Gfx editor
Author: s | 2025-04-24
A font editor web app for Adafruit GFX fonts. Contribute to rOzzy2025/gfx-font-editor development by creating an account on GitHub. A font editor web app for Adafruit GFX fonts. Contribute to rOzzy2025/gfx-font-editor development by creating an account on GitHub.
@best-apps/gfx-editor - npm
Case you've moved the original Map16 tiles to a different location.made it possible to set Luigi's starting position on the overworld to adifferent location than Mario's.added an option to the overworld editor that allows disabling the originalgame's path fade effect, which frees up colors 1-7 of palettes 0-3 and C-F, and GFX slots SP3 + SP4. Also added a setting to control the path revealing speed when this option is used.expanded the overworld's layer 1 Map16 data to 2 full pages. Tiles on thesecond page will generally act like tiles on the first page.included an ASM hack from DW:TLC that expands the number of overworld pipeand star indexes to 0x80.updated the overworld editor so that if the tile that replaces the top of acastle when destroyed is edited, the game will correctly display the edited tile in the destruction sequence.added an entry to the options menu to allow using an alternate GFX Bypassdialog that lets you type in the GFX files to use instead of selecting from a list. Previously this option could only be changed by pressing Shift-F4.added using Control-Alt-Left/Right click in the palette editor forcopy/pasting an entire row.added a "Paste all Slots" button to the Exanimated Frames dialog whichpastes all copied slots to the same slots they came from, and moved the "Insert all Slots" button to the side.made it possible to use text labels for custom sprite tile arrangements,which appear the same way that LM shows certain sprite commands. Check the help file for more details.added a A font editor web app for Adafruit GFX fonts. Contribute to rOzzy2025/gfx-font-editor development by creating an account on GitHub. A font editor web app for Adafruit GFX fonts. Contribute to rOzzy2025/gfx-font-editor development by creating an account on GitHub. If they happened to get dragged over the old ones.fixed a bug in the overworld editor that's been around forever, where if alevel tile was placed in the main map at the same layer 1 VRAM location as another tile placed in the submap area, the "Reveal this level tile on any of these events" setting would be changed for both tiles whenever you tried to change one of them. Thanks goes out to Gamma V for discovering this.fixed a display bug in the overworld editor that's been around forever,where the overworld animation tiles in the second half of GFX file 0x14 were supposed to be shown using only the first 8 colors in a palette but LM wasn't enforcing it. Thanks goes out to Shurik Kid for reporting this.fixed a bug from 1.80 where if someone who was keeping all their GFX at 3bppinserted the GFX, the overworld 4bpp modifications for FG3/4 might still be applied, causing overworld layer 1 tiles to use the wrong colors.you can now clear the entry for a Star/Pipe/Exit location by deleting thetile at the location it's currently assigned to (for exit locations, there must be an actual exit tile there).increased the animation rate in the overworld editor to 15 fps, to bettermatch the game.added support for LMSW's SwitchFlags function, to allow viewing statechanges to the switch palace blocks in the emulator.upgraded the level editor's "Add offset to Background Tiles" dialog to afull remap dialog.made some adjustments so that the restore system can dealComments
Case you've moved the original Map16 tiles to a different location.made it possible to set Luigi's starting position on the overworld to adifferent location than Mario's.added an option to the overworld editor that allows disabling the originalgame's path fade effect, which frees up colors 1-7 of palettes 0-3 and C-F, and GFX slots SP3 + SP4. Also added a setting to control the path revealing speed when this option is used.expanded the overworld's layer 1 Map16 data to 2 full pages. Tiles on thesecond page will generally act like tiles on the first page.included an ASM hack from DW:TLC that expands the number of overworld pipeand star indexes to 0x80.updated the overworld editor so that if the tile that replaces the top of acastle when destroyed is edited, the game will correctly display the edited tile in the destruction sequence.added an entry to the options menu to allow using an alternate GFX Bypassdialog that lets you type in the GFX files to use instead of selecting from a list. Previously this option could only be changed by pressing Shift-F4.added using Control-Alt-Left/Right click in the palette editor forcopy/pasting an entire row.added a "Paste all Slots" button to the Exanimated Frames dialog whichpastes all copied slots to the same slots they came from, and moved the "Insert all Slots" button to the side.made it possible to use text labels for custom sprite tile arrangements,which appear the same way that LM shows certain sprite commands. Check the help file for more details.added a
