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- **Dink.ini optimisation is complete.**
- - Added set_frame_special lines to purple bonca so it can actually hit things in battle
- - Removed duplicate upright pig feed bags (loaded in as part of sequence 422, and then again on their own in sequence 446 - Removed from 446).
- - Removed duplicate load_sequence_now lines for arrowl and arrowr in sequence 456 & 457
- - Fixed sequence 81 snake/moving vine graphic, set_frame_delay lines for extra frames inconsistent with frame delay defined in load_sequence line.
- - Removed redundant lines of loading dinks normal hit sequence directly after loading dinks sword sequence into the same slots
- - Reason for loading sword first was to init max frames, but normal hit does not need to be there - it gets loaded with init() when fists are equipped in game.
- Removed 136 set_sprite_info lines, breakdown below:
- - Duplicate set_sprite info lines - 53
- - Inn/House walls - 43
- - tacked depth dot/hardbox info for most commonly used walls onto load_sequence line and removed ALL set_sprite_info lines since they aren't very useful
- - Animated door sequence(seq51) - 1
- - (less commonly used slightly more angled door, had 1 useless set sprite info line)
- - Wooden Bridge - 5
- - Not useful. In most cases with bridges, custom tile hardness/depth que is set up by author anyway to get it accurate.
- - Animated door sequence(seq61) - 1
- - Tacked set_sprite_info line onto load_sequence line instead.
- - House/Shop graphics - 4
- - Useless - hardly any difference in default depth dot position, and hardboxes for houses are redundant since it's never relied upon
- - Mushrooms/flowers - 1
- - 1 particularly useless entry that is innacurate and terrible
- - Castle Walls - 3
- - set_sprite_info lines set for 3 particular frames, useless and barely different depth dot position to default
- - Stone Walls - 8
- - dust pile and archway lines removed since they aren't very useful
- - tacked common depth dot/hardbox set_sprite info line onto load_sequence line
- - Stone Wall Pole - 1
- - Tacked onto load_sequence line instead of separate set_sprite_info line
- - Bones,skulls,thorns - 1
- - Removed usless and terribly defined skull set_sprite_info line
- - Pillbug - 2
- - removed random set_sprite_info line for both directions pillbug, which was set for frame 1 only.
- - Change info on load_sequence line to the deleted sprite info lines so all frames have that hardbox. Feels good in game, not sure why only frame 1 had a slightly bigger hardbox.
- - Spark (bomb fuse spark) - 1
- - removed set_sprite_info line which sets a hardbox on frame 1 of the animated spark. Not needed.
- - Non-breakable barrel - 1
- - tacked sprite_info onto load_sequence line
- - Gold coins - 1
- - tacked 1 of the set_sprite_info lines onto the load_sequence line
- - Bushes/shrubs - 1
- - tacked 1 of the set_sprite_info lines onto the load_sequence line
- - Stairs - 1
- - tacked 1 of the set_sprite_info lines onto the load_sequence line
- - goblin catapults/weaponry - 1
- - removed useless set_sprite_info line on frame 1
- - Upright pig feed bags (seq 446) - 3
- - removed load_sequence line and set_sprite_info lines completely. These sprites are already loaded as part of seq 422. Loaded twice, waste of a sequence.
- - Empty bookshelves - 1
- - tacked 1 of the set_sprite_info lines onto the load_sequence line
- - Strange lab device thing - 1
- - tacked 1 of the set_sprite_info lines onto the load_sequence line
- - Chairs - 1
- - tacked 1 of the set_sprite_info lines onto the load_sequence line
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