A jRPG is made up of lots of different systems and the first systems covered in the book are to do with tilemaps. Just before my laptop died I had covered collision detection and was about to move on to layered tilemaps.
Today I got on to layers and that's pretty much done now. The character can smoothly walk around this room, if he goes right to the bottom, he'll be hidden behind the wall, if walks up to the banners at the top he'll be rendered on top of them. Layers and decorative features are all in! This really allows for far more interesting maps, improves reuse of art assets (like the carpet and banners) and makes the game feel and look better.
Next I will be covering triggers on the map and actions that can occur in the world. The demonstration for this will be the character walking into one door and appearing out the other.
Every single section of the book has associated example code. Just for getting the map rendered there are 21 separate example projects, each a small easily digestible stepping stone that leads you to a fully realized jRPG game. The character movement and layer code is currently at 10 examples and by the time the book is finished I'm sure there will a few hundred example programs.
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