NULL WEST // CHANNEL 77 // FIELD SOFTWARE

GHOST LIGHTSYNTH STUDIO 0.1

Direct ROM patcher for the v0.4.1 / PERFORMANCE AUTHORITY layout. Change the synth's personality without rebuilding it. The byte values are authoritative; the on-screen NES colors are an approximation and will vary by emulator / console / display.

BUILT-IN TEMPLATE LOADED

01 // PALETTE LAB

Four core palettes + two manual blasts. Click a palette slot, then click an exact NES byte. $25 is literally $25. $0D is blocked by default because it can be problematic on composite hardware.

selected:

Rows are $0x / $1x / $2x / $3x. Black aliases and emulator-specific rendering are normal. Exact bytes are shown in each slot.

02 // RESPONSE CURVES

These are literal data tables in the ROM. No recompilation. Density and speed are safe to tune. CHR jobs are the danger knob.

Density thresholds

Speed divisors

OVERDRIVE / CHR jobs per packet. v0.4.1 is proven with max 4. Raising low-speed steps changes how hard the synth works, but values above 4 are not supported by this layout.

03 // ATTRIBUTE COLOR MOTION

Each byte controls the four 2-bit palette assignments of one NES 32×32-pixel attribute region. Click a quadrant to cycle 0→1→2→3. This changes the large-scale color patchwork without changing the palettes themselves.

04 // PROPAGATION PATH

C1 START and C2 B use this 64-cell order. You can change how the infection walks through the 8×8 neighborhood without touching code.

05 // GENERATOR MOTIF EDITOR

The four generators are each 16 reusable 8×8, 2-bit CHR motifs. This editor changes the actual source shapes. Paint with values 0–3. Runtime synthesis will use your edited forms. On export, the boot CHR is also regenerated from the GLYPH bank so the cartridge starts coherently.

paint:
16 MOTIFS / GENERATOR
8×8
2 BPP