I programmed a game like this (same menu screen) before NFSU was released, in DinkC
//Game: Velocity
//Date: 10-12-01
//Genre: Weird Dink-Module
//this is run when dink is loaded, directly after the dink.ini file
//is processed.
#include "dink.c"
#include "engine.c"
#call "d_draw.dll"
void main( void )
{
show_bmp("tiles\intro.bmp", 0, 0);
debug("Loading sounds..");
load_sound("QUACK.WAV", 1);
load_sound("PIG1.WAV", 2);
load_sound("PIG2.WAV", 3);
load_sound("PIG3.WAV", 4);
load_sound("PIG4.WAV", 5);
load_sound("BURN.WAV", 6);
load_sound("OPEN.WAV", 7);
load_sound("SWING.WAV", 8);
load_sound("PUNCH.WAV", 9);
load_sound("SWORD2.WAV", 10);
load_sound("SELECT.WAV", 11);
load_sound("ENTER.WAV", 12);
load_sound("PICKER.WAV", 13);
load_sound("GOLD.WAV", 14);
load_sound("GRUNT1.WAV", 15);
load_sound("GRUNT2.WAV", 16);
load_sound("SEL1.WAV", 17);
load_sound("ESCAPE.WAV", 18);
load_sound("NONO.WAV", 19);
load_sound("SEL2.WAV", 20);
load_sound("SEL3.WAV", 21);
load_sound("HIGH2.WAV", 22);
load_sound("FIRE.WAV", 23);
load_sound("SPELL1.WAV", 24);
load_sound("CAVEENT.WAV", 25);
load_sound("SNARL1.WAV", 26);
load_sound("SNARL2.WAV", 27);
load_sound("SNARL3.WAV", 28);
load_sound("HURT1.WAV", 29);
load_sound("HURT2.WAV", 30);
load_sound("ATTACK1.WAV", 31);
load_sound("CAVEENT.WAV", 32);
load_sound("LEVEL.WAV", 33);
load_sound("SAVE.WAV", 34);
load_sound("SPLASH.WAV", 35);
load_sound("SWORD1.WAV", 36);
load_sound("BHIT.WAV", 37);
load_sound("SQUISH.WAV", 38);
load_sound("STAIRS.WAV", 39);
load_sound("STEPS.WAV", 40);
load_sound("ARROW.WAV", 41);
load_sound("FLYBY.WAV", 42);
load_sound("SECRET.WAV", 43);
load_sound("BOW1.WAV", 44);
load_sound("KNOCK.WAV", 45);
load_sound("DRAG1.WAV", 46);
load_sound("DRAG2.WAV", 47);
load_sound("AXE.WAV", 48);
load_sound("BIRD1.WAV", 49);
load_midi("VELOCITY.MID", 1);
load_midi("RACE.MID"2);
//Playsound(36,22050,0,0,0);
int &crap;
//fill 255 fills the screen white... I use a full-sized BMP so it covers up
//The whole screen & doesn't really matter. You could use 0 to fill it with
//black if you weren't using a full-sized BMP for title-01.bmp.
fill_screen(255);
//Make sure the screen isn't locked now. Kinda fixes a bug where if you die
//when the screen is locked, the "screenlock" bars remain on the title.
screenlock(0);
//Get the "sprite #1" (which is actually Dink) set to be a mouse pointer
sp_seq(1, 0);
sp_brain(1, 13);
sp_pseq(1,10);
sp_pframe(1,8);
sp_que(1,20000);
sp_noclip(1, 1);
//This is where we create the TITLE SCREEN. This line is ok if you're using
//a 640 x 480 full-sized bitmap as the title (as I do, usually). If you
//don't, be sure to change this line to fit.
&dinklogo = create_sprite(426,344, 0, 453, 1);
sp_que(&dinklogo, -800);
sp_noclip(&dinklogo, 1);
&boat = create_sprite(36, 110, 0, 851, 1);
sp_speed(&boat, 2);
sp_que(&boat, -800);
sp_noclip(&boat, 1);
//Create the START button....
&crap = create_sprite(325, 344, 14, 194, 1);
sp_script(&crap, "start-1");
sp_noclip(&crap, 1);
sp_touch_damage(&crap, -1);
//Create the QUIT button....
&crap = create_sprite(197, 344, 14, 193, 1);
sp_noclip(&crap, 1);
sp_script(&crap, "start-4");
sp_touch_damage(&crap, -1);
stopcd();
//If you're going to play a title midi, uncomment & change the following:
playmidi("Velocity.mid");
kill_this_task();
}
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