Use the Graphics editor alongside Tile16, dungeon object, and sprite authoring. Pixel edits use the current ROM session's graphics store. Usage previews update from those unsaved pixels; a ROM save remains a separate operation.
The Tile16 usage view follows unsaved definitions in the live Overworld editor, including Undo/Redo. Its area selector distinguishes built live areas from ROM areas. Load other ROM areas opts into scanning additional areas. Dungeon source previews follow unsaved room object changes. A preview remains bound to the ROM session that opened it.
Open Scratch assets in the Pixel Editor, or Graphics Scratch in the window selector. This library contains up to 128 independent 128×32 pixel sheets.
BIN imports read exactly 64 complete tiles: 1024 bytes at 2 bpp, 1536 bytes at 3 bpp, or 2048 bytes at 4 bpp. Larger files are allowed; the byte offset selects the imported range. A scratch sheet preserves its palette and structured BIN provenance. Exporting to another existing file requires an exact chunk-size match; open ROMs and the scratch library cannot be export destinations. Applying pixels preserves the destination's palette and graphics-group mapping.
Scratch changes save to GraphicsScratch.json in Yaze's configuration directory. The window shows its exact path and save errors. Saving uses atomic replacement and a publication lock. A malformed file or a conflicting editor's changes are preserved. Failed saves keep the pending assets in memory and block silent close.
The ordinary ROM writer currently supports writable 3 bpp sheets with indices 0–7. It refuses reserved sheets and read-only 2 bpp sheets. Other graphics can remain in the scratch library or BIN files until their runtime loading is defined.
Open Scratch Workspace in the Overworld editor. Named layouts contain Tile16 references, so their appearance follows current graphics and palettes.
The library holds up to 32 layouts, each at most 32×32 Tile16 cells. Resizing preserves hidden cells. Remove and Clear are reversible through the editor's Undo/Redo history. Layout changes save to the existing ScratchPad.dat file; the original single-layout format migrates on the first successful save. Layouts do not allocate ROM sheets or rewrite world maps until explicitly pasted.
The Sprite editor can create a detached authoring asset for every vanilla ID. Known static layouts start as a pose copy. Other IDs start as a labeled blank template; they do not claim to decode the game's animation or behavior.
Custom assets can bind each graphics slot to an ordinary sheet, a BIN range, or an explicit raw-ROM PC offset at 2, 3, or 4 bpp. Edit bound BIN in Graphics Scratch opens a detached copy with the selected OAM palette and a captured frame preview. The pose updates while painting, before the BIN is exported. Selecting another asset hides that captured pose. Export the edited BIN, update its binding if necessary, and choose Reload graphics sources. Raw-ROM sources remain read-only preview ranges. See Sprite authoring for frame, OAM, binding, and save details.
These bindings describe editor assets. They do not install sprite code, assign new runtime IDs, allocate expanded ROM space, or infer a custom graphics loader.