1. Oh, I didn't know that, thank you!
2. Understood. I mentioned the binary format because it's more practical for creating small data post-processing applications. Although, I confess that this little challenge encouraged me to learn how to handle attributes like color.

(Hummer Team Level Block Converter)
Note: The GUI values are a rudimentary way to edit the canvas resolution.
3. I'm not sure I understand, as I currently had to start using my own application to package the sprite animations.
For context: When using NEXXT to modify existing game animations, the most common obstacle I found was that the actual position of the elements usually exceeded the work area (with positive or negative values).
My proposal, therefore, was to add a "simulated" offset (exclusive to the application), not to change the real position of the tiles, since the sprites are constrained by their source format.

