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dink:hd_author_guide [2010/12/09 00:08] seth created |
dink:hd_author_guide [2010/12/09 15:00] (current) seth |
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.xm/.mod/.mp3 formats are technically also supported in the Windows and iOS versions, but not recommended because the Android version can't handle playing those file types. | .xm/.mod/.mp3 formats are technically also supported in the Windows and iOS versions, but not recommended because the Android version can't handle playing those file types. | ||
+ | |||
+ | == Unsupported commands / color changes == | ||
+ | Dink HD only runs in high-color 32 bit mode. It can handle .bmps with alpha channels. | ||
+ | |||
+ | It ignores the following commands: | ||
+ | * load_palette | ||
+ | * load_tile | ||
== Platform specific issues == | == Platform specific issues == | ||
- | * The android version's audio system is currently missing pitch changes and sound effect looping (such as for fire) | + | * The android version's audio system is currently missing pitch changes and sound effect looping (such as for the fire place sound at the start of the game) |
- | * When picking up items, the android version plays "sword2_item.ogg" instead of a sped up "sword2.wav" because it can't adjust the pitch of the sfx and sounded horrible. | + | * When picking up items, the android version plays "sword2_item.ogg" instead of a sped up "sword2.wav" because it can't adjust the pitch of the sfx and sounded horrible. |
== New DinkC limits in HD versions == | == New DinkC limits in HD versions == | ||
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* Max sprites that can be loaded is now 6000 (was 4000) | * Max sprites that can be loaded is now 6000 (was 4000) | ||
* It does support the redink's new sp_custom stuff (in theory?) and fixes a memory leak it had | * It does support the redink's new sp_custom stuff (in theory?) and fixes a memory leak it had | ||
+ | * No longer any limit in the number of "set_sprite_info" commands used (used to be 1000) | ||