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128 bytes added ,  15:03, 25 October 2018
m
Text replacement - "</source>" to "</syntaxhighlight>"
When you look into your .scummvmrc or scummvm.ini (depending on the platform), you will find that generally it has following structure
<source syntaxhighlight lang="INI">
[scummvm]
globalkey1=foo
language=en
platform=pc
</sourcesyntaxhighlight>
What you see here is several sections designated by identifiers in square brackets and set of key/value pairs belonging to each such section.
Targets generated by Advanced Detector have the following structure:
<code>
GAMEID-DEMO-CD-PLATFORM-LANG
</code>
The target generation is affected by AD flags. The flags which have influence are: ADGF_CD, ADGF_DEMO, ADGF_DROPLANGUAGE.
== PlainGameDescriptor table ==
<source syntaxhighlight lang="cpp">
struct PlainGameDescriptor {
const char *gameid;
const char *description;
};
</sourcesyntaxhighlight>
This table contains all gameids which are known by the engine. Also each gameid contains a full human-readable description, which is used to provide the '''description''' field in the ScummVM configuration file.
Typical PlainGameDescriptor table:
<source syntaxhighlight lang="cpp">
static const PlainGameDescriptor cineGames[] = {
{"cine", "Cinematique evo.1 engine game"},
{0, 0}
};
</sourcesyntaxhighlight>
Please note that it is NULL-terminated, and also contains the generic gameid ''cine'' which is used by fallback detection.
ADGameDescription table has the following structure:
<source syntaxhighlight lang="cpp">
struct ADGameDescription {
const char *gameid;
const char *guioptions;
};
</sourcesyntaxhighlight>
'''gameid''' -- This is the gameid. Mainly it is used for taking the game description from the ''PlainGameDescriptor'' table.
Typical ADGameDescription table will look as follows:
<source syntaxhighlight lang="cpp">
static const ADGameDescription gameDescriptions[] = {
{
{ AD_TABLE_END_MARKER, 0, 0 }
};
</sourcesyntaxhighlight>
== ADGameFileDescription structure ==
<source syntaxhighlight lang="cpp">
struct ADGameFileDescription {
const char *fileName; ///< Name of described file.
int32 fileSize; ///< Size of the described file. Set to -1 to ignore.
};
</sourcesyntaxhighlight>
'''fileName''' -- name of the file. It is case insensitive, but historically we use lowercase names.
== Upgrading obsolete gameids ==
<source syntaxhighlight lang="cpp">
static const Engines::ObsoleteGameID obsoleteGameIDsTable[] = {
{"simon1acorn", "simon1", Common::kPlatformAcorn},
{0, 0, Common::kPlatformUnknown}
};
</sourcesyntaxhighlight>
= AdvancedMetaEngine =
== Engine constructor ==
<source syntaxhighlight lang="cpp">
AdvancedMetaEngine(const void *descs, uint descItemSize, const PlainGameDescriptor *gameids);
</sourcesyntaxhighlight>
'''descs''' must point to a list of ''ADGameDescription'' structures, or their supersets.
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