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  • ...ks, outside of the ROOMs, so they can be accessed globally. The containing sound block looks like this: ...(PC speaker) blocks. They can also store a single SBL block for digitized sound (described in a later section). Aside from SBL, each of these blocks follow
    7 KB (1,045 words) - 01:48, 3 September 2010

Page text matches

  • RESOURCES 1403 (Scene descriptor) SCENE #76: Behind Shiala's Waterfall RESOURCES 1402 (Scene resource list)
    44 KB (3,411 words) - 20:05, 7 May 2007
  • ..., it provides a set of extended functions for displaying graphics, playing sound, receiving input, writing and reading data to and from the hard disk, and h *''sound data'' : MIDI music tracks
    10 KB (1,517 words) - 04:06, 31 January 2009
  • ...een the artist's and the programmer's effort, especially dealing with VIEW resources. The increase in the required artist's effort almost always decreases the p ...s to describe these three objects separately, associate them with the VIEW resources that will be their on-screen images, and code the whole ionisation process:
    62 KB (10,269 words) - 03:05, 23 January 2011
  • =SOUND resources= ...wavetable based MIDI songs for the soundtracks, and digitally sampled PCM sound effects.
    26 KB (3,644 words) - 16:44, 18 June 2011
  • ITE stores its resources in four data files: * [[SAGA/Datafiles#SCRIPTS.RSC|SCRIPTS.RSC]] - Script resources & dialogue
    7 KB (890 words) - 01:46, 19 July 2007
  • =The SCI0 Sound Resource Format= ...the game. With the introduction of SCI, the company took advantage of new sound hardware which allowed for far bet­ter music than the traditional PC speak
    25 KB (4,101 words) - 18:31, 2 May 2010
  • * View Resources * Pictures Resources
    18 KB (3,014 words) - 15:05, 25 October 2018
  • * 2.3 [[AGI/Specifications/Overview#Logic|LOGIC, PICTURE, SOUND, and VIEW data files]] ==[[AGI/Specifications/Resources|LOGIC resources]]==
    6 KB (627 words) - 22:22, 11 March 2017
  • * 1.4 [[SCI/Specifications/Introduction#Individual_resources|The individual resources: A summary]] ** 1.4.1 [[SCI/Specifications/Introduction#Graphical resources|Graphical resources]]
    9 KB (1,051 words) - 01:56, 6 February 2010
  • ...and ResNr, NOT by the HeapPtr it has been loaded to, except for sci_memory resources, where the parameters are the memory resource type and the handle. This function saves the game state (heap, windows, call stack, view list, sound state etc.) to the savegame with the numeric id save_nr and the description
    59 KB (9,371 words) - 03:08, 23 January 2011
  • ...in memory, not to be confused with messages (that are stored in the LOGIC resources). Controllers are menu items and keys. ...the commands and their argument types is available in [[AGI/Specifications/Resources#Command_list_and_argument_typesas | Command list and argument types table]]
    47 KB (7,439 words) - 15:12, 25 October 2018
  • ...ols. This is only intended as an overview; you'll still need to read other resources to learn 8086 assembly language, and learn how to use the various tools eff == Resources ==
    38 KB (6,771 words) - 22:42, 29 March 2024
  • * [[SCUMM/Technical_Reference/Room resources|Room resources]] * [[SCUMM/Technical_Reference/Box resources|Box resources]]
    2 KB (308 words) - 11:25, 16 November 2021
  • ==Resources - the fundamental AGI data type== ...utilities included with AGDS, in this case the input of the utilities are resources. ''(Sounds weird, but that's literally what it says. --VB)''
    33 KB (4,498 words) - 02:56, 23 January 2011
  • ...1.0, FileDialog 0.1, FileIO, FSUtil 0.1d, QuickTime PowerPlug, RearWindow, Sound Manager||Japan only|| | ||FileIO, MIX Services, MoveMouse, Sound Import Export, SWA Decompression / Streaming|| ||
    51 KB (6,629 words) - 13:17, 15 January 2024
  • * '''sierrastandard''': The file containing the sampled instruments and sound effects used in the game. ...ese directory files give the location of each of LOGIC, PICTURE, VIEW, and SOUND data within the VOL files. In version 3 of the interpreter, these files are
    17 KB (2,922 words) - 07:35, 6 March 2017
  • === Resources === ...vol.0 (or vol.x for multi-disk games). These file types are PICTURE, VIEW, SOUND, and LOGIC. The maximum amount of these in any AGI game is 256.
    14 KB (2,417 words) - 15:16, 25 October 2018
  • * Visible\Resources you can set if the window of Resources is preopened if you start a Game. * A5EN_ADISPACE happens sometimes when some sound is playing in Adi's Room.
    48 KB (7,551 words) - 17:34, 30 April 2024
  • A LFL file is made of several resources, stored as chunks. The first chunk contains the [[SCUMM/Technical_Reference/Room resources|room resource]], following by one or more of:
    1 KB (199 words) - 13:00, 16 November 2021
  • 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
  • ==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
  • ...atures. In particular they often have no (full) keyboard and quite limited resources: Little RAM, little permanent storage space, not that much CPU power, or a * [http://sox.sourceforge.net/ SOX], the swiss army knife of sound processing programs, also contains resampling code.
