In the thread for GRPEdit, I briefly mentioned that I'm making an IceCC IDE (integrated development environment).
IceCC IDE is an editor for IceCC scripts. These are the features I've thought of so far and that I am planning to implement in the program:
The IceCC script editor will have extensive auto-complete features, to such a degree that you could make scripts without typing a thing. A list of animation names will be shown as you create new lines in the list of animations. In the scripts, it will bring up a list of opcodes to choose from when no opcode is on the current line. When the cursor is at certain parameters for specific opcodes, it will bring up a list of images, sprites, sounds, or code labels. Then for any numbers that have to do with positions on the graphics, it would have a positioning aid to set them visually while displaying the graphics. Also, there would be a preview when selecting frame numbers.
These auto-complete features will update what is displayed in them as you are typing, but typing will not be required to get them to show up. There may possibly be an option to change this behavior.
Probably not really that useful for IceCC scripts, since they have a simple format, but I'll implement it if it isn't too difficult.
For the tester/debugger, I'll have it so it can preview the different animations and also point out things that could potentially cause crashes.
Conversion from old animation and opcode names to new one:
This feature will be implemented to ease migration of scripts from older IceCC versions to the current one.
Any features that are already in IceCCUI:
There just wouldn't be any point in not implementing all of the features that are already in IceCCUI.
With this you could specify all of the IceCC scripts to compile into your custom iscript.bin and save the list for later so you do not need to enter them in again.
I am also considering using this as a more general type of project file where you could specify all of the files used in your mod so that IceCC IDE could put all of them into an MPQ archive for you. If this feature is implemented, it will also have support for launching the appropriate modding programs for each file type included in your project.
If anyone has any more ideas for the program, post them here.