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I have a lot of spritesheets that are poorly formatted that I want to decompose, or split out into many small images, one for each sprite. If I can do that, I can use my custom texture packer tool to build my game assets with.

My development tools are XNA and C# targetting Windows. How can I decompose the images?

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you could load them up in paint and do as you wish : D –  Shane.C Sep 11 '12 at 14:56
Texture2D.GetData/SetData and some relatively simple maths. Depends on how the data is formatted. Follow it up with SaveAsPng. –  Andrew Russell Sep 11 '12 at 15:26
Paint = pain :) –  Raymond Holmboe Sep 11 '12 at 15:39
I'm not to sure how to do the simple math though –  Raymond Holmboe Sep 11 '12 at 15:40

2 Answers 2

up vote 5 down vote accepted

Try Sprite Decomposer or Sprite Vortex, I believe both of them have automatic sprite cutting based on alpha.

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Excellent! Sprite Vortex was the app I was looking for. –  Raymond Holmboe Sep 11 '12 at 16:14
Sprite Decomposer IS NOT WORKING ON MAC OS 10.9 –  GameLoading Jul 26 '14 at 4:59
I forked Sprite Decomposer and ported it to QT5 for modern OS X support. Please check out the github repo with pre-built binaries available at its sourceforge home –  ErikN Jan 1 at 21:03

Two methods come to mind, depending on the number of fragments that you want to create:

Either Paint, as noted in the comments. Easily faster than coding something up if you have a small-ish number of spritesheets and/or if you are missing most of the mappings.

Or you could write a little XNA program that goes something like this:

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I do not have the mappings unfortunately –  Raymond Holmboe Sep 11 '12 at 15:42
@RaymondHolmboe Then you need to provide more detail. Is there any way that a program could distinguish one texture map from another automatically, or do all sub-textures have the same size, or whatever? If you have more info, please add it to your question, otherwise I don't see how you can solve it other than with Paint. –  Hackworth Sep 11 '12 at 15:55

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