Commit graph

10 commits

Author SHA1 Message Date
seth
0aa86ebc75 * Misc tweaks that were done for 1.89
git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1528 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-10-21 02:34:26 +00:00
seth
f1bf68da44 * Another bugfix in the .dmod decompresser, fixes issue with Attack of the veggies
* (Windows) Holding Shift in addition to Tab will cause "super turbo" mode, speeding up the game faster than just holding Tab.  (Secret tip:  If you really want to see speed, hold down the Control key too)

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1525 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-10-18 07:15:53 +00:00
seth
e0b2d2e5f0 * Some stuff with changing the Dink HD menu key to F1 from Shift-Escape
* Added Dan's .png loading patch (untested)

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1522 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-10-17 04:33:21 +00:00
seth
ed55a08ab2 * Added "If a .dmod file is put in the Dink HD directory (where the .exe is), it will be automatically installed and then deleted" to readme.txt
* Dialog box rendering was off a few pixels due to me forgetting to remove some tests I did, fixed
* Black at index 255 and white at index 0 is now forced during bmp loading.  Windows does it, photoshop doesn't, but older versions of Dink (directx) seemed to do
it so going with that
* Invalid sprite sent to freeze/unfreeze will no longer crash the game (bug was also in original 1.08)
* Added hardening to check valid input on many script functions, will stop "sometimes" crashes based on bad scripting as well as log them
* Crash logging should show correct function names. I mean it this time!
- Some mobile related files added now that I'm starting to work on that side too

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1512 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-29 05:37:07 +00:00
seth
821e5f1651 * Changed release compiling a bit to enable C7 compatible debug info, may help with stack traces
* Oops, turned max sprites back up to 300 from 100, don't ask me how I managed that one
* (DinkC) A line of over 200 characters won't corrupt memory (new limit is 512) - this fixed a crash in Grasp of Darkness
* (DinkC) external commands no longer generate bogus errors in the log.txt due to how 1.08 added weird overloading stuff
* Now shows the dmod's splash.bmp during loading
* Fixed issue where music might not play on the title screen
* Raised "memory of dead background sprites" to 300 from 100 for Windows, up to 200 for mobile
* Doubled memory Dink is allowed to use before uncaching graphics not used recently (could probably be disabled entirely for Windows but whatever)

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1510 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-27 07:51:59 +00:00
seth
45e7f2bd60 * Applied 16 bit bmp loading fix to "fancy shadows" version too, forgot before
* (Bugfix) Dink is no longer sometimes incorrectly shown on screen right as a dmod is started
* (Windows, DinkC, Performance) Logging code rewritten, it's was horribly slow before.  If a DMOD spammed "debug" messages it would previously drastically slow down the entire dmod
* (Bugfix) LOAD_SEQUENCE and LOAD_SEQUENCE_NOW fixes, fixes stuff in many dmods
* Improved mouse handling on dialog menus, no longer accidently select the first option of the dink menu if you click slow after using HD's escape menu to get there

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1507 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-24 16:47:52 +00:00
seth
3998875161 (note: Dink requires a Proton svn commit as well, but I haven't done it yet, it needs a bit more testing first)
* Fixed issue where launching dmods from DFArc with a dmod path not in DFArc's dir or Dink HD's dmod dir would fail
* Fixed compatibility so Freedink.exe and the dink.exe from 1.08 can be run from Dink HD's dir (previously, start.c had been hacked to skip stuff for the HD version,
  it now checks version and if it's being run as a dmod or not and does it right)
* If you run the HD "dink" dir as a mod it now works as expected (it plays the normal game, including the old start up screen)
* Now including story/*.c instead of the .d files.  No reason to hide them, right? (note: if you install over HD without uninstalling, the old .d files will still be there.  But .c files are checked
first so it should be ok anyway)
* DMODs now default to the original .midi files rather than the .ogg CD music, as it changed the desired "feel" of some DMODs to switch to CD music.  Running with -game dink causes Dink itself to
  not use CD music as well, so for people who don't like CD music at all there's an option to play the original game with midis only
* (Bugfix) Dink HD will no longer try to grab missing sprites from the base dink dir, this fixes Dink's pushing anim in Zoltron
* (Bugfix) dmod installer no longer chokes on zero byte files (I'm looking at you, 9gems)
* (Bugfix) Fixed memory leak and possible crash related to script loading
* (Bugfix) Fixed issue with the checkerboard shadow processing where the 8 bit RLE decoder failed because it was expecting an 8 bit target (most bmps don't use RLE, but Alliance does in places)
* Went ahead and decided to accept 252,252,252 as alpha if it's index 255 on an 8bit sprite.  This fixed the white background issue with Alliance dmod as well as Dinkcraft
* FEATURE: Can now download all DMODs from Dink Network directly from inside the game via Dan's php interface.  Can sort by rating, latest update date, or alphabetically

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1502 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-22 12:19:02 +00:00
seth
0bf781e005 * (Bugfix) Fixed a script crash. This bug was also in the legacy dink
* (Windows) "Tap to continue" is no longer shown when waiting for a keypress, but will still be shown on touch-devices
* Fixed bug where any DMOD directory starting with "dink" was ignored from the internal DMOD listing screen.  Oops, that was a pretty bad one, sorry dinkcrft.

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1489 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-18 01:41:26 +00:00
seth
ba5fb5abbf * Changed "FPS lock:" to "Lock to 30 FPS:" in options, makes it more clear it's actually bad to use and not vsync
* (Windows) Handles alt-tab and clicking on a different monitor while in native fullscreen modes better
* Added "Ghost walk toggle" to in-game cheat menu.  Allows you to walk through solid objects and screenlocks
* (DinkC) Added support for Dan's load_tile() command
* Some junk removed from the debug log

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1482 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-15 14:10:37 +00:00
seth
5cb61c06b7 Dink project file
git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1470 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-12 04:59:21 +00:00