> I should tell you about the plans I had for building a home-brewed
> fire-alarm system (sometimes, I tend to take my job home with me >_>)

"It warn you of a fire with highly visible spurts of orange flame!"

> > > The rewriting I wish to do is in the graphics system, much like I've
> > > discussed aeons ago, but never got around to doing.
> >
> > Refresh my memory (or give me an archive url)
> 
> ...I need to do this first.
> 
> Basically, instead of having the sprites stored in big sprite sheets
> on video pages, we would have a sprite UDT, and store them in an
> array. As sprites are loaded, the array expands to accomodate the new
> ones and such. And, if two... whatevers share the same sprite (say,
> two NPCs), then they can both reference the same loaded sprite, using
> a ref-counting system of some sort. Sprites that are garbage are then
> reused for loading other sprites (or, maybe cached for a time).
> 
> Basically, the same thing I did with sound effects, but with sprites.

Ah, of course! yes, moving away from the 
graphics-stored-on-virtual-screenpages system to a 
graphics-stored-in-a-graphics-cache is muy importante.

That is prerequisite to both increasing the NPC-per-map limit, and 
allowing enemies to (optionally) have animation frames in battle.

---
/Implementing Plan AWESOME/
Bob the Hamster
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