I didn't know that, that's good to know.
But still, the work involved to add all that support...
Yeah, his tool is amazing. But the truth is with what he has already, and the fact that SOTN stages could be edited with something as simple as a Mappy LUA file, I don't imagine it would be too difficult. But his editor does MUCH, MUCH more than simple stage edits. Including ripping gfx.
Big issue 1 would be the way gfx are encrypted. Though I believe there is already info out there on this.
Big issue 2 map editing wise would be that certain enemies are only loaded in some areas, due to the game being cd and not cartridge based. And even then, let's say you wanted to add a raven into the room with bone pillars in the chapel you would still have to have something coded in that adds that enemies gfx into VRAM. Or it would appear and work fine AI wise. But the gfx would be scrambled. But I'm sure there is a way to automate this.
However, even with an editor, you still could NOT do something like add ravens into the entrance, or alchemy lab, for example. Their AI just isn't coded into the BIN file for that area, nor are their gfx. And the more enemies you set to load into vram at once, the longer a room takes to load. With all enemies in the chapel loaded into vram for a room, I can tell you now that load time when entering that room was double/tripled. Not a HUGE difference, but a noticeable one.