start. Place the hand over what you want to change by using any direction on the D-Pad. Once on the desired stat to change, hold A then press Left or Right on the D-Pad to decrease or increase that stat.

If the L button is used like this on the character's inventory, every item and weapon in the game is accessible. In this instance pressing Left and Right while holding A scrolls through the entire game's items in their internal order.

If used on the status screen during a chapter, the player can give themselves a large amount of money or set the chapter's turn count.

Debug Map Menu Commands

Fire Emblem GBA 0219 proto map menu.png

Hanging out with the regular options in the map menu are several debug commands.

Fire Emblem GBA 0219 proto enemy range.png
  • The first option is an enemy range viewer, one of the more famous aspects of this prototype and its slightly older brother 0205. The code for this is actually left in the final release, but unused. While later Fire Emblem games have this as a standard feature, this is the first instance of the enemy range viewer in the series.
  • 担当 (Charge) - Allows the player to set what has control of enemy and NPC units. The specific options for each faction are CP, the default, meaning the computer controls them. 人間, human, which gives the player control. 不参加, nobody, which makes the units do absolutely nothing.
  • デバ (Debug) - Opens a debug menu (detailed below).
  • 記録 (Save) - One of the options makes a Manual Suspend, which then can be loaded from the boot-up menu. The other options brought up don't seem to be entirely functional and cause massive graphical glitches.

The デバ (Debug) menu mentioned above has several options appear in a new window.

  • マップ (Map) - The chapter select, works just like it does on the boot-up menu.
  • デバ情報 (Debug Information) - Toggles a debug value tracker of some sort. The exact meaning of some of the numbers is unknown, but one value on it is the cursor's coordinates on the map.
  • 天気 (Weather) - Inflicts weather conditions on the current map. It does not include Fog, as that is handled differently.
  • さく敵 (Enemy Search) - Toggles Fog of War, seems to only work on chapters that begin in Fog of War.
  • 周回数 (Playthrough count) - Use Left or Right on the D-Pad to decrease or increase the number of playthroughs. The maximum number recorded is 13.
  • クリアずみ (Clear) - Selecting this brings up another window. Selecting the glowing 'confirm' letters doesn't seem to... actually... do anything.
  • The next line is unlabeled, but allows the player to modify the tactician. It defaults to Ice affinity, and A blood type. Press Select to alter their affinity and blood type. Left and Right on the D-Pad changes the tactician's rank (this is, under normal circumstances, used to judge the performance of the player). Pressing the L shoulder button disables the tactician entirely, press the R shoulder button to re-enable the tactician. There appears to be no way to set the tactician's name, though judging by the tactician weapons (these weapons have the tactician's name applied to them) the game defaults to マーク (Mark).
  • おやすみなさい (Good Night) - Puts the console into sleep mode. Hold the L and R shoulder buttons to exit.
  • M - Press Left and Right to select the music. ("M" will change to the title of the song that is currently playing.)

Quick Debug Menu

Fire Emblem GBA 0219 proto quick debug.png

Hold Select and press Start twice with the cursor on an empty space. This opens a small window that contains the following.

  • Turn - Set the turn count.
  • 2軍CP (2Army Computer) - Turn enemy units' AI on or off, when off enemies will do nothing.
  • 3軍CP (3Army Computer) - Turn NPC units' AI on or off, when off NPCs will do nothing.

Character Debug Menu

Fire Emblem GBA 0219 proto character debug.png

To open this menu, hold Select and press Start twice with the cursor on a character. The menu includes:

  • ドーピングする? (Uhh, Dope the unit?) - Maxes out the character's stats. (apparently with performance enhancing substances?)
  • HP - Sets the character's max HP.
  • Attack AI - Only does anything for NPC and enemy units.
  • Movement AI - Only does anything for NPC and enemy units.
  • Recovery - Not sure what this does...
  • Condition - Afflicts the unit with a status effect. Choose the status effect by pressing Left or Right on the D-Pad. It should be noted this menu doesn't support any of the new status effects added in Fire Emblem or The Sacred Stones, as the game explodes into a glitchy mess if the player tries to scroll past the Berserk (はっきょう) status effect.

