The answer is similar to the other thread, something something released game credits.txt has most of it.
Except custom stuff, so:
This editor:
https://imgur.com/QCsImfwGraphics by
Phoenix849 and
Prism. Collision info looks wrong because I was putting together something quick and none of the slope data was actually used in that project. It does a lot more than map editing, but I'd have to make a video. In the bottom middle is actually a Pyxel Edit tilemap that you can pull metatiles from.
This level import thing:
https://i.imgur.com/gnQ1uhe.pngBecause the above editor is actually overkill for most projects. It can take in a png with collision info along with an animated set of images and spit out a whole level. It will put the animated tiles in the last bank and you can set the size of the bank swapping. In Indivisible I used it lazily for destructible walls, but it could also create tiles for things like Kirby's animated water. You have to use Tiled to add objects to a level, though.
It also doubles as a "generic" restrictions checker and a few other things.
Command line tool to split up CHR for extreme bank switching:
https://i.imgur.com/D1HkJPz.gifYou can set whatever bank size. It makes sure all tiles needed for a frame are in the same bank, while also trying to minimize duplicate tiles in different banks. It could do a bit more with merging things not from the same character, though. (Maybe that's graphical)
Currently planning a hitbox creation tool:
https://i.imgur.com/U5KBfB9.gifAnd a sprite import thing that deals with sprite overlays in a sane-ish way.
And the rest:
Digital Mars C++ Compiler (Compiler used for a program I wrote that used a tiny C++ component from another program I wrote) -
http://www.digitalmars.com/ FamiTone2 (Music engine) -
https://shiru.untergrund.net/code.shtml FamiTracker (Music creation) -
http://www.famitracker.com/ FCEUX (Primary emulator used during development) -
http://www.fceux.com/web/home.html LICEcap (GIF creation for development thread.) -
http://www.cockos.com/licecap/ (Maybe that's graphical?)
Mesen (Of particular use for the axe text scanline effect) -
https://www.mesen.ca/ Microsoft Visual Studio (Compiler used for my non-commandline programs) -
https://www.visualstudio.com/ NES Screen Tool (Metasprite layouts) -
https://shiru.untergrund.net/software.shtml (Maybe that's graphical?)
NES Space Checker (Project management) -
https://shiru.untergrund.net/software.shtml NESASM (Assembler) -
http://www.nespowerpak.com/nesasm/ Notepad++ (Text editor used to write the code and documentation) -
https://notepad-plus-plus.org/download NSF Importer (Analyzing NES music in general) -
http://rainwarrior.ca/projects/nes/nsfimport.html Tiled (Map creation) -
http://www.mapeditor.org/ Tiny C Compiler (Compiler used to build various small tools to arrange assets) -
http://bellard.org/tcc/ VirtuaNES Custom (Quick benchmarking emulator) -
http://forums.nesdev.com/viewtopic.php?p=47911#p47911 ( Original VirtuaNES project:
http://virtuanes.s1.xrea.com/ )
XVI32 (Hex editor, various bits of verification) -
http://www.chmaas.handshake.de/delphi/f ... /xvi32.htm (There are certainly better hex editors)