Reply to Re: Help me make DinkHD better
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Thanks, I was able to duplicate the crash and fix it for the next version.
Background on the bug someone might find interesting: The problem was it was using unfreeze on & current_sprite, but the script had been attached to "1000" (lives forever, not attached to a sprite) and it didn't have protection against a bad number there. (biggest sprite could be only 300) The original Dink had this bug too but probably didn't crash due to luck, the memory there looked like it wasn't frozen so it would ignore the unfreeze command.
This also why I didn't get the crash when using a debug version.
I've modified that command and others to make sure it's a valid # and log something (and not crash of course) if it isn't.
Background on the bug someone might find interesting: The problem was it was using unfreeze on & current_sprite, but the script had been attached to "1000" (lives forever, not attached to a sprite) and it didn't have protection against a bad number there. (biggest sprite could be only 300) The original Dink had this bug too but probably didn't crash due to luck, the memory there looked like it wasn't frozen so it would ignore the unfreeze command.
This also why I didn't get the crash when using a debug version.
I've modified that command and others to make sure it's a valid # and log something (and not crash of course) if it isn't.