I have another project connected to NeoLemmix that I might reveal now... I have no idea if I'll actually finish it, or if at some point I'm just going to decide it's not worth the effort, though. I'm working on my own (proper, not text-based) level editor; more a modern remake of LemEdit than a truly new design. For now, just a level editor (but with full support for NeoLemmix features), at a later point I might integrate LemSet-type features into it too.
I'm writing it in DBPro rather than QB64, as I've found QB64's graphics support to be quite unreliable and buggy. I have to say though, trying to use any BASIC variant after getting used to Delphi from all the work I've been doing on NeoLemmix lately... it feels really weird and a lot of things are annoying me now that, initially, I got annoyed that Delphi *wasn't* that way (for example; at first I found it annoying that you have to pre-define variables in Delphi, but now I'm actually finding that to be a really useful feature for, say, hunting down typos that are causing bugs). This does mean I have to redo the routines from scratch, sadly. I've already implemented reading the Ground file and decompressing (but not yet reading the decompressed contents of) DAT files, working on loading the graphics from it at the moment.
The main reason for doing this is that, although LemEdit is useable with 32 color graphic sets, it's not exactly the cleanest, and it in effect puts extra limitations on since at least some of the fixed colors need to be duplicated into the custom ones or else it becomes not so useable due to graphic glitches. As you already know, other level editors, I'm either not too fond of (Lemmix editor), or they're primarily aimed at Lemmini and a bit awkward to use with DOS (jLevelBuilder), or they just plain don't work on my system (Lix). Not to mention even jLevelBuilder, probably the best alternative, doesn't support NeoLemmix features - the only editor that does is QuikEdit, and while it's better than a hex editor, it's not better
by much, it pretty much only exists because no other editor can edit those specific things. So I'm writing a new editor, appropriately titled "NeoLemEdit" (obvious combination of "NeoLemmix" and "LemEdit"), to provide a full-featured (at least in terms of levels) editor with full support for NeoLemmix additions. (Adding Lemmini support at some point is not a priority, but is something I am willing to consider once the basic features for NeoLemmix and traditional DOS/Lemmix are in place.)
Some of the coders here would honestly facepalm at some of the mistakes I managed to make (and of course, subsequently fix) so far... the most amusing one, and this actually had me confused for AGES as to why it was loading incorrect colors in some cases but not others - I had been loading palettes as "red, blue, green" rather than "red, green, blue". *facepalm*
EDIT: It now can completely load a graphic set into memory. Next up is to write a function to quickly take care of loading both the GROUND and VGAGR files for a specific set number (currently, I have to first call the function to load the Ground file - that's all done in one function - then one to load the VGAGR to memory, two to decompress it (one per section), and one to build the images out of it - the one function here takes care of both terrain and objects, obviously via other more-specialised functions rather than windy code.) Then it's saving and loading level data, and from there, the next step is actually building the editor. For now, I'm only going to worry about saving to LVLs, not to DATs (although I will add DAT saving at some point in the future), though I may as well add the functionality for loading from DATs since if it already has both decompressing DAT files (nessecary for loading graphic sets) and loading LVL files, it's a VERY short jump to add loading levels from DAT files.
I've got another, much bigger announcement coming up soon too, so stay tuned.
Some of you might already know / be able to guess what it is.