On Thu, Feb 15, 2007 at 08:30:38PM -0500, Mike Caron wrote: > On 2/15/07, Bob the Hamster <[EMAIL PROTECTED]> wrote: > > > 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/ > > Can Plan AWESOME involve adding the new-line function back to > printstr? I have a really good [game] idea that will be difficult at > best to implement without it... specifically, a Super Metroid style > introduction with text that slowly types itself out.
Can't you just release it with a Voxhumana nightly build? --- Bob the Hamster _______________________________________________ ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
