I'm loving this tool. I can't wait until it reaches a stable point so I can finally use this for hacking. I've got a question, though: Is it capable of inserting completely new map names/headers? I remember this was previously impossible with AdvanceMap.
As of now, no, although I recall setting up the structure for it a while back. The main issue (similar to the issue with blocks) is that there's no way to tell how many there are to be loaded. However, unlike the blocks where I just loaded more than needs be, I told it exactly how many per bank to load. A-Map does a similar system. The only solution will come when I implement per-hack settings, which will allow hackers to specifically limit and tune things according to their hack.
On another note,
I'm making a Day/Night system which will be implemented with MEH and compatible with A-Map. The difference? More control.
Allow me to explain how this new Day/Night system will work. With most Day/Night systems, you have your normal palettes that you edit and mess with, and when you apply the Day/Night system no extra work is needed to achieve different colors at day and night. In other words, it uses
filters, where parts of each color are taken out at the expense of customization, color tuning, and heavy CPU usage. With this system, based on the system used in diegoisawesome's CrystalDust (and Shining Opal as well), you will have
four separate palettes for each time of day, and perhaps optionally, more. While this consumes more space in the ROM, the space difference is barely marginal and the benefits are huge. As seen above, glowing windows are a possibility, since you don't have filters rushing to quickly filter out certain colors. Morning, night, and evening palettes will no longer murder your eyes, and you can fine tune the colors to your liking, making hacks using this Day/Night system more diverse and interesting, especially when combined with time-based Pokemon which can add a whole new element to RTC enabled hacks besides aesthetics. And best of all, the current implementation allows compatability with A-Map, with A-Map defaulting to the daytime palette while the other palettes are viewable in MEH.
In addition to those benefits, this D/N system will feature compatability between Emerald, and Fire Red, and (maybe) Ruby with Ruby and Emerald using the existing RTC instead of completely disregarding it and using the system date/time. This means that the time you set on the clock
actually matters now, another benefit inspired by CrystalDust.
A few issues with this system, however, have to do with the palettes. Obviously, setting each and every palette to your liking, while being quite powerful and useful, can be a bit of a headache, and repointing and expanding existing palettes is no fun at all. So to remedy this, when you switch to the new Day/Night system, all existing palettes will automatically be converted to the new system, and a dialog will allow you to edit the color settings for each time zone across all maps. Specific colors can be adjusted on a per-tileset basis, which will allow you to configure each color individually.
Another issue is overworlds, and I have yet to come up with a good idea to solve this. There are actually two ways we can remedy this. The first, and easiest way, is a hybrid system where all map tiles use their own palettes, updating appropriately with time, and a filter system for overworlds and other particles. This will make overworld editing easier at the cost of the overworlds either looking out of place or other adverse effects. The other option is to do the same thing we did for maps, where we extend the palettes for each time zone and use MEH to automagically D/Nify them. If there's any particular way you'd like to have this happen, let me know. I'm leaning towards a hybrid system, but I might change my mind if there's enough support for a nonfiltered system for this new D/N system.
EDIT: Here's an example of what you could potentially do with this system:
I whipped up a small bit of code in MEH to blend in some nighttime colors, and then I tuned them to add the glowing windows. Looks quite nice.