Search results

Jump to navigation Jump to search
  • ...rs. The first parameter is the number of the kernel function to be called, the second number undetermined (as of yet). ...lue would be pushed to the stack first, followed by the two parameters. So the stack would look like this (left means lower address, byte ordering little
    59 KB (9,371 words) - 03:08, 23 January 2011
  • a list of the games that are currently detected by ScummVM, with varying level of support For more information on how ScummVM uses game data files, see the [https://docs.scummvm.org/en/latest/use_scummvm/game_files.html user docume
    193 KB (26,046 words) - 20:40, 13 May 2024
  • The ScummVM [[Glk]] engine implements the Glk API. Under it sits a number of sub-engines, each supporting games from '''NOTE: This list is outdated.''' See the [https://github.com/scummvm/scummvm/blob/master/engines/glk/adrift/detectio
    75 KB (10,523 words) - 22:01, 27 January 2024
  • This page is meant as a reference for developers implementing the Truecolor API in their engine and backend modules. This page will provide a ...change anything, so long as the engine's ENABLE_RGB_COLOR setting matches the backend's during compilation, so that functions link properly.
    15 KB (2,106 words) - 15:17, 25 October 2018
  • ...following examples tabs are replaced by spaces for visual consistency with the Code Formatting Conventions. But in actual code, use tabs for indentations Braces in your code should look like the following example:
    11 KB (1,461 words) - 17:54, 28 March 2023
  • ...olds additional information concerning my proposal for working to redesign the current Filesystem API. It should be noted that the diagrams don't list all methods (for example, when a class inherits them) f
    21 KB (3,007 words) - 21:54, 1 August 2007
  • ...implement are described. We describe what advantage each feature gives to the engine author respectively to engine users, and sketch how to implement sup ...show the GMM ("Global Main Menu"), or maybe on a cellphone to switch it to the background during an incoming call.
    19 KB (2,657 words) - 06:04, 22 March 2021
  • ...needs a spot in memory to store it. This memory area is called the “heap”. The interpreter also sets aside a room.0 portion for data that is shared betwee Standard items on the heap include:
    18 KB (3,014 words) - 15:05, 25 October 2018
  • ...r commercially or noncommercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being co ...of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free s
    20 KB (3,280 words) - 00:08, 23 February 2009
  • Here I'll be posting all of the current progress information. Now I am analyzing the current backend code.
    12 KB (1,928 words) - 09:04, 3 August 2007
  • ...layed on the screen, it would be behind the tree but in front of the wall. The priority of a view is usually determined by its y-position. ...or “control lines” which determine where the ego (the object controlled by the player) can walk.
    23 KB (3,655 words) - 11:11, 1 February 2015
  • ...by Lance Ewing, with additions/modifications by Claudio Matsuoka based on the AGDS documentation translated by Vassili Bykov (Last updated: 22 May 1999). ...vectors. Vectors give the instructions for drawing a picture and they have the advantage of taking less space than would a bit image of a complete picture
    22 KB (3,365 words) - 02:59, 23 January 2011
  • Since some of the game variants will have files with the same name, but differing contents, differ by small sections of data within the entire file, so opening the file and looking
    18 KB (2,833 words) - 22:09, 3 November 2023
  • NOTE: many parts of this HOWTO assume the "gsoc2010-plugins" branch has been integrated into trunk. ...backend (port) of ScummVM. This HOWTO only applies to targets that can use the ELF file-format and will generally only be useful for smaller targets that
    12 KB (1,983 words) - 15:15, 25 October 2018
  • In the original PC AGI interpreter v2.936 the engine holds the color and priority/control line information for each pixel in a 160x168 byte buffer. The color data for each pixel
    101 KB (10,869 words) - 08:46, 18 July 2007
  • |companies=[[The Neverhood, Inc.]] |usedBy=[[The Neverhood]]
    5 KB (818 words) - 22:07, 28 April 2021
  • ...pper maps the events produced by the backend to those that are expected by the engine based on default bindings and user preferences. ...mited to mapping keyboard keys, it is meant to remap any kind of event. At the moment, mouse buttons, keyboard keys and joystick/gamepad buttons events ar
    7 KB (1,034 words) - 13:10, 6 March 2022
  • ..., who left the project). Feel free to remove these, or add some of them to the TODO list, or whatever. ...or games which were shipped on multiple volumes (floppies, CDs), check for the presence of at least one file per volume.
    15 KB (2,494 words) - 01:03, 4 July 2011
  • ...r, and are suggestions or recommendations rather than rules, so it's up to the developer whether to follow them or not. ...s to represent them may have the bytes ordered differently (this is called the "endianness" of values).
    8 KB (1,434 words) - 19:33, 7 May 2015
  • ...lly related to the graphics APIs for displaying the game, UI and cursor on the screen. ...tenance by having the backend split into smaller components. This requires the following:
    5 KB (751 words) - 15:47, 20 April 2022

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)