The past few days have been spent working on the documentation, as there were several areas which, in the cold light of day, needed further expansion. Today involved documenting the various file formats, and I think I'll also put together an example file containing load/save routines. The docs are almost complete, barring a Tricks & Tips section and the A-Z index; once finalised, I can also put together a Word/PDF version.
Creating the documentation has thrown up a number of suggestions and bugs, so today I started whittling down this list. First off was the option to discard the Static or Parallax Layers, which was in the Editor originally, then dropped, and now resurrected again (partly because Static and Parallax information is stored in the Project File, so it makes sense to be able to discard them to prevent the Editor loading unnecessary files). This also threw up an obscure bug in the Map Test code, which thankfully was easily fixed.
Next came a few error checks to the INI file system, as the Editor crashed if there was no INI file present. After making a few tweaks, the program now creates its own INI file if one cannot be found.
After that, I added an ID number to the Project File system; the reason for this will become apparent if (or when?) FishEd is updated for Blitz Max; doubtless there will be differences between the Project Files, so this ID number will allow me to detect if an older file is being loaded and if so, load the information correctly.
Next came a tweak to the checkboxes at the top of the screen; I print an asterisk next to Layers which have unsaved changes, and now any locked Layers are also illustrated by way of an "X" next to the Layer number (locked Layers are shown on the Info Panel, but this is not always visible as it shares a Tabber with the Mini-Map).
The final task involved a tweak to the Animation system; I'd been toying with the idea of putting a limit on the number of frames in an animation sequence, which thus far has been limitless. After careful thought, I decided to cap the system at 256 tiles (I can't really see anyone hand-crafting a sequence more than 256 Tiles in size!).
