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  • games will need to be targeted on a case-by-case, feature-by-feature basis, this is ...st of the games that are currently detected by ScummVM, with varying level of support
    191 KB (25,678 words) - 17:00, 22 April 2024
  • ...ocuses on resources and tools for reversing DOS game executables, but much of the strategies discussed may apply equally to other systems and debugging t ...games. It is not as mature as IDA and is missing some features, but it has a nice decompiler.
    38 KB (6,771 words) - 22:42, 29 March 2024
  • ...much all of the file formats were figured out and documented, and a suite of programs which would allow you create and edit AGI games was created. This ...r Nesterov who supplied the package and performed the original translation of the documentation, we can now benefit from this project. Vassili Bykov has
    62 KB (10,269 words) - 03:05, 23 January 2011
  • Currently, Windows Release Builds (1.2.0 and earlier) open a console window in addition to the normal ScummVM GUI window. There is a perennial argument as to whether this is a good or a bad thing, mainly with respect to novice Windows users.
    27 KB (4,492 words) - 21:45, 28 October 2010
  • ...h several paths and newly added games. You will see a '#' attached to this kind. |Zak McKracken C64||N/A||N/A||None||None||None
    12 KB (1,976 words) - 16:45, 21 February 2009
  • * Anything between brackets means it's either a key or a combination of keys. So [CTRL + D] means you push the CONTROL-key and the D-key '''at the * Words between asterisks should be replaced with a proper word/object/thing. So "PITCH *object name*" means you should type th
    59 KB (9,808 words) - 07:13, 5 June 2020
  • ...h several paths and newly added games. You will see a '#' attached to this kind. |#Maniac Mansion v2||N/A||N/A||None||None||None
    13 KB (1,995 words) - 21:57, 25 August 2008
  • If you'd like to get involved in ScummVM - or one of our sister projects, such as ResidualVM - we'd love to help you get starte We've had a lot of successful student projects as part of Google's Summer of Code in previous years -- we hope to inspire you to work with us and (hopef
    19 KB (3,123 words) - 14:02, 21 March 2016
  • ...Up Mother Goose, Gold Rush and Manhunter 1 and 2. There were also a number of demos that were written in AGI: the XMAS animated christmas card, King's Qu =Versions of the AGI interpreter=
    17 KB (2,922 words) - 07:35, 6 March 2017
  • ...t was last maintained by [[User:Jubanka|Jubanka]], following the footsteps of [[User:Arisme|Arisme]] and Vasyl Tsvirkunov. ...e CE core released under both Pocket PC and Windows Mobile trademarks. The two latter are mostly intended for use in PDAs and smartphones specifically, er
    19 KB (3,298 words) - 10:29, 3 June 2020
  • We've had a lot of successful student projects as part of Google's Summer of Code in previous years -- we hope to inspire you to work with us and (hopef ...f C++. Some of the tasks might need more specialized knowledge (working on a 3D game engine may need you to understand some OpenGL and 3D math, and some
    18 KB (2,924 words) - 20:57, 27 March 2022
  • ...h a quick overview of the facts before turning to the more elaborate parts of this document. ...ded by the creators. The number of engines is constantly growing thanks to a very agile and diversified development team.
    15 KB (2,413 words) - 20:10, 11 March 2009
  • ...cts for the [http://www.google-melange.com/archive/gsoc/2010 Google Summer of Code 2010]. See also Google's [http://www.google-melange.com/archive/gsoc/2 == Adding a testing framework for ScummVM's subsystems ==
    16 KB (2,660 words) - 18:27, 25 April 2018
  • We've had a lot of successful student projects as part of Google's Summer of Code in previous years -- we hope to inspire you to work with us and (hopef ...f C++. Some of the tasks might need more specialized knowledge (working on a 3D game engine may need you to understand some OpenGL and 3D math, and some
    18 KB (2,839 words) - 20:25, 18 April 2023
  • ...h a quick overview of the facts before turning to the more elaborate parts of this document. ...ded by the creators. The number of engines is constantly growing thanks to a very agile and diversified development team.
    15 KB (2,383 words) - 14:55, 10 March 2011
  • ...h a quick overview of the facts before turning to the more elaborate parts of this document. ...ded by the creators. The number of engines is constantly growing thanks to a very agile and diversified development team.
    14 KB (2,325 words) - 21:45, 11 September 2016
  • ...ally called room or resource number, I have choosen to use the terminology of the later message interface here.</ref> as index into the text resources. W ...specifying which icon was used. The action linked to each icon was called a verb, and the method doVerb.
    8 KB (1,297 words) - 17:17, 19 January 2009
  • This is a place intended for information about the [[Cine|Cinématique]] engine's int ...ic to Operation Stealth rather than apply to Future Wars and/or Cruise For A Corpse too)
    20 KB (2,924 words) - 17:39, 5 May 2018
  • ...sources that contain information valuable to current and future developers of ScummVM. ...the tips for using Git here: [[Git tips]].<br>In particular, note the use of feature branches, when working on refactoring or other large connected chan
    21 KB (3,322 words) - 09:51, 10 August 2023
  • ...the priority screen. I will go into a more detailed explanation of that in a minute. First, I'm going to explain what all those stupid buttons do. | A
    14 KB (2,451 words) - 13:33, 28 January 2015

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