USE SIGNAL.
GHOST LIGHTSYNTH STUDIO is not a development board. It is the bench where the transmission gets wounded on purpose. Edit the ROM. Watch the signal answer. Export what survives.
Transmission Window
This is a frozen witness frame, not an emulator. It uses the actual motif bytes, palette bytes, density table and attribute assignments from the ROM. Palette and primitive edits answer here immediately.
Keep the seed fixed while tuning a palette. Reseed only when you want a different witness.
Palette Wound
Four core states + two manual blasts. The byte is the truth. Click a slot, then an exact NES color. $25 remains literal $25. $0D stays blocked unless you deliberately unlock it.
The browser colors are an approximation. The exported byte values are authoritative on the NES.
Shape Vocabulary
Edit the actual 8×8, 2-bit source forms. The witness window uses them immediately, so a primitive is never judged alone in a tiny box.
Propagation Trace
C1 START and C2 B walk this order through an 8×8 neighborhood. Change how the infection travels; REDLINE keeps the upload budget fixed.
Color Territory
Each block controls four 2-bit palette assignments in a 32×32-pixel NES attribute region. This is where color stops being a swatch and becomes geography.