If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Fire Emblem (Game Boy Advance)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Fire Emblem

Also known as: Fire Emblem: Rekka no Ken ("The Sword of Flame", "Blazing Sword") (JP), Fire Emblem: The Blazing Blade (US Fire Emblem Heroes promo)
Developer: Intelligent Systems
Publisher: Nintendo
Platform: Game Boy Advance
Released in JP: April 25, 2003
Released in US: November 3, 2003
Released in EU: July 16, 2004


Sgf2-unusedicon1.png This game has unused abilities.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

Hmmm...
To do:

Fire Emblem, more colloquially known as Fire Emblem: The Blazing Blade ("Rekka no Ken" in Japanese) is the seventh game in the series and the first released outside of Japan. The game is a direct prequel to Fire Emblem: The Binding Blade, and takes place twenty years before that game.

Contents

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
NotesIcon.png
Regional Differences
The series tradition of having many regional differences would start with this game.

Build Date

Region Offset Text
JP 0x0C0C50 2003/03/29(SAT) 11:59:17
US 0x0C57E0 2003/09/02(TUE) 18:22:36
EU (En,Fr,De) 0x1E5E24 2004/04/22(THU) 19:30:52
EU (En,Es,It) 0x1E4ACC 2004/04/22(THU) 19:27:34

Alternate Arena Mode

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:
  • Hacking of Sacred Stones revealed the exact data of the alternate Arena there, but the same is not the case for this game.
  • What is the amount of Levels granted to enemies?
    • Is the same bug of enemies scaling over Level31 overflowing to Level1 also present?
  • Add the equivalent unused text from the Japanese script (as seen in the footage from the Sacred Stones page).
Fire Emblem unused arena text.png

In the game there are buildings called arenas where units can fight and gain experience. Within the game there is unused text and other data that appears to have at one point triggered a more difficult set of arena enemies by granting them additional levels, similar to Hector Hard Mode; the text suggests this mode would have been triggered if a particular unit fights and wins in the arena excessively. This was presumably intended to prevent the player from over-leveling their characters. The mode and associated unused text is also present, and also unused, in Fire Emblem: The Sacred Stones.

The mode is triggered if bits 0x8 and either 0x2 or 0x4 (or both) of byte 0xE of RAM character data are set. These values are not set in normal gameplay, rendering this feature of the arena impossible to trigger. If forced to occur, the arena starts matching that particular unit with more difficult battles and displays the unused text upon that unit entering the arena.

Also of note is that the text has slight display errors when scrolling, cementing this feature as unused as the text formatting was not corrected.

Welcome to the arena.
Oh! It's you again.
I've lost a lot of gold
thanks to you...
If you want to continue,
we're going to have to
do things differently.
I'm going to prepare some
more challenging foes.
(Source: Tequila)

Unused Graphics

Battle Palettes

Erik and Nergal both have battle palettes intended for them that go unused to various degrees. Erik's palette data is correctly assigned to his unit ID, and to the correct promotion tier, but the palette he's clearly intended to have is only set to be used when he's part of the Player faction. All his other faction palettes are copied from Lowen's, including the enemy faction palette displayed in-game when the player fights him. In Nergal's case, the developers just mistakenly set his battle palette to be used only while in unpromoted classes, seemingly forgetting that Dark Druid is regarded by the code as a promoted class. Oops.

Battle Animations

Ballista Animations for Archers

Normally, ballistae ignore battle animation settings and combat involving them is always displayed as though combat animations were turned off. However, when hacked into the inventory, there exist full animations for the weapon.

Male Priest

Battle animations for the male Priest class remain in the data, left over from Fuuin no Tsurugi. They are not assigned to any class, but can be found in the battle animation index between Nino's Sage animations and Serra's Cleric animations, at 0x60 for the staff animations and 0x61 for the unarmed.

Spell Animations

These were leftovers from the previous game on the GBA.

  • The first spell is the ranged attack of King Zephiel's sword, Eckesachs. The sound cuts off abruptly when used.
  • The second is the Binding Blade's ranged animation. Also cuts off the sound after being used.
  • The third is Fae's divine dragon breath, which retains its sound effect and appears to be fully functional.
  • Lastly is Idunn's Dark Breath animation. It always plays from the left side (the enemy side) of the screen, and does not mirror automatically if given to a player unit.

