Reply to Re: Loading Graphic Sequences
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Actually a lot of programmers do that. But if you have a lot of graphics you have to replace some old ones since there's a limit of 1000 sequence numbers.
Most of the time I use sequence numbers that are still empty, examples are 197-199 and 34-39, these numbers can be found by looking which numbers can not be found. So starting with sequences higher than 850 is just a way to be sure that your new sprites don't interfere with other sprites.
Be aware not to place your sequences within the 10 places reserved for one enemy. So that means that when you see that the spikes reserve 841 and 843 you shouldn't use sequences between 840-849, since Dink sees these sequences as enemy sprites.
If you're replacing existing sprites, make sure that you remove the old ones first.
Most of the time I use sequence numbers that are still empty, examples are 197-199 and 34-39, these numbers can be found by looking which numbers can not be found. So starting with sequences higher than 850 is just a way to be sure that your new sprites don't interfere with other sprites.
Be aware not to place your sequences within the 10 places reserved for one enemy. So that means that when you see that the spikes reserve 841 and 843 you shouldn't use sequences between 840-849, since Dink sees these sequences as enemy sprites.
If you're replacing existing sprites, make sure that you remove the old ones first.