It is an odd error as it does not occur very often. To troubleshoot this matter further what I've done is to create a loop just before game launch that imagecollides all my images, and maybe one out of a hundred launches results in this crash. I do use anumated images, but I can during a crash verify that all the involved variables for positioning and what frame it is is within my valid boundaries.
It's a tricky one to track down just because it doesn't happen very often, and I am equally baffled each time it does crash. I am starting to suspect that the error may lay when creating the animated images. I load a set of cars into memory and I rotate them onto a large number of frames. I am not using imagerotate as it is too small, but another routine that uses writepixelfast in a lockbuffer state. Saying that I have already checked that those animated images are never writing outside the coordinates of the image frames etc.
It's a tricky one to track down just because it doesn't happen very often, and I am equally baffled each time it does crash. I am starting to suspect that the error may lay when creating the animated images. I load a set of cars into memory and I rotate them onto a large number of frames. I am not using imagerotate as it is too small, but another routine that uses writepixelfast in a lockbuffer state. Saying that I have already checked that those animated images are never writing outside the coordinates of the image frames etc.