Postbanner labels
The other day I found myself wasting minutes poring over item.bmp for a single sprite, which made me realize that finding the actual sprite tends to the most challenging part of sprite extraction. Although we have a sprite grid and label already, it's not the most versatile one, especially ever since I lost the source file.

Here you can see how to create labels for Elona spritesheets easily, using only Excel and a graphic editor. The label set comes with its own grid, and pretty much everything on it is changeable, including font style, size, position, number of rows, columns etc.

Creating labels with Excel

Populate 31 rows and 33 columns with numbers, starting from 0 in A1, to 1022 in AG31. Start with 0, 1, 2 in the first row; 33, 34, 35 in the second row, and 66, 67, 68 in the third row. This gives enough numbers to let Excel auto-fill the rest, by selecting the nine numbers and dragging the fill handle horizontally, then vertically, until AG31.

Formatting the labels

  • Text align: top, left
  • Font: Arial, 4
  • Row Height: 29
  • Column Width 4.1

Exporting the label sheet into the spritesheet

A graphic version of the Excel document will be overlaid on top of the spritesheet from Elona (item.bmp or character.bmp). Any capable graphic editor can do this - below is an example in Fireworks CS4:

  1. Select and copy the entire range of data in Excel.
  2. In Fireworks, create a new text object with the Text tool (make sure it's on top of the spritesheet), then paste the copied data inside (Ctrl+V).
  3. Align the newly created graphic element (x=0, y=0).
  4. Commands >> Batch Commands >> Invert Selection Color
  5. Set blend mode to Lighten, 100.

What's next?

There you have it - Elona spritesheets with toggle-able, easily adjustable labels, in less than 10 minutes. You could also create a transparent PNG out of this, by flattening the label graphic and exporting it as an 8-bit PNG, with black color set as transparent.


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