A tile set is a collection of 32 tiles and some associated settings. Each map only has access to the tiles in one tile set. The game only supports 64 tile sets, so saga2edit does not allow tile sets to be added or removed.
Saga2edit displays the tile for the selected tile set in an 8 by 4 grid. The tiles are numbered, top to bottom and in each row from left to right, from 0 to 31. To edit the settings of a tile, click on it. The currently selected tile is indicated by a blue outline.
Some tiles have a special predefined purpose. Tile 0 is used for tiles that are outside the boundary of the map. Tile 1 is used for tiles that are on the opposite side of an inside/outside transition. Tiles starting with tile 3 and counting up can be turned into trigger tiles by the map properties. Tile 31 is animated. (The animation type is controlled by the map properties.) Tile 30 may also be animated depending on the map properties.
This controls what the tile looks like. There are 256 graphics available (numbered from 0 to 255).
Most tiles are normal tiles. Normal tiles have the most settings available. Other types of tiles reuse some of the data a normal tile would use to indicate special features for other things.
Conveyer tiles move the player automatically when the player steps on them. They can't block or damage the player.
Trigger tiles can execute commands when the player steps on them. When defined in the tile set, they can't block players, overlay players, or damage players. Note it is also possible to define trigger tiles in the map properties without using this kind of tile in the tile set.
The game sort of has a third dimension. The player can be on high ground, low ground, or neutral ground. (It is the same for NPCs.) The player can move back and forth from netural ground to high or low ground, but cannot move directly between high ground and low ground.
If neither block flag is set, the tile is neutral ground. If only the block lower flag is set, the tile is high ground (and a player on low ground is blocked from entry). If only the block upper flag is set, the tile is low ground (and a player on high ground is blocked from entry). If both flags are set, the tile is always impassable.
If the player is in a vehicle, they will only be blocked by tiles with this flag. (Naturally, the tile sets that aren't used for the dragon race don't bother to set this flag.)
Players can move onto a bridge tile from high ground or low ground, but it doesn't change whether they are on high ground or low ground. So, if a player entered a bridge tile from high ground, they remain on high ground and can't exit onto low ground; (and vice versa). If the player is on low ground, they are drawn below the bridge tile.
If the overlay flag is set, the player (and NPCs) will be drawn below the tile. This can be controlled separately for the top and bottom halves of the player sprite. (For example, when the player is standing in shallow water, only the bottom half is drawn below the tile.)
When the player steps on a damage tile, each party member will take lose one HP (unless that would drop their HP below 1). This is accompanied by a sound effect and a visual effect.
This property is only available for conveyer type tiles. This indicates the direction that the player will be moved when stepping on the tile.
This property is only available for conveyer type tiles. This indicates the speed/strength of the conveyer effect.
This property is only available for trigger tiles. If this flag is set, the game won't try to execute a command when the player steps on this tile. This defeats the normal purpose of having a trigger tile. However, the tile will still block NPCs from wandering into it.
This property is only available for trigger tiles. This controls which trigger gets executed when the player steps on this tile.