ladyabaxa: (Delacroix)
I've actually been playing a ton of Shining Force 2 (so much I actually had to put the game down for a couple days because I was feeling burned out) and while doing some extra testing of the battle against Zeon a curious thought popped into my head. So, I took a savestate right after some of his additional devils spawned, while the screen was still glitchy, and opened it up in GSaveState to take a look at the state's VRAM.

Okay, so I opened up the VDP --> Patterns & Sprites tabs and scrolled the sprite viewer all the way to the end and lo and behold the 4 sprites that make up Zeon's animated head were the last 4 sprites in the table. Hmm, that makes me wonder if the programmers were lazy and just had the enemy spawn code amend the bottom of the list. (That's a rhetorical question. I know they were lazy what with all the use of blatant copy & paste.) Even when Zeon's head is not on screen the game still holds his sprites in memory. It also uses a different palette for those specific sprites. Interesting. (All other sprites use the same palette the UI uses.)
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