You can use this to use edit mode on a real map in the real FNKM engine, and copy that data into the project to port it directly (or ask code team to do it). Everything* you need! Press E to swap from Spectate to Edit mode, and S and W to change the tile you're painting with! (The Player is hidden but still exists. I'd like to take credit for this, but its just what happens when you force the Entities sprite out of its normal context, and not by design; I couldn't fix it so I called it a feature. The screen scroll still works as expected but the collisions are off (again, byproduct of context change), but its just as easy as in game with OP one) *By "Everything" I mean that while it lacks Portals (aka room transitions), Items, NPCs, Encounters, they're all things that require more effort; I expect everyone would rather we leave that to the coding team to actually manage than thru some contrived, half cooked editor Tile 34 (blank-ish white square) is serving as the "asset needed" signal in, for example, map 2, an approx recreation of @naalini 's map but blue. Also, If you're clever enough, you can use this as a map viewer (not intended and thereby not made easy by a button or prompt, which is why I say 'if you're clever' you can, as you'd need to find the map file, copy it, paste it, then load that slot. Not too easy if you don't know where that data is in the original project)
Main 2 sprites ripped straight from Funkemon (my current revision as of making this), plus functions added to make the main internal structure usable for even users who have no practice with code