*Maniacal Laughter* I Finally Found it! Unit Map Sprite IDs!

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Xenesis
Tri-Star CO
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3DS Code: 2535-4646-7163
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*Maniacal Laughter* I Finally Found it! Unit Map Sprite IDs!

Post by Xenesis » Mon Oct 20, 2008 11:33 pm

Guess what I found? That's right, the list of IDs for a unit's map sprite! Now you can give a unit whatever the hell map sprite you feel like. :)

08499608 - Orange Star COs
08499639 - Blue Moon COs
0849966C - Green Earth COs
0849969D - Yellow Comet COs
084996D0 - Black Hole COs

Each unit has a halfword ID for the graphic used. It'll be used to find the correct graphics ID. Note that this is just the units when static. The IDs for moving units I haven't found yet. But I'm too happy to care.

Format is in unit order as per everything, Eg:
00 No Unit (Unused by graphics, but still a 2 byte space in the format)
01 Infantry
02 Mechs
03 Md Tanks
04 Glitchy
05 Tanks
06 Recons
07 APC
08 Neotanks
09 Glitchy
0A Artillery
0B Rockets
0C Glitchy
0D Glitchy
0E AAs
0F Missiles
10 Fighters
11 Bombers
12 Glitchy
13 Battle Copters
14 T- Copters
15 Battleships
16 Cruisers
17 Landers
18 Subs

Map Images ID (Uncompressed images at: 0810BE60)
0000 - Medium Tank
0001 - Neotank
0002 - Tank
0003 - Recon
0004 - APC
0005 - Arty
0006 - Rocket
0007 - AA
0008 - Missile
0009 - Fighter
000A - Bomber
000B - B-Copter
000C - T-Copter
000D - BShip
000E - Cruiser
000F - Lander
0010 - Sub
0011 - OS Inf
0012 - OS Mech
0013 - BM Inf
0014 - BM Mech
0015 - GE Inf
0016 - GE Mech
0017 - YC Inf
0018 - YC Mech
0019 - BH Inf
001A - BH Mech

So for OS, for example the infantry and mech entry appears as 00110012.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

Guest

Re: *Maniacal Laughter* I Finally Found it! Unit Map Sprite IDs!

Post by Guest » Tue Oct 21, 2008 4:14 am

next step: FIRE EMBLEM WARS

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Xenesis
Tri-Star CO
Tri-Star CO
Rank: Hydrocarbon Inspector
3DS Code: 2535-4646-7163
Location: 0x020232DD

Re: *Maniacal Laughter* I Finally Found it! Unit Map Sprite IDs!

Post by Xenesis » Tue Oct 21, 2008 1:36 pm

Knowing IS, it's very likely you could just copy and paste the sprites with minimal twiddling. <_<;

Edit: Okay, the movement sprites are here as well. I haven't looked into them in explicit detail, but it basically goes as follows:

0849CD90 - Sets of pointers to Lz77 compressed graphics.
These are unzipped when you select the unit to move. I haven't looked into the size or amount of pointers, but a basic assumption is that there's five for each unit type (5 factions per unit). There also appears to be a bunch of animation controlling data there too.

The movement graphics are stored in a compressed tileset. ID 157 to ~191 in UnLz (080b7C60 to ~080BCEA8).

I'll update when I get it sorted out all proper-like.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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Mark999
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Location: In America

Re: *Maniacal Laughter* I Finally Found it! Unit Map Sprite IDs!

Post by Mark999 » Wed Oct 22, 2008 10:17 am

Great work!!! I can finally put in new units AND make them look different from existing units.

Also, this is a bit off topic, but Xen, do you know what determines whether or not a unit can use the supply command?

Xen

Re: *Maniacal Laughter* I Finally Found it! Unit Map Sprite IDs!

Post by Xen » Wed Oct 22, 2008 10:55 am

I do, it's hidden deep in some assembly coding. I've got it written down in my notes and can add it up somewhere when I get home.

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