Please send me a mention. I don’t notice.
Probably because you have exceeded the maximum number of sprites.
I think you have overloaded a lot of diverse data.
If you don’t understand, let’s go back to the place where understand.
This problem does not occur if no enemies are loaded.
First, I will explain in order.
First, erase it until the code is minimal.
To make things easier to understand, we’ll erase all of the event’s rendition, leaving only the minimum amount of data.
These are the minimal events that make up this chapter.
There is a problem even in a minimal situation.
Then erase the data.
Let’s erase the enemy this time.
Chapters can be activated even if there are no enemies.
You can see that the problem does not occur if there are no enemies.
Now, use Ctrl + Z Undo to revive your enemies.
Who’s wrong?
Apparently, I think that if the data of the enemy is deleted to this extent, no problem will occur.
The eliminated enemy is 0x59 Elder Bael.
Let’s summarize the problem from the facts we observe.
If erase a specific enemy, the problem no longer occurs.
And as you have said, this problem only occurs on the first turn.
Why only on the first turn?
That’s because by the second turn, there are fewer enemies.
Therefore, the conclusion we can draw is: “Isn’t there too many sprites?” This means that.
There are too many different types of enemies and allies to display on the screen.
The GBA is an old game console, so it has these kinds of limitations.
However, if you cut down on the types of allies, the player is going to get mad at you.
Therefore, limit the enemy types.
In this stage, both Bael and Elder Bael are present.
You can use only one of them.
If you really want to get both of them out,
I think the other can be made to appear later with reinforcements.