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March 27th 2021, 07:47 PM
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Robj
Jester He/Him Australia
You feed the madness, and it feeds on you. 
Double post but oh well.

I just realised, that this could present a way in FreeDink to carry over save data from a previous dmod, to a sequel, using DinkC only.

In FreeDink, you could technically use this to carry across save data to a sequel, because there's a strange thing where sp_custom() data stored with Dink, carries across to a loaded game, unless you restart the .exe (then it reads it as it was at time of save)

So you could do something like:
//transfer.c
void main(void)
{
 int &junk;

  //after clicking a custom button on title screen "new game with transfer save data" or something
 save_game(99);
  spawn("../../dmod1/savegame");
 load_game(99);

&junk = sp_custom("strength", 1, -1);
&stregnth = &junk;

//etc...

}


//savegame.c in dmod1:
void main(void)
{
 choice_start();
 set_y 240
 title_start();
 "please select your save data you would like to transfer"
 title_end();
 (normal save choices here)
 choice_end();

 load_game(&result);

 //use custom keys attached to dink to transfer whatever over
sp_custom("strength", 1, &strength);
sp_custom("defense", 1, &defense);
// etc..

kill_this_task();
}


I haven't tested that, but that sp_custom quirk is definitely a thing, so this would work, just would need to test it and probably tweak it if any errors.
It just serves as an example, but yes this is very possible in FreeDink now, knowing this subdirectory thing and the sp_custom trick.

And paired with my version checker, you could make this an option ONLY IF the player is using freedink, so it doesn't cause any errors.

EDIT:
OR maybe not, I forget the save/load game would probably still default to the current dmod directory.. almost possible though.. damn

EDIT2:
Still possible with the sp_custom trick though.. just instruct the player to copy the save.dat into the current dmod in the readme, and then do it locally I guess.