GHOST LIGHTSYNTH STUDIO 0.2
Direct ROM patcher for the v0.5 / REDLINE layout. Change the synth's personality without rebuilding it. The byte values are authoritative; the on-screen NES colors are an approximation and will vary by emulator / console / display.
01 // PALETTE LAB
Four core palettes + two manual blasts. Click a palette slot, then click an exact NES byte. $25 is literally $25. $0D is blocked by default because it can be problematic on composite hardware.
Rows are $0x / $1x / $2x / $3x. Black aliases and emulator-specific rendering are normal. Exact bytes are shown in each slot.
02 // RESPONSE CURVES
These are literal data tables in the ROM. No recompilation. Density and speed are safe to tune. CHR jobs are the danger knob.
Density thresholds
Speed divisors
03 // ATTRIBUTE COLOR MOTION
Each byte controls the four 2-bit palette assignments of one NES 32×32-pixel attribute region. Click a quadrant to cycle 0→1→2→3. This changes the large-scale color patchwork without changing the palettes themselves.
04 // PROPAGATION PATH
C1 START and C2 B use this 64-cell order. You can change how the infection walks through the 8×8 neighborhood without touching code.
05 // GENERATOR MOTIF EDITOR
The four generators are each 16 reusable 8×8, 2-bit CHR motifs. This editor changes the actual source shapes. Paint with values 0–3. Runtime synthesis will use your edited forms. On export, the boot CHR is also regenerated from the GLYPH bank so the cartridge starts coherently.