[Scummvm-cvs-logs] SF.net SVN: scummvm: [28020] scummex/branches/gsoc2007-gameresbrowser

zbychs at users.sourceforge.net zbychs at users.sourceforge.net
Wed Jul 11 02:59:05 CEST 2007


Revision: 28020
          http://scummvm.svn.sourceforge.net/scummvm/?rev=28020&view=rev
Author:   zbychs
Date:     2007-07-10 17:59:04 -0700 (Tue, 10 Jul 2007)

Log Message:
-----------
Trying to be Mac compatible...

Modified Paths:
--------------
    scummex/branches/gsoc2007-gameresbrowser/src/gui/Test1.cpp
    scummex/branches/gsoc2007-gameresbrowser/src/gui/Test2.cpp
    scummex/branches/gsoc2007-gameresbrowser/src/plugins/scumm/ScummBlockInfoPresenter.cpp
    scummex/branches/gsoc2007-gameresbrowser/wxdev/Browser.layout

Added Paths:
-----------
    scummex/branches/gsoc2007-gameresbrowser/src/help/
    scummex/branches/gsoc2007-gameresbrowser/src/help/CMIOpcodes.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/GRIMOpcodes.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/MIDIs.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/encycl.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/help.hhc
    scummex/branches/gsoc2007-gameresbrowser/src/help/help.hhk
    scummex/branches/gsoc2007-gameresbrowser/src/help/help.hhp
    scummex/branches/gsoc2007-gameresbrowser/src/help/index.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/newfrmt.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/oldfrmt.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/sizes.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/spec.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specADL.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specAMI.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specAPAL.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specCLUT.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specDATA.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specFRMT.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specF_IMC.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specF_IMX.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specF_LUA.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specF_TXT.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specF_WAV.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specGMD.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specJUMP.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specLABN.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specLB83.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specLECF.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specLFLF.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specLOFF.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specMAP.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specMCMP.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specMIDI.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specNPAL.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specOBCD.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specOBNA.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specOFFS.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specPALS.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specREGN.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specRIFF.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specRMSC.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specRNAM.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specROL.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specROOM.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specSPK.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specSTOP.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specSYNC.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specTEXT.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specTRNS.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specWRAP.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/specform.html
    scummex/branches/gsoc2007-gameresbrowser/src/help/speciMUS.html

Modified: scummex/branches/gsoc2007-gameresbrowser/src/gui/Test1.cpp
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/gui/Test1.cpp	2007-07-10 23:40:55 UTC (rev 28019)
+++ scummex/branches/gsoc2007-gameresbrowser/src/gui/Test1.cpp	2007-07-11 00:59:04 UTC (rev 28020)
@@ -12,6 +12,7 @@
 #include "MainForm.h"
 
 #include <wx/filename.h>
+#include <wx/stdpaths.h>
 
 #include <iostream>
 #include <fstream>
@@ -56,6 +57,8 @@
 /////////////////////////////////////////////////////////////////////////////
 /////////////////////////////////////////////////////////////////////////////
 
+wxString getResourcePath(const wxString& resourceName);
+
 void MainForm::OnTest0(wxCommandEvent& event) {
 
 	OnTest1Cleanup(event);
@@ -73,10 +76,13 @@
 
 	rootChain->addObject(rootDir);
 
-	wxFileName doll(wxT("data"), wxT("lalka.bmp"));
-	wxFileName dog(wxT("data"), wxT("pies.bmp"));
-	wxFileName foxes(wxT("data"), wxT("lisy.bmp"));
+	wxString dataDir = getResourcePath(wxT("data"));
+	wxFileName dataFN(dataDir, wxEmptyString);
 
+	wxFileName doll(dataDir, wxT("lalka.bmp"));
+	wxFileName dog(dataDir, wxT("pies.bmp"));
+	wxFileName foxes(dataDir, wxT("lisy.bmp"));
+
 	if (doll.IsOk() && doll.FileExists() && doll.IsFileReadable())
 		rootDir->addFile(wxT("Doll"), toString(doll.GetFullPath()));
 
@@ -109,12 +115,15 @@
 
 	rootChain->addObject(rootDir);
 
+	wxString dataDir = getResourcePath(wxT("data"));
+	wxFileName dataFN(dataDir, wxEmptyString);
 
-	wxFileName doll(wxT("data"), wxT("lalka.bmp"));
-	wxFileName dog(wxT("data"), wxT("pies.bmp"));
-	wxFileName foxes(wxT("data"), wxT("lisy.bmp"));
+	wxFileName doll(dataDir, wxT("lalka.bmp"));
+	wxFileName dog(dataDir, wxT("pies.bmp"));
+	wxFileName foxes(dataDir, wxT("lisy.bmp"));
 
