Well.
After a restart and a fresh compile, it turned out it WAS Dev-C++ (or Ming32, whatever), so I was able to isolate the problem.
That just made it even more confusing.
Basically:
class sprite
{
blah
SDL_Surface* baseimg;
};
sprite::sprite(blah)
{
blah
char * stringe;
blah (stringe is set to base.bmp)
baseimg = SDL_LoadBMP(stringe);
And
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