Map Animations

Fire Emblem GBA unused ninian map animation.png

There are what appear to be graphics for a cutscene animation involving Ninian facing upwards while raising her arms. The most obvious place this would have been intended to be used would be the cutscene in the final chapter where she attacks a trio of fire dragons with ice magic, during which she conspicuously just loops her idle animation in the final game.

Placeholder Map Graphic

Fire Emblem GBA placeholder map sprite.png

This graphic is loaded during world map events. It appears to indicate where map sprites will be loaded for cutscenes, though it is never shown in gameplay.

Transfer Data

The Transfer Data menu button exists for every language, but Europe never got anything that would make use of it. The European release of the game is still compatible with the US Mario Kart: Double Dash!! Bonus Disc, however.

Title Screen

The Japanese version has leftover Fuuin no Tsurugi title screen graphics.

Unused Text

Intro

The Japanese version has alternate intro graphics written in English, like in Thracia 776. Unlike that game, though, the translation here is horrible. The used text in the intro is in regular Japanese.

There was a continent where "people" and
a "dragon" live together a long time ago.
Both they were living by not invading.
However suddenly The balance was torn
by invasion of "people."
Fighting has also changed natural
providence.
This to fight was called
"war of a dragon and a man."
The defeated dragon disappeared
to somewhere
People who won made it steady and
lengthened power.
And about 1000 years after...

Eliwood Death Quote

I can't...continue... Mother... I'm truly sorry...

Eliwood has an unused death quote mentioning only his mother instead of both of his parents; its use is unknown, though it is speculated that it was intended for use after the death of Eliwood's father.

(Source: Fireemblemwiki.net)

Help Text

Several characters who appear only during story cutscenes, or who cannot have their unit information viewed when they appear in gameplay, have unused help descriptions:

Character Text (EN) Text (JP)
Eleanora The wife of Marquess Pherae. Eliwood's mother. フェレ侯爵夫人 エリウッドの母
Uther Marquess Ostia, the head of the Lycian League. リキア同盟の盟主 オスティア侯
Leila A spy in service to House Ostia. オスティア家に仕える密偵
Bramimond One of the eight legendary heroes. A cryptic figure. かつての八神将の一人 謎に満ちた人物
Natalie A villager from northern Bern. Has a bad leg. ベルン北部の村の女性 足が不自由な身
Brendan (non-morph) The leader of the Black Fang. 【黒い牙】の首領
Elbert Marquess Pherae. フェレ侯
Helman The marquess of Santaruz. サンタルス侯
Bern (generic) Soldiers of Bern, the largest realm under military rule. 大陸最大の軍事大国 ベルン王国の兵士たち
Vaida's company?* An independent soldier under Vaida's command. ヴァイダを指揮官とする 独立部隊の兵士たち

*This description is located at the very end of the generic unit descriptions in the text data, at 0x22A in the US release and 0x22D in the original Japanese release. It is not actually assigned to any unit data slots, but it is likely that it was at one point planned for use by the platoon of generic Wyvern Riders that accompany Vaida during her appearances.

(Source: Fireemblemwiki.net)

Trial Map Text

Despite the absence of the previous game's Trial Map mode, leftover text referencing it can still be found within the game. It seems that a feature that would allow you to send maps between copies of the game would have been added if it wasn't removed.

Shall I begin sending the trial map? [Yes]

Loading.
Please wait a moment.

Sending map now.
Please wait a moment.

Map send complete.

An error has occurred.

There is no backup trial map.
Ending map send and returning to menu.

Leftovers from The Binding Blade Data Transfer

All international versions of the game removed the ability to transfer data from The Binding Blade to unlock extras, due to that game not being released outside of Japan. Remnants of this feature still exist, however, including early English titles (the only official version of these to exist, in fact) of every chapter from The Binding Blade (referred to as Sword of Seals here).

