ZOYKUHot Board

thesneakybadger/fefw-stable-with-60-fps-patchDocumentation

Portable, ready-to-play Windows build of the Eden FE: Fortune’s Weave emulator fork (based on xDarkWindx 1.12 and Duck912's forks). Runs on any x64 CPU, settings pre-tuned for Fortune’s Weave, plus a start-up crash fix. Bring your own keys, firmware and game.

Quick Install
git clone https://github.com/thesneakybadger/fefw-stable-with-60-fps-patch.git

Fortune's Eden (FEFW Stable with 60 FPS Patch)

Current version: v1.6.2 — HDR output, optional AMD FSR 3.1 (any card) and AMD FSR 4 (RX 7000/9000), and a big fixes release from a full code review: crash and save fixes, sound clicks and 4-core stutter, fewer cleanup hitches on 8 GB cards, and new default image settings (Bilinear, no FXAA, vsync Mailbox). v1.6.1 fixed 8 GB cards dropping to 2 FPS when a scene loads many textures and labelled the resolution options with this game's real sizes (2X is 5K). v1.6: battle starts no longer freeze while textures convert: the GPU now re-compresses the game's textures itself, so every card gets the small, smooth BC3 textures (ASTC recompression Auto picks them), plus smoother play when video memory fills up. v1.5.2 fixed a crash in the NVIDIA driver with DLSS on. v1.5.1 brought smoother sound on laptops and 4-core CPUs, no more battle-start freezes from texture conversion on big cards (ASTC recompression now picks itself), big cards may use more of their video memory, the menu shows the game update's version, and crash fixes. v1.5 fixed the sky turning black after opening the map, a recurring stutter, and missing cutscene voices, and added an optional ultrawide setting (off by default). v1.4.2 fixed 3D scenes losing their background (bath scenes going black around the characters); v1.4.1 stopped cutscenes dropping to about 5 FPS and made a copied user folder use its own saves; v1.4 added optional NVIDIA DLSS and new default image settings (FSR at 0% sharpness with FXAA). See CHANGELOG.md.

A portable, ready-to-play Windows build of the Eden emulator fork made for Fire Emblem: Fortune's Weave. It builds on Duck912's Fortune's Weave fork and xDarkWindx's eden-fefw 1.12, which is based on it. Unzip it, point it at your game, and play. Nothing to install, and it won't touch any other Eden setup you have.

Note

30 FPS is how Fortune's Weave runs on Switch 2, and it's how this build runs by default: smoothly, everywhere. Fast PC? A 60 FPS patch is included but off by default, because 60 FPS can feel choppy. On high-end CPUs it's fairly smooth at 1x resolution (FSR upscales to your screen); higher resolutions roughly double the choppiness. To try it, right-click the game → Properties → Add-Ons and tick 60fps. If it causes problems, untick it; if it still feels choppy, delete the folder user\load\04007EF01F8AE000\60fps (next to Fortune's Eden.exe), as unticking it isn't always enough.

Caution

Legal use only. Piracy is not acceptable and is not supported in any way. Please support the developers by buying the games you play.

  • Nothing of Nintendo's is included or linked: no games, ROMs, keys (prod.keys, title.keys), firmware, system files or copyrighted game assets. This repository, its releases and its downloads contain only the emulator, its source code, settings, and a small community cheat code for 60 FPS.
  • You need your own legally obtained copy of the game, dumped yourself from your own console, along with your own keys and firmware dumped from that same console. How to get these is not covered here, and no help is given for obtaining them any other way.
  • Issues, discussions or requests involving pirated games, shared keys or downloaded firmware will be closed without help.
  • This is a free, non-commercial project: no donations, paywalls or paid early access.
  • Not affiliated with, endorsed by or sponsored by Nintendo, NVIDIA or AMD. Fire Emblem: Fortune's Weave and Nintendo Switch are trademarks of Nintendo; NVIDIA and DLSS are trademarks of NVIDIA; AMD, FSR and FidelityFX are trademarks of AMD. Names are used only to describe compatibility.
  • Development and testing were done only with legally dumped copies of the game, keys and firmware from the maintainer's own hardware.

Important

Your saves are stored next to Fortune's Eden.exe, not in the normal Eden location. This build is portable: saves live in user\nand\user\save inside the folder you extracted, not in %APPDATA%\eden. It won't see saves from another Eden install until you copy them in, and deleting or replacing this folder deletes its saves. See Saves below.

Download: see the latest release, or FEFW-Stable-60FPS-Portable.zip (about 37 MB). Extract the whole folder, then follow Getting started below.

