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  • ...sound-based puzzles can be enabled via the "Enable subtitles for important sound effects" option on the Game tab. ==Resources==
    3 KB (465 words) - 03:49, 21 March 2024
  • ...are what makes an AGI game unique. Together they make up the collection of resources that make the game what it is. In order to run an AGI game, you need ''all' ...Wiki/View|view]], [[AGIWiki/Picture|picture]], and [[AGIWiki/Sound|sound]] resources for the game. Most games only have a few of these files, rather than the ma
    2 KB (287 words) - 18:58, 23 February 2016
  • ...g a game to ScummVM, you should choose the subdirectory containing the AGS resources (usually ''ac2game.dat'', ''speech.vox'' and others) |Ancient Aliens - The Roots of Sound||||Untested|||||
    198 KB (26,729 words) - 18:20, 21 May 2024
  • == Resources == ...ity is not supported. It uses the exactly same scene files, but graphics, sound and videos are all PlayStation-specific.
    819 bytes (109 words) - 22:09, 28 April 2021
  • *[[The Sound of One Hand Clapping]] ==Resources==
    815 bytes (105 words) - 15:09, 28 September 2020
  • ...</tt> and <tt>getMetaEngineFromEngine</tt> which do the same thing as they sound like. These help out in various scenarios where you would need the matching ...m is that these fallback detection methods are heavily dependent on engine resources.
    11 KB (1,735 words) - 18:43, 19 October 2020
  • If you can't hear any sound, make sure that your QEMU run script has the <code>-device ES1370</code> op ==== Sharing resources ====
    13 KB (1,972 words) - 09:13, 8 January 2023
  • * [[SCI/Fan Games/F#Footsteps Sound Demo|Footsteps Sound Demo]] * [[SCI/Fan Games/S#SCI Digital Sound Pack 1 - Doors|SCI Digital Sound Pack 1 - Doors]]
    4 KB (713 words) - 06:18, 26 June 2018
  • ...ommand causes the interpreter to halt execution of the current script. The resources on the memory heap are dumped (with the exception of logic 0). The followin * If a [[AGIWiki/Sound|sound]] is playing, it is stopped.
    3 KB (512 words) - 15:11, 25 October 2018
  • ...ommand causes the interpreter to halt execution of the current script. The resources on the memory heap are dumped (with the exception of logic 0). The followin * If a [[AGIWiki/Sound|sound]] is playing, it is stopped.
    3 KB (489 words) - 15:10, 25 October 2018
  • ...er versions of FreeSCI will have to allow for dynamical loading of cdaudio resources.</ref> Thus, resource loading and hunk memory management is of no importanc ...hics and sound commands each had to be interpreted by the currently active sound and graphics drivers, and FreeSCI does nothing more than to interpret them
    2 KB (340 words) - 08:41, 20 January 2009
  • ...absolute sector but an offset that is added to a base sector for all game resources. This base sector is the beginning of the DOS '''VOL'''-equivalent. ...ion is the SOUND resource format that [[AGI/Specifications/Sound#AGI v1.12 sound format|carries over from earlier AGI versions]].
    1 KB (224 words) - 01:41, 31 May 2011
  • === Sound player === | Version 1.3.0 includes bitmap import for AGI picture resources. It uses a custom vectorization algorithm to draw outlines with the relativ
    2 KB (220 words) - 08:12, 27 May 2013
  • ** Sound (already done) * add support for AtariST sound and music resources (if different from Amiga)
    3 KB (522 words) - 17:03, 21 February 2016
  • ...A is an Atari ST version, combined with an 2.272 PC interpreter and has no sound & menu. 1.0C is an Amiga version, which uses the same interpreter as 1.0A a * Betrayal in Antara: It has SCI resources for the 2D parts (e.g. inside buildings), but it has its own modified SCI s
    37 KB (4,733 words) - 14:02, 15 May 2022
  • *[[The Sound of One Hand Clapping]] * Fingertips: I Heard a Sound
    75 KB (10,523 words) - 22:01, 27 January 2024
  • * Fix bad memory reads after scoring a goal: the game nukes the playing sound resource. * The updated version has a bad picture in the resources, which shows up as garbage, even in the original version. It crashes ScummV
    5 KB (729 words) - 10:20, 1 February 2024
  • ...into the [[SCUMM]] game engine at one point. It was possible to browse the resources using some fan-made tools, but nobody had written a full interpreter for th ...[Sam & Max Hit the Road|Sam & Max]] while fixing stuff here and there. The sound system in [[Sam & Max Hit the Road|Sam & Max]] and a large bunch of logic s
    10 KB (1,737 words) - 10:29, 5 January 2010
  • |DISK ||Selects data file containing resources for this location (it used to ask the user to switch floppy in the original |SOUND ||Specifies sound effect to be looped (as it was background music).
    5 KB (797 words) - 03:06, 23 January 2011
  • subsystems like sound, so it will be possible to play more than a single game within one use too many resources or simply are not flexible enough to work atop our backend system. Also, ou
    15 KB (2,491 words) - 13:26, 20 October 2010

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