Commit graph

  • 9a0bf31613 Some tiny teaks that were done a while back, they are live in the current html version already master seth 2018-07-25 05:12:00 +00:00
  • bae834b2de Fixed issue with two underscores appearing in export save files seth 2018-06-19 06:21:50 +00:00
  • 5f9e37500a * (bugfix) Fixed stack overflow that could happen, I created this bug the other day when fixing another bug. "that's programming!" <queue laugh track> seth 2018-06-18 10:05:14 +00:00
  • 2b16aa22e3 * Applied Dan's patch to make var loops cheaper seth 2018-06-16 13:29:06 +00:00
  • 0c6d273828 * Fixed Revolution issue with unexpected Milders - I think! Hope I didn't break anything else * Versioned to 1.92 due to the bugfix * Warning, if compiled in debug mode I have crap in there that makes stuff run slow seth 2018-06-15 06:57:29 +00:00
  • c648a1d1fb * Save data import/export added! Quick states automatically load the correct dmod if needed, but aren't able to auto-download them if they aren't installed. (it will give a clear message though) The filename of the uploaded quicksave doesn't matter. * Saving and loading normal save file isn't as smooth, the dmod data simply isn't in the file, unlike quicksave data. It just adds the exact file uploaded, so having the correct filename matters. (it will strip out the " (1)" at the end though if needed, chrome adds that if a file already exists during a download) * Added Dan's fixed fire graphic on the main menu (ipad size), fixes an animation problem I never noticed before! * Fixed the click to open URL issues (they have to be done on a mouse down, not a mouse up, to get around browser security) * Cleaned up the About screen a bit, made dink network URL first, removed the rtsoft forum URL. Added "and includes additional contributions from Dan Walma." to the HD credits part * Updated FMOD, was able to remove the PRECISE_F32=2 which should improve performance a bit * FPS now locked at 60 fps * Some fixes for playing on mobile, not done seth 2018-06-14 12:16:49 +00:00
  • 7b8c9cb79a * Fixed issue with Bloop being slow (actually that's a Proton fix, so update that!) * Some misc fixes to stuff * File import/export partially done, not ready yet * HTML5 build system updated to use new shared template code seth 2018-06-13 11:00:20 +00:00
  • bc4a02cf86 Getting some stuff ready for the real commit seth 2018-06-13 08:07:47 +00:00
  • 838fa92175 * Options now correctly save when exitting the menu in html5 * Debug builds no longer quick save ever 5 seconds seth 2018-06-09 04:26:02 +00:00
  • 2367dc5e3e * Versioned to 1.91 * (html5) -s PRECISE_F32=2 was added to the compile, fixes "drunk midi". However, it hurts performance. This will be removed after FMOD fixes their stuff (see http://www.fmod.org/questions/question/midi-sounds-drunk-in-html5/ ) * (html5) Enabled Proton's persistent support for dink/dmod installs and saves seth 2018-06-07 02:25:52 +00:00
  • 3957c689c2 * (Bugfix) Fixed DinkC sp_frame(x, -1) issue, where it would set the frame to 1 instead of getting the current frame. This issue was accidentally added in r1492 (sp_frame crash protection). redink1 2018-06-05 23:52:58 +00:00
  • 63a9cfd094 * Switched to FMOD for html5 (Dan blazed the trail here... surprised it works!) * Removed most of the mp3 files, but kept blank and 3.mp3 (that's the title menu song) seth 2018-05-20 01:56:27 +00:00
  • 880e0ec2f3 * (html5) - Tweaked the build parms, runs much faster now on Chrome, it was sort of laggy before * (html5) Can now pass in a url to "auto-download" and play a dmod. Example: http://www.rtsoft.com/web/dink?dmod=rtsoft.com/web/srchmili.dmod - in theory, you can now do dink.exe -game http://www.rtsoft.com/web/dink?dmod=rtsoft.com/web/srchmili.dmod from windows as well and it should download seth 2018-05-17 10:43:16 +00:00
  • 8e575535ed * Added more Dink media, trying to get the html5 build to work "out of the box". Need to run media/update_media.bat to create the audio/interface dirs in bin! seth 2018-04-30 23:47:25 +00:00
  • a3aece1f5d * Fixed title music to play on html5 seth 2018-04-27 07:24:15 +00:00
  • 35c284b014 * Added html5 dir, has a .bat file that can build the html5 version. I went ahead and added the html5 specific Dink media as well, a bit big for SVN though. It has mp3 versions of all songs, otherwise it's the same as the normal data I think seth 2018-04-27 06:43:34 +00:00
  • 0974642cfb Some dink stuff seth 2017-11-10 09:26:04 +00:00
  • 73ca107000 OSX support seth 2017-10-30 04:26:31 +00:00
  • 0aa86ebc75 * Misc tweaks that were done for 1.89 seth 2017-10-21 02:34:26 +00:00
  • 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) seth 2017-10-18 07:15:53 +00:00
