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Create bmsad per item and reuse them instead of creating a bmsad for each location #185

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merged 1 commit into from
Nov 23, 2023

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ThanatosGit
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Probably much better in memory consumption to use one bmsad per item instead of per location. That's reducing the required custom bmsads by something like over 100 files.

(Should be rebased later. Accidentally, have the chozo seal dna stuff in here)

@ThanatosGit ThanatosGit requested a review from dyceron November 23, 2023 15:02
editor.add_new_asset("actors/items/randomizer_powerup/scripts/randomizer_powerup.lc", b'', lua_pkgs(all_pkgs))
# FIXME: Why it doesn't work when we directly add it to the pkgs?
# Addition: Tested => It seems like this file is read fro RomFS but why not from pkg?
editor.add_new_asset("actors/items/randomizer_powerup/scripts/randomizer_powerup.lc", b'', [])
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This still looks a little bit weird but some lua files were not read from pkg files, so I decided to not add our own files to the pkgs at all.

@ThanatosGit ThanatosGit marked this pull request as ready for review November 23, 2023 15:19
else:
bmsad["components"].pop("FX")
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I wonder if we could add this here too bmsad["sound_fx"] = ListContainer([])

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In vanilla that's the case for majors iirc. Minors (at least missile tanks) have the stuff in there which is in our template_bmsad.json

@ThanatosGit ThanatosGit merged commit 26c9e56 into main Nov 23, 2023
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@ThanatosGit ThanatosGit deleted the bmsad-per-item branch November 23, 2023 15:22
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2 participants