-	rootDir->addSubDir(wxT("data"), wxT("data"));
+	if (dataFN.IsOk() && dataFN.DirExists() && dataFN.IsDirReadable())
+		rootDir->addSubDir(wxT("data"), dataDir);
 
 	if (doll.IsOk() && doll.FileExists() && doll.IsFileReadable())
 		rootDir->addFile(wxT("Doll"), toString(doll.GetFullPath()));

Modified: scummex/branches/gsoc2007-gameresbrowser/src/gui/Test2.cpp
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/gui/Test2.cpp	2007-07-10 23:40:55 UTC (rev 28019)
+++ scummex/branches/gsoc2007-gameresbrowser/src/gui/Test2.cpp	2007-07-11 00:59:04 UTC (rev 28020)
@@ -12,6 +12,7 @@
 #include "MainForm.h"
 
 #include <wx/filename.h>
+#include <wx/stdpaths.h>
 
 #include <iostream>
 #include <fstream>
@@ -88,6 +89,33 @@
 /////////////////////////////////////////////////////////////////////////////
 /////////////////////////////////////////////////////////////////////////////
 
+//outputs a Native path
+wxString getResourcesDir() {
+#ifdef UNIX
+	wxFileName execFN(wxStandardPaths::Get().GetExecutablePath());
+	wxStandardPaths::Get().SetInstallPrefix(execFN.GetPath());
+#endif
+	wxString dataDir = wxStandardPaths::Get().GetResourcesDir();
+	return dataDir;
+}
+
+//expects input as Linux path relative to the resources dir, outputs a Native path
+wxString getResourcePath(const wxString& resourceName) {
+	wxString dataDir = getResourcesDir();
+	wxFileName dataFN(dataDir, wxEmptyString, wxPATH_NATIVE);
+	wxFileName resFN(resourceName, wxPATH_UNIX);
+	for (int i = 0; i < resFN.GetDirCount(); ++i)
+		dataFN.AppendDir(resFN.GetDirs()[i]);
+	if (resFN.HasName())
+		dataFN.SetName(resFN.GetName());
+	if (resFN.HasExt())
+		dataFN.SetExt(resFN.GetExt());
+	return dataFN.GetFullPath(wxPATH_NATIVE);
+}
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
 void MainForm::OnTest2(wxCommandEvent& event) {
 
 	OnTest1Cleanup(event);
@@ -105,8 +133,12 @@
 
 	rootChain->addObject(rootDir);
 
-	rootDir->addSubDir(wxT("data"), wxT("data"));
+	wxString dataDir = getResourcePath(wxT("data"));
+	wxFileName dataFN(dataDir, wxEmptyString);
 
+	if (dataFN.IsOk() && dataFN.DirExists() && dataFN.IsDirReadable())
+		rootDir->addSubDir(wxT("data"), dataDir);
+
 	ExplorationTree::get()->realizeVisible();
 }
 

