In Super Mario Advance 3, they ran out of space, so they stuck the dynamic object data for one of the levels in a random part of storage and made an entirely new level flag for accessing it
Sometimes this is true, sometimes there might be a legit reason
spider_
Maybe there was one, but it definitely had to do with the GBA's limitations whatever it was
adrientd
Yeah, GBA's RAM is quite limited
adrientd
I also recently tried to decompile NDS games like Animal Crossing Wild World, and I found a lot of weird moments.
adrientd
like reloading the same data when going to another room, the item sprites being all loaded in RAM even when only a subset is used
adrientd
and the European localization duplicating files for every language when they are exactly the same
dragonsoul5000
I tried with DotD X360 version (digital NTSC that I ripped from my own 360) and it didn't work. Only Wii and PS2 worked, tho I couldn't see the geometry on PS2 and Dragon City crashed for both everytime I tried to load it. Even though it's impossible to save any modification (so impossible to mod Dawn for now), it's a pretty useful tool for the curious folk who want to learn more about how the game works. Thanks to your editor, I noticed that there was a **huge** invisible tower out of bounds in Floating Islands (only the collisions remain, with some beacons and triggers, I think?), and I managed to get here in game with glitches and explore a bit (kinda hard to know where you're going when you can't see lol).