How about an update on what I've been working on so you all know the editor isn't dead yet.
The way some of GS TLA's data is arranged is very peculiar, yet very helpful at the same time. At the end of the ROM file there is a large array containing various types of data ranging from graphics, to the games code itself. The new feature of the editor will allow you to browse through all of this data.
It's still in very early stages of development, so it will likely be improved before version 0.3 is released.
Viewing a palette for a map
A tileset, eventually you'll be able to load palettes with them so they aren't just black & white.
A menu graphic
A graphic for one of the Pierrot classes attacks. Despite not knowing what this was the data browser managed to identify at as being compressed, and decompressed it for us, how nice of it. Using the image viewing mode we can see the actual graphic.
Using the Hex option (which will eventually be a full fledged hex editor) on the data browser we see some unidentified data here. To a trained eye this looks
a lot like map data, and that makes sense considering what it's surrounded by. The interesting thing though, is that the editor couldn't identify it as map data which means it isn't actually used in the game at all. Mmm... I do believe the unidentified data below it looks a lot like palette, and tileset data that isn't used at all either. Looks like despite having a map viewer, we still haven't seen all of the maps hidden away in TLA's data.
Also you may notice a value on the top bar of the editor, "1159.57Kb" or something around there. You may have also noticed that this was present in v0.2, but always read "0Kb" Well, now that the automatic repointing system (which assists in the editing of compressed data, ensuring it doesn't accidentally overwrite other data in the game) is finished and working, it keeps track of the amount of empty space in the ROM it has to work with. Golden Sun TLA in fact has 1159.57Kb of detectable empty space to work with, in contrast the original Golden Sun only has 67.36Kb.
Also, this isn't something in the editor yet, but I've been working on the compression algorithms so I could compress things into the format some of the games data is in, and managed to use them to create a new cutscene.
All text editing for this was done in the editor.