Surely Lu-Ho can help you? after all, he DID make the genius Advancemap...
Alright... you probably don't realize that LU-OH really isn't into Nintendo DS hacking very much, he mainly focuses on the 3rd generation editing. So far he has created a beta version of a tile animation editor that has beeb posted on WhackAHack. Since the GameBoy Advance and Nintendo DS are different handhelds... they work a bit differently. The Nintendo DS has archives in the ROM, so it kinda makes it a little easier to find stuff and replace things than what it would on the GameBoy Advance, but hey, we still haven't gotten the hang of it all yet. xD In the end, I'm pretty sure the tools will improve and prahaps there'll be an editor in which will edit any Nintendo DS game. Wouldn't that be brillient? ;) And yes, as Link said, LU-HO is busy as always.
And not exactly at the same time for the first beta, i don't know how i can make a multilingual interface in the same version.
I'm a poor programmer, do you remember? xD
Edit : Last call for research help.
I've attached a little documentation.
It's very important, and that's the last step for complete texture editing.
Don't worry, you'll get better. ^^ You can just take your time on the editor, I'm sure you might find out how to use the same interface as what is used on the 3D map viewers, because that is what is needed for a 4th generation map editor, a two-dimentional map editor is a bit tricky unless you use the textures set in a folder for the program. It's not like you
have to create the same 2D interface as what AdvanceMap has, what would be recommended is to have two options in the map interface, one in which allows you to move around the map and zoom in, and the other in which allows you to select a block and change it to whatever block you wish to and to drag it around too. You can find out about how to create a 3D interface that relies on moving from one square to the next. Also movement permissions can also have the height level as well, same thing with the objects. If you've noticed when using the Walk Through Walls code, you'll find how the movement permissions on mountainous areas all take the sprite up one level (even though the movement permissions are non passable), they also have the byte in which takes the sprite up one level, if you notice on the snowy area of Mt. Coronet, the movement permissions have their byte in which raises the sprite up one level, it also has it's passable byte, so it needs to have other options on the movement permissions when you set them, and the abillity to select multiple movement permissions, or even objects. So there's many other things that would be needed for a map editor so that it would make mapping a whole lot faster. Because I'm sure GameFreak would've had an interface like that during development. There wasn't too many people on the development team, when I looked at the credits in Black/White, so yeah.
And cool, thanks! I'm sure this documentation will come in handy. ^^ So I might also look into texture editing as well.