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Jul 2nd, 2023
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  1. **Dink.ini optimisation is complete.**
  2. - Added set_frame_special lines to purple bonca so it can actually hit things in battle
  3. - 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).
  4. - Removed duplicate load_sequence_now lines for arrowl and arrowr in sequence 456 & 457
  5. - Fixed sequence 81 snake/moving vine graphic, set_frame_delay lines for extra frames inconsistent with frame delay defined in load_sequence line.
  6.  
  7. - Removed redundant lines of loading dinks normal hit sequence directly after loading dinks sword sequence into the same slots
  8. - 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.
  9.  
  10. Removed 136 set_sprite_info lines, breakdown below:
  11. - Duplicate set_sprite info lines - 53
  12. - Inn/House walls - 43
  13. - 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
  14. - Animated door sequence(seq51) - 1
  15. - (less commonly used slightly more angled door, had 1 useless set sprite info line)
  16. - Wooden Bridge - 5
  17. - Not useful. In most cases with bridges, custom tile hardness/depth que is set up by author anyway to get it accurate.
  18. - Animated door sequence(seq61) - 1
  19. - Tacked set_sprite_info line onto load_sequence line instead.
  20. - House/Shop graphics - 4
  21. - Useless - hardly any difference in default depth dot position, and hardboxes for houses are redundant since it's never relied upon
  22. - Mushrooms/flowers - 1
  23. - 1 particularly useless entry that is innacurate and terrible
  24. - Castle Walls - 3
  25. - set_sprite_info lines set for 3 particular frames, useless and barely different depth dot position to default
  26. - Stone Walls - 8
  27. - dust pile and archway lines removed since they aren't very useful
  28. - tacked common depth dot/hardbox set_sprite info line onto load_sequence line
  29. - Stone Wall Pole - 1
  30. - Tacked onto load_sequence line instead of separate set_sprite_info line
  31. - Bones,skulls,thorns - 1
  32. - Removed usless and terribly defined skull set_sprite_info line
  33. - Pillbug - 2
  34. - removed random set_sprite_info line for both directions pillbug, which was set for frame 1 only.
  35. - 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.
  36. - Spark (bomb fuse spark) - 1
  37. - removed set_sprite_info line which sets a hardbox on frame 1 of the animated spark. Not needed.
  38. - Non-breakable barrel - 1
  39. - tacked sprite_info onto load_sequence line
  40. - Gold coins - 1
  41. - tacked 1 of the set_sprite_info lines onto the load_sequence line
  42. - Bushes/shrubs - 1
  43. - tacked 1 of the set_sprite_info lines onto the load_sequence line
  44. - Stairs - 1
  45. - tacked 1 of the set_sprite_info lines onto the load_sequence line
  46. - goblin catapults/weaponry - 1
  47. - removed useless set_sprite_info line on frame 1
  48. - Upright pig feed bags (seq 446) - 3
  49. - 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.
  50. - Empty bookshelves - 1
  51. - tacked 1 of the set_sprite_info lines onto the load_sequence line
  52. - Strange lab device thing - 1
  53. - tacked 1 of the set_sprite_info lines onto the load_sequence line
  54. - Chairs - 1
  55. - tacked 1 of the set_sprite_info lines onto the load_sequence line
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