For most information, you should look to the CGPED readme file itself. This contains some of the information, along with some data on how to implement it best. It assumes you've already downloaded the CGPED. Now, let's make us a battle sprite!
Select the size of your image. It can be - in pixels - 32 X
32, 64 X 32, 32 X 64, 64 X 64, 128 X 64, or 128 X 128. No bigger,
no smaller. But, for purposes of this demo, let's make it 64 X 64,
okay? Make a new file in Microsoft Paint (or any other art program,
for that matter) that size and save it as a 16 - bit bitmap file.
Don't have it compressed, either!
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Now, draw something! Now, what you have
to understand is, EarthBound doesn't use the color pallet that your art
progam does. That's why I generated a full list of the color pallets
used in the original ROM. So, just use your imagination and pretend
that the pallet in your program is the same as one of these color pallets.
See, right here I've used Pallet 1. The upper left color is always
the one that's transparent. Now, don't try changing the colors in
the Paint Pallet to match the ones in the EB Pallet. It won't work
correctly. For reference, all color pallets are available at this
page.
Now that we have that done and saved, let's do a little compression. |
Okay, here's the CGPED interface. You have three very important windows for it. Sprite, Pointer, and Size.
Sprite contains all of the entries for the Compressed Sprites.
It's your selector screen. Click here
for a list of the images that it references.
Pointer details where exactly in the ROM the thing goes. I'll
discuss placing the image more later. Remember how to convert from
Hex into SNES?
snes_address = (hex_address + 0xC00000) - 0x200
And to go from the SNES address back to hex, you do this:
hex_address = (snes_address - 0xC00000) + 0x200
Size is also a highly important bit of data. If you don't have
it correct, the image won't compress correctly! So let's do this
thing.
Okay, so we open PK Hack and put in the battle
sprite, "12." You may find that a little confusing, so let me explain.
In the CGPED list, 0 is an Antoid. But in PK Hack, 0 is NO sprite
and 1 is the Antoid. Because the no sprite sprite isn't listed in
the CGPED menu, just add 1 to the sprite number you chose to insert to.
Also, remember to pick the correct pallet. Pallet 1 is the correct one for this image, so that setting is fine. And in the game, we find...
Woo hoo! You did it! You made a compressed image! |
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If you followed these directions to the letter and still couldn't get it to work, I don't know what to tell you. Maybe you made an error in the address input, or something. If you can't get it to work under these conditions come and whine at the PK Hack Forum and we'll try to help you out.