GORGON-EGG is a replacement for Fire Emblem: The Sacred Stones’ Panel setting unit window. It turns the vanilla window, which normally looks like this:


into something like this:


Errr… Yeah, maybe something more like this:


The window created by GORGON-EGG is easily configurable, allowing users to create anything from the massive panel shown above to mimicking the vanilla window exactly. The size and contents of the window are up to the user. No programming experience is needed in order to configure the window.

How do I use GORGON-EGG in a project?

GORGON-EGG is designed for use with an Event Assembler buildfile. It has a few prerequisite steps that must be completed before it can be used. The ‘Prerequisites’ section of the main README details these steps. After setting up the necessary tools, users can configure the window to their liking (see the section below) before building GORGON-EGG. After building, simply #include the output/Installer.event file in your buildfile.

How do I configure GORGON-EGG?

To customize your GORGON-EGG window, edit the config text file. This XML-formatted text file controls what kinds of elements appear on the window as well as controlling their appearance and behavior. Being just a text file allows for window configurations to be edited and shared freely, with little to no technical knowledge needed.

GORGON-EGG ships with many prepackaged options for users to pick from, such as a variety of window shapes and sizes, different extension/retraction styles, tools for drawing most unit statistics, and various ways to draw unit names.

There are example config files in the example folder.

Config content breakdown

A config file has its contents between exactly one set of <Config></Config> tags.

Adding functionality to the window is done with <Module> tags. A module is a bundle of code, graphics, data, etc. that adds some kind of feature to the window (such as displaying a number or graphic). <Module> tags have one attribute, Name, which is the name of the module to include.

Modules, which are located in the modules folder, have README files in their folders, which begin with the module’s name.

For example, to draw an HP bar (in the same style as the vanilla window’s bar) to the window one would add the following line to their config:

<Module Name="HPBarStandard"/>

Modules generally come with a set of default options for things like positions or style, and can be overridden within user config files.

Customizing the functionality of a module is typically done using <Definition> tags. A <Definition> tag normally has two attributes, Name and Value. If you wanted the HP bar in the example above to be as wide as the one on the vanilla window, your config would also have the following line:

<Definition Name="HPBAR_WIDTH" Value="7"/>

The main README has a section that goes into more detail about user configuration.

GORGON-EGG is missing something that I need. Can I add it myself?

Yes! In addition to being easily configured, GORGON-EGG is designed to be edited and extended.

Extending GORGON-EGG

GORGON-EGG includes a custom folder for user-supplied or -edited code. If you want to edit the functionality of prepackaged modules, simply place a copy of the module in the custom/modules folder and edit that, allowing you to make changes without overwriting the original module. When a config requests a module, it checks for custom modules before using ones found in the source folder. When writing fully-custom modules, they should also go in the custom folder. This way makes it easy to distribute custom and edited modules.

GORGON-EGG modules are written in C, but still provides tools for working with THUMB assembly, if users prefer. Modules are (nearly always) independent of one another and the underlying system, which allows users to drop in or remove modules without having to edit any non-module files.

The modules README file offers more information about the structure of modules.

Why should I use this over other Unit Window replacements?

GORGON-EGG has the following advantages over something like the Modular Minimug Box:

  • Written in C
  • Adding/removing modules is drag-and-drop
  • Existing modules can be overridden without editing the original
  • Smaller, simpler config files

How can I share my GORGON-EGG window?

For maximum portability, users should share their Config.xml file along with anything in their custom folder. It is possible, however, to package the entirety of the output folder after building and distribute that, although it is not recommended.

If you have a module or window configuration that you would like to see added to GORGON-EGG, or have a suggestion for one, please let me know!


Dope stuff as always. Will give this a look :eyes:

petition to rename it Hover Box

counterpoint: “GORGON-EGG” with no further explanation of the title is funnier and scarier


people in febuilder_help gonna be telling people “use gorgon egg patch but don’t edit the gorgon egg class” and it’s going to get old pretty quickly for the regulars


This is a terrible idea on many levels, stop suggesting it.

no‎ ‎ ‎

we should have more out of context-titled UI patches

yes you should install the gorgon-egg patch in conjunction with desert-treasure to complement battle windows as well

but make sure to not use it in tandem with 25-speed-myrmidon, it leads the game to crash when the player plays with no animations


Please stop doing this.

“but don’t edit the gorgon egg class”
You think so lowly of your fellow help channel users that you believe they’d make assumptions so insulting?


Have you seen the names people give techs in Pizza Tower speedrunning?

Let this thing be named Gorgon-Egg. It’s a catchy name.

I last suggested this on your old mmb thread in 2020 the one time. It’s not as if I’m bumping your thread every few months suggesting it again, but sorry :man_shrugging:

It’s not that I think lowly of them, it’s that telling people to go install GORGON EGG sounds confusing and people will ask for further explanation most of time. I wish you had chosen a name that isn’t completely arbitrary that at least described what it is a bit, but it sounds like you’re set on it, so whatever.


Couldnt that be solved by literally linking to this thread

I think most people know how to click blue highlighted text

Also, considering other similar patches that grant different unit tooltips, wouldnt it run into an issue of everything loosely being named the same?

I sure do want to choose between Unit Tooltip, Unit Tooltip, Better Tooltips, Tooltip+, and Unit Tooltip

This isn’t Community @Vesly; let it go and move on.

1 Like

I trust that people on the Internet have at least the brains to read, Vesly.
Besides, by having this name, it’s gonna be easier to remember and the joke can also ease the vibe sometimes, no? If you don’t like fun, then I don’t know what to tell you. And please, stop making up reasons when it’s basically a “you” problem.

It is actually catchy. Something something about branding, idk.

Stop pestering people for naming conventions and instead critique the actual contents. You’re diverting the masses away from the actual product by complaining and whining about something unimportant. Be a man and just let the creator do his own thing. I’m sure Zane will take constructive criticisms if GORGON-EGG has any problems to look at.

Exactly this. Like why do you have to fuss over the name, exactly?

Anyways! I’m so looking forward to try this, Zane!


If this gets added to builder it may be good to have a metadata tag for “mmb” or “modular mini mug box” so someone looking for that can be directed to an upgraded version when searching patches.


Apologies to anyone that I upset - this was not my intention.

This was meant to sound comical, as it’s common advice to not edit the gorgon egg classes. Sorry.




A few miscellaneous updates:

  • Added a console message for building successfully
  • Added the ability to prevent the window from retracting automatically during cursor screen quadrant changes

I’ve been working on a new module:


GORGON-EGG doesn’t require users to create traditional box-shaped windows. This module draws a ring around the selected unit and displays their HP (as a Diablo-style globe) and inventory on it. There are variant layouts for when units are close to the screen edges, to avoid drawing anything outside of the game window.

It still needs a lot of polish before I can release it. As a note, this module takes up a considerable amount of space for its graphics and data.


Finally, people can just skip the minimug :face_with_hand_over_mouth: