What I didn't realize until I worked on these sprites is that a very large portion of the work is not drawing, or setting up the xml, but rather just
fiddling with pixels. There's no other way to describe it than that. On 32x32 sprites it's pretty easy to keep track of stuff, but the large sprites are just, well, fiddly.
Anyway, testing out elves...
...yyyyeahhhhh. Alright, well it looks like the ears are going to need to be separate, and I'm either going to have to mess around with the head placement, offset the headwear, or just draw new hats for elves. Always more to do. When I get to doing some animal-people I'll have to remember to check the hats.
@Japa: I know that Allegro and SDL are seperate entities, but my general idea was that in stead of rendering to the stonesense window, we could get allegro to render to a memory-image (like it does when creating the large screenshots), then use the SDL code to grab that memory-image and put it in the DF window, ideally somewhere between when the DF tiles are supposed to have been drawn and when the options-overlay is drawn (assuming things work in the order I think they work). The hard parts to that would be finding when that time to draw would be, sizing the image correctly to follow the DF window, and figuring out what image formats correspond to which in the Allegro-SDL translation step (might require some jury-rigging of the relevant object types to wrangle them into the proper shape, but shouldn't be impossible). The display would inherently lag behind the native implementation by one frame, but throughput would probably be the same as it is now. The more I think about this the better an idea it seems. Gotta find time to test it out.