If you’ve ever wanted to change what minimap tiles your terrain types will display as on the minimap, there’s a function at $A7A0C that handles that. As it’s a switch case statement I went ahead and made some macros for EA users:
Some additional notes: the Road, River, Sea/Lake, Cliff and Walls handlers jump to some additional functions to display coasts and edges smoothly. The minimap tileset image is at $A1FBD8. There’s some room on the end to add custom tiles without breaking these functions.
Oh, this is great! I’ve been needing this kind of thing! Hmmm… It looks like a bunch of relative branches, as per for a switch case. I guess l wouldn’t get lucky happening upon the same code in the other games? Oh, wait… Ah, good thing l waited to comment. Seems like l could brute force it after all, though l am by no means an expert at this.
Looks like FE6’s TileHandler_Plain, as you labeled it, is at 0x86EE0. l don’t think l can brute force the minimap tile table thing you listed (actually, l just now figured out how this really works, l probably can find the table), but that’s the main tile handler stuff. Both surprising and not surprising that it’s almost identical between 6 and 8. l can probably find the offset for FE7 (and the actual table for FE6) tomorrow if no one else does.
But, really, thanks a million for posting this! It’s one of those things l really wanted to change around.
(l’m so silly. FE6’s MinimapTileTable is literally right above the first pointer, at 0x86E18, isn’t it?)
To summarize my messy post:
FE6’s MinimapTileTable is at 0x86E18.
FE7U’s MinimapTileTable is at 0xA2480.
FE7 and FE8 are exactly identical, except the pointers obviously. FE6 has slight changes and a few less minimap options to choose from.