I did plan to at least add a palette editor at some point (or at least post info about the palette data somewhere, since it's currently buried in an old email thread from a year or more ago...) To be the most useful that'd probably require me to not be lazy and actually load graphics from the ROM instead of using premade ones, which is definitely doable (especially since they use the same compression that the editor already uses for basically everything else) but I dunno if it's a terribly high priority or not.
Also, as cool as a tileset editor would be, I really can't see it being very useful, just because of the massive amount of work it would take to do any substantial work with it; most of the terrain graphics consists of literally hundreds of nearly identical-looking 8x8 tiles representing more or less every possible terrain combination. (The editor actually has to turn the 2D course maps into 8x8 tilemaps itself, which was painstaking to set up, to say the least...)
The sprite depth issue sounds like something I may be able to fix; there's a hash table for each hole that the game uses to determine the Z-order of Kirby's sprite based on his position. I might have to tweak how the editor generates it somewhat if it's causing issues with other sprites, but hopefully it should be easy to do. If you can send me a course file where this happens easily, that should be helpful.
March 11, 2015, 06:30:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, hello to anyone who found out about this via Game Grumps, because that apparently happened (talk about a pleasant surprise...!)