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July 28th 2022, 07:27 PM
seth.gif
Seth
Peasant He/Him Japan
 
Heyo, with Robj's help I think we've beat Dink HD into shape, adding speed, bug and compatibility fixes. It should now be possible to fully enjoy Charlie's Legacy (and other dmods that push the limits) without issues.

If you want to try it: Latest beta version

Couple tips:

Tab = Extra speed. Shift+Tab = SUPER SPEED (EDIT: Oh, and ludicrous speed is Shift+Tab+Ctrl for some reason)

The debug menu (screenshot) is hidden, to get to it (it's not really for normal players) you need to Press F1 during gameplay, click "Debug tools" (upper right) and then "Toggle Debug DinkC". F1 to exit, then do the same thing again, but now you will see debug tools.

F4, F8 are hotkeys for quicksave, quickload.

I will roll it out to all the platforms Dink HD supports soon if it looks ok. Note: The about screen will say V1.97 Build 5. If you use it with Charlie's Legacy, be sure to download the latest version of that too.

Here's what was changed/fixed:

------ Change log for 1.97 ---------- (July 2022)

* BUGFIX: Fixed issue with black tiles at the start of Charlie's Legacy (Now properly rebuilds surfaces when dynamically switching from
8 bit to 32 bit color back buffer mode, it does this the first time it detects high color sprites in a dmod) (robj)
* BUGFIX: Fixed issue with pushing animation code that caused Charlie's Legacy to freeze dink on frame 1 when pushing (robj)
* Unless you're using touch controls, choosing an inventory item will no longer auto-close the menu, not really need for
keyboard/gamepad players (robj)
* load_script gives a warning to log if you try to load a script to a sprite that doesn't exist instead of crashing
* Added support for bmps using "bitfields" (to Proton), have never seen one in the wild, but Charlie's Legacy's map-03.bmp uses it
* BUGFIX: Unknown procedures give correct error in log, before it would include weird garbage
* HUGE speedup on script loading, fixes slowdowns in Charlie's Legacy sliding puzzles
(and pretty much any dmod that does intensive script processing)
* (Windows) I see possible issues with the script "return var" statement and stack problems, it doesn't properly
handle recursion well and will kill the stack if enough calls are made in the same loop. Instead of a real fix, I've increased the .exe's stack
from 1 mb to 50mb on Windows for now, will revisit issue later probably when handling mobile builds
* No longer writes "drawing hardmap" to the log
* BUGFIX: Fixed *.pdb open error which caused log.txt crash info to log less than it should have
* Changed every single sp_<something> command so it won't crash on a bad sprite index, will log it and return -1 to indicate an error
* BUGFIX: Fixed issue where reloading sequences in DMODS could eventually crash the game (robj)
* Audio assigned to an invalid sprite owner no longer causes crashes (robj)
* Say() command with invalid sprite no longer causes crashes (robj)
* A manual draw_status dinkc command now causes status bar variables to be updated instead of animating the differences, to match other dink engine versions (robj)
* BUGFIX: Reloading sprite sequences with longer ones no longer loses set_frame_frame info (robj)
* Added "Unfreeze Player" command to the secret debug menu