The Dink Network

Reply to Re: Graphic Memory/Buffer capacity with Sprites

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
January 23rd, 06:42 PM
custom_simon.gif
SimonK
Peasant He/Him Australia
 
So, I've noticed that DinkHD is struggling to keep various graphic/sprite sequences available all the time, like Dink dying, in Necromancer, while YOD doesn't seem to have the same issue, although I need to do more tests.

Now I'm suspecting it is something to do with graphics in buffers or some such thing, and while using init("load_sequence_now blahdeblah"); gets around this for the crawling into holes, maybe I need it in the dinfo.c script as well, as I have dink dying in 4 directions based on his existing sp_dir().

Anyway, is there a way to test/know what the amount of graphics/buffer is?