Reply to Re: cannot run any version after 1.07
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" haven't tried yet with the newest version of HD, I don't have freedink installed yet"
If you are using an old version of DinkHD or vanilla 1.08, then yes, you will be experiencing performance issues when using a lot of external calls. But there is no problem when using FreeDink or the newest version of DinkHD - works reliably everytime.
"I've had mixed results storing values in unused sprite params."
"I will also attempt measure the performance hit of accessing a remote variable housed by a sprite param, especially if it relies on another external procedure that may access another remote variable."
I do it a lot in Charlie's Legacy. You can literally do it every 5 seconds if you want, even while the player is mid-battle and they won't notice a difference at all(again - use the latest DinkHD or FreeDink)
Example:
So using the above, to set a value of '1' on editor_seq 5, screen 20:
And to get the value:
As I said, you can do this as much as you want, it won't affect the players current screen, this is because all that's required to access editor_info is to change &player_map, but no change actually happens on the play-able screen without doing load_screen, draw_screen, draw_hard_map.
Replying to your snippet
Nice. I think SlipDink's Checkbit probably does a similar thing, in a different way, useful stuff. I've always used the svar_store and svar_extract stuff tho for my Dmods, but I'll check it out again when it's done.
If you are using an old version of DinkHD or vanilla 1.08, then yes, you will be experiencing performance issues when using a lot of external calls. But there is no problem when using FreeDink or the newest version of DinkHD - works reliably everytime.
"I've had mixed results storing values in unused sprite params."
"I will also attempt measure the performance hit of accessing a remote variable housed by a sprite param, especially if it relies on another external procedure that may access another remote variable."
I do it a lot in Charlie's Legacy. You can literally do it every 5 seconds if you want, even while the player is mid-battle and they won't notice a difference at all(again - use the latest DinkHD or FreeDink)
Example:
dc-f.c void remoteseq(void) { //check or set editor_seq value remotely on any screen. //&arg1 = map#, &arg2 = editor-sprite#, &arg3 = value(-1 to retrieve). int &oldmap; int &savevalue; &oldmap = &player_map; &player_map = &arg1; &savevalue = editor_seq(&arg2, &arg3); &player_map = &oldmap; return(&savevalue); }
So using the above, to set a value of '1' on editor_seq 5, screen 20:
external("dc-f", "remoteseq", 20, 5, 1);
And to get the value:
external("dc-f", "remoteseq", 20, 5, -1); int &getvalue = &return;
As I said, you can do this as much as you want, it won't affect the players current screen, this is because all that's required to access editor_info is to change &player_map, but no change actually happens on the play-able screen without doing load_screen, draw_screen, draw_hard_map.
Replying to your snippet
Nice. I think SlipDink's Checkbit probably does a similar thing, in a different way, useful stuff. I've always used the svar_store and svar_extract stuff tho for my Dmods, but I'll check it out again when it's done.