I understand...
But the only editor Gen 1 don't have is an Item editor or any documentation (that don't take an asm magician) on item data structures for Gen 1....
Also editing source code and recompiling for those of us who can't even understand asm is not very helpful...
I am trying to learn but its rather very hard at the moment to grasp, it just makes me sweat and get more an more aggravated... For instance I have been trying to get Pokemontools 1.6.0 to run under python3 but to no avail I just can't do it...
To be honest I got so aggravated I just uninstalled python all together.... It pissed me off that much -_-
An with no one to really ask for advice on a human level, learning to program in any language is just so dam hard =(
I was just trying to practice Python by making a simple item editor for red blue and yellow, but I don't even know where to start at this point... nothing is more motivational to me then making a tool **** any kind of tool for rom hacking an all the tutorials are no where near that, its all "2+2=4" or "hello world" those haven't taught me anything which makes me lose motivation.... ehh I don't know sorry to rant I'm just frustrated that I can't code or program in any way or form at the moment an I am tired of not being able to Fly like those of you who can....
Well, there is a lot of stuff you can easily do without having to use asm at all. Edit text, edit graphics, edit evolutions and moves, add new moves, etc etc.
I think part of why there hasn't been an item editor is that it isn't setup the way later games are. There aren't like... item headers, or something.
There is an array of names (just a pointer to the start, no pointers to the individual names)
There is a separate array of pointers to the asm scripts items call when you use them (these scripts determine when you are able to use them, there isn't a separate byte for that like later gens)
There is a bit field that marks which items are "key items" that can't be sold or tossed.
There is another table that handles prices for normal items.
There is yet another table that handles the prices for TMs.
Also, the names for TMs and HMs are dynamically generated when they are needed for some reason instead of being stored as text.
There is a table that determines which items open the Pokemon menu when you use them.
There is another table for items that close the menu.
Probably a few more that aren't coming to me off the top of my head.
All together, that's probably why nobody has made a standalone item editor before. The data is all over the place, and you have to use asm to really do anything useful with them anyway, like adding brand new items.
Also, unlike later gens, there is no separate scripting language for events (that's why there is nothing like XSE or PKSV for RBY), they all just point to text, and ones that need to do something fancier use a text command to load asm.