We’ll of course start off with a tricky example, changing battle graphics for Golbez in Final Fantasy IV SNES.

The vanilla game has

Golbez battle sprite tiles at $0D7600.

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The data are 32 bytes per tile, 32 tiles, but minus 5 = 864 bytes = ( 32 x 32 ) - ( 32 x 5 )

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Hex $360 is the same value as 864.

The layout is different from the player characters because no “taking a hit” pose exists, and others like “raising near arm to attack”. So less tiles, and arranged differently.

When the team that hacked FFIV Ultima made Golbez into a player character that can equip and swing weapons (and take hits in battle) they added these poses, so he has a second set of tiles for these. This set matches the other player characters, so it’s 4 rows of bytes ( 32 x 64 ).

Golbez second tiles at $1D0000

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Both of these sprites use the exact same 16 color (4bpp) palette, and this is located at:

$0E7EC0 = battle colors

Save Tiles as Image File

Use SNES Tiles Kitten to remove these graphics from the game, and save as PNG files. Point the program at the exact spot where the tiles are, and tell it where the palette is at. Then just choose to

Export to PNG

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A weird quirk of this program is that it won’t save all the bytes if you’re in the middle of a row of tiles. So when you ask for 864, it will forget the 2nd row. 😅