Hatreds hold: Scrolls of the ancients
hi i havent posted on this forum in a while.
but my dmod project is'nt dead.
also i'm sorta stuck with progress(trying to write an orcarina engen(yes same like in zelda oracle of time and majoras mask)). But i need musical note sounds and info on if its possible in an single script file(else i will use additonal script files that use the external comand(though not preffered)).
all i can tell about that engine is the item appears as magic in your inventory .
but my dmod project is'nt dead.
also i'm sorta stuck with progress(trying to write an orcarina engen(yes same like in zelda oracle of time and majoras mask)). But i need musical note sounds and info on if its possible in an single script file(else i will use additonal script files that use the external comand(though not preffered)).
all i can tell about that engine is the item appears as magic in your inventory .
I may be able to make a script for you. It seems you would have to know about super vars, wait for button, and goto. You may want to check out keycodes to find out button numbers. Here is a sample script I think will work as a base for you.
int &count = 1;
//our supervar
int &song = 0;
freeze(1);
loop:
wait_for_button();
if (&result == 12)
{
//pressed down
if (&count == 1)
{
&song += 10000;
}
if (&count == 2)
{
&song += 1000;
}
if (&count == 3)
{
&song += 100;
}
if (&count == 4)
{
&song += 10;
}
if (&count == 5)
{
&song += 1;
}
}
if (&result == 14)
{
//pressed left
if (&count == 1)
{
&song += 20000;
}
if (&count == 2)
{
&song += 2000;
}
if (&count == 3)
{
&song += 200;
}
if (&count == 4)
{
&song += 20;
}
if (&count == 5)
{
&song += 2;
}
}
if (&result == 16)
{
//pressed right
if (&count == 1)
{
&song += 30000;
}
if (&count == 2)
{
&song += 3000;
}
if (&count == 3)
{
&song += 300;
}
if (&count == 4)
{
&song += 30;
}
if (&count == 5)
{
&song += 3;
}
}
if (&result == 18)
{
//pressed up
if (&count == 1)
{
&song += 40000;
}
if (&count == 2)
{
&song += 4000;
}
if (&count == 3)
{
&song += 400;
}
if (&count == 4)
{
&song += 40;
}
if (&count == 5)
{
&song += 4;
}
}
if (&result == 35)
{
//pressed end
return();
}
else
{
goto loop;
}
if (&count > 5)
{
&count += 1;
}
if (&count == 5)
{
//heres where you check if their song is right
if (&song == 12345)
{
//do your thing
//you might want to spawn the action here
//but you don't have to
}
else
{
//play an error sound
goto loop;
}
}
int &count = 1;
//our supervar
int &song = 0;
freeze(1);
loop:
wait_for_button();
if (&result == 12)
{
//pressed down
if (&count == 1)
{
&song += 10000;
}
if (&count == 2)
{
&song += 1000;
}
if (&count == 3)
{
&song += 100;
}
if (&count == 4)
{
&song += 10;
}
if (&count == 5)
{
&song += 1;
}
}
if (&result == 14)
{
//pressed left
if (&count == 1)
{
&song += 20000;
}
if (&count == 2)
{
&song += 2000;
}
if (&count == 3)
{
&song += 200;
}
if (&count == 4)
{
&song += 20;
}
if (&count == 5)
{
&song += 2;
}
}
if (&result == 16)
{
//pressed right
if (&count == 1)
{
&song += 30000;
}
if (&count == 2)
{
&song += 3000;
}
if (&count == 3)
{
&song += 300;
}
if (&count == 4)
{
&song += 30;
}
if (&count == 5)
{
&song += 3;
}
}
if (&result == 18)
{
//pressed up
if (&count == 1)
{
&song += 40000;
}
if (&count == 2)
{
&song += 4000;
}
if (&count == 3)
{
&song += 400;
}
if (&count == 4)
{
&song += 40;
}
if (&count == 5)
{
&song += 4;
}
}
if (&result == 35)
{
//pressed end
return();
}
else
{
goto loop;
}
if (&count > 5)
{
&count += 1;
}
if (&count == 5)
{
//heres where you check if their song is right
if (&song == 12345)
{
//do your thing
//you might want to spawn the action here
//but you don't have to
}
else
{
//play an error sound
goto loop;
}
}
If it helps, here are the music keys, compared to the keyes used in zelda. You'll have to figure out the octaves though. A button has a lower octave than the rest. I guess I should add that this is tested from OoT, I'm not sure if it's the same in Majora's Mask or not.
Zelda Control - Music Note
---------------------------
A - D
c left - B
c down - F
c right - A
c up - D
Zelda Control - Music Note
---------------------------
A - D
c left - B
c down - F
c right - A
c up - D
thanks i'l test the script(i know of the super vars(they are very global(any program that has scripting of some sort has them (i think you already knew that))). during test i'l make dink say yhe counter number(easyer then doing the mat yourself). and i'm making the base screenscript do the place checking.
and i'm using a global var for song knowlidge(song book ,knowing at all it works(for dink)and not getting past and area to soon > ).
still i haven't found any god note wavs :'(.
and i'm using a global var for song knowlidge(song book ,knowing at all it works(for dink)and not getting past and area to soon > ).
still i haven't found any god note wavs :'(.
could someone create me dink playing orcarina graphics?(its not my strength(i'm better in scripting and level design(in this case screen design LOL)).
Sorry for going off topic but I am quite curious to know whether you are an Indian. I just checked your profile and your address was something like indianboyster@gmail.com.
If my guess is right then my previous statement regarding the lack of Asians in this forum will be proved wrong.
If my guess is right then my previous statement regarding the lack of Asians in this forum will be proved wrong.
I think he stated he's from The Netherlands in the "Where Do Dinkers Come From? ULTIMATE EDITION" thread.
Another Dutch Dinker joins our army. And one day we Dutch people shall take over The Dink Network!
One day...
One day...
i don't think it'l ever come that far(the world is just to vast for a single country takeover).
also the script worked partially.
after adding the grouping commands and beasty sounds. it did'nt play any sound or restart the loop .
also the script worked partially.
after adding the grouping commands and beasty sounds. it did'nt play any sound or restart the loop .