I see. Well, I prefer my system with rooms and bonuses, because I find it more clearly arranged. Also, I was serious when I wrote that I think that Jacob's list contains mistakes. I remember doing many changes to the old list in order to get the list I posted above.
We really do need a byte viewer such as the one eggvine has, another pretty important feature would be a sprite filter system that lets you indicate what sprites are in your selected sprite set similar to the block and foreground filter.
Yes, I consider such a byte viewer to be important, too. Also, it could become difficult with the Sprite-filter, because most Sprites can only be used in a certain Sprite Set. Since those Sprite Sets can easily be edited Golden Egg would have to be able to read those information. Also, bringing a graphic set into the sprite set does not necessarily enable all the sprites, which are included as graphics in the set. For example it is not possible to use small boos along with Baseball Boys, because both must use byte 3 of the sprite gfx sets.
A VIEWER is not the same thing as a limiter. It would only keep level-creators from using too much space for their levels. Also, Golden Egg cannot expand the ROM, because that would not work. (SuperFX can only access 0x20 0x10000 byte-banks, that is 2MiB.) Due to this, the free space is limited. Not having such a viewer could make you think, you would have virtually infinite space. I think, Golden Egg should add to the viewer: Free space found in the ROM. This way you get an overview of all the space. Just think, if someone thinks, he's got infinite space for his/her levels, he/she would probably make the levels very big. Let's say after having ~half of the levels edited, all free space is gone, because he/she thought there would be infinite space... And then???
Yes, considering the amount of hackers who think the ROM has infinite spaces, and they made fantastic levels, just to find out the game glitches on the level intro scene. It can be unbearable for some so thats why romi should implement such a feature to golden egg. and as for the sprite sets, someone on the forum could post up the sprite sets, with the sprites that set supports, very helpful if you ask me.
Of course it IS very, very, very limited compared to Super Mario World, due to the game's capabilities, but it's not that limited as it was with EggVine, since Golden Egg auto-expands levels into free space. In EggVine, you had to do this via Translhextion.
I tried your program, and I think it looks pretty good so far. I assume you are going to make it so you can see the graphics of the sprites.
However, there is something kind of strange where if I have like three sprites, I click on one and move it, it works fine, but then if I click on another sprite w/out clicking off of the first one, you still move the first sprite or the last one that was clicked, if you know what I mean. I was just pointing it out b/c I wasn't sure if you knew that yet.
Also, you should have a list of the levels like in Eggvine b/c it is really confusing to memorize what all of the levels are.
I use level DA or DB in my game in 1-8, but I am not able to go to it in Golden Egg. The message still says,"The level number you specified is out of range." Would it be really hard to make those level editable in Golden Egg? Well, for now, you should make it say something like those levels are invalid, and if you want to add it, that's up to you.
Also, Yoshi's Fan, by a viewer, do you mean if you add more sprites than are in the limit in Eggvine, do you still get like 44,200 bytes for the levels? I added a few sprites after I used the whole limit in Eggvine, and then I saved in Golden Egg, opened Eggvine, and the limit increased a little bit.
Because some of them are used for the Bandit-Minigames. The game can only go up to 0xF5 levels, otherways you would have to do major, major, major ASM edits to get more. Maybe the number of levels the game uses depends on a level-mode. We would have to shift the bandit-minigames backwards in order to make room for more levels. To do this, ASM edits are required, which could be very complicated. If you want more, find someone, who does it or do it yourself. Complaining about it is use- and pointless.