Zack's Tile Editor

Saves automatically

Tile View

Palette


0

1

2

3

4

5

6

7



8

9

A

B

C

D

E

F


Tilemap

Output

; Writing Palette to VRAM

; (This is done automatically with the default palette)

; Writing Tiles to VRAM


Background Tilemap

The background tilemap starts at #5620, each byte being the index of the tile to draw.

For example, to place the first tile in the top left corner:

MOVA #1
EXPA.8 #5620

Sprites

Sprites are 32 bits each, start at #5820.

in hex: TTYY XXXF

The first byte is the tile to draw, the second byte is Y, the third byte + the first half of the fourth byte is X, and the last nybble is flags

*X and Y are normalized instead of coordinates, 0 and the max value are the edges of the screen.

For example, to place a sprite using the first tile in the center of the screen:

MOVA #0180
EXPA #5820
MOVA #8000
EXPA #5822

Tiles start at 1, as 0 means no tile.