Hello,

[ Did not have much time to work on this editor thing,because I had to finish a database program that showcases (sorta) my knowledge , so that I may finally get a IT related job here in Germany ...]

Anyway some update, I've been banging my head against the wall , because with my new editor layers 0 and 1 did not work properly , example, I've put a transparent shore tile on Layer1, then I've put an Ocean tile on Layer0 , the Ocean tile would be on top of the shore one, I've looked at the damn code for hours what could be wrong, even created a stringgrid for all arrays to display raw tile names.

And then I found this in AsphyreSprite.pas

Code:
  constructor TSprite.Create(const AParent: TSprite);
  begin
    inherited Create;
    FParent := AParent;
    if FParent <> nil then
    begin
      FParent.Add(Self);
      if FParent is TSpriteEngine then
        FEngine := TSpriteEngine(FParent)
      else
        FEngine := FParent.Engine;
      Inc(FEngine.FAllCount);
    end;
    FX := 200;
    FY := 200;
    FZ := 0;
    if Z = 0 then
      Z := 1;
    FWidth := 64;
    FHeight := 64;
    FName := '';
    FZ := 0;
    FPatternIndex := 0;
    FDoCollision := False;
    FMoved := True;
    FEffect := beNormal;
    FVisible := True;
    FTag := 0;
  end;
see ? if Z = 0 then Z := 1; god dammit ...anyway back on track now, once the editor progresses as far as the other one with older Asphyre I will post it here along with source and all...

Greetings
Robert