No, it wasn't possible, because Verge doesn't have zlib support accessible to VergeC. I'm sure nobody wants to write their own zlib decompression library in VergeC. If Verge3 didn't use this for compression, things would have been an easy dig-around. But even then, slow as hell.
I've managed to add functions which save and compile vsp/map/chr files, but the actual interfacing with formats through VergeC stil requires a lot. I wrote myself a big to-do, which needs to be completed someday.
// Overkill (2006-07-07): The todo line begins here.
// * make entity.hot(x/y/w/h) writable
//
// int ObstructionTilesToImage()
// int EntityFrameToImage()
// void CopyImageToEntityFrame(int image)
// int AddLayer(int width, int height);
// void ResizeLayer(int layer, int width, int height);
// void RemoveLayer(int layer_index);
// int AddZone();
// void RemoveZone(int zone_index);
// void CopyTilesFromImage(int image, int obstruction_tiles, int replace_existing);
// void CopyTilesFromVSP(string vsp_file, int obstruction_tiles, int replace_existing);
// void RemoveTile(int tile_index);
// void RemoveTile(int tile_index);
// int AddVSPAnimation();
// void RemoveVSPAnimation(int vsp_animation_index);
// Map
{"3", "curmap.startup", ""},
// Layer
{"1", "layer.count", ""}, // Number of layers on the map, not an array.
{"1", "layer.name", "1"},
// Zone
{"1", "zone.count", ""}, // Number of zones on the map, not an array.
{"1", "zone.percent", "1"},
{"1", "zone.delay", "1"},
{"1", "zone.adjacent", "1"},
// VSP animations
{"1", "vspanim.count", ""}, // Number of animations on the map vsp, not an array.
{"3", "vspanim.name", "1"},
{"1", "vspanim.start", "1"},
{"1", "vspanim.finish", "1"},
{"1", "vspanim.delay", "1"},
{"1", "vspanim.mode", "1"},
// Entity/CHR things
{"3", "entity.name", "1"},
{"3", "entity.onactivate", "1"}, // Activation script
{"3", "entity.description", "1"},
{"1", "entity.idleframe", "1"}, // Idle frames for each direction.
{"3", "entity.animscript", "1"}, // Animation scripts for each direction.
{"1", "entity.autoface", "1"},