Breath of Destiny
Princess of Bern
The Latecomer
Federation Crumbling
Flame Crest
The Trap is Sprung
Ostia's Rebellion
Reunion
Island of Mists
Fighters
Hero of the West
The True Enemy
Rescue Mission
Arcadia
Dragon Girl
Reclaim the Capital
Ocean Road
Frozen River
General Winter
Liberation of Ilia
Sword of Seals
Unfulfilled Dream
Apparitions of Bern
Truth of Legends
Beyond Darkness
The Space Between
Escape to Freedom
Cleric's Teachings
The Laws of Sacae
Bulgar's Arms and Armor
The Silver Wolf
The Blazing Blade
Thunder Axe
Hellfire's Truth
Light of Supremacy
Lance of Ice and snow
Bow of Hurricanes
Darkness of Oblivion
0
1
2
3
4
5
6
7
8
9
Ch.
Prologue
x
x Pt. 2
Turn

No Data

Linking. Please wait.

End

Load

Master Load

Is this data OK?

Loading.
Please wait...

Sword of Seals Game Pak
could not be found.

There is no Clear data.

Data loaded successfully.

Debug Text

There are two sets of strings which are presumably leftovers from removed debug functions, since many of them line up with the functions of the two leaked prototypes. The first set is listed before the Battle History text, and the second set right after. It seems likely that the implementation of the Battle History text overwrote some debug strings.
The first set of strings are:

Anim.

Left

Nothing

Trans

Give

Take

Drop

Is this map OK?

Sent 

Cont. Tutorial

Quit Tutorial

Erase
File?

Erased files are
gone forever!

OK

Release Entry

Continue Chp.

Initialize File

Manual Save

Manual Cont.

Map

D.Info

Weather

Fog

Clears

Erased

G'Night!

The second set of strings are:

Erase file?

Once a file is erased,
it cannot be played.

Understood

G'Night!

Nothing Found

Total Score

Total P

No Display

Phase Ended

Dead

Retired

Parent

Child

Sheltered

Out of Sight

Peninsula

CP Attack

CP Move

Counter

1/3

Trust Level

Support

2/3

3/3

This unit has no SRAM information

SRAM info

Vctry

Dft

Adv.

E.D.

Pick

x

Exp

Favorite

DEBUG

Clear

Sand

Snow

Flurry

Rain

Night

Lava

Wthr

Clears

Clears

Erased

Fog

CPU

Human

Blocked

Brightness

Tact.

Unused Names

Nine names intended to be used for important units are unused, found in between the names of used characters in the game.

  • Igrene (イグレーヌ), located between Uther and Dart. This was likely meant to be the character Igrene from The Binding Blade.
  • Nadine (ナディーン), located between Isadora and Legault.
  • Santals (サンタルス), located between Eubans and Nergal. This name corresponds to unused unit data for the character Helman, and appears to be an alternate translation of "Santaruz", the Lycian territory Helman governs.
  • Bruno (ブュルノ), located between Ursula and Paul. While a character named "Bruno" would eventually appear in Fire Emblem Heroes, the Japanese spelling of the name is different (ブルーノ).
  • Bogan (ボーガン), located after Brendan.
  • Efta (エフタ), located after Bogan and before Denning.
  • Igor (イーゴリ) is located after Kaim. There is a character named Igor, who appears in Linus' version of Four-Fanged Offense as his subordinate, but he never actually appears as a unit in gameplay.
  • Alexis (アレクス, Alex), located after Igor.
  • Baudouin (ボドワン), located after Alexis.

Unused Units

Hmmm...
To do:
  • There are multiple identical copies of the majority of the generic enemy unit slots. It's a tedious task, since it requires checking hundreds of enemies across over forty maps, but it may be worth documenting which ones are actually used in-game and which aren't.

Citizen

Found at character slot 0A, and perhaps notable for being located squarely among the playable characters in the internal unit listing. Very little is left of this character, whoever they were, although there are some scraps. They are assigned a "conversation group" of 3, which they share with Kent, Erk, Oswin, Pent, Harken, and Karla, as well as base stats that assign them +2 Defense and -1 Resistance relative to class bases. Their growths are placeholders, being identical to those of several generic enemy slots from Lyn's story.

