Yes, it's very simple. But the graphics should be loaded via VBLANK, so they should be written to buffers by default. (I believe they will be transferred to VRAM via DMA transfer. Actually the game has some structs to control the DMA queue.) If you see the codes in-game, it won't directly call a system function when dealing with image issues. If you use knizz's idb, you can take a look at gpu_pal_apply and decompress_with_fallback_maybe. They're frequently called. (Absolutely, i don't think handling big graphics in the overworld is a good idea, you'd better do it with deactivating the map system. )
For instance, if you use the msgbox command after the callasm, I guess something terrible will happen.
For instance, if you use the msgbox command after the callasm, I guess something terrible will happen.