Well, school starts again for me tomorrow. Once again this means work on FF4kster will likely be slow and updates will happen at highly irregular intervals, depending on how much homework I have, etc.
The map editor has all its basic functionality; I'll probably leave the copy/paste thing for the time being and come back to it later. However, what I would like to come back to next is the tile editor. I would really like to be able to read the graphic tiles directly from the rom. In addition to the already mentioned advantages, it will greatly shrink the filesize of the program due to no longer having to package all those bmp files with it, and also I can have it dynamically add those box and arrow symbols to the tiles that have those features (warp, treasure, etc) and have them change as you change those features on different tiles. I almost had the graphics being read correctly, but if I recall correctly there were a couple of major roadblocks:
1. I couldn't get the palettes correct for some reason. The castle tileset seemed to display fine but the magnetic/sealed cave tileset had the correct graphics with the wrong colors. I even tried cycling through all the palettes and none of them looked correct. Either I'm reading the palettes wrong or from the wrong location or something is otherwise messed up.
2. I don't know where all the tileset graphics begin and end. If there are any kind-hearted souls who don't mind finding this information for me I would be most appreciative and it will certainly speed things along. Don't get me wrong, I am certainly quite able and willing to dig around for this myself in Tile Layer or something, but it will take time; time that I would much rather spend coding and implementing things in the editor.
I also have an ever-growing to-do list that I can implement odds and ends from as the mood strikes me.
In any case, in the absence of any game-wrecking or program-crashing behaviour, I think today I'm going to finish updating the readme and upload the current version to RHDN.