Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex edit at $00EEB2 in the ROM map, you can replay the level without a problem.
Ripped from the first map of Final Fantasy IV on SNES.
- Use palettes 2, 3, 4 & 5. - Disable original game's global tile animations.
While this look like a nice rip, I have to reject this graphic due the lack of optimization.
Upon checking the 8x8 tile selector, I've noticed that there's a lot of unused graphics there. The sample map is also lackluster and without a lot of these graphics. You should be mindful that these tiles take a good chunk of space, so the idea of the bps patch is to act as a map 16 of maps somehow. And since the map does not use them, these tiles take a lot of space for no good reason.
Also, meanwhile the castles and towns are not layer 2 in Final Fantasy IV, I suggest you move it to layer 2, since it would help the players to have more freedom in how they decorate their overworld.
I see two possible solutions for this rip to be even better. Either you optimize it to include only the tiles included in the sample map or you make a more robust custom map with everything that was ripped. And perhaps you can even save some palette space by separating certain stuff to layer 1 (terrain) and layer 2 (castle, cities, buildings). Also, you added a lot of tags of things that are not in the map.