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  • Maniac Mansion for the Apple II produced sound effects via its internal speaker and the only music played is Razor/Sid's p It appears that not all sound effects were used in the game, this is noticeable when running the game thr
    2 KB (297 words) - 22:02, 12 April 2011
  • ...w, picture, logic and sound. There can be up to 256 <code>(0 - 255)</code> resources of each resource. * [[AGIWiki/View|View resources]] contain animations and sprites
    690 bytes (97 words) - 11:12, 1 February 2015
  • ...really worth it, since it's pretty much the same deal and lots of missing resources cause it to crash easily. Fun fact: The phrase to activate the debug mode i |[ALT + Y]||Play sound
    59 KB (9,808 words) - 07:13, 5 June 2020
  • ...ormation about the <code>sound</code> command, see [[AGIWiki/Sound command|sound command]].'' ...here are also [[AGIWiki/Hacked interpreter|hacked interpreters]] which add Sound Blaster or simple MIDI support to the original interpreter.
    1 KB (214 words) - 17:34, 19 February 2015
  • ...inside a single resource (if specified like "script.042"), or in a set of resources (if specified like "pic"). :* <tt>[resource]</tt> All resources of that type (e.g.: "list view")
    16 KB (2,527 words) - 03:07, 23 January 2011
  • ...hat holds many files. Some documents call the files contains in VOL files "resources". .... For example, if the following three byte entry is entry number 45 in the SOUND directory file,
    9 KB (1,474 words) - 02:58, 23 January 2011
  • ==== 1.1 Other resources ==== ...e address validity. So generally it doesn't represent the actual number of resources, in particular for variables, as most low addresses are reserved and might
    13 KB (1,952 words) - 11:42, 11 April 2011
  • TLJ's game resources are organized in a tree structure. ...ts order in the list of the node's parent children -- Often used to locate resources in the resource tree)
    3 KB (537 words) - 03:51, 2 December 2020
  • ...Wiki/Picture|picture]], [[AGIWiki/View|view]], and [[AGIWiki/Sound|sound]] resources in a game. This article discusses ways of managing your resources to make the most of them, including tips for avoiding the dreaded [[AGIWiki
    5 KB (793 words) - 15:13, 25 October 2018
  • * sound/ folder (if it exists) * ITE Resources.bin
    8 KB (1,260 words) - 17:42, 28 September 2023
  • ...role-playing games share some common features. The most basic ones are the resources used, which are in the game's data files: * Sound
    6 KB (999 words) - 01:18, 4 March 2021
  • === Sound === ...SCI/Specifications/Sound/SCI0 Resource Format#Amiga Sound (SCI1)/Macintosh Sound (SCI1/1.1)|same format]])
    4 KB (737 words) - 01:49, 24 April 2017
  • * Check if background resources are used before purging them when changing scenes - check the comments insi ...sounds are cut off prematurely (e.g. when an animation finishes before the sound sample, when changing scenes and a dialog is immediately started afterwards
    4 KB (684 words) - 22:04, 28 April 2021
  • ...opment system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game des ...our game, with easy access to key properties for your game, and individual resources
    8 KB (1,241 words) - 17:19, 3 November 2020
  • ...ID=3819 censored content] from the NES release, especially if the original resources are still embedded somewhere (I doubt that is the case, though). ** Let Zak sleep in his bed (the animation is still there in the resources)
    14 KB (2,484 words) - 11:04, 5 May 2024
  • ==Resources== * The sound effect for the cave door shutting behind you is missing.
    5 KB (818 words) - 22:07, 28 April 2021
  • taskname=Improve sound support in SCUMM games| ...1&group_id=37116&atid=418823 information] about the structure of the sound resources used is available. If you don't own the game, the LucasArts Mac CD Game pac
    2 KB (265 words) - 21:21, 8 March 2012
  • =Logic resources= ...cifications/Resources#test-commands | Table 6-1]] and [[AGI/Specifications/Resources#action-commands| Table 6-2]]
    40 KB (5,568 words) - 21:58, 30 November 2011
  • ...es (which have not been included here), one of the major problems with SCI sound support is the lack of General Midi (GM) support in the earlier games. Sinc ...here are only two options to generate GM music from the original SCI sound resources: Either create a manual mapping for each game, or abuse existing data from
    4 KB (615 words) - 00:28, 25 January 2010
  • ...yer which will slow down the games a lot. You can try to disable the music/sound effects to get a better experience with a faster framerate. ::Mutes and unmutes the game sound, convenient in public places when you don't want to attract attention.
    19 KB (3,298 words) - 10:29, 3 June 2020

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