2025-04-03If they happened to get dragged over the old ones.fixed a bug in the overworld editor that's been around forever, where if alevel tile was placed in the main map at the same layer 1 VRAM location as another tile placed in the submap area, the "Reveal this level tile on any of these events" setting would be changed for both tiles whenever you tried to change one of them. Thanks goes out to Gamma V for discovering this.fixed a display bug in the overworld editor that's been around forever,where the overworld animation tiles in the second half of GFX file 0x14 were supposed to be shown using only the first 8 colors in a palette but LM wasn't enforcing it. Thanks goes out to Shurik Kid for reporting this.fixed a bug from 1.80 where if someone who was keeping all their GFX at 3bppinserted the GFX, the overworld 4bpp modifications for FG3/4 might still be applied, causing overworld layer 1 tiles to use the wrong colors.you can now clear the entry for a Star/Pipe/Exit location by deleting thetile at the location it's currently assigned to (for exit locations, there must be an actual exit tile there).increased the animation rate in the overworld editor to 15 fps, to bettermatch the game.added support for LMSW's SwitchFlags function, to allow viewing statechanges to the switch palace blocks in the emulator.upgraded the level editor's "Add offset to Background Tiles" dialog to afull remap dialog.made some adjustments so that the restore system can deal
2025-03-25Being displayed although the labels still were.corrected the "Mario Path" displayed for overworld layer 1 tile 0x36, whichis actually a water version of tile 0x1C. Thanks goes out to Wiimeiser and mariofreak4500 for drawing attention to this.increased the allowed number of sprites for the sprite count warning to 255if Vitor Vilela's RAM remap for SA-1 ROMs has been used.added some code to prevent attempts at opening a second overworld windowunder certain conditions. Thanks goes out to Hinalyte for reporting this.made a minor tweak to the optimized LZ2 and LZ3 ASM code to not attemptdecompression if the GFX file has not been inserted, to aid with ASM debugging. Will only take effect once you switch compression formats with this version.moved most of the options in the options menu to their own "General Options"dialog.removed the "Highlight Mouse Cursor in BG Editor" option, as it doesn't seemlikely that many people turn it off anyway.added a new "Check if Vertical Fireball has Buoyancy" option to the generaloptions dialog, at Alcaro's suggestion. 2.30September 24, 2014made it possible for the level editor to display layer 3.made it possible for the overworld editor to edit layer 3 tilemaps forlevels and submaps and store them in an ExGFX file (check the file menu).added a new ASM hack to allow layer 3 GFX and tilemap bypassing on a perlevel and per submap basis. Note that if you have already used a third party ASM hack for bypassing layer 3 GFX, it should be removed prior to using this version
2025-04-08To avoid compatibility issues.added a new "Change Layer 3 Settings" dialog, which can modify layer 3scrolling and some other advanced options. Also moved the Layer 3 Priority option from the "Change Properties in header" dialog and the Layer 3 Options setting from the "Change Other Properties" dialog into this new one.for anyone using only 3bpp tiles (which is probably nobody, but anyway): theExGFX file range of E00-FFF has now been set aside for files to be inserted/extracted "as is" so they can be excluded from 3bpp/4bpp conversions. This range should be used only for layer 3 GFX and tilemap files, and for files intended for slot AN2 in the level editor. If you already have other files in that range, you should move them prior to using this version. But those that are using 4bpp tiles (likely everyone) can disregard this and continue using any file as they wish.added a new ASM hack for the overworld to allow setting the sprite GFX slotsand the animated AN2 slot on a per submap basis. You can also now access all the ExGFX files for use on the overworld, not just the ones from 80-FF.added a new ASM hack for the overworld to reload the overworld (whichincludes the GFX) when swapping players that aren't on the same submap.added a new ASM hack for the overworld to reload all the GFX when using anexit tile. You must insert the GFX as 4bpp using this version then save the overworld for the hack to be
2025-04-22