Questions about Dink.ini
I hope this doesn't get lost among all the, erm, less than useful posts out there
I'm currently wading through all graphic sequences in the original .ini file, looking if I could maybe free up some slots here and there by combining multiple sequences. But, while I was combining I noticed that there aren't any .ini info entries for a lot of sequences and frames and yet they have corresponding hardness and depth dots in game... Why is that? An example would be sequence 96 or even 58 (although this one has a few sprite info entries, but not nearly enough). I hope these aren't hardcoded or something...
One more small question. Can I use SEQ xx0 when the following sequences are used as walking animations (with base_walk set)? For example, can I use sequence 40? Or 560?
I'm currently wading through all graphic sequences in the original .ini file, looking if I could maybe free up some slots here and there by combining multiple sequences. But, while I was combining I noticed that there aren't any .ini info entries for a lot of sequences and frames and yet they have corresponding hardness and depth dots in game... Why is that? An example would be sequence 96 or even 58 (although this one has a few sprite info entries, but not nearly enough). I hope these aren't hardcoded or something...
One more small question. Can I use SEQ xx0 when the following sequences are used as walking animations (with base_walk set)? For example, can I use sequence 40? Or 560?
Hmm... I checked both 96 and 58, and in both cases the depthque was always at the same point. (relative to it's size) The same is true for the hardboxes. So I think there might be a standard which is applied automatically if no other information is given. So my bet would actually be that combining sequences 58 and 96 won't give any problems other than that you need to rename all the sprites. And that will mean quite an increase in filesize. (I didn't check this though...
)
Excellent. Thanks for the reply. I'll probably double check afterwards if your theory is correct. Why would you say it increases the file size though? Obviously I'll convert them to .ff later.
I have a question about Dink.ini too. Can you add graphics with number above 999? Like 1200?
Because I've used almost everyting...
Because I've used almost everyting...
No, you can't. You can use init() to replace graphics in game though. You can read up on it in the DinkC Reference.
Why would you say it increases the file size though? Obviously I'll convert them to .ff later.
I meant that if you keep them the way they are they don't need to be included in the download. If you combine them they would need to be (or am I missing something?). And .ff files are pretty much the same size compared to normal .bmp files when compressed. So ff-ing them wouldn't decrease downloadsize.
I meant that if you keep them the way they are they don't need to be included in the download. If you combine them they would need to be (or am I missing something?). And .ff files are pretty much the same size compared to normal .bmp files when compressed. So ff-ing them wouldn't decrease downloadsize.









