Reply to Re: Graphic Memory/Buffer capacity with Sprites
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6000 sprites addressed at once (HD will unload/load them as needed, but even not being loaded it counts as "addressed")
So, if you have over 6000 sprites active because of dink.ini then the engine is meant to load and unload those above the 6000 mark?
But the crawling into a hole not playing bug disproves this?
Is there any way to check the active sprite count via debug logs or some such?
Oh and I think the sprite frames per sequence limit might be 99, based on the two character default naming structure. -##. I can't remember if I found this out in doing Hack n Slash with the dance moves, or if I just assumed it.
So, if you have over 6000 sprites active because of dink.ini then the engine is meant to load and unload those above the 6000 mark?
But the crawling into a hole not playing bug disproves this?
Is there any way to check the active sprite count via debug logs or some such?
Oh and I think the sprite frames per sequence limit might be 99, based on the two character default naming structure. -##. I can't remember if I found this out in doing Hack n Slash with the dance moves, or if I just assumed it.