🚧 NES Behaviour Editor

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Behaviour types

Pick one, then click tiles on the map. Number keys 0–7 also switch type.

Custom slot #7

Give slot 7 a name to use your own behaviour (e.g. spike, water). Names follow C-identifier rules (letters / digits / underscore).

Left-click / drag: paint selected type Β· Right-click: erase (set to none) Β· Shift-click with Pencil: pick the type under the cursor.

Sprite reactions

For each sprite, pick what happens when it hits each kind of tile. call_handler means your code decides (a hook lands in behaviour.c in Phase B).

Behaviour editor β€” quick help

What this page does. You pick a behaviour type (ground, wall, platform, door, trigger, or one of your custom slots) and paint it onto background tiles. Each sprite then has a reaction for each type β€” land, block, bounce, exit, ignore, or call_handler.

Keyboard

Nothing you do here changes the tile graphics β€” just which cells count as ground / wall / etc. The Play-in-NES pipeline reads this map (Phase B) to apply the reactions.

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