That you have to modify your sprite's and tiles to an certain format so RPG maker can use it is retarded! The creators of RPG maker should've done it like Mark Overmars did for Game Maker. Anyway I think Crystal Angel ment what program you used to modify the tile?
What? So your calling Rpgmaker's method of splitting tiles into 16x16 blocks and having to format them that way retarded? Well, seeing as how rpgmaker's main purpose is to create games similair to classic Snes games, I think it makes perfect sense.
You see, the Snes(And nes) store tile data in 8x8 blocks in the cartridges. When the cartridge is loaded into the Snes, and the power is on, then map data and tile, palette, sprite and other offsets are called up. Usually tiles are stored in compressed memory were as sprites are stored in uncompressed. Thats why they can be viewed and edited using Tiled2002(Tile rom editting program).
Anyways, when the tile offsets are mapped, 8x8 square are put together in groups of 4(Or 16 like in Seiken densetsu 3). For example, grass tiles in most 2d Snes or Gba games are put into 16x16 squares, which takes 4 different looking 8x8 tiles.
My point is, Rpgmaker does what the Snes does. Except making mapping *much* easier. Sure, you could do what gamemaker does and have tiles that don't have to be right next to each other, but you couldn't do auto tiles i'm assuming. Or maybe you can but I would also assume putting the tiles in format would make it much easier to do... where as rpgmaker uses it's format to make mapping much easier, with auto tiles.