dPlay suggestions requested
dPlay can be extremely powerful... it has access to the 'outside world', so to speak.
It can already change maps and delete save games... but there has to be more things it can do than that.
So if you've ever throught to yourself, "I wish Dink could do [insert something cool here]", post a reply and I'll think about adding it into dPlay.
Here are a few ideas I'm thinking about adding into dPlay:
* An enhanced save/load system. More slots, naming of save games, and more are all being considered.
* Perhaps an ability to look up the current date and time, allowing the D-Mod author to have special events happen like on Christmas and such.
It can already change maps and delete save games... but there has to be more things it can do than that.
So if you've ever throught to yourself, "I wish Dink could do [insert something cool here]", post a reply and I'll think about adding it into dPlay.
Here are a few ideas I'm thinking about adding into dPlay:
* An enhanced save/load system. More slots, naming of save games, and more are all being considered.
* Perhaps an ability to look up the current date and time, allowing the D-Mod author to have special events happen like on Christmas and such.
: dPlay can be extremely powerful... it has access to the 'outside world', so to speak.
: It can already change maps and delete save games... but there has to be more things it can do than that.
: So if you've ever throught to yourself, "I wish Dink could do [insert something cool here]", post a reply and I'll think about adding it into dPlay.
: Here are a few ideas I'm thinking about adding into dPlay:
: * An enhanced save/load system. More slots, naming of save games, and more are all being considered.
: * Perhaps an ability to look up the current date and time, allowing the D-Mod author to have special events happen like on Christmas and such.
a big fat f**k off manual...
: It can already change maps and delete save games... but there has to be more things it can do than that.
: So if you've ever throught to yourself, "I wish Dink could do [insert something cool here]", post a reply and I'll think about adding it into dPlay.
: Here are a few ideas I'm thinking about adding into dPlay:
: * An enhanced save/load system. More slots, naming of save games, and more are all being considered.
: * Perhaps an ability to look up the current date and time, allowing the D-Mod author to have special events happen like on Christmas and such.
a big fat f**k off manual...
i honestly think that seth should recreate dink smallwood in 3d, dink is already a dream to people who want to make their own zelda type games, why not make it better? i know that dplay wouldnt be capable of that, but a 3d would be sweet! might take a looooong time, but it would definately be worth it
I think I said this before, but a way to get variables out of a save game without loading it.
Some improved math abilities (Nothing specific in mind at the moment)
SCIFTPDF clear command. (for use with map changer)
Here's an interesting idea, how about a command to play an avi?
Ideally this would be compatable with the original cammand's syntax. (whatever that was.) This would actually be pretty cool, but hard to do I guess.
Somewhat more likely, how about playing MP3s?
Some improved math abilities (Nothing specific in mind at the moment)
SCIFTPDF clear command. (for use with map changer)
Here's an interesting idea, how about a command to play an avi?

Somewhat more likely, how about playing MP3s?
What about making it into a script converter? Make a v2 of DinkC, and have it change it back into DinkC's original syntax when you need to use it. Might make it faster to code short scripts, without the errors.
Oh, yes, and have hotkeys for common scripts like wait, etc...
Oh, yes, and have hotkeys for common scripts like wait, etc...
this is a program open with dink or is it all inside of dink? that would be pretty neat. i made an mp3 player with visual basic but its kind of dumb to open that to play the dmod. anyway i agree, reading the saved game's info would kick ass, then you could have like GAME ONE LIFEMAX: 50 STR: 5 DEF: 4 or something, i always wanted to do that.
: this is a program open with dink or is it all inside of dink? that would be pretty neat. I think redink1 kind of forgot to explain this in full (I knew about it earlier)
It's an external program but the d-mod can access it because it pretends to be the avi player that came with the CD version of Dink. DinkC includes a rarely (if ever) used command called playavi to access this program and pass it a text string (originally an avi file name).
So basically the idea is to use that single access point to the outside world to cram new things into Dink.
Comunication between the two programs is somewhat limited, but it gets the initial command line from the playavi command and can read variables out of save games and create .c files (which would then be run by the d-mod) as a way to set variables.
But it could do pretty much anything any program could do, at least in theory. Actually programing some thing could be tricky of course. Redink1 is doing this in perl, which I don't know anything about unfortunatly.
It's an external program but the d-mod can access it because it pretends to be the avi player that came with the CD version of Dink. DinkC includes a rarely (if ever) used command called playavi to access this program and pass it a text string (originally an avi file name).
So basically the idea is to use that single access point to the outside world to cram new things into Dink.
Comunication between the two programs is somewhat limited, but it gets the initial command line from the playavi command and can read variables out of save games and create .c files (which would then be run by the d-mod) as a way to set variables.
But it could do pretty much anything any program could do, at least in theory. Actually programing some thing could be tricky of course. Redink1 is doing this in perl, which I don't know anything about unfortunatly.
: : this is a program open with dink or is it all inside of dink? that would be pretty neat. I think redink1 kind of forgot to explain this in full (I knew about it earlier)
: It's an external program but the d-mod can access it because it pretends to be the avi player that came with the CD version of Dink. DinkC includes a rarely (if ever) used command called playavi to access this program and pass it a text string (originally an avi file name).
: So basically the idea is to use that single access point to the outside world to cram new things into Dink.
: Comunication between the two programs is somewhat limited, but it gets the initial command line from the playavi command and can read variables out of save games and create .c files (which would then be run by the d-mod) as a way to set variables.
: But it could do pretty much anything any program could do, at least in theory. Actually programing some thing could be tricky of course. Redink1 is doing this in perl, which I don't know anything about unfortunatly.
I have an idea that might work very nice. If someone smart programming guru (or myself..
) makes a mod-able program that can run other programs on demand, anyone can make additions to the dPlay project. Very much like Seth's good old LORD game. If you get my idea...
: It's an external program but the d-mod can access it because it pretends to be the avi player that came with the CD version of Dink. DinkC includes a rarely (if ever) used command called playavi to access this program and pass it a text string (originally an avi file name).
: So basically the idea is to use that single access point to the outside world to cram new things into Dink.
: Comunication between the two programs is somewhat limited, but it gets the initial command line from the playavi command and can read variables out of save games and create .c files (which would then be run by the d-mod) as a way to set variables.
: But it could do pretty much anything any program could do, at least in theory. Actually programing some thing could be tricky of course. Redink1 is doing this in perl, which I don't know anything about unfortunatly.
I have an idea that might work very nice. If someone smart programming guru (or myself..

