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  • ...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
    191 KB (25,678 words) - 17:00, 22 April 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 Under it sits a number of sub-engines, each supporting games from '''NOTE: This list is outdated.'''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
  • ...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
  • ...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
  • ...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
  • ...everything is locally compiled from source, so you always get binaries for the specific compiler and architecture you're using. ...nstructions, just run the following command from the vcpkg folder to build the libraries:
    9 KB (1,330 words) - 10:22, 1 January 2024
  • void ...rameters (think of them as the Four Accessories of a kernel function) mean the following:
    2 KB (311 words) - 01:08, 24 January 2009
  • ...pixels are written to the 256-color part (i.e. the right 160x168 half) of the 320x168 memory buffer. Thanks Nick. You can check out the disassemblies if you're interested at the
    18 KB (1,860 words) - 09:24, 17 July 2007
  • Selectors are very important for some of the kernel functions. BaseSetter(), Animate(), Display(), GetEvent() and others ...ap_selectors(), which is located at the end of src/core/script.c (just use the "FIND_SELECTOR" macro).
    2 KB (356 words) - 01:16, 24 January 2009

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