    14 KB (2,293 words) - 07:40, 9 May 2008
  • ...Wiki/Picture|picture]], [[AGIWiki/View|view]], and [[AGIWiki/Sound|sound]] resources together in a single file. Most games have multiple Vol files for two reaso There is no required ordering of the resources within a Vol file. The resources are indexed in the LOGDIR, PICDIR, VIEWDIR, and SNDDIR files, which contain
    2 KB (292 words) - 21:43, 16 February 2013
  • ...IWiki/View|view]], [[AGIWiki/Picture|picture]] and [[AGIWiki/Sound|sound]] resources and to receive and act on input from the player, thus determining everythin ...e programmed in a special language specific to AGI and compiled into logic resources. The logic programming language is similar to standard programming language
    1 KB (178 words) - 10:39, 23 January 2022
  • ...ndex file contains special information to allow quick random access to the resources in the other game files. It also includes the room names and some max limit == DSOU - Directory of Sound ==
    11 KB (1,612 words) - 13:32, 16 November 2021
  • === Sound === * Ween: Wrong speaker sound when putting away items on some machines.
    6 KB (885 words) - 18:30, 28 April 2024
  • ...d [[AGIWiki/Sound|Sound]] editor. However, it does allow Picture and Sound resources to be imported from other programs and added to a game's resource files. It ...he suite are editors for [[AGIWiki/Logic|Logic]] and [[AGIWiki/View|View]] resources. Also included is a [[AGIWiki/WORDS.TOK|WORDS.TOK]] editor, an OBJECT edito
    6 KB (1,000 words) - 19:37, 6 October 2020
  • ...t least one case, position inside) the tracks. The VGA version has all its sound and music stuffed into one long audio track, and expects everything to be e ...is only used by the EGA version, when using MIDI (preferably Roland MT-32) sound. It should be timed so that music reaches a crescendo as the screen changes
    11 KB (1,753 words) - 18:49, 28 June 2023
  • * [[PalmOS]] -- small screen, no keyboard, low resources, low memory * [[SymbianOS]] -- small screen, no keyboard, low resources, low memory
    5 KB (733 words) - 19:06, 4 November 2008
  • ...re used for the music but PC Speaker instruments are also available in the resources. ...on with the initial version (only the resource loading/unpacking and music/sound routines have been re-used). This was the second evolution of the engine ('
    1 KB (184 words) - 23:42, 24 July 2020
  • = Missing/corrupt Resources = * Jones CD: The sound track in some versions contained junk at the beginning, which results in th
    18 KB (3,132 words) - 08:41, 11 December 2020
  • | If the score has changed (var (3)) or the sound has been | | resources except | |
    5 KB (278 words) - 16:29, 7 August 2013
  • ...ed - allowed one to view VIEW resources, add, extract, delete and renumber resources ...i/AGIGLUE|AGIGLUE]] which allows you to create AGI v2 or v3 vol files from resources stored as files.
    6 KB (845 words) - 17:23, 23 February 2022
  • ...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|||||
    193 KB (25,953 words) - 17:04, 8 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
  • ** Sound (already done) * add support for AtariST sound and music resources (if different from Amiga)
    3 KB (522 words) - 17:03, 21 February 2016
  • ...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
  • ...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
  • ...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
  • * Add fading between pages - do full preloading (including sound) and use the relevant cursors. * Support the other sound sync cues.
    3 KB (405 words) - 18:41, 5 July 2017
  • ...crashes in the original interpreter, too. The file containing all the bad resources is resource.001. In order to fix this, the associated files from the CD ver * sound 141, 144, 146, 147, 148
    1 KB (200 words) - 13:21, 8 March 2012
  • ...Wiki/Picture|picture]], [[AGIWiki/View|view]], and [[AGIWiki/Sound|sound]] resources, the [[AGIWiki/WORDS.TOK|WORDS.TOK]] file and [[AGIWiki/OBJECT file|OBJECT
    2 KB (299 words) - 15:04, 19 May 2012
  • | The number of 256-byte lots of free memory available for resources | Number of sound channels (PC = 1, Tandy = 3)
    4 KB (574 words) - 19:20, 23 February 2016
  • *[[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
  • ScummEX is a [http://www.scummvm.org ScummVM] sub-project to display the resources in [[SCUMM]] games. ...ently supports [[SCUMM/Versions|SCUMM Versions]] 5 and 6. It can read the sound samples in MONSTER.SOU files and play them back or save them to WAV files.
    725 bytes (105 words) - 23:24, 18 November 2021
  • ** Ambient and Sound Effects: .amv *** Images has 8BIM additional resources from Photoshop file format (https://www.adobe.com/devnet-apps/photoshop/fil
    4 KB (516 words) - 16:48, 27 January 2024
  • ...according to information stored in the font resource, interpret SCI0 sound resources, and provide input events to the SCI bytecode.
    2 KB (281 words) - 16:48, 18 February 2009