What's different from upstream (xDarkWindx 1.12)

  • HDR output (HDR10): the game's own Switch 2 HDR mode, with its Brightness and UI Brightness options. Off by default; see HDR.
  • Optional AMD FSR 3.1 and AMD FSR 4 in place of the game's own DLSS: FSR 3.1 on any card, FSR 4 on AMD Radeon RX 7000/9000, possibly RX 6000 (through the community port fsr4-vk). Off by default; see Upscalers.
  • Optional NVIDIA DLSS: on GeForce RTX cards, the game's own lightweight DLSS (the Switch 2's upscaler, which can leave ghosting around moving characters) can be replaced with the full PC version of NVIDIA DLSS. Off by default; see NVIDIA DLSS. Ported from Duck912's work in Eglantine.
  • Smoother 60 FPS in busy scenes: the game builds some texture-handle tables on the GPU and reads them a few draws later. The emulator used to stop and wait for the GPU about once a frame to read them back, although they never change. It now uses the copy it has and checks it against the GPU's version afterwards, going back to waiting if they ever differ. CPU writes to GPU memory also take the cache lock far less often. In Dagsion's busiest section at 60 FPS (1x), doubled frames went from about 45% to about 20%.
  • Fewer shader-compile stutters: translated shaders are reused between graphics pipelines that share them, so new areas hitch less the first time (Wael3rd, from PokeDinner, an Eglantine fork).
  • Faster on the CPU side: built with profile-guided optimisation (PGO) trained on Fortune's Weave (Dagsion, battles, menus). The emulator's own code for feeding the GPU is laid out for the paths the game actually uses; it still runs on any x64 CPU. In testing at 60 FPS it cut doubled frames by about a quarter.
  • One save folder for loose files and .nup: loose-file dumps now use the game's real ID, like .nup, cartridge and eShop dumps. Saves made with loose files in older versions are copied across automatically the first time (the old copy is kept).
  • Plays .nup files: load the game as a single .nup package as well as loose files. The NUP loader is ported from Djihads80's Eglantine. Playing only: packing, unpacking and editing NUPs aren't included, and add-on content inside a .nup isn't loaded.
  • AMD graphics fix: shader registers that a game reads before writing are treated as zero, as NVIDIA hardware does, instead of leftover garbage, which on AMD GPUs can show as stray coloured patches. Ported from Eglantine (by arisqz).
  • Shutdown and restart fixes: no hang when stopping the game if its audio renderer outlives its manager (kraibse), and starting the game again in the same window no longer hangs or crashes (Takoroka), both from PokeDinner, an Eglantine fork. Clearer logs for missing keys and unsupported system calls, and an error-reporting crash fix (xDarkWindx).
  • Start-up crash fix: the emulator no longer closes on launch when Windows refuses to delete an empty save-profile folder, and never deletes a save folder it can't read.
  • Settings ready for Fortune's Weave, all global: the 12 GB memory layout the game needs, GPU accuracy Fast, asynchronous shaders on, vsync Mailbox, 16x anisotropic filtering, VRAM Usage Mode Conservative, Bilinear window filter and anti-aliasing off, set under Emulation → Configure so they apply however your game is dumped or packed. Only controls need setting up.
  • Fully portable: settings, saves and shader cache all stay in the user folder next to Fortune's Eden.exe (see Saves).
  • Runs on any PC: built without CPU-specific instructions, with the Microsoft C++ runtime included.

Requirements

  • 64-bit Windows 10 or 11
  • A Vulkan-capable GPU (an NVIDIA RTX card is recommended)
  • 16 GB of RAM or more, with a large page file (system-managed, or about 32 GB): the 12 GB memory layout reserves a lot of memory up front, and too small a page file makes the emulator close as the game starts
  • Your own copy of the game, dumped from your own console, as loose files (exefs/romfs) or a single .nup file. No games, keys or firmware are included.

Getting started

  1. Extract the whole folder somewhere outside Program Files and run Fortune's Eden.exe.
  2. Double-click the empty game list and choose the folder containing your game (or use File → Load File to open a .nup directly).

Saves

  • Where they are: <your folder>\user\nand\user\save\0000000000000000\<profile ID>\04007EF01F8AE000\, inside the folder that holds Fortune's Eden.exe. Nothing is written to %APPDATA%\eden. Loose files and .nup both use this folder (since v1.3).
  • Bring saves from normal Eden or another emulator build: close both, then copy the whole %APPDATA%\eden\nand folder (or the old build's user\nand) into this build's user folder, replacing the nand there. Copy the whole nand, not just the save files: it holds your user profile too.
  • Coming from an older version with loose files? Older versions saved loose-file games under game ID 0000000000000000. v1.3 copies that save to 04007EF01F8AE000 the first time you start the game, if there's no save there yet. If you also have an older 04007EF01F8AE000 folder (from playing a .nup), that one is used instead; keep whichever is newer as 04007EF01F8AE000.
  • Updating to a new version: extract it to a new folder and copy your old user\nand across (or the whole user folder to keep settings and shader cache). Don't extract over the old folder without copying user out first.
  • Back them up: copy or zip the user\nand folder.

NVIDIA DLSS (optional)

For GeForce RTX cards. The game renders at a lower resolution and upscales with its own small DLSS network, built for the Switch 2. This build can hand that step to the full PC version of NVIDIA DLSS instead, using the game's own colour, depth and motion data: a sharper picture with less ghosting.

  1. Emulation → Configure → Graphics, tick Use NVIDIA DLSS in place of the game's DLSS.
  2. In the panel below it, click Download from NVIDIA and accept NVIDIA's licences. NVIDIA's files aren't included in this download; they're fetched from NVIDIA's own Streamline release into user\streamline (if the NVIDIA app has already downloaded DLSS, only a 1 MB file is needed).
  3. Start the game. If DLSS can't run, the game's own DLSS is used as before.

