Commit graph

11 commits

Author SHA1 Message Date
seth
20f8a6a856 * Mobile GUI tweaks
* Added option to disable screen scroll transitions, one of my Android test devices has the slowest glread in the world, it's like 1 full second to walk to the next screen because of it.  This might make dmods that 
use timing (Myster island camera sequence for example) easier though, not sure.
* Fixed issue where behavior of two load_sequence commands in a row on the same sequence differed from 1.08 (in 1.08, max frame is set to the second one as long as the first one wasn't actually loaded yet.  key now shows up in TGKA)
* Fixed regression where offsets in Mayhem were incorrect on the hand mouse pointer
* Upped max frames per seq to 100 instead of 50, fixes Echoes of the Ancient.  I should probably make it dynamic but changing one const number is much easier!
* Now gives a clear warning in the log.txt if a seq tries to go beyond what it can handle and will truncate it (better than breaking the whole sequence as it did before)
* Added support for a weird bmp header type, fixes incorrect palette issue in the dmod The Orb of Darkness
* Fixed life/exp/health to correctly interpolate between values like the original dink, huge thanks to Dan's detailed bug report on this, he even made a mod which made testing the fix a breeze!

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1520 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-10-08 04:12:51 +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
ac152e940e * Escape now brings up the classic dink escape menu, the Dink HD menu was just too intrusive. It will show a text message that you can hit Shift-Escape to bring up the HD menu as well
* Made dialog box background look better by making it 32 bit with alpha, no more "cracks" at some resolutions.  Custom dialogs may still get line cracks at non 640X480 but whatever
* Default resolution is now 1024X768 fullscreen instead of 640X480
* dmod listing is packed tighter and now sorted alphabetically by dmod name, not directory name

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1509 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-26 12:41:23 +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
950ca4e6f9 * Sprite blits that hang out of the game area are now rejected in some situations, to match functionality of Dink 1.08. (Bloop the fish on 1.08 looked right because it was getting ddraw errors when trying to draw the "blank" numbers because they were too big for the screen)
* A LOAD_SEQUENCE done after a LOAD_SEQUENCE_NOW in dink.ini is now ignored to match V1.08 functionality.  This fixes the issue of a fish turning into an old man in Bloop the fish
* Alt-Q now closes Dink, to match 1.08
* Fixed issue with bubble magic not having a transparent background in Bloop the fish (was due to some changes to make fake magic/weapon icons work on mobiles.. I'll have to redo that later)
* Fixed issue with slow nagivation in Broken Windows due to too much logging about scripts being run
* (Bugfix) copy_bmp_to_screen issue where it might try to blit a 24 bit image onto 8 bit fixed (fixed incorrect images in Broken Windows)
* (Bugfix) key-<key num>.c scripts are no longer sometimes loaded multiple times
* Some tweaks to keyboard input so Broken Windows typing area works better, "," and "." are supported.  Escape is as well but it also brings up Dink HD's menu which isn't great, but at least it works
* (Bugfix) Default transparency for LEFTALIGN things is now correctly white instead of sometimes not transparent
- Note:  Just to be safe, save state version has changed, so old save states won't load

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1500 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-21 11:57:45 +00:00
seth
1adfda0aab * (Bugfix) Fixed issue where default .ini animations wouldn't get applied correctly in some cases, this fixed a slight offset problem with Stone Of Balance
* Fixed problem with glitchy black lines during screen transitions
* (Bugfix) Fixed issue with playmidi and filenames that start with numbers over 1000, this fixed a problem with 1812over.mid not playing in Mayhem
* Added 1920X1080 screen mode selector in the Options menu
* No longer applying Dan's checkboard fix to tile screens (they don't need it I think..), and also added a hack so it will ignore main-02 through main-04.bpm (the dialog box) as it made it look weird (it looks perfect in 640X480, but other resolutions have slight artifacts due to sub-pixel accuracy issues
* Fixed some issues related to dynamic 8 bit to 32 bit surface changes (this can happen if you turn on the new shadows after starting to play or the game suddenly hits a 32 bit image)
- Note: Just to be safe, save state version has changed, so old save states won't load

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1490 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-19 01:16:24 +00:00
seth
d8bb8b8c77 * (DinkC) DinkC version is now reported as 110 instead of 109
* (Bugfix) Fixed issue with set_frame_frame, the DMOD Mayhem now works (is this DMOD for pyschopaths?!?! Not saying I didn't have fun though)
* (Bugfix) Fixed another incorrect color issue with fill_screen
* (Bugfix) Fixed horrible issue where the last line in a script might not get run.  This fixed the intro screen to Lost Forest Romp

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1486 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-17 04:54:34 +00:00
seth
04f68e8125 * (Windows) Added support for -game <dmod directory> parm to load a DMOD from anywhere on your HD. It also sets
the active DMOD dir to the DMODs parent directory for that session.  Automatic state autosave, save/continue and quicksave/quickload work as expected by saving data to its directory
* (bugfix) Save states now properly load even if the DMOD directory has been cut and pasted to a new place
* (bugfix) Full state saves now properly setup backgrounds with correct vision modifications instead of assuming it was 0
- Due to minor changes in the save state stuff, I've versioned it so the game will refuse to load old versions (as always, this doesn't affect the normal save files, just the full state saves HD does)
* (DinkC) fill_screen works better and colors 0 and 255 are no longer sometimes reversed
* (bugfix) M can now be used to turn off the map, previously it only worked to turn it on
* (bugfix) Status bar no longer incorrectly draws over full screen bitmaps (like the map in Mystery Island) and is properly reconstructed in full save states


git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1484 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-16 15:16:26 +00:00
seth
e0717ae8d1 * Added redink1's "soft shadow improvement" patch
* (proton) Fixed issue with blitting alpha things to the background, fixed the soft shadows for things rendered into the background
* Versioned to 1.7.1, was distributed as beta

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1481 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-15 00:53:18 +00:00
seth
f9d131f431 * (bugfix, windows) "Smoothing" no longer incorrectly turns on if you lose/regain focus
git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1477 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-13 13:37:55 +00:00
seth
d4f66a5d2e Initial commit of Dink Smallwood HD source. See the "Programmer readme.txt" for information on how to set it up.
git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1469 353e56fe-9613-0410-8469-b96ad8e6f29c
2017-09-12 04:57:47 +00:00