Debug Stat Screen

To do:
Figure out what some of the values stand for.
Fire Emblem GBA 0219 proto character stat debug pg1.png

Hold Select and press the R shoulder button while the cursor is on a character, this will open an alternate set of stat screens. These screens have the same data and more as the regular stat screens.

Fire Emblem GBA 0219 proto character stat debug pg2.png

On page two, the one displaying a character's possible support partners, pressing the L or R shoulder buttons brings up a hand cursor over the names of the support partners. Pressing Left or Right decreases or increases support points, which, for whatever reason, don't increase normally in this build.

The debug stat screen is also interesting in that it can be used to view the stats of player units who are not deployed in the current chapter, as well as dead units. Undeployed units are marked with "隠居" (Retire) on their stat screen. The stat screen also keeps track of if a unit has ended their turn. A unit whom has ended their turn has their stat screen marked with 行動ずみ (already moved).

World Map Debug

Fire Emblem GBA World Map debug.png

When entering a chapter with world map narration, hold the L shoulder button the game will load the game's map with a coordinate viewer with some other features.

Place glowing blue dots by pressing the L shoulder button and R shoulder button at the same time. Pressing A and B at the same time seems to snap the cursor to certain coordinates, though the exact reasoning for the snapping is unknown.

Lyn can also be placed on the map, and she can be made to walk around. Press the L shoulder button and A at the same time, this will make Lyn appear. Holding the L shoulder button and A again will cause Lyn to move where the cursor was, with blue dots trailing behind her. To remove Lyn from the map, press the L shoulder button and B.

Depending on what chapter you enter, pressing Start may produce a crash accompanied by a very nasty screech, so, uh maybe turn down the volume. In chapters where it doesn't crash, pressing Start exits this mode and begins the chapter you selected.

Debug Button Combinations

Miscellaneous combinations that cause useful (or not so useful) effects, though they in themselves don't bring up any menus.

Win Everything

Very usefully, the prototype has a "win the chapter" button combination. Press and hold the R shoulder button and B at the same time, then press Select twice. After this is done, the game will skip to the current chapter's ending scenes.

Unlock Sound Room

Holding the L shoulder button before pressing A to enter the game's Sound Room auto-unlocks everything in it.

Disable Tutorials

On the startup menu's chapter select hold the L shoulder button when entering a chapter to disable the game's forced tutorials. Though you'll have to exit the world map debug first to get to the chapter.

Escape the Tutorial

If you, for some reason, didn't disable the tutorials you can break out of a forced tutorial with another button combo.

Hold any direction on the D-Pad, then also hold A, B, Start, and Select to exit the current forced tutorial segment. Be careful, this button combination includes the combination for a soft-reset in it, if you don't hold a D-Pad direction first the game will probably soft-reset.

It's not super useful, as the game will sometimes force you back into the tutorial again depending on what part of the tutorial you exited. This is actually in the final release, too... Who knows why it was left in?

(Source: Serenes Forest)

Title Screen Animation Test

Holding the L button while going to the title screen (either by skipping the intro or backing out of the menus) causes the logo's fly-in animation along with the sword and axe to play. Usually when backing out of menus and such the logo fades in without movement.

Crash Info Display

While this sometimes displays when the prototype experiences an error, it can be brought up at the player's discretion by holding B, the R shoulder button and Right on the D-Pad.

Contains information relating to the state of the game, such as the status of the save files, playthrough count, and status of the tutorial and sound room. (And other things this editor is not smart enough to understand.)

Enter the Fire Emblem: Fuuin no Tsurugi transfer screen from the Link Arena

This seems to be more of a glitch than actual debug feature, but when in the Link Arena menu press Select and R, and the game will go to the Fuuin no Tsurugi linkup screen. This doesn't seem to do anything useful and produces odd glitches.