The Dink Network

Reply to YeOldeDink 0.9 Release: Valentine's Edition

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
February 13th, 10:40 AM
peasantmb.gif
yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
After many trials and tribulations, YeOldeDink 0.9 brings many changes and new features and is a general release recommended for all users.

Bugfixes:
* Fixed a bug introduced in 0.85 in which screen scripts would run twice on occasion, and do funny things such as creating two Jacks in Jack and Maria's house.

Changes:
* Overhauled the sprite editor/viewer and split it off into a separate window.
* The system information window shows you a little more system information
* Bumped up Dear ImGui to the newest release and made it save settings in the ancillary data path rather than next to the executable.
* Bumped up MixerX as well which resolves minor problems with certain tracker files, makes the OPN output sound nicer, and allows for PXTONE ptcops with playmidi().
* The twirling arrows in choice menus will use the maximum amount of frames in the sequence rather than restarting at 7, should you want to replace them.
* Initfont will also search for TTF files in the dmodfile path if it can't find them elsewhere, with Fontconfig lookup also enabled on Windows.
* Removed some useless DinkC-equivalent trigonometric and other mathematical functions from Lua.
* The DinkC console should operate as it did in 0.8 and earlier and has up/down history too.
* The sprite limit is set to 999 in case of emergency.

New features:

* Added dink.set_music_tempo(float tempo) to Lua. 1.0 is the default and 0.5 is half etc.
* Added dink.is_music_playing() to Lua to return true or false.
* Added dink.get_last_sprite() to return the number of the highest sprite created, along with dink.get_fps() to get frames per second for the sake of Duckbench.
* The "speed" menu (hidden behind dev mode) has two new options within; The first is "remove frame limiter" which will give you max frames and allow you to run around very fast assuming you aren't Vsync-locked by SDL2. The second is "Use old sprite ranking" which switches back to the original much slower Y-sorting system.
* The "quick save" menu now has an option to autosave to slot 10 every time you walk to a new screen. Requires transition effect on in order to activate.
* The ADLMIDI or OPNMIDI engine can be set from yedink.ini. Set them to zero to enable Nuked which is the best-sounding of the FM emulators. If you have a decrepit PC and experience crackling, set them to -1 instead to use the defaults.
* The SoundFont for FluidSynth can be set from yedink.ini, and is searched for in the ancillary data location next to yedink.ini. Included is good old TimGM6MB.sf2 to start you off with, particularly for map.mid in Mystery Island 33 seconds in. Set it to zero (0) to use SDL_SOUNDFONTS environment var instead.

Technical changes:
* Updated the build system from Autotools to Meson and messed with the internal DinkC function-binding system.
* Windows releases now contain far fewer DLLs (10 vs 50+)!
* SDL-GPU and MixerX are optional build dependencies and will allow you to still compile with reduced functionality. Please see the included readme for build instructions.
* Added spdlog and cereal as build dependencies. Please install them from your package manager if you're going to attempt to compile, as Meson's wrap system for auto-installation doesn't always work too great.

Known issues:
* The OpenGL renderer will look weird in windowed mode unless you change to full-screen and back, assuming it works at all.
* The translation system will not translate text for the time being.
* If you have an old CPU such as a Core2Duo it may not launch because I switched on compiler optimisations, in which case do nag for a recompile.

Links:
* exe and DLLs (~40MB)
* Source archive tar.xz (24MB)
* AppImage by request only
* Also on Google Drive this time