_L_
09-12-2006, 02:50 AM
Because with the advent of scripting, some of the more ambitious ideas are likely to be crimped by the 32 FFCs per screen limit.
Suppose that you've got a scripted Helmasaur King (http://www.zeldalegends.net/gallery/categories/A_Link_to_the_Past/Sprites/Enemies/Bosses/media/HelmasaurKing1.gif) boss. Remember that every segment of Helmasaur King's tail has to be its own FFC. Now toss in a bunch of other effects: a stamping attack that causes rubble to fall from the ceiling, or maybe a volley of custom projectiles. Pretty soon, you're going to run out of FFC slots to use for the fragments of mask that break off whenever you whack it with the hammer.
Also, consider carry-over FFCs that every screen will use. Like a series of linked FFCs that display the time, BSZelda-style. They'll be eating away at FFC slots as well.
Not that somebody won't think of an idea that not even 64 FFCs can make, but on the whole it'll provide a level of comfort for those with many FFC-heavy ideas.
Suppose that you've got a scripted Helmasaur King (http://www.zeldalegends.net/gallery/categories/A_Link_to_the_Past/Sprites/Enemies/Bosses/media/HelmasaurKing1.gif) boss. Remember that every segment of Helmasaur King's tail has to be its own FFC. Now toss in a bunch of other effects: a stamping attack that causes rubble to fall from the ceiling, or maybe a volley of custom projectiles. Pretty soon, you're going to run out of FFC slots to use for the fragments of mask that break off whenever you whack it with the hammer.
Also, consider carry-over FFCs that every screen will use. Like a series of linked FFCs that display the time, BSZelda-style. They'll be eating away at FFC slots as well.
Not that somebody won't think of an idea that not even 64 FFCs can make, but on the whole it'll provide a level of comfort for those with many FFC-heavy ideas.