Button 6 issue etc.
What am I doing wrong....
Okay, I started with
my scroll script...
void main ( void )
{
}
void talk(void)
{
if (&letter = 0);
if (&story = 1);
freeze(1); wait(2000); say_stop("`2Dear Dink,", ¤t_sprite); wait(250); say_stop("`2Seeing as how you get lost so easily,", ¤t_sprite); say_stop("`2I have included a map to help you get around.", ¤t_sprite); say_stop("`2I have no idea where Enos,Seth's son, is.", ¤t_sprite); say_stop("`2Try asking some people in the villages.", ¤t_sprite); say_stop("`2Good luck Dink.The fate of the world is in you hands.", ¤t_sprite); say_stop("`2Sincerely, Martridge", ¤t_sprite); wait(500); say_stop("Great.No pressure or anything.", 1); wait(500); say_stop("Hey! A map was enclosed!", 1); wait(500); &s2-map = 1; &letter = 1; &story = 2; say_stop_xy("`%(Press M or button 6 for map toggle)", 20,380); fade_down(); fill_screen(0); //move Dink &player_map = 33; sp_x(1, 362); sp_y(1, 303); load_screen(); draw_screen(); draw_status(); fade_up(); unfreeze(1); kill_this_task();
}
Then I went on to do the
s2-map script
//map stuff
void main( void )
{ &shipx = sp_x(1, -1); &shipy = sp_y(1, -1);
script_attach(1000);
//since this was spawned, it is attached to sprite 1000, which lives beyond
//a screen transition.
//lets kill the rest by loading a blank screen. &player_map = 11; sp_nodraw(1, 1);
load_screen(2);
draw_screen();
//screen is blank, now what
copy_bmp_to_screen("tiles\mymap.bmp");
playsound(46, 11010, 0,0,1);
int &math = 24;
&math *= &location;
&math += 200;
freeze(1);
//int &crap = say_xy("`%You are currently at location &location.", 0,385);
//make letters perm
//sp_kill(&crap, 0);
wait_for_button();
unfreeze(1);
kill_this_task();
}
And then the
button 6 script
void main ( void )
{
//player map
if (&s2-map == 0) { say("I don't own a map yet.",1); kill_this_task(); return; }
show_bmp("tiles\mymap.bmp", 1, 0);
kill_this_task();
}
*This works until I press 'm' and I get some kinda funk un-palleted version of whatever screen I'm on. ????????
Okay, I started with
my scroll script...
void main ( void )
{
}
void talk(void)
{
if (&letter = 0);
if (&story = 1);
freeze(1); wait(2000); say_stop("`2Dear Dink,", ¤t_sprite); wait(250); say_stop("`2Seeing as how you get lost so easily,", ¤t_sprite); say_stop("`2I have included a map to help you get around.", ¤t_sprite); say_stop("`2I have no idea where Enos,Seth's son, is.", ¤t_sprite); say_stop("`2Try asking some people in the villages.", ¤t_sprite); say_stop("`2Good luck Dink.The fate of the world is in you hands.", ¤t_sprite); say_stop("`2Sincerely, Martridge", ¤t_sprite); wait(500); say_stop("Great.No pressure or anything.", 1); wait(500); say_stop("Hey! A map was enclosed!", 1); wait(500); &s2-map = 1; &letter = 1; &story = 2; say_stop_xy("`%(Press M or button 6 for map toggle)", 20,380); fade_down(); fill_screen(0); //move Dink &player_map = 33; sp_x(1, 362); sp_y(1, 303); load_screen(); draw_screen(); draw_status(); fade_up(); unfreeze(1); kill_this_task();
}
Then I went on to do the
s2-map script
//map stuff
void main( void )
{ &shipx = sp_x(1, -1); &shipy = sp_y(1, -1);
script_attach(1000);
//since this was spawned, it is attached to sprite 1000, which lives beyond
//a screen transition.
//lets kill the rest by loading a blank screen. &player_map = 11; sp_nodraw(1, 1);
load_screen(2);
draw_screen();
//screen is blank, now what
copy_bmp_to_screen("tiles\mymap.bmp");
playsound(46, 11010, 0,0,1);
int &math = 24;
&math *= &location;
&math += 200;
freeze(1);
//int &crap = say_xy("`%You are currently at location &location.", 0,385);
//make letters perm
//sp_kill(&crap, 0);
wait_for_button();
unfreeze(1);
kill_this_task();
}
And then the
button 6 script
void main ( void )
{
//player map
if (&s2-map == 0) { say("I don't own a map yet.",1); kill_this_task(); return; }
show_bmp("tiles\mymap.bmp", 1, 0);
kill_this_task();
}
*This works until I press 'm' and I get some kinda funk un-palleted version of whatever screen I'm on. ????????

Yes, I took a screen shot and then edited it with the dink pallette.
I used Irfanview.And imported the pallette from the 'uber' editor screen.Then I had to edit pallette because white was black and black was white.Anyways..
It turns out that was a bad way to do it.I opened the map from the main dink game in mspaint and then put my map in instead and saved it to my tiles folder and that solved the problem!
Yay! Yippee! Yahoo!
Thanks for helping me.
It turns out that was a bad way to do it.I opened the map from the main dink game in mspaint and then put my map in instead and saved it to my tiles folder and that solved the problem!
Yay! Yippee! Yahoo!
Thanks for helping me.

The 'Uber' editor screen does not use a correct palette... it is weird. Try using splash.bmp or any of the tiles.
The map works fine now but there is a strange, um, glitch that seems to have arisen.When I get the map, it automatically fades down the screen and I am in darkness until I hit the space bar and then after I hit 'm' to leave the map,I notice that I have no stat bar under the screen.
I have to hit enter and activate fist and then the stat bar is there.While this is not a problem for me it is not desirable for anyone who may play the game later.
Any ideas?
I have to hit enter and activate fist and then the stat bar is there.While this is not a problem for me it is not desirable for anyone who may play the game later.
Any ideas?