Common people, why do we f*ck up dink so much? Dink needs to be the same old dink!
If we are going to make such things, seth will be jealous
Why dont we make dink 16-bit colors? Instead of 256?
If we are going to make such things, seth will be jealous

Why dont we make dink 16-bit colors? Instead of 256?
: Common people, why do we f*ck up dink so much? Dink needs to be the same old dink!
: If we are going to make such things, seth will be jealous
: Why dont we make dink 16-bit colors? Instead of 256?
The Prophet spoke wisely... though I like the idea of having mp3 support!
: If we are going to make such things, seth will be jealous

: Why dont we make dink 16-bit colors? Instead of 256?
The Prophet spoke wisely... though I like the idea of having mp3 support!
: I have an idea that might work very nice. If someone smart programming guru (or myself..
) makes a mod-able program that can run other programs on demand, anyone can make additions to the dPlay project. Very much like Seth's good old LORD game. If you get my idea...
Something like that would have to be very carfully designed. I think it's important that d-mods don't have TOO much control over the rest of the computer, we don't want d-mods to start carrying viruses or anything.

Something like that would have to be very carfully designed. I think it's important that d-mods don't have TOO much control over the rest of the computer, we don't want d-mods to start carrying viruses or anything.
: : I have an idea that might work very nice. If someone smart programming guru (or myself..
) makes a mod-able program that can run other programs on demand, anyone can make additions to the dPlay project. Very much like Seth's good old LORD game. If you get my idea...
: Something like that would have to be very carfully designed. I think it's important that d-mods don't have TOO much control over the rest of the computer, we don't want d-mods to start carrying viruses or anything.
Well... actually, anyone could have done that long ago... if you know what I mean. At least anyone good at programming and computers in general. I know many ways really.

: Something like that would have to be very carfully designed. I think it's important that d-mods don't have TOO much control over the rest of the computer, we don't want d-mods to start carrying viruses or anything.
Well... actually, anyone could have done that long ago... if you know what I mean. At least anyone good at programming and computers in general. I know many ways really.

: Well... actually, anyone could have done that long ago... if you know what I mean. At least anyone good at programming and computers in general. I know many ways really.
you sound not sure of what you will do with those ways...
*grabs him and starts beating the sh&t out of him*

you sound not sure of what you will do with those ways...
*grabs him and starts beating the sh&t out of him*
: Well... actually, anyone could have done that long ago... if you know what I mean. At least anyone good at programming and computers in general. I know many ways really.
Pfft, your full of it. In a typical D-Mod, with no exe or batch files... there isn't any feasible way to implement a destructive virus.
Sure, you can use DinkC to freeze your computer (or at least the game) by doing an infinite loop without any wait commands. Or you could make DinkC try to fill up your hard drive with a ton of save games... but that is about the extent of the damage.
If I made some poor choices with dPlay... much worse things could happen.

