barocca,
there was speculation at the time we started in on this about why the nag 'sprites' were changed and i believe the discussion centered around limitations due to adding in the mongols with the expansion pack. we, and i forget who 'we' is now, guessed that they had had to use some copies of sprite data in order to fit all the new mongol data into the program and memory and so on. i dont know if this is accurate or not.
it's been a while since i studied sprites and bobs (blitter objects) and i would guess that the current stuff in shogun/we/mi is actually neither. it seems more to me to be a sort of 'frame' animation or 'cells' of animations. how the hardware and software actually holds or constructs all this i'm not quite sure. but, remember this, in the game, say a multi game, ALL players are using the same base images. that means that my ys looks like your ys, looks like tosa's ys and so on, except, that they all get colored differently and with different banners. that means that a base image is loaded up for everyone and when you pick which clan you're going to be, another file is called up and colors that base image to whatever you picked. thus, you get .lbm's and .bif's working together, i think. one is the base, and the other is the clan template overwrite....i think ;)
as for your SamS coordinates, think about what the game has to have in order to render all these in the right place and the right time. you've got the x, y. now, what else does it need? and push come to shove, hack it! change it and see what happens ;)
and last but not least, dont listen to me. i havent a clue ;)
K.
------------------
The only absolute is that there are no absolutes.
Bookmarks