Fire emblem awakening citra unlock
However, generic classes that appear as Risen, like the Pegasus Knight, have a fourth sprite as well, ending with 屍赤. There are 3 separate spritesheets for every one sprite, all with the same name except for the color kanji at the end, those being: We can copy this kanji and paste it in your romfs map\unit folder to find the sprite. (BMap Icon 2 is only used for transforming classes for their transformed beast sprite.) Here I can find Pegasus Knight and view it's sprite under the Core Data tab in the "BMap Icon" field. In the case of a generic enemy I can click the "Classes" module under the 'Core Data' section to view all of the existing classes in the game. The easiest way to find an existing sprite is to search for it in Paragon. For this tutorial, I'll be trying to make a new Pegasus Knight sprite, so I'll grab the generic NPC Pegasus Knight's sprite to use as my base. Once that's done double click your new project and paragon should launch to it's main window.Īs I said before, we need to use a vanilla sprite's data for our sprite, so we need to decide first what base sprite we're using for our edit. Then selecting FE13 as the game, and selecting a different output folder where paragon will spit out the edited files we use in game. Double click the paragon.exe and launch it, then you need to enter in the path to your romfs in the "Extracted romfs Directory" and go into the Awakening romfs folder. Once it's there we can lead paragon towards it.
Don't worry, your spriteįirst step is getting your dump of Awakening onto your computer, and somewhere easy to access. We want to edit an existing sprite, because new animation dataĬannot reliably be added to the game, so we need to make use of anĮxisting sprite's animations and formatting. Once you have all those things we can move onto editing a vanilla game's
Fire emblem awakening citra unlock software#
Some image manipulating software (Photoshop, Gimp,, ect).