Now, for the first time, run Cave Editor. You will be greeted with a friendly window of grey and white boxes interspersed with buttons. In the menu list, select “File” and then select “Load”. Then go to wherever cave story is on your computer and double-click “Doukutsu.exe”. You have just loaded it up, and you have to do this every time you run the editor. Now, on the far right are three buttons. Right now, we’re concerned with the one that says “Game Settings”. Click it, and you’ll get another window popping up at you. In the bottom left are two things that we need to change right away. One, put a check in the box that says “Remove (C)Pixel requirement”. Next, where it says image file extension, change the pbm to a bmp and then press okay. Now, go to “File” again, and hit save, then you can close out your editor. There’s lots of other things on that main screen, but they’re pretty self explanatory, I should hope. Anyways, now we can get back to drawing our pink feather or whatever. Open up your data folder again, and open the file MyChar.bmp (Notice that CaveEditor changed it for us). Paint should boot, and you will see the spritesheet laid out before you. In every image, black is transparent. Your images are mostly 16 colour bitmaps; that’s to say, not a lot. Just click save as and select 24-bit bitmap as the filetype for as many colours as your heart desires. Now go ahead and draw away and save it when you’re done. You cannot make the sprites bigger than they are. Well, you can, but that involves assembly which is (much) more advanced.