A wiki with links to Map Sprite/Class Card downloads. The links in this post are currently not comprehensive. To download all known f2u map sprites/class cards or in the case of dead links, visit the Ultimate FEGBA Assets Repo (Google Drive) or The Ultimate Graphics Repository. Please remember to provide credit when using or modifying these assets.
When using these assets, please consider sharing any of your own completed works. This page and the massive amount of assets we have today wouldn’t be available without awesome people sharing awesome stuff!
The axe knight one is Krad’s, but I can certainly give you the M/F sword knight ones. I’m not exactly proud of them, whicis why I didn’t think to share them… Still, they’re available if you want to use them.
It’s a shame that’s totally useless for our purposes, but it’s nice to see what the thing looks like! GBAGE diced it up that way, I’d surmise he ripped it from his own game to share.
You just inspired a new pipe dream: map sprites that change based on the weapon equipped ala SNESFE
FUrther expounded on that today in my little book of scribbles: basically, adding another layer to the map sprite display with a new array (this frees up the “standing map sprite” byte in class data array).
Each entry would be: XX (ClassID) YY (MapSpriteID) ZZ (WeaponType) 00 (Seperator?). With a value on the weapon type for the eight types, “all types” and “disarmed.”
Possibly I can find when the graphical data is being read and then use a table lookup. it’d have to be very structured though, because drawing graphics could possibly be time sensitive.
idea --> table entries are 18(decimal) bytes each, start at some offset. Each class has an entry, no exceptions. entries in the table have sub-entries 2 bytes each corresponding to the map sprite entry to use for each weapon type (2 bytes because possibly more than 0xFF map sprites?). The 9th entry is the default – if I load an entry and find it to be 0x0000 (or 0xFFFF if there is a map sprite that is 0x0000) then I just load the default and display that. Load the entry in the table based on the type of the equipped weapon.
edit: also, possibly, the table pointer could just be a pointer to an entry of this style anywhere? So we don’t need consecutive table space (would save some time dereferencing and multiplying, and there’s space in the structures for such a thing anyway)
Possible only issue - the functions used to call the methods might not pass in the memory location of the characters (in which case I suppose I can modify the callers to pass it in somehow).
080259E6 - loads the index and palette of the standing map sprite to draw. I might be able to change this to a table lookup, but I don’t see a way of knowing what item the unit has equipped.
My original writeup had it as a “one entry per class” as you’ve outlined, same as the moving map sprites. Didn’t know if we needed the clearest structure or the most compact array. You’re the professional, I just scribble :P.
It could be a one pointer per class setup that just points to the list, yeah. Whichever way works and would be the most efficient.
EDIT: Mmm, that’s definitely an issue if we can’t get it to lookup the equipped weapon though.
No worries, from what I can tell, the 0xA byte of the struct is unused (how odd?) so i’m going to jack that to give the deployment number of the unit in question. Then I can just look that up.