Their description is dummied out, pointing to the same text string (54B) as is used for their name: "Citizen".

Stats

Class Affinity Level Max HP Strength Skill Speed Luck Defense Resistance Movement Constitution Aid
Civilian (Male) None 1 10 0 0 0 0 2 0 5 7 6

Growth Rates

Max HP Strength Skill Speed Luck Defense Resistance Weapon Levels
85 25 60 10 25 15 10 None

Uther

Found at character slot 2A, Uther's data is one of several that are not technically unused, but that do not show up during gameplay. Uther's unit slot is assigned to the NPC General that represents him during a cutscene in Kinship's Bond, but his stats cannot be viewed. Uther's growth rate total of 260 is identical to those of Louise and Harken, and fits right in among the prepromoted characters recruitable in the latter half of the game. As his unit data is also located among the playable characters', it's possible he was intended to be recruitable at some point.

Stats

Class Affinity Level Max HP Strength Skill Speed Luck Defense Resistance Movement Constitution Aid
General Anima 16 56 24 20 15 12 22 13 5 16 15

Growth Rates

Max HP Strength Skill Speed Luck Defense Resistance Weapon Levels
65 70 30 20 15 30 30 Lances A, Axes S

Eleanora

Found at character slot 35, Eleanora's data is one of several that are not technically unused, but that do not show up during gameplay. Eleanora's unit slot is assigned to the NPC Bishop that represents her during the opening cutscene of Taking Leave, but her stats cannot be viewed. Eleanora's unit data actually has multiple oddities; her only defined weapon rank is an A in Anima, and her class in her unit data is the female Peer, despite her showing up as a Bishop during her cutscene appearance. Because a unit's final stats are calculated by adding the unit's personal base stats to their class's base stats, Eleanora would have different base stats if loaded as a Bishop as opposed to as a Peer. Both sets of potential base stats are included here.

Stats

Class Affinity Level Max HP Magic Skill Speed Luck Defense Resistance Movement Constitution Aid
Peer Darkness 1 14 4 4 4 4 4 4 5 5 4
Bishop Darkness 1 23 8 9 8 4 6 13 6 5 4


Growth Rates

Max HP Magic Skill Speed Luck Defense Resistance Weapon Levels
50 30 20 40 50 10 40 Anima A, Light D*, Staves C*

*Light and Staff ranks apply only to Bishop.

Leila

Found at character slot 39, Leila's data is one of several that are not technically unused, but that do not show up during gameplay. Leila's unit slot is used to represent her during the opening cutscene of The Dread Isle, in which she's executed by Jaffar. Her stats, aside from max HP, cannot be viewed, though it would theoretically be possible to reverse-engineer some of them from her battle forecast stats in the scripted battle against Jaffar. Thankfully, there's no need to do that; her full stats are listed here.

Stats

Class Affinity Level Max HP Strength Skill Speed Luck Defense Resistance Movement Constitution Aid
Thief Wind 14 24 14 16 20 8 12 15 6 5 4

Growth Rates

Max HP Strength Skill Speed Luck Defense Resistance Weapon Levels
80 70 65 0 55 30 40 Swords S

Bramimond

Found at character slot 3A, Bramimond's data is one of several that are not technically unused, but that do not show up during gameplay. Bramimond's unit slot is assigned to the NPC unit that represents them during late-game story scenes, but their stats cannot be viewed. While Bramimond does have their own personal class used for their map scene appearances (named simply "Bramimond", and documented elsewhere on this page), their unit data has their class set as a male Druid. Because a unit's final stats are calculated by adding the unit's personal base stats to their class's base stats, Bramimond would have different base stats if loaded in their personal class as opposed to as a Druid. Both sets of potential base stats are included here.

