CCTEX
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HighResEaser 1.7 CCTEX MOD 9/27/15
HighResEaser 1.7 CCTEX MOD is here, more powerful, more user-friendly!
microdev's amazing HighResEaser (1.4 last official version) saves users a ton of time. My modifications of HRE on this thread serve to save you even more time with new features ranging from FULL automation of texture surveying/sorting to alternative methods of marking narrow textures when legibility is an issue.
Since MOD v1.6, the need to manually take note of the texture order has been eliminated; but the alternative marking methods I created remain in the script, and you can read the documentation of those features in MOD v1.5's release post in this thread. If you're new to HRE or retexturing, read the official documentation first.
Download HRE CCTEX MOD 1.7
New features
-ROBOREAD support for backgrounds/titles with multiple textures per row
-Detection/resolution of malformatted screenshots during ROBOREAD processing
-Realtime visual feedback during ROBOREAD processing
-User input error handling
Changes:
-Button/dropdown/help labels updated to be more intuitive
-ROBOREAD horizontal offset is a now relative percentage
-ALL resulting values are auto-filled & 'read only' after ROBOREAD
Bugfixes:
-Bugfix from original HRE that prevented loading transparent textures
-Bugfix from original HRE that crashed saving empty HiRes layer tiles
-Bugfix from HRE 1.6 that output ROBOWRITE colors at varying lengths
Watch the updated ROBOREADER demo from HRE 1.7
Documentation of features introduced in this version:
Spoiler:
Modification Utility 1: (Listed as 'ROBO-WRITE under the 'color/ROBO' drop-down in '1. Mark original textures| ROBOREAD/WRITE')
NOTE: This must be used prior to ROBO-READ.
Set scaling as desired, ID Position will be ignored. Select your source/save directories as usual. Your textures will be processed with encoded color overlays to be read later by ROBO-READ.
After encoding, you need to take a screenshot of the textures in use in the emulator. It should look like one of the examples below:
If your textures do not fill entire screenshot (shown in the middle example above), you must crop the screenshot before processing with ROBOREAD
Modification Utility 2: (Listed as 'ROBO-READ under the 'color/ROBO' drop-down in '1. Mark original textures| ROBOREAD/WRITE')
NOTE: After processing your textures with ROBO-WRITE, you need to take a screenshot of the processed background textures while in use in the emulator.
All other parameters are ignored when using ROBO-READ.
You will be asked for the directory containing your screenshot, make sure there are no other files in the directory other than your screenshot.
You are then prompted for the total amount of textures (in total, not unique) contained in the screenshot. Be sure to enter this correctly:
Now enter the amount of textures per row in the screenshot:
Leave this as default (50%) if your screenshot contains multiple textures per row OR if your screenshot is unobscured by other textures like titles, popups, icons (which sometimes requires you to load blank transparents of those overlays into the emulator before taking your screenshot). Otherwise, if overlay obstacles obscure portions of your textures to be read, you can change the horizontal offset (%) from the left edge of each texture for its color sampling coordinate to provide a clear path to read the color bars all the way from top to bottom. In the screenshot example above, where the overlay 'MarioKart 64' took up the middle of the screen, a value of 5% or 95% would provide a clear path around the overlay.
After a few seconds of processing the decoded values & TPR are automatically fed into Step 2 of HighResEaser! Simply press RUN, or copy the decoded values for future reference.
If you did click RUN, you would continue just as in legacy HRE, selecting the directory containing the original textures, and watch them load up. Here is the result for the screenshot examples above:
Thanks to [MENTION=6631]microdev[/MENTION] [MENTION=29958]NES_player4LIFE[/MENTION] [MENTION=52820]mode7[/MENTION] [MENTION=58381]Datadayne[/MENTION]
HighResEaser 1.7 CCTEX MOD is here, more powerful, more user-friendly!
microdev's amazing HighResEaser (1.4 last official version) saves users a ton of time. My modifications of HRE on this thread serve to save you even more time with new features ranging from FULL automation of texture surveying/sorting to alternative methods of marking narrow textures when legibility is an issue.
Since MOD v1.6, the need to manually take note of the texture order has been eliminated; but the alternative marking methods I created remain in the script, and you can read the documentation of those features in MOD v1.5's release post in this thread. If you're new to HRE or retexturing, read the official documentation first.
Download HRE CCTEX MOD 1.7
New features
-ROBOREAD support for backgrounds/titles with multiple textures per row
-Detection/resolution of malformatted screenshots during ROBOREAD processing
-Realtime visual feedback during ROBOREAD processing
-User input error handling
Changes:
-Button/dropdown/help labels updated to be more intuitive
-ROBOREAD horizontal offset is a now relative percentage
-ALL resulting values are auto-filled & 'read only' after ROBOREAD
Bugfixes:
-Bugfix from original HRE that prevented loading transparent textures
-Bugfix from original HRE that crashed saving empty HiRes layer tiles
-Bugfix from HRE 1.6 that output ROBOWRITE colors at varying lengths
Watch the updated ROBOREADER demo from HRE 1.7
Documentation of features introduced in this version:

Modification Utility 1: (Listed as 'ROBO-WRITE under the 'color/ROBO' drop-down in '1. Mark original textures| ROBOREAD/WRITE')
NOTE: This must be used prior to ROBO-READ.
Set scaling as desired, ID Position will be ignored. Select your source/save directories as usual. Your textures will be processed with encoded color overlays to be read later by ROBO-READ.
After encoding, you need to take a screenshot of the textures in use in the emulator. It should look like one of the examples below:
If your textures do not fill entire screenshot (shown in the middle example above), you must crop the screenshot before processing with ROBOREAD
Modification Utility 2: (Listed as 'ROBO-READ under the 'color/ROBO' drop-down in '1. Mark original textures| ROBOREAD/WRITE')
NOTE: After processing your textures with ROBO-WRITE, you need to take a screenshot of the processed background textures while in use in the emulator.
All other parameters are ignored when using ROBO-READ.
You will be asked for the directory containing your screenshot, make sure there are no other files in the directory other than your screenshot.
You are then prompted for the total amount of textures (in total, not unique) contained in the screenshot. Be sure to enter this correctly:
Now enter the amount of textures per row in the screenshot:
Leave this as default (50%) if your screenshot contains multiple textures per row OR if your screenshot is unobscured by other textures like titles, popups, icons (which sometimes requires you to load blank transparents of those overlays into the emulator before taking your screenshot). Otherwise, if overlay obstacles obscure portions of your textures to be read, you can change the horizontal offset (%) from the left edge of each texture for its color sampling coordinate to provide a clear path to read the color bars all the way from top to bottom. In the screenshot example above, where the overlay 'MarioKart 64' took up the middle of the screen, a value of 5% or 95% would provide a clear path around the overlay.
After a few seconds of processing the decoded values & TPR are automatically fed into Step 2 of HighResEaser! Simply press RUN, or copy the decoded values for future reference.
If you did click RUN, you would continue just as in legacy HRE, selecting the directory containing the original textures, and watch them load up. Here is the result for the screenshot examples above:
Thanks to [MENTION=6631]microdev[/MENTION] [MENTION=29958]NES_player4LIFE[/MENTION] [MENTION=52820]mode7[/MENTION] [MENTION=58381]Datadayne[/MENTION]
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