Tile: — | Pos: —
Tile Bank (128)
PNG sliced into 16×16 tiles. Auto-picks palettes. Skip odd = halve source width.
Tile Editor — Tile 0
Pixel: —
Tile Palette:
Draw Color:
Sprite Bank (128)
PNG sliced into 8×16 sprites. Best-fit to existing palettes. Skip odd = halve source width.
Sprite Editor — Sprite 0
Pixel: —
Palette:
Draw Color:
Sprite Properties:
—
Atagle Entries — Scanline Commands
Horizontal lines at specific Y scanlines. Click map in Atagle mode to place. Right-click to delete.
Palettes (0–7) — Shared by Tiles & Sprites
Music Player
No file loaded. Load a .sap/.rmt or .sid file to begin.
POKEY Channels
CH1
---
--
CH2
---
--
CH3
---
--
CH4
---
--
Sound FX Editor
TIA — 2 channels, 5-bit freq, 4-bit control
Frame Editor
0 frames
Freq
Vol
Ctrl
Wave
Click/drag bars to edit. Right-click to delete frame.
▸ Frame Table (raw values)
No frames yet.
HUD Editor (320A — 2 lines)
Palettes — CxP2:
Line 1 — Labels (top):
|
Line 2 — Values (bottom):
|
Preview (320×16, 2 lines):
320A: 1bpp, CxP2, top=labels, bottom=scores
Title Screen (160B — 12 colors + BG)
BG Color:
Colors: 0/12
Palette:
Preview (160×192, 2× wide):
No image loaded.
Game Over (160B — 12 colors + BG)
BG Color:
Colors: 0/12
Palette:
Preview (160×192, 2× wide):
No image loaded.
High Score (320A — 8 palettes, CxP2 per char)
8 Palettes — CxP2 (fg color per palette):
Headers:
Sample Entries:
Preview (320×192):
320A: 1bpp, each char selects 1 of 8 palettes, CxP2 = foreground
Save / Load Project
Chunk-based format — forward compatible. Older versions skip unknown chunks.
Export ROM
Save *.S78 format compatible with SN/EAGLE carts and Gopher7800 emulator.