I believe that they did it in "Anna Quest (vol 1)". When you start the game it shows "preloading animations" progress.
I don't know how they did it (this may be examined under debugger though to know which script functions are called), but I believe all you need to do is to make some simple not- time costly operation over sprites (without drawing them on screen, of course). This will force engine to preload them.
Perhaps, a good idea would be to do this on each room load, or between distinctive game sections.
Other than that, I'll continue trying to improve certain functionality to see if it would be possible to restore performance even closer to 3.2.1.
PS. I probably was too fast in doing that merge... other than improvement it contained also experimental stuff made exclusively in anticipation of migrating to Allegro 5, but since the latter is not happening in nearest future, it might add little extra overhead. I will revise latest changes and probably redo them in a more simple way.
I don't know how they did it (this may be examined under debugger though to know which script functions are called), but I believe all you need to do is to make some simple not- time costly operation over sprites (without drawing them on screen, of course). This will force engine to preload them.
Perhaps, a good idea would be to do this on each room load, or between distinctive game sections.
Other than that, I'll continue trying to improve certain functionality to see if it would be possible to restore performance even closer to 3.2.1.
PS. I probably was too fast in doing that merge... other than improvement it contained also experimental stuff made exclusively in anticipation of migrating to Allegro 5, but since the latter is not happening in nearest future, it might add little extra overhead. I will revise latest changes and probably redo them in a more simple way.