Mouse Mode Tutorial

v1.01
by rabidwolf9

*About*

Many people don't know how to switch Dink back to being a mouse after the title screen is exited. This is a short, sweet, and simple tutorial that will enlighten those who are dying to know.


*Step 1: Preparation and Modification*

To get the mouse mode to work after the title screen, we need to modify start1.c and start2.c


*Step 2: Changing Dink to a Mouse*

Whatever script you use in whatever procedure, the lines will most likely be the same to change Dink into the mouse. Here I've provided the exact lines that will work.

sp_seq(1, 0);
sp_brain(1, 13);
sp_pseq(1,10);
sp_pframe(1,8);
sp_que(1,20000);
sp_noclip(1, 1);
sp_base_idle(1, -1);
sp_base_walk(1, -1);
set_mode(1);


*Step 3: Changing Dink back*

When you're finished with the mouse brain, you need to know how to get him back. Use these lines to transform the mouse back into Dink.

sp_brain(1, 1);
sp_base_walk(1, 70);
sp_base_idle(1, 10);
sp_que(1, 0);
sp_pseq(1,12);
sp_pframe(1,1);
set_mode(2);


*Step 4: Understanding the procedures for buttons*

What good is mouse mode with nothing to interact with? It's not! There are 4 procedures dealing with buttons (sprites affected by the mouse.) For more reference, see start1.c, start2.c, start4.c.

  1. Main - You MUST set the sp_touch_damage to -1 (needed for clicking.) Also, set the sp_brain to 14 (needed for buttonon and buttonoff.)
  2. Buttonon -For hovering over the button. We weren't hovering over but now we are.
  3. Buttonoff - For hovering off of the button. We were hovering over but now we're not.
  4. Click - This runs when we click on the button.




(C)2007 Please notify me of any problems, or errors contained in this help file.