NES NAMETABLE TOOL // 2026 + GLITCHNES STUDIO v1.1

CHR + NAM + PAL workstation · glitchNES ROM builder · no Flash · no dependencies
Binary in, binary out. NAM palette assignment respects the NES attribute-table 2×2-tile constraint.
DROP .CHR / .NAM / .PAL ANYWHERE · multiple files = project load

glitchNES Performance ROMNOT INITIALIZED8 scenes · MMC1 · 32 KB CHR

PERFORMANCE CONTROLS · controller assignment + flash engine

Controller 1 assignment

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.

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.
Performance patch status: built-in template compatible.
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
Selecting a scene auto-saves the previous scene's NAM/PAL, loads the new scene into the main editor, and jumps to its matching 4 KB CHR page. CHR edits are global across the cartridge. Controller/flash settings patch compatible glitchNES executables during ROM export.

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

Select a slot, then choose an NES color below. Pixel 0 is the background color on hardware; palette files are preserved as 16 raw indices.
subpalette 0 · slot 1 · NES color $00

Analysis

Used tiles
1 / 256
Duplicate groups
0
Load or edit a project, then analyze.

Binary NotesNES PPU

CHR · 16 bytes/tile: 8-byte low bitplane + 8-byte high bitplane.
NAM · 960 tile bytes + 64 attribute bytes.
ATTR · each 2-bit palette field controls a 2×2 tile / 16×16 px quadrant.
PAL · this tool reads/writes the 16-byte background palette-index format used by the original tool.
READY · drop a project or start drawingv2 · ROM-export build