Dink .D Decompiler
Two Questions.
Is one of these around?
If not, should I make one?
Is one of these around?
If not, should I make one?
There are plenty of .d decompilers and .ff decompilers on the internet, but the process is so long that I'd rather not bother.
Hrm...I believe I have one.
Checking.
EDIT: It appears I don't have it anymore. I know there have been some out there, but more power to you if you want to make one, I would use it. You should implement it into a shiny new editor
Checking.
EDIT: It appears I don't have it anymore. I know there have been some out there, but more power to you if you want to make one, I would use it. You should implement it into a shiny new editor
I still have mine, if anybody's interested. Actually, it might be time I made it publicly available, if everybody is fine with that.
.d files aren't compiled, they're compressed,
Look in the Freedink source. There's one in there.
It's called d2c.c in the contrib folder. There's also an ff decompressor.
Look in the Freedink source. There's one in there.
It's called d2c.c in the contrib folder. There's also an ff decompressor.
Answers my question. I came across some of the source I made years back for it and just wondered.
I think we should have an editing suite That would be worth developing. Like a script editor with custom templates, cutscene editor, map editor, sprite editor (hardness/depth), everything you can think of. Obviously half of that is already provided in WDE so it would make sense if the rest extended that editor instead of starting anew
There are two other editor projects out there, but to be honest it appears they are on hold or worse
There are two other editor projects out there, but to be honest it appears they are on hold or worse
I want an editor where you just drag and drop sprites and they do exactly as you tell them in the mic lol would be too easy
I would love to do it... Start a editor from the ground up that includes everything. Sadly, I don't have that time. Gary Hertel put around 200 hours into WDE and I added another 100+ to make it what it was. Put on my 60 hour work weeks, and you get nothing.
Well, a new editor is in production. Maybe you could give a few suggestions?
60 hour work week? Ouch man. I assume that's no longer the army then?
Makes sense that you can't do it then. Never knew it took that many manhours to complete WDE.
Makes sense that you can't do it then. Never knew it took that many manhours to complete WDE.
Gary Hertel was a much better programmer than me (he has a degree). Most of his time was figuring out how to recreate some of the math done by the Dink Engine (He was banging his head over a issue that plagued the hard dot placement). Finally Seth sent him sections of the course code (this was before it was released) and he almost threw up looking at that mess. When I picked it up, I spent most of my time learning the format of how WDE was put together, fixing bugs (some were very illusive or hard to recreate..one was a issue with Gary putting a - instead of a +..try finding that in a mountain of code), and implementing new features.
There's been 'decompilers' around for ages, even before the source was released. If I remember correctly, Seth just used a standard Microsoft compression algorithm. It was voted some years ago not to release one publicly.
Hi someone.
Well... I don't think you should decompile because they were compressed for a reason. Obviously some D-Modders are greedy and don't want their scripts in me hands.
Well... I don't think you should decompile because they were compressed for a reason. Obviously some D-Modders are greedy and don't want their scripts in me hands.
Does anyone actually bother to change their c scripts to d these days? It's not something you should do anyway, I am just curious.
It's usually just done for the big big D-Mods, like Mystery Island.
No, I can't remember any DMOD from the last 5 years or so that has .d scripts. Seems to be a bit like a thing of the past.
I know my early DMODs had .d scripts though. I'd change that if I ever were to make a new version...
I know my early DMODs had .d scripts though. I'd change that if I ever were to make a new version...