in hexadecimal, numbers are in a base 16 system instead of base 10.
since there aren’t single digit numbers beyond 9, they are represented by the letters a b c d e and f.
so instead of going 1 2 3 4 5 6 7 8 9 10, it goes 1 2 3 4 5 6 7 8 9 a b c d e f 10.
so to interpret the texture address 0x1ea:
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0x just tells the computer (and you) that this is a hex number and not something else, ignore it
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1e is the the row that the sprite is on, if you don’t know what 1e is hex is it’s the same as figuring out what 27 is in decimal, 20 + 7. 1e is 10 + e, and in hex those numbers represent 16 and 14 respectively so 1e is the 30th row down (remember to start counting at 0!).
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a is which column that the sprite is on. this is because of the way it counts spaces on the sheet, left to right then moving down to the next row. a represents 10, so the sprite for 0x1ea is in the 10th column and the 30th row (counting from 0).
so using this system:
0x123b is in the 291st row and the 11th column
0x54 is in the 5th row and the 4th column
0xc4d is in the 196th row and the 13th column
Krathan can correct me if I’m wrong, but this is what I figured out on my own when I made the xml for the Clock Tower. I’m 99.99% sure this is correct (assuming i converted hex to decimal right).