⌨️ Shortcuts
- Ctrl + Z - Undo last map change.
- Esc - Exit object placement mode or close dialogs.
🎨 Character Editor
Edit individual characters in detail.
- Drawing: Left Mouse Button (LMB) draws with selected color. Right Mouse Button
(RMB) draws with background (eraser).
- Registers: Click once to select for drawing. Double-click to change the color
from the Atari palette. In the color picker, you can choose between different Atari palettes
(Altirra, Real, etc.) using the dropdown menu. OlivierP is the default palette.
- Manipulation Tools: Use the sidebar buttons to Shift (move
pattern),
Mirror (Horizontal/Vertical), or Clear the current character.
🔡 Font Set
Click a character to select it for editing or map drawing. Hovering shows character index (DEC/HEX).
- Load PNG: Import characters from a PNG image. Compatible with
128x64 or 64x64 (auto-resizes with pixel doubling).
Includes a preview modal to confirm colors and mode.
- Save PNG: Save characters as a 128x64 pixels PNG image.
- Set Stamp: Use this to create a multi-character brush.
Click Set Stamp, then click and drag on the font set to select a block of
characters.
You can now paint this entire block on the map.
Note: Characters with index 0 and 128 in your stamp are transparent and won't overwrite
existing map
data.
🗺️ Map Editor (40x2 to 40x24 characters)
- Draw Mode: Paint with selected character on the map.
- Stamp Mode: Use a previously captured stamp (from Font Set) to paint multi-tile
blocks.
A ghost preview helps with placement. Characters with index 0 and 128 are treated as
transparent.
- Create Object Mode:
1. Switch to Create Object mode.
2. Click and drag on the map to select an area.
3. Click Save Selection in the right sidebar.
4. Give it a name - it will appear in your Object Library.
- Object Library: Click a saved object to "pick it up". Now, clicking on the map
pastes the entire selection.
Just like stamps, characters with index 0 and 128 in library objects are transparent.
- Manipulation Tools (Sidebar):
- Undo: Revert last change (also Ctrl+Z).
- Clear Map: Empties the entire map (requires confirmation).
- Fill Map: Fills map with selected character (requires confirmation).
- Height: Change the screen height (from 2 to 25 rows) in the Options menu.
- Persistence: Your settings (colors, map size, video mode, visual colors) are
automatically saved in your browser's
localStorage and will be restored when you
return to the editor.
📺 CRT Preview
Experience your map with an authentic retro feel using a high-quality WebGL shader.
- Click the CRT Preview button in the top menu.
- The shader simulates a classic Atari television screen, complete with barrel distortion
(curvature), Gaussian scanlines, and subtle phosphor bloom.
- To return to the editor, simply click anywhere on the CRT screen.
📂 Load & Import
- Load Project: Resume work by loading a
.json project file.
- Load Font Binary: Import a standard 1KB binary font file (usually
.fnt).
- Load Map Binary: Import map data from binary files (compatible with
.map
or .scr).
- Load Font PNG: Intelligent import of your character set.
- Dimensions: Supports 128x64 (native) or
64x64 (detected and auto-doubled to fit).
- Auto Mode: Automatically switches to ANTIC 2 (2 colors) or ANTIC 4 (3-4
colors) based on the image.
- Colors: Supports images with 2, 3, or 4 colors.
- Transparency: Detects alpha channel and strictly maps it to Background
(Register 0).
- Palette Sync: Automatically updates the editor's color registers to the
closest Atari hardware colors detected in the PNG.
💾 Save & Export
- Save Project: Saves the complete state into a single
.json file.
- Save Map Binary/PNG: Exports map data to
.map binary or PNG image.
- Save Font Binary/PNG: Saves current font as 1KB binary or PNG image.
- Text Export (Code): Both Font and Map can be exported as source code for use in
your own programs:
- Assembler: Exports data as
.byte or .db
statements.
- CC65: Exports as a
const unsigned char array.
- MadPascal: Exports as a
const array: array of byte.
- Atari BASIC: Exports as a series of
DATA statements.
Tip: You can choose between PC (CrLf) or ATARI (EOL=155) line endings for easier
transfer to the real hardware.