It's just a light weight replacement, but at the moment the DLL appears to be missing an export that the vanilla EXE looks for? I'll get that figured out once I get it operational.
Before you get too anxious, we haven't decided on terms of release yet, as we'd like to release our (likely commercial) game before we hand over the fire to everyone. It may be more of a small (per project license) release until that time. That said, we've always been willing to reward those who can impress us, so if a person or project does that, we'd be happy to back them
And we may release the "core only" replacement DLL early, that is, one that doesn't expose new features but should increase overall performance significantly.
TL;DR? We don't know exactly what/when/how we're going to do with this yet.
As for the editor, it's not exactly a custom editor. Well, more accurately, not *entirely* custom. Found an open source Chinese project that had a lot of nice features, and half worked. So I grabbed source, translated it, and have been making improvements ever since. The layout is FAR superior to vanilla (and actually, about any other program I personally use). As for the reason, there are 3. First, it already had manual map tile layering, akin to XP's. This is a must for my mapping needs, as I'm using taller characters than the single-tile VX Ace default, and the single tile smart tiles really don't lend themselves to this style. Second, this editor uses an epic setup for database tab configs, letting me expand and even add new tabs in a mere minute or two. And third, is because the project in progress here is going to be rather intensive in several ways, having the ability to make changes wherever they are most convenient to use, whether that's the EXE, the DLL, the data structure, or the editor is a very nice ability to have.
Update: The graphics class is coming along, painfully. I have it rendering and processing Windows messages (WM_CLOSE, etc) smoothly now. I feel silly for not having known how to swap buffers without glut (or another API such as Allegro). Spent HOURS scouring GL docs for how to do it, before I figured out its a Windows API and not a GL one that handles it, lol. Soon as Graphics is done, Bitmap is up next. And of course, I didn't bother to include the limitation on resolution - moreover, I've added Graphics.set_resolution - this is noteably different from resize_screen, in that it sets the resolution the game is rendered at without resizing the screen. So you can call resize_screen to get your desired window size, immediately followed by set_resolution to set the render size. It will be scaled using GL_NEAREST (a fairly pixel-art-friendly filter).
Have a test render.
Currently tacked into Graphics.update in place of actual viewport/sprite/plane rendering (for the moment).
If you see an issue with the blue corner, it's a color profile issue, and does not affect the actual game, only screenshots of it.
Edit: Before anyone complains about my CCW winding (lol), I had been having some issues with rendering and had reversed it for testing purposes. All drawing will be done CW when applicable (though sprite renders will likely be reversible, with backface culling off, to emulate GDI behaviour).