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Reply to Re: Removing/changing limits in the source code

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October 16th 2011, 04:41 PM
farmer.gif
Beuc
Peasant He/Him France
 
/me was forcefully dragged out of his OpenGL hacking by evil magic powers and finds he's been teleported on the DN board

/me blinks

Hi!

Not sure what kind of wisdom you want??

FreeDink can certainly be modified, though some parts of the original engine are still easy to break. A number of things were broken with 1.08, and it made be wonder if I would have to maintain 2 versions (FreeDink 1.07 and FreeDink 1.08), but eventually I could code the 2 at once using the "1.07 mode" option.

Changing the 99 sprites/screen limit requires a change to the map and savegame formats.

A way to keep compatibility is to ask D-Mod authors who use the new version to explicitely specify what version they target. For instance they could create a version.txt file containing "1.09" or whatever. This way the engine could switch between different compatibility mode. That's what's used in Flash or Java.

I compile FreeDink for windows without problem, but using either MSys+mingw, or cross-compiling it from GNU/Linux using mingw (I'm a command-line guy). One could easily create a Code::Blocks project and copy/paste a mingw config.h if necessary.

I guess it's better if you ask me questions instead of letting me rant this way