Re: BMP colors
I've been testing out some new things, and I found out how to show a bmp in your Dmod. Well, I've created a bmp, made a working script for it, but when it shows up, the colors are all messed up. On one, brown was green, and on my most recent one, the only color shown is black and white. Any help?
It has to be exactly 640x480 and if you're using copy_bmp_to_screen it has to be in the dink palette.
Dink is a 256 colour game with a carefully chosen colour palette, so you have to change your image to use this palette. See a bunch of tutorials in the Misc downloads section for that.
Actually, Dink is a 24-bit color game thanks to the excellent 1.08 version. I don't understand why people still use the 256 color version.
October 21st 2007, 08:26 PM

dinkmega


You're right Chris, but there are poor nubs like I whose graphics card suck and can't afford a newer one lol

"Actually, Dink is a 24-bit color game thanks to the excellent 1.08 version. I don't understand why people still use the 256 color version."
256 colour is just traditional Dink. Also, when you enable true-colour mode, (on my PC) when the screen fades, it takes forever.
256 colour is just traditional Dink. Also, when you enable true-colour mode, (on my PC) when the screen fades, it takes forever.
Because the true colour mode is unneccessarily slow?
Yes, and still it takes up an immense amount of more resources than 256 colour mode. My lappy doesn't like that.
Also, true colour mode doesn't work yet in my Linux distro.
Also, true colour mode doesn't work yet in my Linux distro.

What kind of computers do you people have when 24-bit runs slow? This is a serious question because my D-mod might get quite heavy for some computers then.
"24 bits" (actually it's dependant on your screen settings - usually 16 or 32 bit) isn't slow for me. I don't want everything else to run slower just because Dink suddenly needs a lot more RAM and CPU power.
If your Dmod is specially going to be true colour, I don't mind. I do like the true colour Dmods released so far, you know.
If your Dmod is specially going to be true colour, I don't mind. I do like the true colour Dmods released so far, you know.

October 22nd 2007, 06:27 PM

dinkmega


For me, 24 bit mode doesn't lag; it's just that fades don't even seem to happen... :/
I had that problem back in the day with the original dink.
Currently, I was able to run my Dmod on this hardware:
* Pentium 3 733 MHz
* 256 MB Ram
* 32MB DirectX 9+ compatible video card
* DirectX 9+ compatible sound card
* 1GB free hard drive space
* Windows XP
How much RAM does 24-bit Dink take on your computers?
* Pentium 3 733 MHz
* 256 MB Ram
* 32MB DirectX 9+ compatible video card
* DirectX 9+ compatible sound card
* 1GB free hard drive space
* Windows XP
How much RAM does 24-bit Dink take on your computers?
Probably not much RAM, because barely any extra data needs to be loaded for the game (unless images are suddenly loaded into a 24 bit format). CPU usage multiplies by at least five times.
"* Pentium 3 733 MHz"
That's what I used to have a few weeks ago until I upgraded to a Celeron 3ghz. Everything runs much better now. By the way, what is your D-MOD?
That's what I used to have a few weeks ago until I upgraded to a Celeron 3ghz. Everything runs much better now. By the way, what is your D-MOD?
So Dink uses the extra power of a 3Ghz Celeron compared to a PIII 733? That is interesting, Dink is a lot more heavy on computers than I thought. I also noticed a simple D-mod, or the original Dink takes only about 75MB of RAM while Pilgrim's Quest or my Dmod takes about 125MB or RAM.
BTW My Dmod is currently called Scenia: Shadows of the New Order. It's far from finished however, because I have tons of other things to do.
BTW My Dmod is currently called Scenia: Shadows of the New Order. It's far from finished however, because I have tons of other things to do.