Recommended with it: Window Adapting Filter Bilinear and anti-aliasing off, the defaults. Pick the resolution so the output matches your screen (1.5X for 4K).

Upscalers (optional)

The game upscales its 3D scene 2× with its own small DLSS network; that's the default, and it looks better than FSR 3.1 at this ratio. In Emulation → Configure → Graphics you can replace it with:

  • NVIDIA DLSS (GeForce RTX): the best picture by far. See above.
  • AMD FSR 4 (Radeon RX 7000/9000): tick Use AMD FSR 4 in place of the game's DLSS. It runs through fsr4-vk, a community Vulkan port of FSR 4.1.1, not made or endorsed by AMD; its provider amd_fidelityfx_upscaler_vk.dll is next to the exe. RX 9000 cards run the full model, RX 7000 cards an 8-bit version; RX 6000 cards may run the 8-bit version too, more slowly (untested). It didn't start on an NVIDIA card in testing. Only one of NVIDIA DLSS and FSR 4 can be ticked.
  • AMD FSR 3.1 (any card): tick Use AMD FSR 3.1 in place of the game's DLSS. It's also used when NVIDIA DLSS or FSR 4 is ticked but can't start. Its sharpening follows the FSR Sharpness slider (25% by default). Edges are rougher in motion than with the game's own DLSS.

Each takes effect when the game starts; the log says which one ran ("Game DLSS replaced by ...").

HDR (optional)

Fortune's Weave has an HDR mode on Switch 2. To use it: turn on HDR in Windows (Settings → System → Display → Use HDR), tick HDR output (HDR10) in Emulation → Configure → Graphics, and start the game. Its Brightness and UI Brightness options then adjust the picture. The game checks for HDR once when it starts, so restart it after changing either setting.

Troubleshooting

  • Closes as soon as the game starts: usually not enough memory for the 12 GB layout. Enlarge the Windows page file and close other heavy apps.
  • Stuck on loading: the game needs the 12 GB memory layout. Check Emulation → Configure → System → Memory Layout says 12 GB. If you've ever changed the game's own settings (right-click the game → Properties → System), check there too, since a per-game setting overrides the global one. Copying a user folder from an older build can also bring back 4 GB.
  • Short hitches in new areas: that's first-time shader translation. It's saved to the shader cache, so revisits are smooth. Copying your old user\cache folder into a new version keeps it.
  • Freezes of about a second (picture and sound) after playing for a while, even in areas you've visited before: make sure VRAM Usage Mode is Conservative (the default since v1.1): Emulation → Configure → Graphics → Advanced (and the game's own Properties, if you've changed it there). On Aggressive the texture cache can fill most of your graphics card's memory during a long session and spill over into much slower system RAM.

Building from source

The emulator source for this build is in source.zip (also inside the release download). It builds with Visual Studio 2026 (MSVC 19.51) and CMake:

  1. Put Build-Local-MSVC.ps1, Save-PGO.ps1, cmake-options.txt, LICENSE, the portable-config folder and source.zip together in a folder whose path has no spaces, and rename source.zip to eden-fefw-1.12-local.zip.
  2. In PowerShell in that folder: Set-ExecutionPolicy -Scope Process Bypass; .\Build-Local-MSVC.ps1 -Version 1.12 -Portable

That gives FEFW-Stable-60FPS-Portable (with Fortune's Eden.exe) and a zip of it, with the settings from portable-config/. For the PGO build used in releases:

  1. .\Build-Local-MSVC.ps1 -Version 1.12 -Portable -Pgo Train builds a measuring copy in FEFW-PGO-Training.
  2. Play Fortune's Weave in it for 10–20 minutes, and while it's still running run .\Save-PGO.ps1 to save the measurements.
  3. .\Build-Local-MSVC.ps1 -Version 1.12 -Portable -Pgo Use builds the optimised package.

Credits and licence

Built on Eden, Duck912's Fortune's Weave fork and xDarkWindx's 1.12 release, with the NUP loader, AMD fix and NVIDIA DLSS support from Djihads80's Eglantine (Duck912, arisqz), and shader reuse and shutdown fixes from PokeDinner (Wael3rd, kraibse, Takoroka). AMD FSR 3.1 is built from AMD's FidelityFX SDK (MIT) with the upscaler from Eglantine (Duck912); AMD FSR 4 runs through fsr4-vk (GPL-3.0; AMD's FSR 4 models and shaders keep their own licence, in licenses\fsr4-vk). AMD and FidelityFX are trademarks of AMD; neither project is made or endorsed by AMD. NVIDIA DLSS and Streamline are NVIDIA's; none of NVIDIA's files are included. Licensed under GPL-3.0-or-later; the full source for this build is included as source.zip. Not affiliated with, endorsed by or sponsored by Nintendo or NVIDIA. For use only with games, keys and firmware legally dumped from your own console; see the legal notice at the top.

Document mirror archived from official upstream repository · Visit upstream GitHub
Snapshot date: 2026-11-09