Mac
is it possible could port it to macintosh? if so, will you help us? if not, stfu we'll make it possible-on the new CHD! (i doubt we could do it-I'm only 12)
Good luck on making Dink run without DirectX...
it needs directX? i'm sure we could get dink running using some other thing like directx
I tried to run dink on linux, using wine. In 256 colors, it works fine, but shows the white spaces around sprites. In true-color mode, the sprites look good, but it crashes on fade-downs.
Why would running Dink in Linux ever be a problem?

It works almost well in Linux with Wine.
SDL would be a good alternative for DirectX.
SDL would be a good alternative for DirectX.
I didn't know about freeDink. How can i get it?
What the hell? Why was this never announced?
I found this: http://www.gnu.org/software/freedink/
They seem to be heavily anti-Microsoft though, to the extent that it gets annoying.
EDIT: Also, the downloads don't even work. Heh.

I found this: http://www.gnu.org/software/freedink/
They seem to be heavily anti-Microsoft though, to the extent that it gets annoying.

EDIT: Also, the downloads don't even work. Heh.
May I then come with http://savannah.gnu.org/projects/freedink/?
I haven't tried compiling it yet, but it looks promising (as in, the files are actually there, and the latest news update is of two weeks ago).
I haven't tried compiling it yet, but it looks promising (as in, the files are actually there, and the latest news update is of two weeks ago).
I found that too, but didn't manage to compile on ubuntu. If someone does, pls let me know.
The one I took a screenshot of I compiled myself in Gentoo Linux. You'll need some SDL libraries and stuff... also, it's under development, and may fail to compile if you get it directly from the depository... which really is the only viable solution at the moment.
What about a Linux version of WinDinkEdit and Easy DinkC?
if it can be compiled in linux, then why can't it be compiled for macs?
I didn't really want to announce anything until I was done with it, especially because it may never get done, but I'm currently working on a cross-platform Easy DinkC written in C using GTK+ as its widget kit. So... never say never. I don't know about WinDinkEdit, though, but never say never; it might happen too.
It probably can, if you know what you're doing, and are able to do the minor tweaks needed to make it work. I don't think anyone has tested it yet, however, and so it cannot be verified until a Mac user says he has made it work.
It was never announced, DaVince, because it isn't done yet. As with most free software, there's no huge fuzz around it... if you happen to come across it, fine, but there's no point spreading the word to everybody about a unfinished product.
I just did, though, but it was to illustrate a point. And as a HUGE disclaimer: Nothing is guaranteed to work.
I just did, though, but it was to illustrate a point. And as a HUGE disclaimer: Nothing is guaranteed to work.

Yeah, I noticed that compiling it without having make/configure scripts is a she dog to do too. I'll wait.
It has autoconf support. I.e. you run the bootstrap (IIRC) script and then configure and then make.
I try to run bootstrap in the dink.old CVS, and:
Generating ./configure, Makefile.in's and tools
Please wait...
./bootstrap: 7: autoreconf: not found
*** Error: please check the above messages. ***
Nothing.
Generating ./configure, Makefile.in's and tools
Please wait...
./bootstrap: 7: autoreconf: not found
*** Error: please check the above messages. ***
Nothing.

It says that autoreconf is not found, so perhaps you should let it find autoreconf. The first hit on a google search to "autoreconf" is the manual of a software package called "autoconf". Simply removing /manual and everything after that will get you to the project's page, including a link to a download page.
If you don't want to also build autoconf as well, it's probably available as a package for your distro's package manager.
If you don't want to also build autoconf as well, it's probably available as a package for your distro's package manager.
One apt-get command later... It made me a configure file. Time to try and compile!
EDIT: I got a few errors which I managed to fix (installed SDL-devel packages), but now I have errors of which I have no idea what package I'm missing, or if something besides dependencies is wrong:
compress.c: In function ‘compress’:
compress.c:48: warning: implicit declaration of function ‘memset’
compress.c:48: warning: incompatible implicit declaration of built-in function ‘memset’
compress.c: In function ‘main’:
compress.c:117: error: expected expression before ‘/’ token
compress.c:118: warning: implicit declaration of function ‘strlen’
compress.c:118: warning: incompatible implicit declaration of built-in function ‘strlen’
compress.c:121: warning: implicit declaration of function ‘strcpy’
compress.c:121: warning: incompatible implicit declaration of built-in function ‘strcpy’
compress.c:122: warning: implicit declaration of function ‘strcat’
compress.c:122: warning: incompatible implicit declaration of built-in function ‘strcat’
compress.c:129: warning: incompatible implicit declaration of built-in function ‘strcpy’
make[2]: *** [compress.o] Error 1
make[2]: Leaving directory `/home/vincent/Desktop/download/games/freedink/freedink.old/src'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/vincent/Desktop/download/games/freedink/freedink.old'
make: *** [all] Error 2

