hatch-pet

Create Codex-compatible animated pet spritesheets with an 8x9 atlas.

Updated May 6, 2026
One-click install
npx skills add https://github.com/tbshiki/codex-pets-wapuu --skill hatch-pet
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: hatch-pet
Source: https://github.com/tbshiki/codex-pets-wapuu/tree/main/.codex/skills/hatch-pet
Command: npx skills add https://github.com/tbshiki/codex-pets-wapuu --skill hatch-pet

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires Pillow, and includes scripts (resource) and references (resource) components.

What problem does it solve?

Hatch Codex-compatible animated pet spritesheets from concepts, references, or generated images to streamline creating playable Codex pets without manual frame-by-frame assembly.

Core Features & Use Cases

  • Create, repair, validate, preview, and package Codex-compatible spritesheets with an 8x9 atlas and transparent unused cells.
  • Integrates with the built-in $imagegen for deterministic visuals and provides QA media, previews, and final packaging for Codex pets.
  • Use it to hatch new built-in or custom pets from concepts, references, or screenshots.

Quick Start

Prompt the system to hatch a new Codex pet by providing a name and optional references; the system will generate the base art, row strips, atlas, QA media, and final packaging automatically.

Frequently Asked Questions about hatch-pet

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create animated pet spritesheets for Codex without manual frame assembly?

You can create Codex-compatible animated pet spritesheets automatically by providing concepts, references, or generated images. The system uses built-in image generation and deterministic scripts to assemble the 8x9 atlas, eliminating manual frame-by-frame assembly.

How does an 8x9 spritesheet atlas work for packaging animated pets?

An 8x9 spritesheet atlas organizes animation frames into a grid with transparent unused cells. This format packages pet animations into a single image file, ready for Codex integration while maintaining provenance data in the final package.

Do I need Pillow to generate and package Codex pet spritesheets?

Pillow is required to generate and package Codex pet spritesheets. The dependency handles image processing tasks for assembling row strips, creating QA media, and packaging the final 8x9 atlas with transparent unused cells.

Can I use my own reference images to hatch custom animated pets?

You can hatch custom animated pets from your own reference images or screenshots. The system integrates with built-in image generation to process these inputs, producing base art, row strips, and final Codex-compatible spritesheet packaging.

What is the best way to validate and preview animated spritesheets before final packaging?

The best way to validate and preview animated spritesheets is using the built-in QA media generation. It automatically produces previews and validation checks for the 8x9 atlas before completing the final packaging step.

Why does my Codex pet spritesheet have transparent unused cells in the atlas?

Transparent unused cells in the spritesheet atlas maintain the strict 8x9 grid structure required for Codex compatibility. These empty cells ensure deterministic frame alignment when the game engine processes the animation sequences.