Desktop Survivors 98 is a chaotic bullet hell dungeon crawler that unfolds right on your Desktop. Take control of your cursor as you explore new rooms, battle relentless waves of enemies, and collect powerful new weapons. Your screen becomes the ultimate battleground—will you survive?
You gave Bink a pointer to an 8bpp buffer, and Bink would decode frames directly into that memory. The palette_handle referenced a previously registered palette.
RAD Game Tools designed this API specifically to bridge the gap between video decoding and GPU rendering. The New variant future-proofs your engine for dynamic resolution changes and modern asset pipelines. By registering an 8-bit frame buffer directly, you tell Bink: "Skip the middleman. Write straight to video memory." bink register frame buffer8 new
Obtain a raw pointer to the texture's memory. Understanding the "Bink Register Frame Buffer8 New" Command:
void BinkRegisterFrameBuffer8New(HBINK bink, const BinkFrameBuffer8Desc* desc); const BinkFrameBuffer8Desc* desc)