The .dink file is disassembled and shown in the explorer window.
For performance reasons, the preview is shortened to 10000 lines - the full File is saved as Weird.dinky.
The disassembly looks like this:
For example, this function checks whether or not the player is allowed to open the inventory.
I'm pretty sure the labels are the line numbers in the original source code file that were included in the engine so a debugger could step through each line.
Each function has an ID by which it can be referenced. The first line shows the ID, the name of the script file and the name of the function.
The way the op-codes are represented in the text could be tweaked - I tried to figure out which part of the instruction was which operand and I think most of them should be fine.
The .dink file is disassembled and shown in the explorer window. For performance reasons, the preview is shortened to 10000 lines - the full File is saved as Weird.dinky.
The disassembly looks like this:
For example, this function checks whether or not the player is allowed to open the inventory. I'm pretty sure the labels are the line numbers in the original source code file that were included in the engine so a debugger could step through each line.
Each function has an ID by which it can be referenced. The first line shows the ID, the name of the script file and the name of the function.
The way the op-codes are represented in the text could be tweaked - I tried to figure out which part of the instruction was which operand and I think most of them should be fine.