4ph reported the bug this morning and I was able to fix it I just didn't have time to post the fix for it. Here is the fix:https://www.mediafire.com/file/67yevswde3tcch3/platforms.rar
After you unzip this file just put the whole folder in the same location as the .exe. All it was missing was a .dll but it has to be inside of that platforms folder. All of the other .dll's are in the correct location it was just that one dll that needs to be in that folder. I build my test programs with QT c++ and since I had QT installed on my computer it was working for me because my pc had that file already with the .dll. Let us know if it works and what you think about it.
And yes I could use git but right now I'm just trying to get a basic foundation of the editor built before I post the source. The editor will definitely be open source once it's up and running. You are more than welcome to have the most recent source if you want me to pm it to you but there is a lot of testing going on for the editor so the source code looks like a complete mess.
If anyone has any speed issues when changing maps they should let me know so I can get it working perfectly. I have a lot more stuff to add but I want zero slowdowns. It works great on my pc with zero slowdown but it might not work as good for others.
I have never really used a level editor before so if anyone has any recommendations on what the editor should have they should let me know so I can make the best user interface possible for future developers. Screen shots of other editors or examples of other editors features that everyone would like to see should be posted on here. I want to build a great editor for everyone to use so the more ideas that everyone can give me the better.
With the next update this coming week I'll have it load some more maps and I'll have it load all of the smaller tile sets that make up the maps. It uses 16x16, 32x32, 64x64, and 128x128 tile sets for the screens. After I get all the next update up and running with no slowdowns I'll probably start populating the maps with all of the people, doors, and items. Once all of the maps and tile sets data is fully viewable I'll work on the enemy and character data. I won't have it actually edit anything until I get everything viewable first because I need to know exactly how I want the editor to rip apart the rom apart and put it back together. Also I already have a fully working graphics decompressor/compressor working but this editor will probably use my graphics decompressed patch because of the extra features it adds. There really is no need for graphics compression on any snes game anymore.