Reply to Re: PyDink player demonstration
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I agree. It might be possible to convert all "sane" scripts, but those with weird patterns of jumping through the code, and certainly those with gotos between functions, will be extremely hard to convert. However, it might be possible by duplicating the function that is jumped to instead of jumping to it.
Yeah, after some experimenting this is basically the conclusion I came up with too. Maybe you can convert the "sane" ones in the way I mention previously (since overall the code stays clean), and for others return an error message and leave them be, to keep the code from getting really messy. Then it would be up to the DMOD author to fix up the remaining goto statements that aren't sane. Since these types of goto statements are kind of rare in comparison to the "sane" ones, I think it would be a major step above having no ability to convert at all.
As for the warning when the old Dink sprite limit has been reached, you would only need to check when a new sprite is added to a screen, you don't need to check continuously; so I can't imagine it affecting the speed too much. But even if it can only be checked when you compile the DMOD for an older engine, with a message returned on which screens are incompatible, that would be good enough.
support for strings would definitely be nice, but it's not critical and it could really mess up compatibility of the new scripts, so do whatever you think is best.
Yeah, after some experimenting this is basically the conclusion I came up with too. Maybe you can convert the "sane" ones in the way I mention previously (since overall the code stays clean), and for others return an error message and leave them be, to keep the code from getting really messy. Then it would be up to the DMOD author to fix up the remaining goto statements that aren't sane. Since these types of goto statements are kind of rare in comparison to the "sane" ones, I think it would be a major step above having no ability to convert at all.
As for the warning when the old Dink sprite limit has been reached, you would only need to check when a new sprite is added to a screen, you don't need to check continuously; so I can't imagine it affecting the speed too much. But even if it can only be checked when you compile the DMOD for an older engine, with a message returned on which screens are incompatible, that would be good enough.
support for strings would definitely be nice, but it's not critical and it could really mess up compatibility of the new scripts, so do whatever you think is best.