teeemcee 2018-02-04 09:50:46 -0800 (Sun, 04 Feb 2018) 940 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 _______________________________________________ Ohrrpgce mailing list firstname.lastname@example.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org