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  • =Other game data= ...the prefix "fore". If "forest" comes immediately after "forearm", then the data for "forest" will specify that it will start with the first four characters
    6 KB (993 words) - 22:04, 30 November 2011
  • #REDIRECT [[AGI/Specifications/Data]]
    37 bytes (4 words) - 16:44, 6 January 2007
  • #REDIRECT [[AGI/Specifications/Data]]
    37 bytes (4 words) - 16:35, 6 January 2007
  • =Standard data types= There are a number of standard data types defined in <tt>src/include/gfx_system.h</tt> which are used all over
    9 KB (1,562 words) - 16:06, 20 January 2009
  • The MIDI data fed to iMUSE can contain (and to some extent needs) some special SysEx comm ...the following descriptions, each line corresponds to one or more bytes of data.
    7 KB (967 words) - 01:46, 3 September 2010
  • 23 bytes (2 words) - 22:18, 28 December 2011
  • [[File:Data_Flow_Diagram.png|thumb|200px|Data Flow Diagram]] Client reads data from socket, and only reads more data from socket when stream gets empty.
    4 KB (646 words) - 10:28, 9 August 2016

Page text matches

  • # R that it should be copied as raw data. There are probably files that should M PP Disk 1:PP Data:JMP PP Resources
    37 KB (7,620 words) - 01:19, 18 March 2013
  • RESOURCES 1407 (Animation data) RESOURCES 1406 (Animation data)
    44 KB (3,411 words) - 20:05, 7 May 2007
  • RESOURCES 296 (Animation data) Boar Castle animation RESOURCES 305 (Animation data) Torches & Mud bubbles
    52 KB (3,953 words) - 20:04, 7 May 2007
  • == Scumm 6 data format == ...ms. Later games came on CD and all data was grouped into 2 files. The main data file is merely a big bunch of room files put together. The second file is a
    13 KB (1,952 words) - 11:42, 11 April 2011
  • ...o [http://audacity.sourceforge.net/ Audacity] using raw 8-bit signed audio data import and played them and they sounded alright). ...EPSNAR.H32, ELECGTR1.H32, SLAPBAS1.H32, STRSECT1.H32) in addition to other data.
    20 KB (2,924 words) - 17:39, 5 May 2018
  • ...ical functions. In version 0.xxx of the interpreter, Sierra split the game data into nine different types of information: *''script data'' : SCI scripts and local data
    10 KB (1,517 words) - 04:06, 31 January 2009
  • ...d, for dumping structures from memory of a target process and for changing data in memory on the fly. Works for newer binaries of games (32bit and Windows When dealing with data, you'll frequently see cases like
    38 KB (6,771 words) - 22:42, 29 March 2024
  • different data types is independent (for example, there can be a ==Resources - the fundamental AGI data type==
    33 KB (4,498 words) - 02:56, 23 January 2011
  • ...till contain MIDI data, but the wave data is appended at the end. The MIDI data is an approximation of the sound effect for hardware that can’t play digi :Wave devices play digital sound data. They could be used in conjunction with one of the above devices to add spe
    25 KB (4,101 words) - 18:31, 2 May 2010
  • ...nt method of sound generation than the IBM compatibles of today. The sound data was stored to make it easy to send to the Junior's sound generators. This f ...a fourth option, which borrows the frequency of the third pure voice. The data stored in the AGI games is designed to be sent to these four voices.
    26 KB (3,644 words) - 16:44, 18 June 2011
  • Still, we need to access files: we have to find and load the game data, GUI themes, save states, config files and more (and also have to store sav ...still many parts of ScummVM which try to work with "paths" to access file data.
    14 KB (2,293 words) - 07:40, 9 May 2008
  • ...is called the “heap”. The interpreter also sets aside a room.0 portion for data that is shared between rooms. * Room.0 Data
    18 KB (3,014 words) - 15:05, 25 October 2018
  • =Standard data types= There are a number of standard data types defined in <tt>src/include/gfx_system.h</tt> which are used all over
    9 KB (1,562 words) - 16:06, 20 January 2009
  • ==Data Files== Working with data files from SCI32 Macintosh CDs is difficult. Some of these difficulties are
    7 KB (1,119 words) - 16:15, 22 May 2022
  • ...Next as compression is the default activity. If you are compressing Touche data files, you need to select advanced mode and then compress_touche, as the to ...know it already. For some games this is obvious as there only is a single data file. For games that ship on multiple disks, select the first disk on this
    24 KB (3,966 words) - 10:39, 10 September 2023
  • ...ifferent architectures, so take into account byte ordering when reading in data from game files: ** The absolute worst way to read data is read a block and try to cast it directly to a structure pointer. This is
    8 KB (1,434 words) - 19:33, 7 May 2015
  • ...he big difference is that in V1 and V2, the font is not stored in the game data files, but rather is hardcoded into the executable. After this header the character data starts. Every character in the charset takes up exactly 8 bytes, representi
    6 KB (853 words) - 14:32, 7 December 2023
  • Note: Except when noted otherwise, 16 bit data is stored in little endian format (i.e. the value has the least significant ===Cel data===
    15 KB (2,356 words) - 02:57, 23 January 2011
  • line information for each pixel in a 160x168 byte buffer. The color data for each pixel is held in the byte's lower 4 bits and the priority/control line data is held in the upper
    101 KB (10,869 words) - 08:46, 18 July 2007
  • ...utable combined with a "resource" folder containing plug-ins and the title data segments. ===The game data segments===
    6 KB (909 words) - 02:09, 23 September 2022

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