Aha! TH05 actually loads every single rendered dialog image
individually before rendering it, either from the EMS area or disk.
That's one way to save memory, I guess?
Part of P0169, funded by Blue Bolt.
Oh, an EMS function that does one single thing, and is not potentially
bugged within TH05's original sprite limits?! (Although that last part
might have just been a happy accident.)
Part of P0168, funded by Blue Bolt and rosenrose.
No, I'm not copying exactly what was on ZUN's monitor during the 2010
MAG・ネット documentary. Also, this one was very lucky not to receive
a stupid function name.
Part of P0168, funded by Blue Bolt and rosenrose.
64 slots reserved, 16 slots actually used, another 768 bytes of
conventional RAM wasted…
(And yes, that naming convention is indeed meant as a shoutout to all
the RPG Maker veterans out there.)
Part of P0147, funded by -Tom- and Ember2528.