Conversation
…omizing minions in enemy-abundant chapters. (So far, only FE8's Ch. 20 is affected)
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Fixed #258 - Added logic to try and prevent overloading the sprite cache when randomizing minions in enemy-abundant chapters. (So far, only FE8's Ch. 20 is affected)
As the logic is fairly restrictive in the class selection, I've only applied this to one chapter in all of the GBAFE games, as it's the only chapter that exhibits this issue (at least the only one reported to have this issue). The theory is that, due to the large number enemies on the screen, randomizing minion classes randomly will likely increase the types of sprites on the map. This will overload the sprite cache and cause some graphics to become corrupted randomly. It's mostly an aesthetic issue, as the underlying data is should be fine. As far as I know, only FE8 exhibits this issue, and only if there are an abundance of unique sprites needed for a chapter. The logic simply locks the number of different classes the normal enemies can be assigned if the option is enabled. The vanilla game has 9 different regular enemy types, so that's where the limit came from.