Reply to Re: Graphic Memory/Buffer capacity with Sprites
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Traditionally, it appears that the graphics cache is never purged, and that sequences are only blanked when being innitted over with another one which I haven't changed and don't plan to. I also have vague memories from a long time ago of having to occasionally exit and reload from a save because Dink would run/walk too slowly after a while.
It appears Seth now has a fancy graphics unloader that adds a timer field to the graphics data that is then routinely checked and then purged after an interval has passed, although it appears the interval is only 5 seconds, as specified in the function below what's linked.
It appears Seth now has a fancy graphics unloader that adds a timer field to the graphics data that is then routinely checked and then purged after an interval has passed, although it appears the interval is only 5 seconds, as specified in the function below what's linked.