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July 2nd 2023, 01:48 PM
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Robj
Jester He/Him Australia
You feed the madness, and it feeds on you. 
I don't suppose that you have a more elaborate change-log file that I could refer to (aside from the notes you've already made available on the topic) do you?
- Fully optimised and clean up of dink.ini. See bottom of dink.ini to un-comment extra original Dink graphics that aren't usually loaded by default, if you want to use them.

- Fix applied to start-2.c that fixes a bug that draws a screen twice on game load (a bug with set_mode that has been present forever but noticeable only if you spawn a "load game detection" script in main.c)

- Duplicate sound removed from start.c

- Useless un-used 'required' global variables removed from main.c.

- Re-write of hard.dat, so it's not 'blocky'. Dink can now walk against things, without encroaching into them. All combination of beach tiles that graphically match will match with the hardness too.
No pesky lines that don't line up properly where Dink can slip through.
Feel free to edit any of the empty hard tiles in the middle of the hard.dat (you'll see what I mean if you open the hard tile selector in game), for your own custom hard tiles.
Open the hard tile selector in your dmod editor, Pick a blank tile from the middle section of blank hard tiles, stamp it, and then edit it. That's the correct way to do it without messing up the hardness of all the other non-hard tiles.

- Using Start, continue, and quit buttons from Mike Snyders skeleton (I think that's the original source, unless he used them from somewhere else as well)

- Dink.ini optimisations, removing 136 set_sprite_info lines and cleaning it up/re-structure.

The skeleton is more meant for starting a fresh dmod, but if you wanted to try to import some stuff into an existing dmod. I would first back up each file you try to replace and then load up the dmod and make sure it's all good. As part of the dink.ini optimsations, some of the hardboxes have changed slightly due to some set_sprite_info lines that were removed that Seth included that are barely different from default (when no sprite_ino is decalred). Most of the time this is houses and stuff, which is a waste of set_sprite_info since authors manually tiles those anyway, and it won't affect anything. Or other miscellanous sprites that aren't usually set to hard.

As for the hard.dat, it has been re-written. But when replacing a hard.dat in an existing dmod, any manually stamped hard tiles (where you've copy and pasted hardness that is different to the normal default hard tile) obviously will not be updated.

If your dink.ini is having no issues an an existing dmod, I don't recommend swapping it.

You can try backing up hard.dat, and swapping the new one in to see if your tiles update.. but again, I don't know if they all will without re-stamping the tiles, for an existing dmod.
the start-2.c can be replaced easily for the bugfix mentioned above (even if you don't have a load_game detection script in main.c it won't hurt to apply this bugfix).
The duplicate sound removed from start.c is loaded into sound slot 25, and it's a duplicate of 32. If you want to remove 25 manuallay, you can do that (it's a waste having 2 of the same loaded).
Usless globals removed from main.c are: &speed and &timing. If these are in the 'required globals list' you can remove them, they are used for nothing. Some dmod skeletons already removed them but you can check.
Also &dinklogo is removed form the required global variable list, and instead just declared "int" as a local variable in start.c(the only script it's used in). No need for that being a global.

For all the individual dink.ini changes see here: dink.ini optimisations