Mappings are written into the exported 6502 program. Duplicate button assignments are allowed intentionally.
Controller 2 assignment
Set an action to DISABLED to remove its button trigger from exported ROMs.
Palette blast A / B
BLAST A
BLAST B
These are the actual 16-byte palettes fired by the Controller 2 “Palette blast A/B” actions. EDIT A/B switches the palette editor on the right to that blast palette.
FLASH / SEIZURE MODE ENGINE
PHOTOSENSITIVITY WARNING: high write counts and low delays can produce rapid full-screen color changes. The MAXIMUM DAMAGE preset is intentionally aggressive.
ROM: 16-byte header + 32 KB PRG + 32 KB CHR Mapper: MMC1 / mapper 1 Scene data: 8 × (1024 B NAM + 16 B PAL) CHR: 8 × 4 KB performance banks
Each scene owns its own 1024-byte NAM + 16-byte PAL and always previews with its matching 4 KB CHR bank. Click a scene to switch all three together. The palette editor clearly shows whether you are editing the ACTIVE SCENE, BLAST A, or BLAST B. SAVE COMPLETE .GNESPROJ preserves the whole instrument.
CHR Pattern Table4 KB
NAM indices are 00–FF; page selects which 4 KB pattern table you preview/edit.
tile $00 · global #0 · used 960×
Tile Editor$00
Paint pixel values 0–3. Shift+click samples a pixel.
Nametable · 32×30 tiles · 256×240 px1024 B
x 00 · y 00 · NAM +$000 · tile $00 · attr +$3C0 · palette 0
Project Fileslocal browser state autosaves
CHR DOWNLOAD NAME
NAM DOWNLOAD NAME
PAL DOWNLOAD NAME
PNG DOWNLOAD NAME
Background Palettes16 B
CURRENT PAL · not yet linked to a glitchNES scene
Select a slot, then choose an NES color below. When ACTIVE SCENE is selected, palette edits are saved into that scene. Blast palettes are separate performance palettes fired by their assigned Controller 2 buttons.