2018-02-04 09:50:46 -0800 (Sun, 04 Feb 2018)
Finalise rgfx file format and save/load code, including combination of all 
enemy graphics in a single lump.

Added animations, global_animations, and info nodes to the spriteset nodes
inside rgfx, and a enemy gfx backcompat ID mapping and version numbers to rgfx.

I decided to name the rgfx lumps heroes.rgfx, enemies.rgfx, etc.
enemies.rgfx will contain all enemy graphics, which can continue to be
transparently referred to using the old small/medium/large spriteset numbers,
even the spriteset editor can be completely oblivious to the mapping, so the old
menus can be kept temporarily.

Added SpriteSet.global_animations and the loading code for it. These are also
stored in the sprite cache. frame_load actually already tries to load them from
the right rgfx lump, although the code for frame_load to load the sprites
themselves from .rgfx is still commented out.

SpriteSet.global_animations is still ignored by the animation system.
U   wip/allmodex.bas
U   wip/allmodex.bi
U   wip/allmodex.h
U   wip/const.bi
U   wip/custom.bas
U   wip/drawing.bas
U   wip/loading.bi
U   wip/loading.rbas
U   wip/reloadbasic/RELOADbasic.txt
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