> 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 _______________________________________________ ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
