Basically, the idea with replays. Asm either couldn't or didn't bother, but in general, with the ability to edit the Heroes code, it shouldn't be too difficult to implement. The algorithm is as follows: a handler is attached to the procedure that displays sprites on the screen, which logs all calls and saves them to disk. Accordingly, playback is similar: reading the log and repeating it in the same sequence. This will significantly reduce the size of the replay because the replay doesn't store graphics, only sprite codes. And there will be a lot of potential for archiving such a log, both with external archivers and simply by removing unnecessary sprites (for example, all kinds of animations) or creating sprite macros (like for a city). Can you handle it?
последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
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