Reply to Re: Graphic Memory/Buffer capacity with Sprites
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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?
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?