Reply to Re: Add Graphics to Dink.INI
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I would recommend basing the 'number' or amount of bmps of your graphics for specific slots on those used in the original.
By this I mean:
Dink crawling into a hole: this sequence has 18 bmps. If you replace these bmps with ones that require more than 18 bmps some strange things start happening. I tried this in Belgotha DMOD in which the new main character flew into a hole, it had 19 bmps, and suddenly rocks were turning into pillbugs when I tested the game. I removed bmp number 19 and the rocks stayed rocks.
I'm guessing that those graphics that the original engine calls directly by sequence slot number are used with code that expects only a certain number of graphics (i.e. 18 for the crawl thru a hole).
Dink based graphics such as dying, blood, status bar stuff such as numbers, health bar, magic recharge bar would all be ones to watch out for.
Eldron is the only one I know of who has attempted total conversion before. If you can track him down, ask him questions.
I had planned on Necromancer being a total conversion, but my dreams are now nightmares.
By this I mean:
Dink crawling into a hole: this sequence has 18 bmps. If you replace these bmps with ones that require more than 18 bmps some strange things start happening. I tried this in Belgotha DMOD in which the new main character flew into a hole, it had 19 bmps, and suddenly rocks were turning into pillbugs when I tested the game. I removed bmp number 19 and the rocks stayed rocks.
I'm guessing that those graphics that the original engine calls directly by sequence slot number are used with code that expects only a certain number of graphics (i.e. 18 for the crawl thru a hole).
Dink based graphics such as dying, blood, status bar stuff such as numbers, health bar, magic recharge bar would all be ones to watch out for.
Eldron is the only one I know of who has attempted total conversion before. If you can track him down, ask him questions.
I had planned on Necromancer being a total conversion, but my dreams are now nightmares.