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February 6th 2020, 01:12 PM
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ExDeathEvn
Peasant He/Him New Zealand rumble
"Skinny Legend" 
You've all played Dink Smallwood. You've gotten out of the house, met the wizard, and made your way to Terris. But more importantly, Dink is given a map to look at from ingame, showing landmarks and where he is in relation to it all.

BUT HOW DOES IT WORK?

I looked at the original Dink, and all I can see so far from "s1-ltr.c" is this:
 say_stop("Hey!  A map was enclosed!", 1);
 wait(500);
 &s2-map = 1;
 say_stop_xy("`%(Press M or button 6 for map toggle)", 20,380);


&s2-map also being listed as a global variable in Main.c.
Results of this investigation? Nothing useful.

As a test, I created a key-77.c script. By default, there isn't one. Nor a script named "Map".
Key 76 (L) and Key 78(N) are both listed in the DinkC reference book in alphabetical order so this should mean Key 77 is the letter M - Also known as the Map key. (A quick google search confirms this)

//Key script mapped to 'M' to test map replacement

void main(void)
{
  say_stop("Maps? MEN DON'T USE MAPS!", 1);
  debug("M key pressed! Did this get detected?");
  kill_this_task();
}


First of all, the script didn't run. At all. Dink just says as he normally does "I don't have a map yet." as his default when he doesn't 'have one'.
Secondly it never even appeared in the debug.txt anywhere that I could see.

So... is it possible to do anything to the ingame map function of Dink besides adding or removing a map? Can the M key be free to access with a key-77.c script at all?