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Tessera 2.0 Beta

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This tool is part of the reason I've been holding off on a RttC refurbishment, so I'd love to see it finished as well. I can only offer generic encouragement at the moment (forgive me), but I'll try to take a look at it later.
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I'll see what I can do about the run-once sprite thing. I probably made a mistake with the loading index. Are you sure that it happens only with run-once sprites, not cluster sprite generators, shooters, or anything else? I haven't a clue what could be causing the double-jump glitch, though...what happens if you remove or change some sprites in that level?

Edit: I see...were the problems by chance happening only with the included custom run-once sprites, not the originals? If so, then I found the problem, and it was in the sprite code, not the loading code. Here are the fixed sprites.

Edit 2: Aha, I found what was causing the double-jump bug. It isn't restricted to the title screen either; a typo in the bounce sprite code caused something to compare to #$08 rather than #$80, resulting in the player's Y speed getting set to 0x80 when a bounce sprite is spawned in a certain way. Here's the .asm file with the fixed code. Just replace the old one with that and reinsert stuff.

Edit 3: Has anyone found any other bugs of which I or Vitor should be made aware?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Originally posted by Ripperon-X
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.


Hmm... I haven't see this video :/
Like imamelia said, now these bugs is fixed now, see download link below.

Also, about moonwalk mushroom, this isn't a bug. Michael Jackson, "moonwalks", right? So, is exactlly that the mushroom made with Mario :P


Originally posted by Hadron
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 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!


Okay, I'll implement all of these suggestions.

About DoctorROM, hehehe... There is a problem. I have made this tool some month ago, and I've not planned to release originally. But I accidentally I have put this tool on Tessera folder too :X

But then I fix some bugs and add some features sure that I'll release.

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I have a question to everybody: SA-1 - yes or not. SA-1 will upgrade the sprite system allowing 4x more sprite at screen, rotation sprites, 8MB ROMs and a lot of features (and the SA-1 runs at 10.74 MHz... How fast is this!). So, someone want SA-1? Yes or not? Answer here. The most voted it'll be my decision.

Anyway, here download link updated with imamelia's fixes:

Download
GitHub - Twitter - YouTube - SnesLab Discord
Originally posted by Vitor Vilela
I have a question to everybody: SA-1 - yes or not. SA-1 will upgrade the sprite system allowing 4x more sprite at screen, rotation sprites, 8MB ROMs and a lot of features (and the SA-1 runs at 10.74 MHz... How fast is this!). So, someone want SA-1? Yes or not? Answer here. The most voted it'll be my decision.

Anyway, here download link updated with imamelia's fixes:

Download


Well, unless you're going to develop an "use SA-1", option, I'll desagree with that, you can't force people use SA-1 even if sprites gets 4x faster.

E: At least, for compatibility issues...
The question is whether or not people want an SA-1 version of the tool, hacks, sprites, etc., not whether the entire thing should be made to work only for people using the SA-1.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Yes, should have a checkbox that tells us if we want the SA-1 chip in our hack or not. In this way, it will be fair.
While I wouldn't personally use the SA-1 chip (well, at least on my current hack, maybe much later on another hack), I think it might be a good option for the people who are interested in it. I'm not sure how many are, though...
I do have a question about this: Will this tool have an option to fix a minor glitch that's caused by the Extended No More Sprite Limits patch? I mean the one where the score sprites flash when too many sprites are hit one by one?
There's another glitch where if Mario has a power-up in the box and if he takes a fire flower or cape, the item in the box will be invisible for a short period of time.
Edit: Looks like some sprite can't be converted in use for the Custom Sprite list in SMW. A few examples are all the regular sprites, except the birdo and the moonwalk mushroom.
Originally posted by Ripperon-X
Edit: Looks like some sprite can't be converted in use for the Custom Sprite list in SMW. A few examples are all the regular sprites, except the birdo and the moonwalk mushroom.


Well, it's not a limitation or something, I haven't have time to add custom sprite collection data for each cfg file. Well, but the glitches, I don't know if it'll be fixed or not, maybe imamelia can answer.


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About SA-1, I'll see if is possible to add both options, but it can be a bit hard to make a sprite work with both CPUs. Maybe the sprite will require two versions or I'll have to label every ram used by sprite to change if SA-1 is yes/no used, and create a define !SA1 (1 or 0) and use the "if" feature of Asar.
GitHub - Twitter - YouTube - SnesLab Discord
2 glitches found:
1. It has to do with the 2-way bullet shooter.
I manually inserted the sprtie 3 times, but with the other 3 extensions(
0301,0302 and 0303). When I test then in-game, they keep launching horizontal bullets, instead of vertical and diagonal bullets or updown ones.
Forget the 1st glitch. Apparently, the sprite wasn't made the way I thought.
2. The run-once sprites.
I discovered this glitch when I put 4 bullet bills in the same screen as the quad grey-platform spinner. When the bullets got to that screen, bits of the rotating sprites were gone, leaving only 2 spinning platform. I thought by leaving and coming back might respawn them, but no, that's not true. They remain gone forever. This glitch exists even in Tessera 0.52.
Another glitch:
Now it's the piranha plant. When I insert one, no matter the settings, the plant just travels down, but if I put 2 or more near the exact same plant, the other plants behave correctly and the first one is still travelling down.
For the piranha plant, it seems that when converting them, Vitor mistakenly put 03 instead of 04 for the size. Easy enough to fix.

For the run-once sprites...I don't know. I just tried that setup (quad platform/4 Bullet Bills), and it worked perfectly fine. Maybe it's a sprite memory problem?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
Weill, I had the No more sprite tile limits patch enabled in my level and dsx.asm to discover this run-once sprite glitch.
Edit: I found a pretty minor nitpick about the piranha. When it comes out of the pipe, it looks like some pixels of this sprite are shown in front of the pipe rather than behind. Same thing with the venus specialty sprites.
Did you have the cover-up tile set to one that isn't perfectly square?

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
The settings were untouched:
!CoverUpTile = $40
Here's the run-once sprite glitch:
http://youtu.be/TfFbWAWittc
I found some glitch with the message box sprite. If you put the sprite twice with the same settings next to each other, one will display the message and the other one won't, despite having the same settings as the 1st one.
Para-beetle glitch: It's the same thing as the message box glitch, except here, the first sprite will be giant, yellow and slow and the other one with the same settings moves faster, it's green and it always seems to face the player.
Next glitch is that when I enter the Extension for almost any regular sprite, it seems that the Extension number isn't shown up at all and this also seems to lead the sprites to bad or wrong functionality.
The only regular sprites that work besides the Birdo are the SMB1 firebar and the regular firebar sprite.
There's a glitch with that one: If you set the number of fireballs of the firebar to maximum(why would you do that I don't know), the firebar relly messes up, showing up bits and pieces of the bar spinning on the screen only in the vicinity of the firebar sprite.
Sorry for this double-post, but in the piranha plant and venus specialty asm files, change the CoverUp tile to C0. That's the message box tile.
Yes. I suppose I should have changed that to C0, since the GFX file no longer overwrites the message box tile...eh. For the extra byte thing, it looks like Vitor just forgot to set most of the sizes when converting them. That should be fixed now. And as for the Firebar...yeah, I wouldn't expect a full string of 16 fireballs to work correctly. I doubt the rotation routine could handle something that far away from the center point. It might work for the 8x8 fireballs, but definitely not the 16x16 ones.

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I'm working on a hack! Check it out here. Progress: 64/95 levels.
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