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Tessera 2.0 Beta
Forum Index - Sunken Ghost Ship - C3 Museum - Spring 2012 - Tessera 2.0 Beta
Pages: « 1 2 »
I and imamelia, we have working on a new sprite tool: Tessera v2.0. While I have working on a tool, imamelia have working on ASM. Well, its a ~1 month working, and I've almost finished the tool (The only thing unfinished are the new CFG Editor, but anyway...)

Tessera v2.0 Beta 2

This is a new sprite tool that allows insert new sprite types, its GUI, have a new cfg format, uses asar.dll (insertion speedup :D) and it can generate the Lunar Magic's Custom Sprite Collection. There is some extras things, but I've forgot.

Since this is a beta version, I don't recommend to user in your hack or something. Just to test. We need some feedback before releasing and the ASM code have some bugs.

Maybe in future it will have SA-1 support and other things, but now not.

Anyway, test it. I doesn't have all sprites, but please give some feedback!

download link: http://dl.dropbox.com/u/16203903/ANewYay/Releases/Tessera%202.0%20Beta%202.2.zip


edit:


edit 2: I'll just warning that Scroll and Overworld sprites doesn't are supported now, I've forgot to remove on view menu.
You, my friend, have a knack for tool making don't you? =D
Yeah, I already had the ASM hacks and was updating them, but I didn't trust my skill with tool making (or, indeed, previous versions of Tessera). So I'm glad that I could work with Vitor on this. We would like people to test the tool, mention any bugs they find (bonus points if you know enough ASM to have an idea what is causing them), comment on things that they like or don't like, and make suggestions.
I'd really like to use Tessera because of its ability to make sprites have many different features taking up only 1 slot rather than just the default 2 the normal sprite tool gives you. However its incredibly bothersome to use with the existing sprites because of incompatibility with extra bits and extra property bytes and things like that. Converting sprites to work with it takes quite a while for some sprites and is such a hassle.

Is it possible to implement some tool or feature packaged in that converts them to Tessera's format?
Oh wow, another new tool?! This is beyond super amazing!

So wait, is it compatible with the Tessera 0.5 sprites? And also, imamelia, is the sprite slowdown already fixed in this version or you couldn't find a solution to that problem yet? (just asking, really)

Seriously, guys, this is really great. I'm looking forward for new releases!
Oh, wow, this is looking great; hopefully this will help get more people to consider using Tessara. Great work, you two!
I should get a new layout.

Probably won't, though.
Yeah, seeing an awesome and easy-to-use GUI like this will definitely make me want to switch over. Now all we need is a tool that'll convert sprites with a TRASM/xkas syntax to a sprite with Tessera syntax. :P

Great work. :)
Huh... I REALLY wanted to use the tool, but...


but wait...


Why the most odd errors shows only to me? D:

Edit: nevermind. When I moved the ROM to the Tessera's folder, it worked.
Man, you're on a roll, Victor! :D
Thanks for all comments guys :D

@Hadron: Now not since the .cfg file format has changed and the pointers is at top of ASM file instead of bottom. But I'll convert all now.

@Iceguy: Heh, maybe I can make a KASARA tool (xkas, asar and Tessera) to change the syntax.

@JowTH: strange... The only way to append this is changing the working directory. But I'll set the working directory to Tessera's path.

--------------------------------------
Well, since I can still post here...





This is a example of Custom Sprite Collections feature that Tessera 2 have. All information are stored at cfg file, so the user doesn't need to input anything. The only limitation of this feature is that you cannot create own description/image for each extension value (extras bytes value). Because of this, the generators, shooters, run-once and cluster generator have only own name (and a generic description and image). Other types doesn't generate custom sprite collection information.

But as of bonus, you'll have only four additional files on your ROM folder (romName.mw2, romName.ssc, romName.s16 and romName.mwt) D=
Originally posted by Vitor Vilela
@Hadron: Now not since the .cfg file format has changed and the pointers is at top of ASM file instead of bottom. But I'll convert all now.


Oh, I see. I've just checked out the new .cfg format and man, that looks much easier to read and to understand than the first one.

Also, just realized how great this thing is, making lists and stuff for custom sprites were quite tedious sometimes and this makes the whole thing much easier. I don't think it's actually a huge problem that all the generators/shooters/etc. sprites have a single image and description.

And another awesome thing I noticed: I can't see the sprite slowdown after using this version, while I noticed a lot of slowdown after using Tessera 0.5! Did you guys edit the sprite loading routine or whatever? It's much better now!

Can't wait to see this finished, really. This tool makes managing sprites so easier.
Originally posted by Hadron
Originally posted by Vitor Vilela
@Hadron: Now not since the .cfg file format has changed and the pointers is at top of ASM file instead of bottom. But I'll convert all now.


Oh, I see. I've just checked out the new .cfg format and man, that looks much easier to read and to understand than the first one.

It depends on how much of the Tweaker tables you have memorized, I suppose. Oddly, I often used to open the CFG editor without opening any sprites with it, then open the CFG files with Notepad(++) and use the descriptions of all the bits in the editor to figure out what to put in the file.

