DiRoccoVision Screen Builder

ROM Ripper · Z80 Disassembly · Live Emulator + SGMv9.34 — UNIFIED
videogame_asset

No ROM Loaded

Drop a ColecoVision ROM to begin analysis.

v8: MegaCart-aware (128K–1MB). Boot bank mapped to $8000 so banked carts (CVBasic/nanochess) now open & scan. Empty-bank detection.
v7: IX-table PUT_VRAM loops decoded. BIOS-range indirect skipped cleanly.
v6: TABLE_CODE/IY/A-aware, forward-disassembly tracer.
v5: VDP Viewer tab. v4: Custom VRAM routines, BIOS tracing, Pletter.

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Load a ROM to begin.
Drop a .rom file in the sidebar. Then run analysis and click From Analysis Results — or load the BIOS and click Start Emulator to play through to a frame, then Capture.
data_object
Load a ROM and click "Disassemble All Banks" to generate a full Z80 disassembly.
Works on any ROM — 32K or MegaCart (128K–1MB), all banks.
DROP PNG / .bas / .dat / .pc / .sc2
help Manual
READY
Tileset (0/256)
EDIT:
TILE $00 — PIXEL EDITOR Left-click palette = FG · Right-click = BG
FG
BG
Screen 1
+
animation Sprites

Screen Tools

Pixel Painter

Paint directly on tiles at pixel level
Black

Graphics Mode

GM1: 1 color pair per 8-tile group
GM2: independent color per tile row

Screen Info

32×24 tiles · 768 bytes name table

Import PNG

Drag a 256×192 PNG onto the canvas or use the Import PNG button. Existing tile indices are preserved — only new unique tiles are appended.

Code Import

Export

to
.DAT EXPORT OPTIONS
EXPORT SHEET OPTIONS

Screen Overview

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SMART .BAS IMPORT

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Drop a .bas file here or click to browse
Supports CVBasic, ASM, and C source files
SPRITE EDITOR
Sprites (0/32) add
ANIMATION PREVIEW
Select multiple sprites (Shift+click) to animate
16×16 · SPRITE 16
Left click = set pixel · Right click = clear pixel · Drag to draw · Drag ref image with middle-click or hold Shift+drag

Sprite Properties

0 (DEFINE SPRITE 0)
15 — White

Overlay Layer 2 (2-sprite trick)

Pair a second sprite on top for 2-color effect. Both share the same screen position at runtime.

Transform

Preview — All Sprites

All defined sprites rendered at 2× with their assigned colors

Import Code

Paste CVBasic DATA BYTE, ASM DB, or C 0xFF hex data.
Also accepts drag-drop of .bas files.

Export CVBasic

DEFINE SPRITE indices: 0, 4, 8, 12, 16, 20…
Per Best Practices §7.3 — NOT byte offsets.