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  • [[AGIWiki/OBJECT file|OBJECT]] ...i/Animated object|animated objects]] can be used in a given [[AGIWiki/Room|room]]
    2 KB (287 words) - 18:58, 23 February 2016
  • ...front of which in the three-dimensional room. Without the priority map, a room would just be a flat, painted surface. The control map decides where game c ...is divided vertically into 16 priority bands. The priority of an animated object is determined by the position of its ”base rectangle” in one of these b
    3 KB (590 words) - 09:51, 31 January 2009
  • * [[SAGA/Datafiles/Object Name List|Object Name List]] Resources * [[SAGA/Datafiles/Object Map|Object Map]] Resources
    7 KB (890 words) - 01:46, 19 July 2007
  • | align="left" valign="top" | The view object is being updated supposed to enter and exit a room (such as the guards in the plazas in QfG2), this bit is
    12 KB (1,896 words) - 15:10, 25 October 2018
  • ...say "Quinn, it's a simple force field regulator", even if she's not in the room with you because she's stuck with Rock. * Scene 5300: If I escape this room and are recaptured (by falling into the pit again), Quinn says "Was it some
    4 KB (664 words) - 12:51, 16 March 2016
  • Number of the current [[AGIWiki/Room|room]] | Number of the previous room
    4 KB (574 words) - 19:20, 23 February 2016
  • ...ang;module, message-id&rang;</i><ref>While module was traditionally called room or resource number, I have choosen to use the terminology of the later mess ...ng. Each clickable object would be represented as an SCI instance. When an object was clicked, a method the corresponding instance would be called with a par
    8 KB (1,297 words) - 17:17, 19 January 2009
  • |The view object is being updated ...bit 3 in his signal is cleared. When he leaves, bit 3 is set, but his SCI object is not deleted.
    5 KB (876 words) - 03:08, 23 January 2011
  • * [[SCUMM/Technical_Reference/Room resources|Room resources]] * [[SCUMM/Technical_Reference/Object resources|Object resources]]
    2 KB (308 words) - 11:25, 16 November 2021
  • ...s displayed using the show.obj command (i.e. when the player “examines” an object), the first cel of the first loop is displayed on screen along with the des ...t. But since it does it this way we have to make sure that there is enough room for the flipped cel.
    9 KB (1,585 words) - 11:11, 1 February 2015
  • ...ough. Discarding resources that are being used by other [[AGIWiki/Animated object|objects]] can crash the game, and there are even more subtle bugs that can ...mory, check for views that are being loaded in the </nowiki>[[AGIWiki/Room|room]] that have unused loops or cels in them. If you can move those parts out o
    5 KB (793 words) - 15:13, 25 October 2018
  • ...[[AGIWiki/Variable|variables]], [[AGIWiki/Flag|flags]], [[AGIWiki/Animated object|objects]] and other data in the game. This significantly improves the reada Below is a typical [[AGIWiki/New room section|new room section]] of a logic file, without defines:
    2 KB (336 words) - 15:17, 25 October 2018
  • *OBC is also known as Compiled DEV7 object * A5EN_ADISPACE happens sometimes when some sound is playing in Adi's Room.
    49 KB (7,606 words) - 15:06, 22 May 2024
  • * In some locations, the explanation overlay object labels can get stuck {{Tracker|id=4815}}. ** Re-entering the first room (DOS BRA Demo only).
    3 KB (508 words) - 17:08, 21 February 2016
  • * In the first room of the game, and while walking try to click on the door on the right side, ...ynstein's monster and use it on the wall without selecting another verb or object will make you lose the plug, rendering the game incompletable. {{Tracker|id
    571 bytes (89 words) - 23:06, 22 March 2017
  • ...about the image size is present in the SMAP, this is found in the room or object header. The blast object images, these start in v6 with S&M afaik. The encoding is pretty straight f
    5 KB (767 words) - 12:56, 10 November 2009
  • ...onnection. There is a '''MAX_CONNECTIONS''' limit, and if there is no more room, connection is dropped. ...ent::open() is called. Client connection's socket is stored in that Client object. open() makes Client in '''READING_HEADERS''' state and creates a MemoryRea
    4 KB (646 words) - 10:28, 9 August 2016
  • ** Object animations - <span style="color:green">DONE</span> ** Room animations (cutscenes) - <span style="color:red">TODO</span>
    1 KB (198 words) - 16:55, 28 October 2018
  • *In the dressing room, press '4' (ghost player). Note: This only works in ScummVM. In the origina **A : Gives objects info (use enter to see next object)
    3 KB (435 words) - 09:54, 27 June 2023
  • Ctrl + G - Change Room<br> Ctrl + O - Pickup Object
    2 KB (307 words) - 22:43, 4 January 2007

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