New Source Project: reDink v0.01
I've released reDink v0.01, a new source project of my own diabolical design. View the comments to see the bug fixes, improvements, additions, and known bugs.
Bug Fixes:
* In previous versions of Dink, there was a 1-pixel gap above the status bar where sprites weren't drawn. No longer.
* In previous versions of Dink, it was possible to walk around hardness at the edge of the screen during a screenlock. No longer.
Improvements:
* fade_down(int value); //1000 is default. The time the game takes to fade the screen down. Use 1-~200 for variable darkness. Is stackable, so if you do fade_down(32) and another fade_down(32), it will be about as dark as if you just did fade_down(64);
* "d-nomag.c" is run (if it exists) when the player uses Magic when none is armed.
* "d-notalk.c" is run (if it exists) when the player is talking to nothing.
* "k-enter.c" is run (if it exists) when the player presses the Enter key.
Additions:
* load_palette(char[200] filename); //To load the default palette, do something like load_palette("tiles/ts01.bmp"); Palette persists even after fade_down()/fade_up().
* show_inventory(void); //Displays the inventory screen, like when you press the Enter key, except without the sound.
Known bugs:
* The included exe has some issues, like when using Alt-F4 to exit, the game doesn't really exit, and Alt-Tabbing out messes up the Palette. At least, I've observed these bugs, you might not.
Bug Fixes:
* In previous versions of Dink, there was a 1-pixel gap above the status bar where sprites weren't drawn. No longer.
* In previous versions of Dink, it was possible to walk around hardness at the edge of the screen during a screenlock. No longer.
Improvements:
* fade_down(int value); //1000 is default. The time the game takes to fade the screen down. Use 1-~200 for variable darkness. Is stackable, so if you do fade_down(32) and another fade_down(32), it will be about as dark as if you just did fade_down(64);
* "d-nomag.c" is run (if it exists) when the player uses Magic when none is armed.
* "d-notalk.c" is run (if it exists) when the player is talking to nothing.
* "k-enter.c" is run (if it exists) when the player presses the Enter key.
Additions:
* load_palette(char[200] filename); //To load the default palette, do something like load_palette("tiles/ts01.bmp"); Palette persists even after fade_down()/fade_up().
* show_inventory(void); //Displays the inventory screen, like when you press the Enter key, except without the sound.
Known bugs:
* The included exe has some issues, like when using Alt-F4 to exit, the game doesn't really exit, and Alt-Tabbing out messes up the Palette. At least, I've observed these bugs, you might not.
I like what I read. Except the screenlock bug fix, maybe, because that was the only cheat I sometimes use to finish undefeatable dmods.
Looking forward to use variable darknesses.
Looking forward to use variable darknesses.
Awesome, I can't wait to see what the later versions will have.
Okay... windows doesn't like to release the .exe even after you have exited the game... I guess that's what you meant about the game not finishing when it's finished... but
the load_palette does something weird with graphics... I was using some new graphics and changed the palette to night version and colour index 1 of the palette became transparent as well as palette index 0. This doesn't happen with the original dink.exe and using Paul's palette trick.
Just thought you might want to know... I will test other stuff like screenlock etc soon
the load_palette does something weird with graphics... I was using some new graphics and changed the palette to night version and colour index 1 of the palette became transparent as well as palette index 0. This doesn't happen with the original dink.exe and using Paul's palette trick.
Just thought you might want to know... I will test other stuff like screenlock etc soon
Hmm... does it make any difference if the new graphics are dir.ff'd while having the original palette? I think Dink tries to convert non-dir.ff'd graphics to the current pallete automatically, instead of maintaining indexes.
it's weird... it only affects some of the graphics for the moogle... the hole and the skip but not walk, magic, hit, yeah...
And all the graphics have the colour index 1 used
None of moogle is ff'd at this stage
And all the graphics have the colour index 1 used
None of moogle is ff'd at this stage
about the not exiting thing... version 1.06 of dink alt-f4 works fine but i downloaded 1.07 and now when you press alt-f4 it really runs (control-alt-delete) and the midi keeps playing. its rather dumb.
and hurray for fixing the dang pixel-status-bar-thinger.
and hurray for fixing the dang pixel-status-bar-thinger.
Ah, that's good to know joshriot, thanks.
I, The Great Christiaan, have the answer
Use ALT-Q to quit
Use ALT-Q to quit
I found the cause... Seth commented some code that seemed to fix a problem for some Win2k users (the game would take 15-20 seconds to shut down), but that caused the game not to close properly when pressing ALT-F4.
Uncommenting that code seems to fix the problem, and will be included in reDink v0.02 (which should be out within the next couple days).
Kudos to someone in the Dink chat (Merlin, I think) who suggested looking for the WM_DESTROY thing.
I'm still not sure why the palette gets corrupted when Alt-tabbing out of Dink though... hrm. I'll have to talk to someone about detecting when an application is out of focus.
Uncommenting that code seems to fix the problem, and will be included in reDink v0.02 (which should be out within the next couple days).
Kudos to someone in the Dink chat (Merlin, I think) who suggested looking for the WM_DESTROY thing.
I'm still not sure why the palette gets corrupted when Alt-tabbing out of Dink though... hrm. I'll have to talk to someone about detecting when an application is out of focus.