Well shoot, I posted on my Twitter that I expected to have a test version of the Kart Editor done before tomorrow, but it seems like declaring a deadline is the best way to ensure that you never meet it... so in place of that I'll show off what I have. I'm very close to having something workable, but there's one major problem I still have to solve before being happy with the result.
Right now I have three different parts to the Karts Editor. The first is the Karts Manager, which simply lists all the Karts available (including both original racers & created racers). All it allows right now is to add/remove karts, and to edit the names of those new karts, but eventually portraits for the racers/stats for the karts will be in this section too. You can see that I have added a new kart named "Larry". (For now racer names are limited to 7 characters, but when I get the Text Bank references up and running it will probably be as long as you'd like)
The second is the Selected Karts Manager. This one manages which Karts are actually used in the game. You can re-order the karts, create duplicates of karts, and add in your custom karts here. Fairly simple idea.
The last is the real monster of the editor, the Kart Animation Manager. This one will list all the images/animations associated with a given kart. Here's where you'll be importing images for your new kart. There's interpolation in place so that you don't need to have the same # of images per animation as is listed in the ROM, it'll re-use images as needed. There's also a simple overlay image that you can use to show what the racer should look like at that point.
There's a total of 19 animations:
9 Turn animations - 35 images each (from behind, the kart leans into the turn for the first half)
9 Spin animations - 20 images each (racer doesn't move, full spin)
1 Crash animation - 32 images (crash animation, doesn't use wheel palette)
Those 9 animations span from -25 degrees to 25 degrees incline on the racers. There's more information about the animation make-up that I'll get to at a later date.
The last problem I'm sitting on right now is the wheel textures. The color palette for the wheels are stored separately from the color palette for the kart itself. It's done that way to allow the wheels to change colors easily and look animated. It's not hard to extract the images for that then, but importing is a different monster. For this first version, I'll probably not allow any colors outside the kart palette, so the wheels won't look animated, but eventually I'll want to fix that. Maybe I'll have the person export the wheels separately from the rest of the kart, and then overlay the two images together? I haven't decided the best route yet.
Okay, I'm pretty sure you guys are tired of me treating this forum like my own dev blog, so I'll stop here and see how much further I can push tonight.
EDIT: Filled out the missing sections of the animations window & fixed up a saving bug. However I found some weird behavior with the wheel textures on images I re-arranged but didn't edit. As a result, I don't have confidence in being able to understand the wheel textures for the first release, and will not be messing with it. That'll be something for next week.