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Then insert sprites for the apricorns, have some multicomand text boxes to select what ball you want to make and done. Just a general idea of how it will work.
You need to put a level script to set the flag for the Overworld you want to make disappear. To make a level script goto the header tab in advanced map and go to map script. Then on script type click the 3 one. Then write a script like:
Also I'm still adding new tiles for Yellow Chapter. I've recently done the heros house, oaks lab(still in progress), the gatehouse. I'm currently doing tiles for the Pokemon Centre and the Mart, then I can start scripting.
Jpan's engine allows you to make new surf sprites. All you have to do is cover up the orignial surf sprite in NSE 2.0 with the backround colour and make a new one in NSE(I think its the 3rd or 4th sprite). For the other question, in Advance Map theres a block editor to change the tiles and palettes. There will also be a feature to change blocks form a different file or to add blocks, which will give you more space for tiles.
I say take your time and put all tge graphics that you want to put in in the 1st beta. Lets look at this in a marketing perspective. Do you release a full game that has 1 month of development or 5 months. Also all the tiles will be buggy if released all of the new tiles on the 2nd beta causing everyone to restart. Believe me I've restarted my Yellow Chapter hack multiple times, its not fun.
I've haven't really started it yet. All I have is some of the tiles and some of the overworlds (going to use kyledove's hoenn sprites). Just focusing on beta 1 of Yellow Chapter right now. Also the samething happen to me when I used the OWM, thank god for the backup I made before I used it.