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@debuffjp/tenten

v0.0.2

Published

tenten: a headless, scriptable pixel-art and animation tool. Indexed sprites, frames, tags and slices drawn as text grids and ops over an MCP server, a CLI and a TypeScript API, with a text render in every result. Imports and exports .aseprite.

Readme

tenten

A headless, scriptable pixel-art and animation tool. Draw sprites as text grids and ops over an MCP server, a CLI or a TypeScript API, and export sheets that Phaser, Pixi and debuff load. Sprites are indexed (a palette, index 0 transparent) with layers, frames, tags and slices. There is no editing GUI. Every edit returns the frame as a text grid, so a coding agent can drive it without a screen.

The point is that the whole sprite is text. A six-line grid is a sprite, a diff shows which pixels moved, and anything that can write a string can draw. Inspired by Aseprite, not a clone of it. The .tt file is JSON with cels stored as text grids, so it reads with cat and diffs in git. Exports write PNG sheets and Aseprite-style JSON that Phaser's load.aseprite and Pixi's spritesheet parser accept, and the [email protected] strips debuff's asset compiler reads.

Part of debuff, the toolkit for 2D browser games. Projects made with npm create debuff list tenten in their .mcp.json, and the tenten() plugin in @debuffjp/cli turns .tt files in assets/ into sprite sheets, fetching tenten with npx when it is not installed.

MCP server

{ "mcpServers": { "tenten": { "command": "npx", "args": ["-y", "-p", "@debuffjp/tenten", "tenten-mcp"] } } }

Or from a checkout: node bin/tenten-mcp.js. Twelve tools: tt_new, tt_open, tt_save, tt_describe, tt_draw, tt_undo, tt_render, tt_diff, tt_export, tt_watch, tt_preview, tt_palettes. A sprite is usually one tt_draw call with a grid op:

{ "ops": [
  { "op": "grid", "rows": ["..0000..", ".011110.", "01122110", "01111110", ".011110.", "..3..3.."] },
  { "op": "outline", "c": 4 },
  { "op": "addFrame" }, { "op": "shift", "dx": 0, "dy": 1, "frame": 1 },
  { "op": "tag", "name": "idle", "from": 0, "to": 1 }
] }

In a grid . is transparent and 0-9a-zA-Z are palette indices 1 to 61, so index 1 is drawn as 0. tt_describe lists each palette entry with its grid character, as 1=#ffd700 (0). tt_render with view: "png" draws every frame zoomed with its index under it. tt_diff lists the pixels that differ between two frames or two documents.

tt_preview opens a small page for the human that shows every open document zoomed and plays its animations, updated on every change:

.aseprite

Reads RGBA, grayscale and indexed files with raw, compressed or linked cels at any offset, and writes indexed files with a palette, layers, tags and slices. The tests render Overbuffed's Aseprite files to the PNGs Aseprite exported from them, pixel for pixel, and, when Aseprite is installed, have the real binary open a tenten-written file and export the same sheet. The codec is written from the published file spec, not from Aseprite's source.

CLI

tenten show <file> [--frame n]
tenten info <file>
tenten export <file> [--out dir] [--layout horizontal|vertical|grid] [--scale n] [--padding n] [--frames] [--debuff] [--aseprite]
tenten preview <file> [--out file.png] [--scale n]
tenten convert <file> <out>

<file> is .tt or .aseprite.

Library

import { Editor, save, sheet } from "@debuffjp/tenten";
const e = Editor.create("coin", 8, 8);
e.batch([{ op: "palette", colours: ["#ffd700", "#b8860b"] }, { op: "ellipse", x: 0, y: 0, w: 8, h: 8, c: 1, fill: true }]);
await save(e.doc, "coin.tt");

Ops: grid, pixel, line, rect, ellipse, diamond (a 2:1 isometric footprint), flood, outline, shift, flip, replace, copy, clear, addLayer, removeLayer, addFrame, removeFrame, duration, tag, untag, slice, unslice, colour, palette. A batch is one undo step and rolls back whole if an op fails.

Not yet

Tilemap layers and tilemap cels in .aseprite, brushes, in-place texture swapping without a reload (today tt_watch rewrites files and the dev server reloads). Node 24 runs the TypeScript source directly; npm run check typechecks and runs the tests.