SmartCatche
Does anyone know how many sprites there are or can be in the smartcatche system?
: Does anyone know how many sprites there are or can be in the smartcatche system?
That's SmartCache, but anyway I'm not quite sure what you mean. If you just mean how many images can you use in your d-mod, the answer is 50000 total. You can have up to 1000 sequences of up to 50 frames each.
That's SmartCache, but anyway I'm not quite sure what you mean. If you just mean how many images can you use in your d-mod, the answer is 50000 total. You can have up to 1000 sequences of up to 50 frames each.
Yeah, all Smart Cache does is stores the sprites in video ram.
--WC
--WC
:If you just mean how many images can you use in your d-mod, the answer is 50000 total. You can have up to 1000 sequences of up to 50 frames each.
Thats not exactly true. You can only have 50,000 at any one time, but by using "load_sequence" commands, the actual total number of images is limitless
Thats not exactly true. You can only have 50,000 at any one time, but by using "load_sequence" commands, the actual total number of images is limitless

: :If you just mean how many images can you use in your d-mod, the answer is 50000 total. You can have up to 1000 sequences of up to 50 frames each.
: Thats not exactly true. You can only have 50,000 at any one time, but by using "load_sequence" commands, the actual total number of images is limitless
Well.. There are limits if you have a 28.8k dialup and only 56mb ram... hehe
: Thats not exactly true. You can only have 50,000 at any one time, but by using "load_sequence" commands, the actual total number of images is limitless

Well.. There are limits if you have a 28.8k dialup and only 56mb ram... hehe

: Well.. There are limits if you have a 28.8k dialup and only 56mb ram... hehe

Yes, yes. I'm in no way suggesting that everyone start making gigabyte sized d-mods

you don't understand what I mean (possibly because you haven't done game programming). The smart cache system basically loads the first frame of every sequence in the video ram so that the sprite selector loads faster (simular to how WDE does it, but WDE does it a bit faster).
--WC
--WC
: you don't understand what I mean...
: --WC
you who? If you're refering to me, I understand, but I was addressing Paul's statement based on the assumption that Merton was wanting the answer to a question he wasn't really asking
: --WC
you who? If you're refering to me, I understand, but I was addressing Paul's statement based on the assumption that Merton was wanting the answer to a question he wasn't really asking

[mumbling rambling mode on]
The more you add the slowly Dink runs - and if you start playing around with init("load sequence...."); things can get ugly on low end machines.
I'm currently testing Pilgrim's Quest on my old P200 MMX and it is verrrrry slow when loading screens with new graphics... let alone what I might find at the end of the DMOD when I started to use the init command to load new graphics. I use the save machine script to check which version of graphics need to be in which slots depending on the story... what this means is that when you go to a screen with a save machine... it takes a little while for Dink to actually step into that screen - kinda annoying, not sure what to do about that - I could go back to my first plan which was have the checking scripts fired of on loading weapons/magic... but that seemed to be double handling. Ahhhh.... when will this DMOD ever be finished!!!!
[/end mumbling rambling]
The more you add the slowly Dink runs - and if you start playing around with init("load sequence...."); things can get ugly on low end machines.
I'm currently testing Pilgrim's Quest on my old P200 MMX and it is verrrrry slow when loading screens with new graphics... let alone what I might find at the end of the DMOD when I started to use the init command to load new graphics. I use the save machine script to check which version of graphics need to be in which slots depending on the story... what this means is that when you go to a screen with a save machine... it takes a little while for Dink to actually step into that screen - kinda annoying, not sure what to do about that - I could go back to my first plan which was have the checking scripts fired of on loading weapons/magic... but that seemed to be double handling. Ahhhh.... when will this DMOD ever be finished!!!!
[/end mumbling rambling]
: [mumbling rambling mode on]
: The more you add the slowly Dink runs - and if you start playing around with init("load sequence...."); things can get ugly on low end machines.
: I'm currently testing Pilgrim's Quest on my old P200 MMX and it is verrrrry slow when loading screens with new graphics... let alone what I might find at the end of the DMOD when I started to use the init command to load new graphics. I use the save machine script to check which version of graphics need to be in which slots depending on the story... what this means is that when you go to a screen with a save machine... it takes a little while for Dink to actually step into that screen - kinda annoying, not sure what to do about that - I could go back to my first plan which was have the checking scripts fired of on loading weapons/magic... but that seemed to be double handling. Ahhhh.... when will this DMOD ever be finished!!!!
: [/end mumbling rambling]
Here's what I did in Crosslink: When you save the game, it sets a variable (&flag, a general purpose global I use, in this case) to a spesific value. Then it unsets it as soon as the game is saved. Then, when they load, the value is still set, so the savebot knows to do the start-up stuff (only) then.
: The more you add the slowly Dink runs - and if you start playing around with init("load sequence...."); things can get ugly on low end machines.
: I'm currently testing Pilgrim's Quest on my old P200 MMX and it is verrrrry slow when loading screens with new graphics... let alone what I might find at the end of the DMOD when I started to use the init command to load new graphics. I use the save machine script to check which version of graphics need to be in which slots depending on the story... what this means is that when you go to a screen with a save machine... it takes a little while for Dink to actually step into that screen - kinda annoying, not sure what to do about that - I could go back to my first plan which was have the checking scripts fired of on loading weapons/magic... but that seemed to be double handling. Ahhhh.... when will this DMOD ever be finished!!!!
: [/end mumbling rambling]
Here's what I did in Crosslink: When you save the game, it sets a variable (&flag, a general purpose global I use, in this case) to a spesific value. Then it unsets it as soon as the game is saved. Then, when they load, the value is still set, so the savebot knows to do the start-up stuff (only) then.
: : Does anyone know how many sprites there are or can be in the smartcatche system?
: That's SmartCache, but anyway I'm not quite sure what you mean. If you just mean how many images can you use in your d-mod, the answer is 50000 total. You can have up to 1000 sequences of up to 50 frames each.
Well, isn't that the number of different images you can have in a D-Mod? The maximum number of sprites in a D-Mod is 98 sprites * 768 screens = 75264... unless you're having a D-Mod with more than one mapfile
: That's SmartCache, but anyway I'm not quite sure what you mean. If you just mean how many images can you use in your d-mod, the answer is 50000 total. You can have up to 1000 sequences of up to 50 frames each.
Well, isn't that the number of different images you can have in a D-Mod? The maximum number of sprites in a D-Mod is 98 sprites * 768 screens = 75264... unless you're having a D-Mod with more than one mapfile
