Game Boy Color-style indexed art

Build tiny worlds with palette-powered pixels.

P1Xel Editor is a compact Zig application for 8×8 tiles, sprites, palettes, and maps. Paint with palette indices, swap biome banks, and watch entire scenes recolour without rewriting pixel data.

Built with ZigBorowik Engine 2.24 palette banks4 map banks
Editor Screen
P1Xel Editor tiles screen showing an 8 by 8 indexed tile editor, palette controls, and tile library slots

Editor capabilities

Everything needed for constrained retro art.

Designed around a focused hardware-style workflow: tiny images, four-colour palettes, shared tile IDs, and map banks that can target different biome palette sets.

8×8 tile and sprite editing

Use pixel, flood-fill, and line tools for background tiles and transparent sprite images. Colour index 0 acts as transparency in sprite mode.

Indexed palette banks

Four biome banks, each with eight palettes of four colours. Update a colour slot once and every indexed pixel using it updates instantly.

Map editor built in

Stamp tiles, fill regions, place sprites, apply palette overrides and flips, pan, zoom, and resize maps across four independent map banks.

Indexed editing model

Pixels store numbers, palettes supply colour.

Each 8×8 image stores 64 values from 0 to 3, plus a palette ID from 0 to 7. The active biome bank decides what those indices look like on screen.

That separation makes it natural to reuse tile art across grasslands, deserts, night variants, or any other palette theme while keeping map and sprite data compact.

Grassland
Desert

Production flow

From tile shape to playable map.

The editor keeps reusable art, palette themes, and map placement connected while preserving the constraints that make retro assets practical.

Draw reusable tiles

Start in the tiles screen and paint 8×8 background art with primary and secondary indexed colours.

Swap biome palettes

Preview the same shared tile base against grassland, desert, or custom four-colour palette banks.

Create sprites

Switch to sprite mode for transparent character, item, and object art using the same compact bank model.

Compose maps

Stamp backgrounds, fill cells, place sprites, and store palette/flip attributes per map cell or sprite instance.

Screenshots

A compact native editor interface.

P1Xel Editor runs as a native Zig application with a pixel-focused UI, splash screen, top navigation, and a persistent project file called art_data.p1x.

P1Xel Editor tile editor with an 8 by 8 tile canvas, current palette, tile map, and palette colour controls
Tiles Screen: draw 8×8 indexed images, assign palettes, edit RGB palette slots, and manage quick-access tile selections.
P1Xel Editor map editor with tile stamping, sprite controls, map size selection, zoom, and pan controls
Map Screen: stamp backgrounds, fill connected cells, place sprites, choose map sizes, and navigate with zoom and pan controls.
P1Xel Editor art previewed in a Game Boy Color style engine scene
Engine Preview: shared indexed tiles and palette banks map naturally to constrained Game Boy Color-style engine workflows.

Current project limits

Small by design.

8×8

Tile and sprite image size.

4

Colours per palette and palette banks.

8

Palettes per biome bank.

128

Maximum images per tile or sprite bank.

Ready-to-run builds

Download P1Xel Editor.

Grab the native binary for your platform. The executable is deliberately tiny and fits easily on a single floppy disk. Linux users may need to mark the file executable before running it.

Linux 64-bit

Linux x86_64

Native Linux build for 64-bit desktop systems. Requires the runtime libraries used by the Zig/X11 build.

p1xel-editor-linux-x86_64

Download Linux
Windows 64-bit

Windows x86_64

Recommended Windows build for modern 64-bit PCs. Download and run the executable directly.

p1xel-editor-windows-x86_64.exe

Download Windows 64
Windows 32-bit

Windows x86

Compatibility build for older 32-bit Windows systems that cannot run the 64-bit executable.

p1xel-editor-windows-x86.exe

Download Windows 32

Portable projects

Move your art with one file.

P1Xel Editor stores the current project as art_data.p1x. To move a project to another computer, copy that file next to the P1Xel Editor executable on the target machine, then launch the editor.

If art_data.p1x is missing or cannot be loaded, the editor starts from its built-in default project data. Save regularly to write your current palettes, tiles, sprites, visible slots, and map banks back into the project file.

# On the source computer
copy art_data.p1x

# On the target computer
place art_data.p1x beside the editor binary
run P1Xel Editor

Build from source

Build P1Xel Editor from source.

Install Zig, then build or run from the project root. Linux builds require X11 and ALSA development libraries; release helper targets use UPX.

git clone https://github.com/w84death/p1xel-editor.git
cd p1xel-editor

zig build
zig build run

# Release helper targets
zig build release-linux
zig build release-windows