  • e0b2d2e5f0 * Some stuff with changing the Dink HD menu key to F1 from Shift-Escape * Added Dan's .png loading patch (untested) seth 2017-10-17 04:33:21 +00:00
  • 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! seth 2017-10-08 04:12:51 +00:00
  • 7e962c97e0 * Savestates should now properly restore the background in dmods that use mouse controls and tiles at the same time * Some tweaks with when mouse buttons are processed (only in mouse cursor modes or a dialog menu) * Misc work on touch controls to prepare for the mobile releases * Added some names to credits (if you notice I added anybody twice or would rather be credited a different way or not at all, let me know!) * Fixed bug that could sort of over-write random data if more than 100 sprites were active.. wow, bad seth 2017-10-05 04:26:35 +00:00
  • 36a414e12a * (Windows) Running "dink.exe c:\temp\ACoolDMOD.dmod" from the command line will now install it, then run it. (original dmod file won't be deleted) Just seemed weird that this didn't exist so added it * DMOD installer progress now switches to showing MB instead of K if the size is big * BUGFIX: Fixed map loading bug that could crash the game (I added this one recently trying to clean up code to use more consts rather than magic #s, but there is always the risk I stupidely break something!) * load_tile no longer instantly takes effect but requires a draw_screen or moving screens, this matches how 1.08 worked. Loading a save state or resizing the window will cause it to happen early, but hey, close enough * BUGFIX: Fixed extra nasty bug where logic on certain things like charging your magic would pause the amount of time you used TAB to skip time seth 2017-10-02 13:48:06 +00:00
  • 7b57f6f277 git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1516 353e56fe-9613-0410-8469-b96ad8e6f29c seth 2017-09-30 02:10:30 +00:00
  • 63adc575a8 * Timing fixes, some Android work seth 2017-09-29 22:57:00 +00:00
  • 4174db5427 * Some changes to Dink's speed calculations, it's now basically locked at "you better get 60 fps or the whole game will slow down" - the original system is REALLY bad and the timing of Dink vs monsters can vary wildly based on your framerate. So I sort of had to "choose" a correct speed and go with that, I chose a pretty fast speed sort of arbitrarily because it "felt" ok. There isn't really a "correct" speed so I do expect problems with some dmods due to them expecting a specific speed, but by choosing rather snappy speed hopefully mystery island and most of them will be finishable * Related to the above, holding tab no longer lets you cheat by moving relatively faster than monsters * Playing location aware sounds on a script not attached to a sprite will no longer cause crashes (should fix crash in malachi the jerk) seth 2017-09-29 13:13:36 +00:00
  • 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 seth 2017-09-29 05:37:07 +00:00
  • 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) seth 2017-09-27 07:51:59 +00:00
  • 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 seth 2017-09-26 12:41:23 +00:00
  • 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 seth 2017-09-24 16:47:52 +00:00
  • 59d4b5754c * Dink now continues to download and install dmods when in the background, but everywhere else pauses automatically * After installing a dmod, you can now choose to play it now or go back to the browse dmod list * DMOD data downloaded from dink network is now cached for that session (it's not going to change so quickly, so why stress DN.com if we don't have to) * (Bugfix) "installing <dmod>..." text message is no longer truncated in a weird way sometimes * (Bugfix) Fixed another issue where a base graphic could fill in with a missing .bmp in a sequence when it shouldn't seth 2017-09-23 11:52:16 +00:00
  • 3998875161 (note: Dink requires a Proton svn commit as well, but I haven't done it yet, it needs a bit more testing first) seth 2017-09-22 12:19:02 +00:00
  • 424424fae0 * The / divider on the experience display ( ns-11.bmp ) is now always "white transparent". This WAS the original way (check the Dink jewel case screenshots) but somehow in 1.08 and beyond this stopped being transparent. Fixing this fixed the white box in Bug Mania * (Bugfix) Fixed "way too jumpy megapotion" bug seth 2017-09-21 13:40:14 +00:00
  • 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 seth 2017-09-21 11:57:45 +00:00
  • e957a44fe6 Cheats enabled in release. I plan to put a bit pop-up warning about it breaking the game and dmods later though seth 2017-09-21 02:35:09 +00:00
