Couldn't you duplicate the sprite data into a separate folder? If the sprite data is listed as separate images despite looking identical, it would be easier to call them without making the game stumble, no? (p.s, I understand nothing about programming, so take this with a grain of salt. Probably even misunderstanding the issue)
Well, MBM's file system is a bit strict. Nothing like new ProjectR uses. BundleData Assets are all packed multiple times and it's hard to modify them as is. Adding new BundleData doesn't seem to be possible. Maybe it would be possible in ProjectR, but here? I think it depends on what you're planning to do.
I know for a fact that some nuances in sprites-scripting just never works as intended in MBM. For example: there's Card type of slave/monster render when you hold left button and select area with them:
Like this. These are supposed to be dynamic and for female slaves to render "Dead State" as well with eyes closed. Code is there, it should work and I double-checked it for all female slaves types. But it doesn't work for some reason. It only can switch between "Depraved and Not-Depraved" states reflected with their eye sprites. Third state is completely ignored, although it's programmed in scripting data.
So it's kinda the same with mixing up multiple states slaves can be rendered. Looking at the code - should work flawlessly, but it's like there's some hard limits. Kinda the same with 2 main traits limit as well. Stuff like that probably can be pushed, but I'm not that skilled with code tweaking to begin with.
In other news, it seems like there's still a lot of leftovers in assembly data, so it allowed me to activate some early pre-release render stuff for monsters. "Nose type" :
Which means I don't have to use workarounds to render some previously unavailable customizable spine slots. About time...
If you didn't know, pre-release monsters (goblins/orcs at least) had a lot more customization features. I'll just leave it here:
It was cut between 0.1 and 0.7 version, so I can only say for sure that it was cut due to complexity and excessive memory usage. Hair designs are so-so in look perhaps, body hair too. There were "dirtyness factor" which played a role. More noses or ear designs, though? Can be brought over now.
MBM clearly have some issues with optimization, but as I figured out it's not about sprite sheet sizes. It only costs RAM. Performance tanks because it blasts your CPU with so much vertices and triangles data from Spine Skeletons at the same time. Which means it's actually fixable.