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Fire emblem sprites
Fire emblem sprites









fire emblem sprites

We use the alphabet for numbers beyond 9, so 10 is A, 11 is B, 12 is C, 13 is D, 14 is E, 15 is F. As such, we need 16 "digits" to represent each place. Well, hexadecimal is the same concept, but base 16. For example: the number 421 can be represented as 4 * 10 2 + 2 * 10 1 + 1 * 10 0. And therefore, any number can be broken down by their places. This means we have digits 0 - 9 for each place before moving up a second digit. Our normal counting system is a decimal system, that is, it's base 10. You'll need a solid understanding of hexadecimal here since we're doing hex editing after all. Nightmare can be downloaded here.īefore we begin: a primer on some CS fundamentals Nightmare 2 - If you're using the Nightmare modules, you'll probably want Nightmare as well. The GBA FE Nightmare Modules - Technically optional, but you'll save a LOT of time with this. It's buggy, but still a hell of a lot better than figuring it out yourself. GBA Color Picker - Makes coming up with color codes far less tedious and can be downloaded here.

fire emblem sprites

Photoshop or GIMP (same as the portrait recoloring tutorial). Yes, we are digging around in the file directly for this one. HxD - A rather nice Hex editor that you can download here. FEPlanet has a nice resource for these for each game in their Battle Sheets section. I can't find something similar on the mac version or OpenEmu, so no guarantees there) I've only confirmed the option we need is on the Windows version. VisualBoyAdvance (optional, but highly recommended. Read up on that tutorial first because this one won't go back into the details of GIMP too much again. If you have a modified portrait, then to keep parity, we need to get the sprite to match too.

fire emblem sprites

This is the most tedious of the things we need to do.











Fire emblem sprites