Stats

Class Affinity Level Max HP Magic Skill Speed Luck Defense Resistance Movement Constitution Aid
Druid Darkness 18 19 6 3 4 28 4 6 6 8 7
Bramimond Darkness 18 35 30 25 19 28 18 30 5 6 5


Growth Rates

Max HP Magic Skill Speed Luck Defense Resistance Weapon Levels
90 110 80 90 70 30 90 Dark S, Staves S

Santals (Marquess Helman)

Unit data for poor hapless Marquess Helman of Santaruz can be found at character slot 43. The name associated with this unit data is "Santals", an alternate localization of Santaruz, the name of the Lycian territory he presides over. Interestingly, his unit data has the Boss flag set, indicating perhaps that the player would have fought him at some point. In the final game, he is actively averse to fighting Eliwood and company and is fatally wounded by Ephidel before they reach him. Accordingly, Helman's growth rates are generic, and he has no weapon levels set, leaving him with the defaults of his class; Bishop. Presumably, his weapon levels in gameplay would have been adjusted on the fly to allow him to use whatever the developers outfitted him with, as is how most enemy weapon levels are determined.

Stats

Class Affinity Level Max HP Magic Skill Speed Luck Defense Resistance Movement Constitution Aid
Bishop None 1 29 8 7 6 0 5 8 6 7 6

Growth Rates

Max HP Magic Skill Speed Luck Defense Resistance Weapon Levels
85 50 10 10 30 10 15 Light D, Staves C

Black Fang (Wyvern Lord)

The first of what appear to be two dummied-out bosses can be found at character slot 52. The name associated with this unit data is the same "Black Fang" string associated with generic Black Fang enemies, and they have no description at all. Interestingly, their unit data being sandwiched between Ursula and Paul lines them up perfectly with the unused "Bruno" name string, which is similarly located between those two names.

They have no weapon levels set, leaving them with the defaults of their class: Wyvern Lord. Presumably, their weapon levels in gameplay would have been adjusted on the fly to allow them to use whatever the developers outfitted them with, as is how most enemy weapon levels are determined.

Their stats place them around the mid-game, and while their Level is simply left at 1 internally, it's possible it would have been different had they appeared in-game.

Stats

Class Affinity Level Max HP Strength Skill Speed Luck Defense Resistance Movement Constitution Aid
Wyvern Lord None 1 33 13 8 9 0 12 1 8 11 14

Growth Rates

Max HP Strength Skill Speed Luck Defense Resistance Weapon Levels
85 50 10 10 30 10 15 Swords E, Lances C

Black Fang (General)

The second of what appear to be two dummied-out bosses can be found at character slot 55. The name associated with this unit data is the same "Black Fang" string associated with generic Black Fang enemies, and they have no description at all. Being located directly after Jasmine, their unit slot corresponds to Brendan's name string, although this is just about the point in the internal list of bosses at which matching name string and unit data listing order gets thrown entirely out the window, and their stat block is a bit of a tenuous match for Brendan, besides.

Unlike the former unused boss, they do have weapon levels defined for them in their unit data; an A rank in both Lances and Axes.

Their stats place them very late in the game, being stronger even than those of the final chapter's Morph Darin, the most powerful named enemy General in the game. While their Level is simply left at 1 internally, it's highly likely it would have been different had they appeared in-game.

Stats

Class Affinity Level Max HP Strength Skill Speed Luck Defense Resistance Movement Constitution Aid
General None 1 57 24 19 16 0 29 20 5 15 14

Growth Rates

Max HP Strength Skill Speed Luck Defense Resistance Weapon Levels
85 50 10 10 30 10 15 Lances A, Axes A

Elbert

Found at character slot 7B, Elbert's data is one of several that are not technically unused, but that do not show up during gameplay. Elbert's unit slot is assigned to the NPC Peer that represents him during a cutscene in Dragon's Gate, but his stats cannot be viewed.

Like his wife Eleanora, Elbert's unit data is assigned a different class (male Civilian) compared to the class he's loaded in as during his cutscene appearance (Peer). Unlike in Eleanora's case, the difference in stats between the two classes is far less drastic, amounting only to a single point of Constitution. Nevertheless, stats for both classes are listed here.

