Originally posted by imameliaThey may not be as annoying to scroll through as the ExGFX one, but are there really any advantages whatsoever to using the dropdown list over the input box?
Of course. They help avoid user input errors when the list of allowed values is a bit odd, like with the overworld levels. And while minor, it also allows for a "no event" entry instead of having to tell people a specific value to use to indicate "no event".
Originally posted by imameliaAlso, question about the new Map16 editor: Will it have an option to paste multiple tiles into the level simultaneously (by dragging) without inserting them as a single object? I've found a good number of occasions when that would have come in handy.
Nope. Almost included an extra keyboard shortcut to do that from the "Add Objects" window in 1.80, but wasn't sure at the time if it was wise to put in something that would encourage more tile-by-tile level building when the idea was to reduce level size by pasting multiple tiles as one object in that release. But could add it in a future release if enough people still want it.
Originally posted by imameliaBroken? Something is definitely wrong.
98A0 is invalid. SNES VRAM uses word addressing, so divide your byte offset by 2 to get the correct VRAM address.
Originally posted by imameliaThe source tile numbers are at least correct, but what was wrong with them being direct offsets?
Nothing. But tile numbers for animation are also stored in the ROM as direct offsets. There's no way for LM to know which way you originally entered it.
Originally posted by KaijyuuA warning upon saving if objects go off the level would be nice (like there currently is for exit objects without screen exits).
Yeah, have almost gone and added that a couple of times. Will keep it on the "maybe" list for future releases.