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docs: 1.5.4 changelog, zelda why the fuck
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# Changelog
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## 1.5.4
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+ Experimental new functionality was implemented to prevent crashing when building romfs for certain games with obscene file counts.
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+ This includes both Fire Emblem: Engage (~190000 files), and The Legend of Zelda: Tears of the Kingdom (~300000) files.
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+ The solution involved adding functionality to ams.mitm/pm to dynamically steal memory from the application (and system) pool as needed when the games have romfs mods.
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+ No memory is taken, and there is no cost to this functionality when playing without mods (or with overrides disabled).
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+ The Legend of Zelda: Tears of the Kingdom is currently the absolute worst case game, requiring ~48 MB of memory to build a romfs image to play with mods.
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+ Right now, the memory is sourced as follows: 32 MB (base ams.mitm heap), 10 MB (stolen from application pool), 8 MB (dynamically stolen from system pool).
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+ This is 50 MB, which allows a little overhead in the worst case (prevents crashing due to exhausting the heap for other allocations in ams.mitm).
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+ Zelda is remarkably sensitive to memory being stolen from the application pool, tolerating no more than 16 MB on 1.0.0 and 12 MB on 1.1.0. I have chosen to steal 10 MB, to be safe, for now.
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+ This may break on a future game update, but I will fix it if and when that happens. There is no perfect solution; the game simply requires too much memory to support mods flawlessly, and I am forced to compromise.
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+ As usual, if you encounter a game that exhausts ams.mitm's memory (crashing it) when loading layeredfs mods, please contact `SciresM#0524`.
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"I am jinxing myself by saying this, but it's really hard to imagine any game being worse than The Legend of Zelda: Tears of the Kingdom, but if it happens again I will drop everything to fix it as usual".
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+ General system stability improvements to enhance the user's experience.
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## 1.5.3
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+ Support was added for 16.0.3.
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+ Atmosphère was updated to use GCC 13/newlib (latest devkitA64/devkitARM releases).
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