🦸 NES Sprite Editor

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Sprites

Dimensions (tiles)

Existing cells are preserved when you resize.

Animations

    No animations yet. Click + New to make one, then add frames from your sprite list.

    Sprite composition

    Click safely selects cells & tiles BG:
    In use:
    Cell palette:
    Cell palettes β€” click a P0–P3 button to recolour that cell. Click the thumbnail to select it.

    Selected cell: β€”

    Advanced tile properties
    = 0x00

    Editing tile 0x00

    Click to paint. 0/1/2/3 pick a colour. Shift-click eyedrops. D duplicates into a free slot. Del clears.

    Palettes

    Pick a sprite palette, a slot, and a colour. Or drag a colour from the NES grid onto any slot below.
    Drag a cell onto any slot to assign. (Slot 0 is always transparent for sprites.)

    All sprite palettes

    Background palettes (reference)

    Slot 0 (πŸ”’) is the universal background colour β€” shared by every BG palette and drawn behind every "empty" spot. Edit BG palettes on the Backgrounds page.

    Shared tileset

    Left-click a tile to put it into the selected cell. Right-click to jump to the first sprite that already uses it. Shift-click to edit just this tile, no sprite attached. Tick πŸ”€ Move tile to drag a tile onto another and swap their slots. Use [ / ] to step through, Enter to use.
    free / empty in this sprite shared with others has art, unused

    β–Ά Play in NES

    Pick which sprite is the Player (the one the D-pad moves) and tick any extra sprites to drop into the scene. Click on the preview to set positions. Press Play to compile your scene and launch it in FCEUX.

    ● player start Β· ● scene sprite
    click on preview to place the selected item
    Ready. Hit Play when you're happy.

    Your sprites

    β–Ά Your game

    ←→↑↓ D-pad Z B Β· X A Enter Start Β· Shift Select F fullscreen Β· P pause Β· R reset

    Welcome β€” sprite editor in 5 steps

    1. Make a sprite β€” click + New. A blank 2Γ—2-tile sprite appears with empty cells (dashed orange boxes).
    2. Pick cell size β€” set Width Γ— Height (1–8 tiles). Common Zelda-II sizes: 2Γ—2 for enemies, 2Γ—3 for the hero.
    3. Assign tiles β€” click an empty cell, then left-click a tile in the Shared tileset to drop it into the cell. Right-click a tileset tile to jump to the first sprite that already uses it. You can also hit πŸ“₯ Assign or press Enter.
    4. Switch to Paint mode β€” press M (or click ✏️ Paint) to edit pixels. In πŸ–± Browse mode nothing gets painted by accident β€” clicks only select.
    5. Preview β€” click πŸ–₯ Full preview (or press F) to see all sprites at real NES size.

    How clicks work

    Browse vs Paint

    Everything auto-saves. Ctrl+Z (or just Z) undoes. The tileset and palettes are shared with the Backgrounds page.

    Esc or F to close

    This tile is used elsewhere

    Tile 0x00 appears in … other places:

    Painting here will change every place that uses this tile. You can duplicate the tile into a free slot first, so the change only affects this cell.

    Recover from a snapshot

    Pick any snapshot below and click Restore. The current project is first saved to a snapshot so nothing is lost.

    Are you sure?

    Choose a tile

    Picks a tile for the selected sprite cell. Click any tile below, or type its index (0–255) and press Use tile.

    Cell: β€” = 0x00
    Highlighted: 0x00

    Clear this project?

    This resets the current project's tiles, palettes and sprites to defaults. A snapshot is saved first so you can recover it from the Recover… menu. Your other projects are not affected.

    New project

    Creates a fresh project alongside your existing ones. The current project is left untouched and you can switch back any time.