EDIT: I got a few errors which I managed to fix (installed SDL-devel packages), but now I have errors of which I have no idea what package I'm missing, or if something besides dependencies is wrong:
compress.c: In function ‘compress’:
compress.c:48: warning: implicit declaration of function ‘memset’
compress.c:48: warning: incompatible implicit declaration of built-in function ‘memset’
compress.c: In function ‘main’:
compress.c:117: error: expected expression before ‘/’ token
compress.c:118: warning: implicit declaration of function ‘strlen’
compress.c:118: warning: incompatible implicit declaration of built-in function ‘strlen’
compress.c:121: warning: implicit declaration of function ‘strcpy’
compress.c:121: warning: incompatible implicit declaration of built-in function ‘strcpy’
compress.c:122: warning: implicit declaration of function ‘strcat’
compress.c:122: warning: incompatible implicit declaration of built-in function ‘strcat’
compress.c:129: warning: incompatible implicit declaration of built-in function ‘strcpy’
make[2]: *** [compress.o] Error 1
make[2]: Leaving directory `/home/vincent/Desktop/download/games/freedink/freedink.old/src'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/vincent/Desktop/download/games/freedink/freedink.old'
make: *** [all] Error 2
Those are built-in string functions. See if, at the top of compress.c, there is a line "#include <string.h>". If not, add it. That should take care of the warnings about memset, strlen, strcpy and strcat.
After that, you should look yourself around line 117 (or 118, when you add the line) to see what might be wrong there.
After that, you should look yourself around line 117 (or 118, when you add the line) to see what might be wrong there.
I got the same errors as DaVince, then followed magicman's advice, managed to install the game, but run into another problem. It can't find the dink folder. I copied the dink folder from the windows partition, but run into another problem. Linux is case-sensitive, and can't find the field using caps. I know I can write a script or something to rename all those files, but i'm too lazy to do that for the moment.
From the "rename" man page:
To translate uppercase names to lower, you’d use
rename ’y/A-Z/a-z/’ *
More like that in the man page.
I'll try what you said, Mr Magic. But if it involves actually changing the C++ code much, I might not get too far. Well, I'll see how it pans out.
EDIT: well, line 118 was... a comment. But everything compiled after I removed the comment, how weird. I think everything's compiled now, and I "make install"ed it, seems like the binary is working!
Time to find the place where I'm supposed to put the dink folder. I'm sure this is in the docs somewhere. Thanks for your help, magicman!
MORE EDIT:
From README.GNU:
You need the dink-data.tar.bz2 file. untar the file somewhere (let's say you put it in /opt/games/dink-data) and run the game like this:
dink --game /opt/games/dink-data/dink --fontdir ../fonts
To translate uppercase names to lower, you’d use
rename ’y/A-Z/a-z/’ *
More like that in the man page.

I'll try what you said, Mr Magic. But if it involves actually changing the C++ code much, I might not get too far. Well, I'll see how it pans out.
EDIT: well, line 118 was... a comment. But everything compiled after I removed the comment, how weird. I think everything's compiled now, and I "make install"ed it, seems like the binary is working!

Time to find the place where I'm supposed to put the dink folder. I'm sure this is in the docs somewhere. Thanks for your help, magicman!
MORE EDIT:
From README.GNU:
You need the dink-data.tar.bz2 file. untar the file somewhere (let's say you put it in /opt/games/dink-data) and run the game like this:
dink --game /opt/games/dink-data/dink --fontdir ../fonts
it's not so much C code changing, just open compress.c, add #include<string.h> at the begining, then remove one commented line(170... or something like that).
Edit to DaVince's edit: put the dink folder wherever you want, then cd to that folder and run dink.
Edit2:too bad that the rename function doesn't work recursively
Edit to DaVince's edit: put the dink folder wherever you want, then cd to that folder and run dink.
Edit2:too bad that the rename function doesn't work recursively
I went through the effort and renamed everything to lowercase. Dink works (though some sounds make the game halt for a few seconds)!
I'll upload the modified resources package for you.
EDIT: here it is!
Dink works better than I thought, and I compiled the .old version! Though it's still quite unstable: the game halts every five minutes or so.
By the way, it's probably a good idea to use something common like /usr/share/dink for the game folder. At least, I use it like that, and I added a shortcut to the whole thing.
I'll upload the modified resources package for you.

EDIT: here it is!
Dink works better than I thought, and I compiled the .old version! Though it's still quite unstable: the game halts every five minutes or so.

By the way, it's probably a good idea to use something common like /usr/share/dink for the game folder. At least, I use it like that, and I added a shortcut to the whole thing.
Er, I really hope you compiled from the Git-repository and not from one of the pre-packaged tar balls. Cause the old stuff has some problems that cause 100% CPU usage and sound issues.
Also, the halting of the game every 5 minutes should be gone; I was able to play the whole game through without any issues a few weeks ago, anyhow.
And finally, the most recent version of FreeDink is case-insensitive even on Linux, so renaming the whole Dink file tree is pointless, if you ask me.
Also, the halting of the game every 5 minutes should be gone; I was able to play the whole game through without any issues a few weeks ago, anyhow.
And finally, the most recent version of FreeDink is case-insensitive even on Linux, so renaming the whole Dink file tree is pointless, if you ask me.
Oh. I didn't know what Git was and didn't feel like setting that stuff up for now, so I took that old tarball. <_< Bah, I'll be compiling that new version later, I really need some sleep now.
I just compiled the Git version, and I ran across some errors with an undefined PATH_MAX in dinkvars.h (it's actually there in an #ifndef macro, somehow it didn't work), and in some of the gfx*.c files. After explicitly #defining it, it compiled.
Thanks for this effort, gentlemen
EDIT: I didn't mention it, but the game works
EDIT2: There were some more problems that I just remember having:
On either the ./bootstrap or the ./configure phase (I forgot which one, probably the ./bootstrap), it complained about a missing directory autotools/macros directory. Just creating an empty directory with that name will remove the error. I'm not sure why it's looking for that, or if there should be something in there.
Running ./configure failed. After trying it again, it succeeded. I cannot remember the error message, and I have no clue what the heck was going on.
Thanks for this effort, gentlemen

EDIT: I didn't mention it, but the game works

EDIT2: There were some more problems that I just remember having:
On either the ./bootstrap or the ./configure phase (I forgot which one, probably the ./bootstrap), it complained about a missing directory autotools/macros directory. Just creating an empty directory with that name will remove the error. I'm not sure why it's looking for that, or if there should be something in there.
Running ./configure failed. After trying it again, it succeeded. I cannot remember the error message, and I have no clue what the heck was going on.