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Don't load unused sprite frames into video ram #15098
This PR reworks the
Unused frames remain stored in memory: the sprite loading code does not have a concept of loading being completed, so we need to hold on to them "just in case". This overhead shouldn't grow to more than a few MB, so IMO is an acceptable tradeoff until @RoosterDragon or somebody else can rework the Sequence plumbing to fix this.
Testcase: use #15094 to inspect sheet usage with and without this PR.
referenced this pull request
Apr 30, 2018
Got an exception after a few seconds on the RA shellmap: