Quick question...
Just a quick question:
If you want to add new sfx/tiles/gfx to a dmod do the original files have to be replaced by the new ones or can you just add them and script them in dink.ini and .c files? I.. eerm.. forgot.
If you want to add new sfx/tiles/gfx to a dmod do the original files have to be replaced by the new ones or can you just add them and script them in dink.ini and .c files? I.. eerm.. forgot.
tiles should be replaced, sfx can be added by editing the start.c file, gfx can be added by editing the dink.ini file.
for gfx and sfx they can be added, for tiles no, they have to replace current ones
To replace them, put them in a folder with the same name in your dmod folder.( not overwrite the original Dinks' files !)
You can fit many new tiles there without replacing the old ones though, for example the stone floor tiles fit in one tile screen, and those aren't the only ones. it's more likely to run out of globals or graphics space than tiles...
dang... I think adding sfx/gfx is gonna be a big problem in my Dink port. *hinthint*
Another question:
When you add wav files do they _have_ to be an 8-bit mono 22050hz uncompressed PCM?
When you add wav files do they _have_ to be an 8-bit mono 22050hz uncompressed PCM?
nope, though sometimes if you use long midis they will only play for a few seconds... don't remember what that was about but sound problems are all easily fixed.