Reply to START.C is screwing around...
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Hey everyone, I don't suppose you know if adding new sounds has the potential to stop the START.C script from working?
I loaded in a new sound file through the START.C, called NOCK (I know it's spelled wrong
), and everything was working fine. Then I added in another new sound file called CRSH, and suddenly it's broken it. Whenever I try and launch the DMOD I get some error message that says something about 0x0000000 returning invalid or something weird, but if I replace the START with one from a skeleton it works again. Then if I script in the new sounds again it stops working with the same error message.
So is there a limit to the length/frequency of the sounds Dink supports? They're both WAV files, one is about 0.1 seconds long (I know that seems weird, but if I play it at a really slow frequency it sounds fine) and the other's about 3 seconds long.
(To clarify, I have added load_sound(); for the new sounds in the START and checked them with a syntax checker. But when Dink loads, after the "Loading" splash screen or whatever it's called, instead of showing me my oh-so-lovely title screen it breaks)
It's very sad because it means my DMOD is dying in excruciating agony and there's nothing I can do
I loaded in a new sound file through the START.C, called NOCK (I know it's spelled wrong

So is there a limit to the length/frequency of the sounds Dink supports? They're both WAV files, one is about 0.1 seconds long (I know that seems weird, but if I play it at a really slow frequency it sounds fine) and the other's about 3 seconds long.
(To clarify, I have added load_sound(); for the new sounds in the START and checked them with a syntax checker. But when Dink loads, after the "Loading" splash screen or whatever it's called, instead of showing me my oh-so-lovely title screen it breaks)
It's very sad because it means my DMOD is dying in excruciating agony and there's nothing I can do
