Re: 110 Image Limit... megamod anyway?
This mod has 161 new-unit-sprite-pairs, which is more than works when I test with full-sized sprites. However, if you use undersized sprites you can fit more.
The mod doesn't use anything in the 24xx range, so I tried adding another 100 sprite-pairs 2400-2499.
Can I add one dummy unit entry at the begining without breaking anything.... yes.
Can I add ten of the same dummy unit entry at the begining (different unit #s) without breaking anything.... yes
Can I add 100 of the same summy unit entry at the begining without breaking anything.... no!
The hoburgs play just fine but jomon crashes with the good old "sprnbr too high for file" error. Again, it has to do with order of declarations in the file (the Jomon units are declared last).
Anyway, the actual limit on the number of sprites depends on sprite size. Since most of the sprites in this mod are well below 256x256, you can fit more than the 220 pairs limit I ran into.
I'm eventually going to put together a megamod, but it'll be structured a little differently and it won't have any relationship to conceptual balance.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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