* Updated flash constants
* Fixed flash constant locations
I originally supplied anchor references, not locations of the constants themselves. That's been fixed. Also, I changed the field name for flash.radius, so it's hopefully clearer.
given an area of all the same block, replace all those blocks with blocks that match the surrounding non-same blocks based on what blocks should 'match'. Note that this is a single-pass algorithm right now, which means that it creates a bunch of bad blocks as it gets further from the edge and more conflicts are found.
We may try to update this more in the future, or we may just go with something simpler like a maze generator using border blocks or 9-grid. But the results of this are tantalizing...
holding control and selecting blocks will add/remove them from the block bag. When drawing (or painting), all blocks in the bag are treated as equivalent, so HMA will select one of the blocks at random to draw with. This works great for grass, but can also be used to create 'noisy' areas by selecting other blocks like flowers or shrubs.
Control+Click on the bag block indicator to clear all blocks from the bag.
If a blockset is edited, that could change not just the current map that
owns that blockset, but any other map that uses that blockset.
Refresh caches on all those maps.
users got confused about making warps. Change the text to make it more clear that the input value is for the target warp, not the current warp. Add visuals to display the current warp as a number.
make it able to export the 2nd page of a bunch of sprites, if those are available. For example, emerald pokemon front sprites
Castform is still a little weird because of how he works with multiple forms, but that's ok.
* Selecting brock's script should select the _whole_ script
* Get correct number of code sections when scripts point to freespace
* Make sure script concatenation works correctly for `goto` followed by `end` (vanilla games do this a lot)
* multiple if statements / gotos all get compiled into one script, so long as it's all contiginous script data
* make sure `trainerbattle 01` works correctly with labels
* include blank line separators between labels when decompiling scripts