Originally posted by Hadron
Also, just realized how great this thing is, making lists and stuff for custom sprites were quite tedious sometimes and this makes the whole thing much easier. I don't think it's actually a huge problem that all the generators/shooters/etc. sprites have a single image and description.

Yeah, I tried to convince FuSoYa to let them have different descriptions for people using this, but no luck. You did remind me of one thing, though, which is that since we can now edit the data of a sprite after placing it in the level, it might actually be worth using the custom sprite collection window with Tessera (before, you were stuck with only one possible extra byte value if you didn't insert the sprite manually, since the window has no option to set extra bytes).

Originally posted by Hadron
And another awesome thing I noticed: I can't see the sprite slowdown after using this version, while I noticed a lot of slowdown after using Tessera 0.5! Did you guys edit the sprite loading routine or whatever? It's much better now!

Yes, actually, I did change the sprite loading routine between the 0.5x versions and this one. It now sorts the sprite data into seven tables, one for each byte (no sprite can use more than 7 bytes' worth of data), on level load, then every time the sprite loading routine runs, it just takes the data from those tables instead of using a pointer. I do wish there had been enough free RAM in bank 7E for said tables, though; I had to put them in bank 7F, which meant I needed to switch the data bank a lot more often. Darn decompressed GFX files and their RAM-hogging tendencies... I actually didn't notice the speed difference myself (and was rather disappointed about that), so I'm glad to have at least one person confirming the new loading routine to be faster.

In any case, I'm glad you guys like it. As soon as it actually gets released and accepted into the tools section, I think I'll make a thread for a conversion project, which should alleviate compatibility problems.
Small question: Did I have to delete the old sprites before inserting the sprites with the Tessera tool and then re-insert them again?
Glitch: When I inserted the sprites with the tool version of Tessera and opened the game, in the title screen, MArio double-jumped, when the Yoshi egg got out of the question block.
Originally posted by Ripperon-X
Small question: Did I have to delete the old sprites before inserting the sprites with the Tessera tool and then re-insert them again?

It would probably be best, since I changed some ASM hacks.
THis is bizarre. When I used Tessera tool the first time, it works perfectly. But if I re-use it on the same ROM, it says the sprite hack fails and aborts insertion(nice feature though). What does this mean?
I guess there's no point in telling you about the sprite glitches as you probably know that.
Hmm... Strange really. I've fixed some bugs so the link has updated. Changes:

- Fixed a bug there it'll show a lot of removal errors if a "clone sprite" or a sprite that have invalid init/main pointer.
- Fixed a major RATS bug that it'll protect 0x10000 bytes instead of the right value.
- Added a lot of sprites from Tessera 0.5x. Note that I don't sure if each one is working since I have no time lazyness to test each one. Also only birdo have a beta custom sprite collection data.
- Fixed other weird bugs.
- Added support to tweak sprites: Put INIT and MAIN as address $018021 and use the normal/regular cfg to enable the feature.

--------------
About the glitch of mario double jumping... Bizarre! I relemble that before there is no bug related, but I have no idea what is causing this really.
Maybe I'm missing something, but I can't find the new sprites in the version you linked in the first post (I'd probably try to test them). These changes sound very cool, though!
Ooops... I have put the zip file in another location. Sorry.
Here the new download

EDIT: See my lastest post! It have updated!
I mentioned some glitches in a certain video, but I'll re-post them:
THe runonce sprites work, but after leaving them and come back, they're no more. The moonwalk mushroom has its own problem:
When taken, Mario uses the x-flipped version of the running frames, instead of the right ones. I mean, when Mario runs to the right, he uses the frames for running left and vice versa.
Edit: The double-jump glitch exists in this isn't this chenged-version as well.
Oh, alright. I tried the new version, and I'm glad to see you already converted a lot of sprites indeed. This tool is going to be really useful when it's finished.

I tested most of the sprites and I noticed no errors, except the thing with run-once sprites Ripperon-X already mentioned: they don't respawn after despawning.

Also, I have a few suggestions that could make the workflow maybe a bit faster and more comfortable. (if you're open for suggestions)

- make the main window and the "add sprite" window resizeable. Not a big thing, but many users enjoy "dynamic" windows.
- Add a "open ASM file" button to the add sprite window (or even to the main window). Especially in Tessera, it's important to know what extra bytes do and it's a bit boring after a while to search for every single ASM file for the sprite description.
- show the ASM filename in the main window too (why not?)
- use the "Delete" button to delete sprites (not a big thing at all, but why use another hotkey anyway?)

I also saw doctor.exe, it's pretty funny but looks quite handy, too. I already found out that there's a lot of bad RATS in my hack. >_< I just wish I would know which tool causes it (or maybe it's a patch, I'll look after it).
I recommend a spelling/grammar check, though, it's pretty fun/weird when a cool tool like this uses broken grammar. Great work, nonetheless!
Pages: « 1 2 »
Forum Index - Sunken Ghost Ship - C3 Museum - Spring 2012 - Tessera 2.0 Beta

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