Pfft, your full of it. In a typical D-Mod, with no exe or batch files... there isn't any feasible way to implement a destructive virus.
Sure, you can use DinkC to freeze your computer (or at least the game) by doing an infinite loop without any wait commands. Or you could make DinkC try to fill up your hard drive with a ton of save games... but that is about the extent of the damage.
If I made some poor choices with dPlay... much worse things could happen.
: Well... actually, anyone could have done that long ago... if you know what I mean. At least anyone good at programming and computers in general. I know many ways really.
Pfft, your full of it. In a typical D-Mod, with no exe or batch files... there isn't any feasible way to implement a destructive virus.
Sure, you can use DinkC to freeze your computer (or at least the game) by doing an infinite loop without any wait commands. Or you could make DinkC try to fill up your hard drive with a ton of save games... but that is about the extent of the damage.
If I made some poor choices with dPlay... much worse things could happen.

Pfft, your full of it. In a typical D-Mod, with no exe or batch files... there isn't any feasible way to implement a destructive virus.
Sure, you can use DinkC to freeze your computer (or at least the game) by doing an infinite loop without any wait commands. Or you could make DinkC try to fill up your hard drive with a ton of save games... but that is about the extent of the damage.
If I made some poor choices with dPlay... much worse things could happen.
Things I've added to the 'to-do' list:
* dPlay scripting language of sorts... probably limited to dPlay commands, extensive math support, and so on. A full-featured scripting language won't be attempted... considering Dink pauses for about a second every time dPlay is run, using dPlay scripts to replace DinkC would be foolish.
* A command that clears the editor_seq and editor_frame saves from a save game file... is this what you meant by "SCIFTPDF clear command", Paul?
* Perhaps an alternative to map 'changing'... instead, map 'modifying'. It seems rather simple... the default map would be completely full (to solve any possible dink.dat problems) using blank screens where appropriate. Then you could add chunks from other map.dat/dink.dat files that replace screens on the original map file... like you might have one screen with the river dried up, save that, and then use the modify command to place that screen on the original map... it'd take a bit of practice to get it right, but it could be more useful than the replacing technique.
* Extensive help file.
Things I might add someday:
* AVI support... I don't think it would work, unless I could figure out a way so dPlay minimized Dink, and then played the AVI.
* MP3 support... most likely not. Because dPlay freezes Dink while it is being executed, the MP3 application would have to be ran seperately somehow... and I can't think of any way to do that.
Things I can't add:
* Any kind of 3d support.
* 16-bit color... that'd require hacking the original EXE in ways that I cannot fathom.
* dPlay scripting language of sorts... probably limited to dPlay commands, extensive math support, and so on. A full-featured scripting language won't be attempted... considering Dink pauses for about a second every time dPlay is run, using dPlay scripts to replace DinkC would be foolish.
* A command that clears the editor_seq and editor_frame saves from a save game file... is this what you meant by "SCIFTPDF clear command", Paul?
* Perhaps an alternative to map 'changing'... instead, map 'modifying'. It seems rather simple... the default map would be completely full (to solve any possible dink.dat problems) using blank screens where appropriate. Then you could add chunks from other map.dat/dink.dat files that replace screens on the original map file... like you might have one screen with the river dried up, save that, and then use the modify command to place that screen on the original map... it'd take a bit of practice to get it right, but it could be more useful than the replacing technique.
* Extensive help file.
Things I might add someday:
* AVI support... I don't think it would work, unless I could figure out a way so dPlay minimized Dink, and then played the AVI.
* MP3 support... most likely not. Because dPlay freezes Dink while it is being executed, the MP3 application would have to be ran seperately somehow... and I can't think of any way to do that.
Things I can't add:
* Any kind of 3d support.
* 16-bit color... that'd require hacking the original EXE in ways that I cannot fathom.
: dPlay can be extremely powerful... it has access to the 'outside world', so to speak.
: It can already change maps and delete save games... but there has to be more things it can do than that.
: So if you've ever throught to yourself, "I wish Dink could do [insert something cool here]", post a reply and I'll think about adding it into dPlay.
: Here are a few ideas I'm thinking about adding into dPlay:
: * An enhanced save/load system. More slots, naming of save games, and more are all being considered.
: * Perhaps an ability to look up the current date and time, allowing the D-Mod author to have special events happen like on Christmas and such.
Hmmmm... Command line!
: It can already change maps and delete save games... but there has to be more things it can do than that.
: So if you've ever throught to yourself, "I wish Dink could do [insert something cool here]", post a reply and I'll think about adding it into dPlay.
: Here are a few ideas I'm thinking about adding into dPlay:
: * An enhanced save/load system. More slots, naming of save games, and more are all being considered.
: * Perhaps an ability to look up the current date and time, allowing the D-Mod author to have special events happen like on Christmas and such.
Hmmmm... Command line!