Stats

Class Affinity Level Max HP Strength Skill Speed Luck Defense Resistance Movement Constitution Aid
Civilian None 18 32 16 18 20 1 13 13 5 7 6
Peer None 18 32 16 18 20 1 13 13 5 8 7

Growth Rates

Max HP Strength Skill Speed Luck Defense Resistance Weapon Levels
85 50 10 10 30 10 15 Swords A, Lances A

Brendan

Data for living Brendan (prior to being killed and resurrected as a silent Morph) can be found at character slot 84. This unit data is used during his cutscene appearance in Night of Farewells, where he's also outfitted with a Killer Axe and a Killer Bow. His stats are bizarre; he does have personal base stats defined for him, but almost all of his stats are very low, save for HP and Strength, which manage to achieve mediocrity... if his base level weren't set to 18, for which his entire statline is absolutely pitiful.

Interestingly, the stats of this instance of Brendan were also subject to the slight stat debuffs (-3 Spd, -2 Skl, -1 Str/Def/Res) given to late-game bosses in the English localization. Both sets of stats are listed here.

Stats

Version Class Affinity Level Max HP Strength Skill Speed Luck Defense Resistance Movement Constitution Aid
JPN Warrior Light 18 38 16 10 10 2 8 2 6 15 14
USA Warrior Light 18 38 15 8 7 2 7 1 6 15 14

Growth Rates

Max HP Strength Skill Speed Luck Defense Resistance Weapon Levels
85 50 10 10 30 10 15 Axes S, Bows A

Others

  • Unit data for generic Bern units is located in slots E9 and EF. The data was likely intended for enemies, as the EF instance is a variant with the "drop item upon defeat" flag set. The most logical places for generic Bern units to appear would be as parts of Vaida's entourage in Unfulfilled Heart and Cog of Destiny, or as generic NPC guards in Battle Before Dawn. However, Wyvern Riders accompanying Vaida uniformly use "Black Fang" data, while Zephiel, Nino, and Jaffar are the only NPCs present in Battle Before Dawn. Even the generic Soldiers who come to Zephiel's aid at the end of Battle Before Dawn simply use the "Bandit" unit slot at 42 instead. The description for generic Bern units is also unused, and reads "Soldiers of Bern, the largest realm under military rule."
  • Three named characters, Ephidel, Igor, and Jan, appear in map cutscenes, but do not have their own unit data internally.
    • Ephidel is represented using unit slot DA, labeled simply "Citizen" and used in multiple places for this very purpose. He is a level 20 Sage equipped with Bolting, Fimbulvetr, and Fortify.
    • Igor is represented using unit DB, an identical copy of DA, loaded in as a level 10 Myrmidon carrying only a single Iron Sword.
    • Jan, like Ephidel, is represented via unit DA, in his case loaded in as a level 10 Brigand carrying a Silver Axe and, oddly, a Silver Bow.

Unused Classes

Hmmm...
To do:
  • A full sheet of all the map graphics instead of gifs of parts of the animations.

Several unused classes appear within the game, used as placeholder/dummy classes for certain characters that appear only during cutscenes.

Female Mercenary

This appears to be leftover from Fuuin no Tsurugi. It was not used by any characters in that game, but the map sprite associated with it did appear in some of the earliest screenshots of the game.

Female Hero

This appears to be a leftover from Fuiin no Tsurugi, where it was used by the character Echidna. Her unique battle animations are not included, however, and the class is instead set to use male Hero battle animations.

FE7UnusedFemHero.gif

Peer

The Peer class is used for Eliwood's father Elbert during the ending cutscene for the story chapter "Dragon's Gate". While not technically unused, the Peer class is never actually seen in gameplay, as its only use is to represent characters on the field map. It has no description of its own, only displaying a blank text box, and similar to other non-playable characters, possesses no combat animations, acting as if battle animations were turned off.

Elbert's unused character description.
The class "description" for the Peer.

Despite never being used in any active gameplay context, the Peer class does have defined base and maximum stats, although they appear to mostly be placeholders.

Base stats

HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution
10 0 N/A 0 0 0 0 0 5 8

Max stats

HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution
60 20 N/A 20 20 30 20 20 15 20

The class has an also unused female variant that holds identical attributes, save for having 3 fewer points of Constitution; 5 as opposed to the male incarnation's 8. Its map sprite would go on to be used for Ismaire's "Queen" class in The Sacred Stones.

A screenshot of the field sprite for the female Peer.

