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Dink.ini parms
Version: YeDink 0.95+
The following dink.ini parms were added and will change various settings at launch:
dinklua_enableswitches on the DinkLua scripting backend.dinkc_offswitches off DinkC.gfx_diag_idle_enableallows for all 8 directions for player sprite idle sequences.gfx_alttext_enableswitches on alternate text display, for multiple colours in text.gfx_alttext_disableswitches off alttext display and locks it from the player.scripts_enable_divequalsfixes the/=operator bug when using an internal function as the divisor.sprite_enable_smart_movementstops brain 9 monsters from getting caught in corners.sprite_enable_large_talkboxallows for the player to talk to NPC-brained sprites from a greater distance.sprite_pig explosion_seqsequence replaces sequence 164 default sequence with "sequence" for the pig brain.sprite_duck_explosion_seqsequence as above for ducks.sfx_bass_boostmult applies a multiplier to the bass frequencies of sound effects as per "mult". 1.5 is a good starting value.gfx_tiles_anim_offswitches off the animation of water and fire tiles.gfx_tiles_water_startsheet sets "sheet" as the first in the sequence for water tilesgfx_tiles_water_lengthsheets determines how many sequential tilesheets to use for water tiles.gfx_tiles_fire_startsheet sets "sheet" as the first in the sequence for fire tiles.gfx_tiles_fire_lengthsheets determines how many sequential tilesheets to use for fire tiles.gfx_full_fade_enablefades down everything without leaving white. Text will be invisible.input_controller_set_keykey sets the key script to be used with the L1 button on the controller. 67 would be "C", for example.
The above was copied from the YeoldeDink Guide