Project
Hardware Preflight
checkingSubsystems
Warnings and blockers
Minimal RPG Music
0 songsNo melodies imported yet.
Shared Segment Editor
8 x 3Select a cell, then click its segments or use the A-G and DP controls. Cell order: index = y * 8 + x.
Glyph Library
schema v2Global text glyphs affect battle text and generated Arduino text.
Frame Library
24 cellsAnimation Library
frame orderImport From 018
preview firstText Display Test
1Glyph/Data Test
2Placeholder for testing numbers, letters, glyph table data, and bit-by-bit output.
World Data Modes Test
2BHardware check for 1, 2, 3, 4-bit palette rooms and raw segment-byte rooms.
Gate And Chest Test
2CHardware check for visible walls, locked gate, key, gold, sword, and potion state.
Reward And Level Test
2DHardware check for XP, level-up HP, sword attack bonus, and potion count.
Boss Ending Test
2EHardware check for final boss defeat, boss flag, and ending text.
Worldmap Test
3World overview
Dense 3-bit estimate: 1 room = 9 bytes plus global 8-glyph palette.
Coordinates use A.00 through Z.31. Selecting an implicit empty coordinate does not create room data.
No palette glyph selected.
Active room storage: 0 bytes.
The player preview "1" is shown on top of the grid and is not saved into the frame.
Browser Movement Test
a,0Browser Save Slots
3 slotsSave allowed.
Browser save slots are a play-test helper. They are separate from Project JSON and final Arduino EEPROM export.
Battle Test
4Standalone Battle
menuBrowser battle now prefers project hero and foe data. Fallback HP is only used if that data is missing.
Battle target view uses rows 1 and 2 for icons. Row 3 shows the selected name.
Combined Browser Test
5Turn on Trigger battles to let the Browser Movement Test start battles after successful moves.