I've been working on this on and off for quite a while now. I figured I'd go ahead and make a thread to get some input and see if people would even use this.
I started this project for a couple reasons. Mainly- my hack of SMB1 used way to many ASM hacks and nonsense for any of the existing editors to support it and second- basically, let's face it, the existing editors for SMB1 are poor. They all offer little to no customization outside of levels. It's all hard coded in the editors to only edit such and such addresses and no room is left for the "upper-class" hackers that change vital things. Anyway, progress so far is good (with what little time I do have.)
The first obstacle is mapper. I can't really decide what mapper to choose. Currently upon new ROM load the editor will patch up a couple things and default the ROM to mapper 2 and adds 6(!) more 16k PRG banks. Next, would be the level data loading routine. At this point, I'd say that I'm ~40% completed with a complete rewrite of the routine. Anyone that's ever worked with this routine will know why I'm rewriting it.
At this point:

A Lunar Magic-esque way to edit metatiles.

Updated 8x8 tile viewer. (The actual tile editing part is unfinished. You can view the older version for comparison here)
Backwards compatibility with current SMB1 levels.
Another test screen.
To sum it up, I'm going for a complete overhaul of the SMB1 level data routines. I may even try to shoot for having vertical levels. I've done some documenting on the metatile routines and I've deemed it TM16² (as apposed to LM's map16.) The system is simply an organized way to access and edit metatiles located within the games metatile jump subroutines. No functionality for sprites is implemented at all at this time.
It's still really early in the development stages and I'm just wanting to see what kind of SMB1 community(group?) we've got out there.
I started this project for a couple reasons. Mainly- my hack of SMB1 used way to many ASM hacks and nonsense for any of the existing editors to support it and second- basically, let's face it, the existing editors for SMB1 are poor. They all offer little to no customization outside of levels. It's all hard coded in the editors to only edit such and such addresses and no room is left for the "upper-class" hackers that change vital things. Anyway, progress so far is good (with what little time I do have.)
The first obstacle is mapper. I can't really decide what mapper to choose. Currently upon new ROM load the editor will patch up a couple things and default the ROM to mapper 2 and adds 6(!) more 16k PRG banks. Next, would be the level data loading routine. At this point, I'd say that I'm ~40% completed with a complete rewrite of the routine. Anyone that's ever worked with this routine will know why I'm rewriting it.

At this point:
A Lunar Magic-esque way to edit metatiles.
Updated 8x8 tile viewer. (The actual tile editing part is unfinished. You can view the older version for comparison here)
Backwards compatibility with current SMB1 levels.
Another test screen.
To sum it up, I'm going for a complete overhaul of the SMB1 level data routines. I may even try to shoot for having vertical levels. I've done some documenting on the metatile routines and I've deemed it TM16² (as apposed to LM's map16.) The system is simply an organized way to access and edit metatiles located within the games metatile jump subroutines. No functionality for sprites is implemented at all at this time.
It's still really early in the development stages and I'm just wanting to see what kind of SMB1 community(group?) we've got out there.
Refer to this post for information about a separate music hacking tool.