The Dink Network

Quick question...

May 2nd 2005, 04:18 PM
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ikkejw
Peasant They/Them
 
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.
May 2nd 2005, 05:18 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
tiles should be replaced, sfx can be added by editing the start.c file, gfx can be added by editing the dink.ini file.
May 2nd 2005, 05:19 PM
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igloo15
Peasant He/Him
 
for gfx and sfx they can be added, for tiles no, they have to replace current ones
May 2nd 2005, 07:14 PM
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Ric
Peasant They/Them Canada
 
To replace them, put them in a folder with the same name in your dmod folder.( not overwrite the original Dinks' files !)
May 3rd 2005, 12:39 AM
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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...
May 3rd 2005, 04:24 AM
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ikkejw
Peasant They/Them
 
dang... I think adding sfx/gfx is gonna be a big problem in my Dink port. *hinthint*
May 5th 2005, 12:20 PM
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ikkejw
Peasant They/Them
 
Another question:
When you add wav files do they _have_ to be an 8-bit mono 22050hz uncompressed PCM?
May 6th 2005, 12:40 AM
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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.
May 6th 2005, 05:34 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Well, there are some wav formats Dink can't play. However, I don't know what it can play.