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Reply to Re: Graphic Memory/Buffer capacity with Sprites

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January 25th, 08:23 PM
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SimonK
Peasant He/Him Australia
 
Not sure the engine reloads things as needed correctly in DinkHD, as stated in the comments.

Until I added init(); commands to dinfo.c I would have Dink a frozen walking sprite as he dies sometimes. And something else I've noticed is that the inventory screen sometimes plays the flashing selection symbol, and sometimes not. This is only two sprites that are meant to toggle. menu-02.png and menu-03.png. I've noticed that when first playing all is fine, but after a while the menu-03.png no longer appears.

Not sure how many graphics I now have as I'm still using a few of the original ones, and may never get around to replacing them, such as coins, status numbers etc, blood bursts, splashes ...

But- if I do a dir *.* /s I get a figure of 10,879 - although there a few redundancies and zip file backups as part of that... so probably around 9,000 say, plus the ones the still get loaded from the original game.