  • 52c51c8a45 * Made Dink HD work with DFArc. Either you can put DFArc in the Dink HD dir and add "dmods" as the additional dmod directory so it can find mods installed by Dink HD too, or you can keep Dink HD completely separate, and enter the full path/exe to Dink HD's .exe in DFArc config and that works too. seth 2017-09-20 12:34:53 +00:00
  • 69019d227e Removing all DX libs except dxguid, the rest aren't needed seth 2017-09-20 01:16:35 +00:00
  • ee5ed829b3 Some more misc fixes seth 2017-09-19 11:39:43 +00:00
  • a5da7058ed * (Bugfix) Fixed issue with not being able to set long delays in sprites (fixed dancing knight in Bugmania) * (Bugfix) Fixed DinkC "!=" command which was renamed "!" for some reason. This fixed the goto in Bugmania * Enabled support for >= and <= in DinkC, not sure why it was commented out before, they were active in 1.08 * (Bugfix) Status bar will now be drawn even when mouse mode is active if needed (it now shows up in Bugmania) * Space no longer selects dialog, you'll have to use ENTER or CONTROL like on 1.08 * Mouse can now be used to select dialog options * Fixed mouse issue with Bugmania in the town where it wasn't sending button down messages (dmod list downloading is currently in a broken state) seth 2017-09-19 10:58:00 +00:00
  • 79e8424266 * Properly handles an illegal frame # sent to sp_frame instead of crashing - Versioned to 2.75 seth 2017-09-19 05:01:41 +00:00
  • 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 seth 2017-09-19 01:16:24 +00:00
  • 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. seth 2017-09-18 01:41:26 +00:00
  • 7cf47c2919 Fixed release build seth 2017-09-17 10:04:00 +00:00
  • 9f9b1c3078 * (Bugfix) Rewrote some nasty code that I could no longer understand, THE LAST QUEST (part 2)'s cool room slide/warp effect now works right * Added "Debug DinkC Toggle" to cheat menu, it shows collision boxes and causes the log (log.txt or choose view log from debug menu) - Note: Save state format has been changed again, so old save states won't load seth 2017-09-17 09:50:30 +00:00
  • 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 seth 2017-09-17 04:54:34 +00:00
  • 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 seth 2017-09-16 15:16:26 +00:00
  • 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 seth 2017-09-15 14:10:37 +00:00
  • 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 seth 2017-09-15 00:53:18 +00:00
  • 72d2a12be6 * (windows) Added "Windowed Borderless fullscreen mode" toggle, defaults to off. It will try to do 640X480 at your native monitor resolution by default now on a clean install. If you've dragged the dink window to a weird size it won't be able to go fullscreen which is kind of weird, but it does give a clear error message. It should probably enumerate graphic modes and choose one if the current one is invalid, or let the user choose, meh (requires proton branch update too) seth 2017-09-14 06:03:58 +00:00
  • f9d131f431 * (bugfix, windows) "Smoothing" no longer incorrectly turns on if you lose/regain focus seth 2017-09-13 13:37:55 +00:00
  • 0fe6c06c7d * (windows) Version # is now shown in title bar * (bugfix) Fixed some issues with how default offsets are calculated, it fixed some problems where sprites would be in the wrong place in certain DMODs - Added info to programmer_readme.txt about how to set the Windows version to build seth 2017-09-13 09:48:34 +00:00
  • e3ad75909f * (Windows) Mouse-controlled screens in DMODs control better and hide the original mouse cursor * (Windows) Now remembers screen size and fullscreen mode (don't forget, you can drag the window corners around to customize the screen size as well) * (Windows) Input URL input area gets focus by default when installing a DMOD by URL * (bugfix) Can no longer tap F8 during a game load to load a save state too early which can freeze the game * (bugfix) Fixed issue where 32 bit tilebitmaps would go wonky when reloading the surface * Default color under status bar is now black, fixes issue when transparent colors are used in the stats area, random garbage would show through seth 2017-09-13 01:24:32 +00:00
  • f7cc1910ce Needed this icon seth 2017-09-12 05:03:38 +00:00
  • b0c238e042 Few more things for Dink HD seth 2017-09-12 05:01:10 +00:00
  • 5cb61c06b7 Dink project file seth 2017-09-12 04:59:21 +00:00
  • d4f66a5d2e Initial commit of Dink Smallwood HD source. See the "Programmer readme.txt" for information on how to set it up. seth 2017-09-12 04:57:47 +00:00
  • dfbc2348a5 Created projects directory outside of the proton dir. Currently this is for proton projects that shouldn't really be considering "part of proton", like Dink Smallwood. (RTDink) However, to compile it, you DO have to move the RTDink dir into proton seth 2017-09-12 03:58:37 +00:00