Base stats

HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution
10 0 N/A 0 0 0 0 0 5 5

Bramimond

The character Bramimond, only appearing in the cutscene separating the two parts of the game's final chapter, has his own exclusive class, using the same name as himself ("Bramimond"). The class possesses a complete set of combat data, as does the character himself. Its stats are identical to the used Archsage class (used for his companion, Athos, who is playable in the final game), and has the ability to use dark magic and staves. It's possible that Bramimond was once meant to be playable alongside Athos, though no data exists for his unique tome Apocalypse. Similar to the Peer class, the class itself has no description, only showing a blank text box, and possesses no combat animations.

Bramimond's unused character description.

Base stats

HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution
35 N/A 30 25 19 0 18 30 5 6

Max stats

HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution
60 N/A 30 30 25 30 25 30 15 20

Oddities

Hmmm...
To do:
Document all the unused Rankings values and unused enemy layouts, possibly in a subpage or a notes page.

Emblem Bow oversight

The Emblem Bow, unlike every other bow weapon in the game, is not coded to deal effective damage against fliers, nor to any class type at all. It's easy to see how this slipped through the cracks, as the Emblem Bow is an obscure promotional weapon not available in normal gameplay, but it's incongruous all the same.

Difficulty

Despite an invisible level bonus only being given to enemies in Hector Hard Mode, all maps in Lyn Mode and chapters exclusive to Eliwood have this data set.
Eliwood chapters are set to give 5 Levels to enemies like chapters present in Hector Mode, but Lyn Mode chapters have a unique setting of granting 3 Levels instead.

Rankings

The game is supposed to change which table for rankings data it is supposed to use depending on the mode played. This check is programmed incorrectly, however, and thus only the data for Eliwood Mode is used in practice.
This renders every setting for Hector Mode unused. There exists unused data for every post-Lyn Mode chapter in the game, except chapters exclusive to Eliwood Mode (as exclusive chapters have their tables for the other Mode nulled out).

Chapter 11 (Eliwood Mode): Taking Leave

Despite the chapter being exclusive to Eliwood Mode, the music that is set to play in Hector Mode is partially different ("Friendship and Adventure" for Player Phase and Other Phase).

Chapter 19x pt.2 (Hector Mode): A Glimpse in Time

Even though the chapter is set to only be accessible in Hector Mode, there exists an unused layout for enemy units that is set to only spawn if the chapter is accessed through Eliwood Mode.

Chapter 23a (Eliwood Mode): Four-Fanged Offense (JP)

In Eliwood's Hard Mode version of Lloyd's Four-Fanged Offense, the Reed brother in question carries a Red Gem in his inventory. However, in the Japanese version of the game, his Speed stat is 22 (2 points above the Speed cap for unpromoted units, including Thieves), making it impossible to steal the Red Gem from him. As he isn't set to drop an item, either, this Red Gem is completely unobtainable in the Japanese version. The English localization's boss stat debuffs, likely unintentionally, ended up rectifying this by reducing Lloyd's Speed to 19, and thus into the range of what a Thief could potentially meet or exceed, allowing his Red Gem to be obtained.

Chapter 25 (Eliwood Mode)/Chapter 27 (Hector Mode): Pale Flower of Darkness

In Jerme's version of the chapter, on Eliwood Hard Mode only, the Myrmidon stationed outside the door to Jerme's chamber is mistakenly armed with a Horseslayer he can't use, rather than the Longsword he's equipped with in all three of the map's other enemy formations.

Additionally, before entering this chapter, the game checks the levels of two sets of characters to determine which version to send the player to. The total of levels among the physical units being greater than or equal to that of the magical units sends the player to Kenneth's version of the map, while a higher total for the magical units sends the player to Jerme's version.

Curiously, the game checks the level of Renault as part of the group of magic-using units, even though Renault cannot actually be recruited into the party until much later in the game. This may imply that Renault was planned to join the player sooner at some point during development. Renault does make a minor appearance in Chapter 18x(Eliwood)/19x(Hector) to give the player an item before this check occurs, but he does not join the party.

