



-Have a tooltip that displays the block number of the block you have the cursor on. Maybe even display the X, Y co-oords too. Makes it easier than looking down at the bottom of screen like you had to do in A-map. I also noticed the current tile thing. That is a better spot than the bottom for sure. =P



-Maybe have annotations that you can edit on the map list like this...

Spoiler: I got some ideas-Have a tooltip that displays the block number of the block you have the cursor on. Maybe even display the X, Y co-oords too. Makes it easier than looking down at the bottom of screen like you had to do in A-map. I also noticed the current tile thing. That is a better spot than the bottom for sure. =P-Maybe have annotations that you can edit on the map list like this...

Just remembered something I would like to see in MEH. It would be helpful if, in the "Wild Pokemon" section, you put the percentage that the Pokemon spawn so I know exactly how rare a Pokemon is going to be. I know this feature was in an earlier version of A-Map, but it's not in the newer versions which is really a bummer.

Looks great, in fairness I always wanted a map editor to be open source, unfortunately I'm not able to execute the code w/o getting an error, I already opened an issue, maybe someone can offer me some help.



Anyways, I hope this project is kept up, it would be great to have something that is able to offer the same features as AM does. Also: Hey, AM is not that bad, you were able to work with it for ages and nobody did complain, no reason to underrate it.



By the way: It would be great if you could integrate a world map editor just like AM, the problem is if you edit the world map in AM you mess up all of the catch location entries in your pokedex, I would be grateful if that could be fixed. And it would also be great to offer support for other languages.(In form of XML Files or something like that)



~SBird

Lu-Ho had also made Door Animator and Tile Animators.

Are you going to make some too? Or perhaps implement it into MEH for easier usage.

Note taken. I actually have similar plans with tilesets, because the thing about tilesets is that the whole numbering system that AdvanceMap had was a complete lie. Tilesets are actually pointers, and nothing else. So there will likely be a "Tileset Registry" where you can see all the tilesets currently used by the loaded maps and name them accordingly. I'll also probably throw in the ability to add tilesets while I'm at it.I agree, those things were quite useful. Which is why I implemented them when I made the wild pokemon editor just yesterday.Thanks, I took note of the issue and I'll see about that. It's strange because interdpth had the same problem, so I might have forgot to push something. As for AdvanceMap, it wasn't all that bad of a map editor. The problem was the fact that it was universally controlled by one person, and there was no way for any additional features to enter it without them going past him. The other problem is sloppy coding which caused slower load times (an example of this is that instead of just putting a pointer to the wild data table it searches the entire ROM for a byte pattern) and for the famous Emerald sound corruption bug (which was due to A-Map assuming the wrong freespace address for both Fire Red and Emerald).As for the worldmap editor, I believe interdpth had something cooking but never finished it. I'll have to steal that code from him and get something working out of it. It's rather impressive what he has so far. It can load the worldmap graphics straight from the ROM on Fire Red, Ruby, and Emerald.Animations are among the things that I'd like to do in MEH. My initial plans were to read the animations and have them update in livetime inside the map editor (ie the water will animate in the map editor and block viewer). However the idea was quickly scrapped after I found out that the animations use ASM that would be near impossible to read without some potentially harmful code. I do at least have a plan, and currently it's this: Make up a piece of ASM that will redo the in-game animations to a more friendly format, ie an animation table, then add something to the tool that will convert existing animations to this new format. Then just make an animation editor and we're done.With all that out of the way, time for a slight status update. So yesterday I was working on MEH, and I managed to finish the Wild Pokemon Editor. Currently all it's missing is the overall encounter ratio (which will be added shortly) and repointing support.In case anyone is curious, the big thing with repointing is the ability to add and remove things. As of now, the only things in MEH that support repointing is the map editor and the connections editor. So with the map editor you can resize maps just fine and you can add connections without a hitch. With other things like events and pokemon, the only thing you can do is edit existing data, which is obviously not optimal. Fear not though, repointing support will come in due time.Also I should note that this wild pokemon editor is completely compatible with karatekid's 649 patch. There is a setting in the INI file that can change the number of Pokemon names loaded into memory.That aside, I also have plans to include either Jambo51's Day/Night pokemon hack or I'll devise one of my own. Either way, you'll be able to edit which Pokemon appear in the daytime and at night, thus making D/N systems a LOT more useful than just aesthetics.