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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

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  • 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 (7,518 words) - 13:07, 28 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

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