The full list of characters checked are as follows. Note the absence of Canas, an unpromoted magic-user who is recruitable prior to Pale Flower of Darkness, from the list of magical characters in addition to the presence of Renault.

Physical Characters (Kenneth) Magical Characters (Jerme)
Guy Lucius
Dorcas Serra
Bartre Renault
Raven Erk
-- Priscilla

Chapter 25 (Hector Mode): Crazed Beast

Right below the used layout for enemy units in the ROM (Offset 0xCD4DB4 in the US version/0xD9D8A0 in the JP version/Unknown in EU version), there exists an unused layout that contains more and stronger enemies than the used layout. It is not set to spawn in either mode in any version of the game, but will spawn without issue if modified to appear. Notably, Crazed Beast is the only chapter where the enemy layout is identical between Hector Normal Mode and Hector Hard Mode. It's possible that the unused layout was meant to be used in the Hector Hard Mode version of the map.

Chapter 28 (Eliwood Mode): Valorous Roland

Despite the chapter being exclusive to Eliwood Mode, the music that is set to play in Hector Mode is different ("Friendship and Adventure" for Player Phase and "Nabata's Wandering Messenger" for Enemy Phase).
There also exists an unused layout for enemy units that is set to be used in Hector Normal Mode, but it is empty and doesn't actually contain any enemies.

Chapter 30 (Hector mode): The Berserker

There is a misplaced escape coordinate for enemy thieves at (0, 6). It is located within a wall, so it cannot be used.

Chapter 29 (Eliwood Mode)/Chapter 31 (Hector Mode): Sands of Time

There is a set of tile changes for a door in the upper left. There was a door there in the prototypes; it was the location of the secret shop, which was moved to the bottom-left of the map (in the 2×2 plains area outside the castle) for the final release.

Base Map (Final) Unused Change (Final) Base Map (Proto)
Fire Emblem GBA Sands of Time.png Fire Emblem GBA Sands of Time Unused Tile Change.png Fire Emblem GBA 0205 Proto Sands of Time.png

Chapter 30 (Eliwood Mode)/Chapter 32 (Hector Mode): Victory or Death

There are several unused tile changes that would add bridges crossing the river surrounding the boss of the map, Limstella. There is no known way to trigger these to appear in the final game or in any of the prototypes.

Note that each individual bridge is its own change, so it would have been possible for them to appear individually, instead of just all at once.

Base Map Unused Changes
Fire Emblem GBA Victory or Death.png Fire Emblem GBA Victory or Death Unused Tile Change.png

Final: Light

Both parts of the final chapter of the game have data for contents of chests on the map. These are inaccessible both because their coordinates are not used on a chest tile, which is required to make them function, and because they're placed in areas that cannot be accessed by the player.

The presence of this data may suggest that these two maps were different earlier in development; there are no chests whatsoever on these maps in the final game or in any of the known prototypes.

Part 1 has four chests:

Map Coordinates Contents Notes
(5, 11) Elixir Located in a wall.
(15, 11) Fortify Staff Located in a wall.
(2, 19) Barrier Staff Located in a wall.
(18, 19) Boots Located out of bounds.

Part 2 has two chests:

Map Coordinates Contents Notes
(6, 18) Wyrmslayer Located in an inaccessible room on the same tile as the Bishop wielding Purge on the left-hand side.
(18, 18) Hammerne Staff Located in an inaccessible room on the same tile as the Bishop wielding Purge on the right-hand side.

Hidden Password Screen

Fire Emblem GBA password screen.png

In the "Battle History" in the "Extras" menu, hold Select for a few moments. After a little while, a screen with a password will pop up. How the password is generated is unknown, but save states show that the password includes a clocktick-based RNG, which differs from how the game normally handles RNG. Aside from generating the password, the screen doesn't do anything. The screen cannot be exited, so the game needs to be reset after doing this.

No official materials are known to acknowledge this feature. While Fuuin no Tsurugi's website had a contest to compare rankings by submitting a password similarly accessed from the rankings screen, it was noted on this game's Q&A section that there were no plans to collect battle results for this game, and no evidence of a contest for this game exists.

(Source: Serenesforest.net)
(Source: FE7 official website Q&A)