Startup problems with self-generated files
September 17th 2011, 03:11 AM
shevek
As you may remember, I'm working an a cross-platform editor.
Things are looking good, but there's a problem I can't really solve. It may be related to freedink, although it's so strange that I suspect it's in the original game as well.
The editor builds all the files that are needed (in particular start.c and main.c), and most things work. However, it seems the game doesn't really start. Dink can receive damage, but it isn't shown until I select a new item (which updates the status area); and I can't die. I also can't do any damage to others. I think there's something wrong with my startup scripts, but I don't see what.
For those interested, the dmod is at http://a83-163-111-92.adsl.xs4all.nl/test-dmod/ (unpacked), or as a .dmod file at http://a83-163-111-92.adsl.xs4all.nl/test-dmod.dmod .
Does anyone here have an idea?
Things are looking good, but there's a problem I can't really solve. It may be related to freedink, although it's so strange that I suspect it's in the original game as well.
The editor builds all the files that are needed (in particular start.c and main.c), and most things work. However, it seems the game doesn't really start. Dink can receive damage, but it isn't shown until I select a new item (which updates the status area); and I can't die. I also can't do any damage to others. I think there's something wrong with my startup scripts, but I don't see what.
For those interested, the dmod is at http://a83-163-111-92.adsl.xs4all.nl/test-dmod/ (unpacked), or as a .dmod file at http://a83-163-111-92.adsl.xs4all.nl/test-dmod.dmod .
Does anyone here have an idea?
Not sure what you use as a newline character but for me in windows the script lines don't appear to be on new lines. Since Dink does not support multiple functions on the same line that might be the first thing you should look into... Maybe its as simple as using \r instead of \n. I once made a script editor in which using \r\n made the scripts work.
September 17th 2011, 05:22 AM
shevek
I was notified of this on IRC as well. I changed that, but it didn't help.
What did help was &update_status = 1; and update_status (1);. Now I can get damage, it is shown, and I can die. Very good.
Unfortunately I still can't hit anything. The king now (new version) has a hit script, but it doesn't get called.
What did help was &update_status = 1; and update_status (1);. Now I can get damage, it is shown, and I can die. Very good.
Unfortunately I still can't hit anything. The king now (new version) has a hit script, but it doesn't get called.
The debug shows that start-1.c is loaded, suggesting start.c is run and the new line character is ok, but it may be worth trying this anyway.
You have unnecessary spaces in main.c:
make_global_int ("&defense", 0);
make_global_int ("&result", 0);
I'm not sure if that works. I suspect that by the problem, because it sounds like it has something to do with required global variables not be allocated
edit: after seeing the above post shevek, it may be just not having set the nohit property for the sprites at this stage?
You have unnecessary spaces in main.c:
make_global_int ("&defense", 0);
make_global_int ("&result", 0);
I'm not sure if that works. I suspect that by the problem, because it sounds like it has something to do with required global variables not be allocated
edit: after seeing the above post shevek, it may be just not having set the nohit property for the sprites at this stage?
Dude rate your Dmod from a scale of 1 to 10.If you think it's good,well then it's bound to be that way.
September 17th 2011, 05:37 AM
shevek
Eh, rate my dmod? I don't have a dmod yet. I have a dmod editor and a two-screen test thing to find out why some things are not working.
So you want a rating? As a dmod, it's currently only of very limited use for seeing how things work in the boot stage. I'd give it a 2.
So you want a rating? As a dmod, it's currently only of very limited use for seeing how things work in the boot stage. I'd give it a 2.