A sprite editor for retro console games

Draw the parts once.
Build every pose
from them.

Cut your sprite sheet into body parts, assemble poses, animate them step by step and stage whole scenes.

Classic console games saved memory by building characters from small shared pieces. Modular Sprite Editor lets you work the same way, and shows how your sprites fit the Mega Drive while you draw.

Free and open source, for Windows, macOS and Linux.

A pixel-art sword fight: the Prince slashes, a hooded guard blocks with sparks, and the fight goes on until the guard is thrown to the ground
The Swordfight scene from the example project. The guard is the Prince, drawn with a different set of parts.
Made for pixel art: whole-pixel zoom, no smoothing Every part, frame and animation stays editable Exports for the Mega Drive (SGDK) and RetroAnimator

From a sheet of parts to a scene

Four steps, one project.

Each step builds on the one before. Change a part and every pose, animation and scene that uses it changes with it.

Try it with your own sheet

Variants without redrawing

One set of animations.
As many characters as you like.

A mapping swaps some parts for others in every frame at once. Recolour a costume, change the armour, hide a weapon, or turn the hero into an enemy.

In the example project, the hooded guard is the Prince with 28 head and body parts swapped. He uses all of the Prince's animations without a single extra frame.

Make a variant with a mapping
The same pose twice: the Prince, and the hooded guard made with the Normal mapping
Original partsMapping "Normal"

Know what the console can show

See the limits
before your programmer does.

The Mega Drive draws characters from hardware sprites, with a limit per screen and per line. Turn on the budget overlay and the editor outlines every hardware sprite a pose needs and marks the lines where sprites would vanish.

Read the budget overlay
The Frames tab with the Mega Drive budget overlay: the slash pose outlined in hardware sprites, with a readout of sprites, tiles and the busiest line
16 hardware sprites and 41 tiles for this pose. The busiest line uses 10 of 20 sprites.

Already have whole sprites?

Let the editor find
the shared parts.

Auto Modularize cuts a sheet of finished sprites into the pieces they have in common, including mirrored ones, and rebuilds every frame from them, pixel for pixel. A slider trades less memory against fewer hardware sprites.

873 → 595video memory tiles for 38 Sonic sprites
32 %less memory, same pixels
Find shared parts automatically
The Auto Modularize window with a Sonic sprite cut into shared parts and the memory cost before and after
Auto Modularize on a sheet of 38 whole Sonic sprites.

A workspace made for sprites

Everything about a character
in one window.

Five tabs share one project: Modules, Frames, Animations, Timeline and Mappings. Drag parts from a library onto the stage, nudge them pixel by pixel, and undo anything in any tab.

Take the tour
The Animations tab: an attack animation on the stage with onion skin, its steps on a timeline below and its settings on the right
The Animations tab with the Prince's attack.

Learn from a finished project

Three example projects to take apart.

Open one, play its animations, then change a part and watch everything update.

Open a sheet

Start with a sprite you already have.

The first lesson takes you from a sprite sheet to an animation that plays, one step at a time.

Make your first animated sprite

Free and open source. Get the editor for Windows, macOS or Linux