Contro's Code Collection

Not to my knowledge.

FE8 Mirror Map Sprite

This hack ports a feature from the Tactile engine that horizontally flips the map sprites of enemy units.

You can set which factions have their map sprites flipped in in the installer.

ASM_Build-0

ASM_Build-1

Source Code:

23 Likes

this is vile. terrible work, contro

6 Likes

Amazing idea! I proted it to FE6:
fe6-wizardry/Wizardry/Misc/UnitSpriteFlip

13 Likes

This is really, really cool Contro. Well done on it!

Just wanted to point out something for anyone interested in using this (especially those coming from FeBuilder) but struggling to make it work, there is likely a small change you must do ** IF you have expanded the standing map sprite table (coming from my own experience haha).

To explain, this is the vanilla standing map sprite table from a clean FE8 rom. The hex address at the top of 8AF880 is where the standing map sprite table is.

Contro uses this address when referencing the standing map sprite table for his tech to work. If you open up the MirrorSprites.lyn.event file, you can see this address in the area that I’ve highlighted:

If you have expanded the standing map sprite table in your rom, however, this highlighted address above must be changed in the MirrorSprites.lyn.event to whatever your standing map sprite table is now repointed to. Simply replace the $88AF880 with $8XXXXXX, where the XXXXXX is what your table is now pointing towards.

Note: If the table has been repointed to a number that begins with a 1, you would use $9XXXXXX, where the XXXXXX are the last 6 numbers of the hex address. To use an example, in the MirrorSprites.lyn.event file, I would replace the highlighted $88AF880 above with $9C09738 based on what the standing map sprite table in the rom (below) is now pointing towards:

By no means am I trying to take any of your thunder Contro, just wanted to point out how some users might be able to use your very cool tech if their first try didn’t work out for them. Once again, thanks for making this very cool thing!

1 Like

@Contro can fix this by using a pointer to unit_icon_wait_table instead of using it directly

Edit:
I wanted to use this in Pokemblem, but it had conflicts with trap rework and free movement, so I fixed this and made a pull request.

2 Likes

I’m facing a bad code alignment issue when trying to install this for some reason.

#include "Extensions/Hack Installation.txt"

//808859c loads palette

//ldr r0,=0x8a06460
//mov r1, #0xc0
//lsl r1,#1
//mov r2,#0x80

PUSH
ORG $8859c //hook
jumpToHack(StatscreenAlleg)
PROTECT $8859c currentOffset
POP

StatscreenAlleg:
#incbin StatScreenAlleg.dmp
POIN SSBluePal  //Player
POIN SSRedPal   //Enemy
POIN SSGreenPal //NPC
POIN SSGoldPal  //Other

ALIGN 4
SSBluePal:
#incbin "img/SSBluePal.dmp"

ALIGN 4
SSRedPal:
#incbin "img/SSRedPal.dmp"

ALIGN 4
SSGreenPal:
#incbin "img/SSGreenPal.dmp"

ALIGN 4
SSGoldPal:
#incbin "img/SSGoldPal.dmp"

Fixed it.

StatscreenAlleg needs to an ALIGN 4’d as well

I’ve gotten this to work with RES in the middle. Here’s what I did.

3 Likes