Edit project PNG assets
Best for changing Link art and palettes inside
zelda3_assets.dat. This uses assets/linksprite.png
and assets/sprite_sheets.py.
ZSPR files
From the project root:
git clone https://github.com/snesrev/sprites-gfx.git
The folder should be at sprites-gfx inside the Z3R project root.
Browse available sprites here:
sprites-gfx Link sprites
.
INI setting
LinkGraphics.
Use zelda3.user.ini for local settings. Editing
zelda3.ini also works, but user INI changes stay separate.
!include zelda3.ini
[Graphics]
LinkGraphics = sprites-gfx/snes/zelda3/link/sheets/minishcaplink.3.zspr
Click a sprite on the sprite website to get the correct file name,
then replace the example path. Restart the game after changing the INI.
ZSPR changes do not require rebuilding zelda3_assets.dat.
Custom sprites
Best for changing Link art and palettes inside
zelda3_assets.dat. This uses assets/linksprite.png
and assets/sprite_sheets.py.
Faster if you already use sprite editing tools. ZSPR files can be
swapped by changing LinkGraphics, but Bunny Link may break.
Option 1
assets/linksprite.png.assets/linksprite.png in an image editor that preserves indexed colors.assets/sprite_sheets.py.override_armor_palette by uncommenting the provided palette block.
The full palette reference is here: palettes.png .
Rebuild the asset file from the edited assets:
python assets/restool.py
Do not run python assets/restool.py --extract-from-rom after editing
PNG assets. Extraction refreshes files from the ROM and can overwrite edits.
Option 2
Download ZSpriteTools .
File > Import > Sprite From ROM.File > Export > PNG.File > Import > PNG.File > Save As and save a .zspr file.
Place the saved .zspr somewhere under the project root and point
LinkGraphics at that file.