File Access
If the Dink engine supports an infinite amount of save slots, does that mean a D-Mod could potentially save massive amounts of hidden data? Like, using one save slot to store half a persons game information, and using another save slot to store the rest? Or maybe a sav slot could be used to store configuration information for a particular D-Mod, so that settings that effect one D-Mod wouldn't affect another?
Discuss.
Discuss.
Is there a way to choose which information that should be saved? That would be awesome!
Anyway, are you saying that you can make more saves than 10? Then I can do something I've been thinking about for Dink's Revenge... Something really cool...
Anyway, are you saying that you can make more saves than 10? Then I can do something I've been thinking about for Dink's Revenge... Something really cool...
I once made a test D-Mod (The precursor to DESA believe it or not, a random assortment of stuff) which had 15 save slots.
Yes, more than 10 save slots is definitely possible, you just need to change the loading and saving scripts (There are at least two scripts that I know of that have a load option, the START-x.C script and the script for when Dink dies. Wait - the ESCAPE menu script would have one as well, wouldn't it? That's three scripts, plus the savebot script for saving)
Yes, more than 10 save slots is definitely possible, you just need to change the loading and saving scripts (There are at least two scripts that I know of that have a load option, the START-x.C script and the script for when Dink dies. Wait - the ESCAPE menu script would have one as well, wouldn't it? That's three scripts, plus the savebot script for saving)
No, that's not possible. The save file contains your map location, global variables, items/magic, and sprite variables. Unless you'd like to make your own fork of The Game engine.
This certainly isn't new. Ultimate Cheat has support for up to 20 save slots. Why you'd want more is beyond me. Some have restricted saving (Legend of Tenjin to 3 slots) for story purposes I guess. Play it through if you haven't.
Or maybe a sav slot could be used to store configuration information for a particular D-Mod, so that settings that effect one D-Mod wouldn't affect another?
I don't understand this at all. What sort of data?
This certainly isn't new. Ultimate Cheat has support for up to 20 save slots. Why you'd want more is beyond me. Some have restricted saving (Legend of Tenjin to 3 slots) for story purposes I guess. Play it through if you haven't.
Or maybe a sav slot could be used to store configuration information for a particular D-Mod, so that settings that effect one D-Mod wouldn't affect another?
I don't understand this at all. What sort of data?
One of the things some DMODs do is check which savegames are present. So, if save567833 is present this means Dink has got a certain ending. This is probably the easiest use.
Maybe your game has an option as to what the interface looks like, key mapping etc. But many D-Mods have other buttons as well, so if the "F" button does something special in your D-Mod, I'm sure a user would appreciate it if they could change that mapping (if they so desired)