Imperial wrote:I'm able to compile and run .nes binaries with FCEUX.
Be sure to test on other emulators (or, preferably, a real NES) as well. FECUX is a very good development tool with lots of debugging features, but the accuracy of its emulation is not the greatest. If your game works consistently across different emulators, the chances of it working well on hardware are higher.
I'm perfectly able to run a CHR through hexedit and see the really obvious patterns of image data, but I know nothing about the format. (Got further reading?)
The
format itself is pretty simple: each tile is 16 bytes, where the first 8 contain the lower bit and the last 8 contain the higher bit of each pixel (a tile can use only 4 colors, so each pixel is 2-bit). That's not something easy to see/edit in hex... but you could use binary to define CHR data in your ASM file(s) if the graphics are relatively simple. An actual editor would make things much easier though. If you can't find any, a tool to convert PNGs or other formats to the NES format should be trivial to code in LINUX, and then you could use any generic image editor you have.
That gave me the idea of just writing a program to open any binary file, as a hex editor, and display each byte as a color in a 256-color palette.
That wouldn't help you much with NES graphics, since each byte represents half the colors of an entire row of pixels... so the result wouldn't make any sense or resemble the original graphics in any way.
Sorry if I an't recommend a specific tool, my experience with LINUX is very limited.