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/CMIOpcodes.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/CMIOpcodes.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/CMIOpcodes.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,534 @@
+<HTML>
+<HEAD>
+ <TITLE>CMI Script Opcodes</TITLE>
+ <META NAME="resource-type" CONTENT="document">
+ <LINK REL=StyleSheet HREF="tables.css" TYPE="text/css">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>CMI Script Opcodes</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+
+Following is a total list of script opcodes used in Curse of Monkey Island.
+The ones having only a number as their name are likely to be unused.<P>
+</FONT>
+<TABLE WIDTH="100%" CLASS=cmitable>
+<TR><TD WIDTH="10%"><B>Decimal</B></TD><TD WIDTH="10%"><B>Hex</B></TD><TD WIDTH="40%"><B>Opcode Name</B></TD><TD WIDTH="40%"><B>Description</B></TD></TR>
+<TR><TD>0</TD><TD>000</TD><TD>O_0</TD></TR>
+<TR><TD>1</TD><TD>001</TD><TD>O_PUSH_NUMBER</TD><TD>Push number onto stack.</TD></TR>
+<TR><TD>2</TD><TD>002</TD><TD>O_PUSH_VARIABLE</TD><TD>Push variable onto stack.</TD></TR>
+<TR><TD>3</TD><TD>003</TD><TD>O_PUSH_ARRAY_VALUE</TD><TD>Push array value onto stack.</TD></TR>
+<TR><TD>4</TD><TD>004</TD><TD>O_PUSH_ARRAY2_VALUE</TD><TD>?</TD></TR>
+<TR><TD>5</TD><TD>005</TD><TD>O_DUP</TD></TR>
+<TR><TD>6</TD><TD>006</TD><TD>O_POP</TD><TD>Pop value from stack.</TD></TR>
+<TR><TD>7</TD><TD>007</TD><TD>O_NOT</TD><TD>NOT (!)</TD></TR>
+<TR><TD>8</TD><TD>008</TD><TD>O_EQ</TD><TD>Equals (=)</TD></TR>
+<TR><TD>9</TD><TD>009</TD><TD>O_NEQ</TD><TD>Does not equal (!=)</TD></TR>
+<TR><TD>10</TD><TD>00A</TD><TD>O_GT</TD><TD>Greater than (>)</TD></TR>
+<TR><TD>11</TD><TD>00B</TD><TD>O_LT</TD><TD>Less than (<)</TD></TR>
+<TR><TD>12</TD><TD>00C</TD><TD>O_LEQ</TD><TD>Less than or equal (<=)</TD></TR>
+<TR><TD>13</TD><TD>00D</TD><TD>O_GEQ</TD><TD>Greater than or equal (>=)</TD></TR>
+<TR><TD>14</TD><TD>00E</TD><TD>O_ADD</TD><TD>Add (+)</TD></TR>
+<TR><TD>15</TD><TD>00F</TD><TD>O_SUB</TD><TD>Subtract (-)</TD></TR>
+<TR><TD>16</TD><TD>010</TD><TD>O_MUL</TD><TD>Multiply (*)</TD></TR>
+<TR><TD>17</TD><TD>011</TD><TD>O_DIV</TD><TD>Divide (/)</TD></TR>
+<TR><TD>18</TD><TD>012</TD><TD>O_LAND</TD><TD>Logical AND</TD></TR>
+<TR><TD>19</TD><TD>013</TD><TD>O_LOR</TD><TD>Logical OR</TD></TR>
+<TR><TD>20</TD><TD>014</TD><TD>O_BAND</TD><TD>Boolean AND</TD></TR>
+<TR><TD>21</TD><TD>015</TD><TD>O_BOR</TD><TD>Boolean OR</TD></TR>
+<TR><TD>22</TD><TD>016</TD><TD>O_MOD</TD><TD>Modulus (%)</TD></TR>
+<TR><TD>23</TD><TD>017</TD><TD>O_23</TD></TR>
+<TR><TD>24</TD><TD>018</TD><TD>O_24</TD></TR>
+<TR><TD>25</TD><TD>019</TD><TD>O_25</TD></TR>
+<TR><TD>26</TD><TD>01A</TD><TD>O_26</TD></TR>
+<TR><TD>27</TD><TD>01B</TD><TD>O_27</TD></TR>
+<TR><TD>28</TD><TD>01C</TD><TD>O_28</TD></TR>
+<TR><TD>29</TD><TD>01D</TD><TD>O_29</TD></TR>
+<TR><TD>30</TD><TD>01E</TD><TD>O_30</TD></TR>
+<TR><TD>31</TD><TD>01F</TD><TD>O_31</TD></TR>
+<TR><TD>32</TD><TD>020</TD><TD>O_32</TD></TR>
+<TR><TD>33</TD><TD>021</TD><TD>O_33</TD></TR>
+<TR><TD>34</TD><TD>022</TD><TD>O_34</TD></TR>
+<TR><TD>35</TD><TD>023</TD><TD>O_35</TD></TR>
+<TR><TD>36</TD><TD>024</TD><TD>O_36</TD></TR>
+<TR><TD>37</TD><TD>025</TD><TD>O_37</TD></TR>
+<TR><TD>38</TD><TD>026</TD><TD>O_38</TD></TR>
+<TR><TD>39</TD><TD>027</TD><TD>O_39</TD></TR>
+<TR><TD>40</TD><TD>028</TD><TD>O_40</TD></TR>
+<TR><TD>41</TD><TD>029</TD><TD>O_41</TD></TR>
+<TR><TD>42</TD><TD>02A</TD><TD>O_42</TD></TR>
+<TR><TD>43</TD><TD>02B</TD><TD>O_43</TD></TR>
+<TR><TD>44</TD><TD>02C</TD><TD>O_44</TD></TR>
+<TR><TD>45</TD><TD>02D</TD><TD>O_45</TD></TR>
+<TR><TD>46</TD><TD>02E</TD><TD>O_46</TD></TR>
+<TR><TD>47</TD><TD>02F</TD><TD>O_47</TD></TR>
+<TR><TD>48</TD><TD>030</TD><TD>O_48</TD></TR>
+<TR><TD>49</TD><TD>031</TD><TD>O_49</TD></TR>
+<TR><TD>50</TD><TD>032</TD><TD>O_50</TD></TR>
+<TR><TD>51</TD><TD>033</TD><TD>O_51</TD></TR>
+<TR><TD>52</TD><TD>034</TD><TD>O_52</TD></TR>
+<TR><TD>53</TD><TD>035</TD><TD>O_53</TD></TR>
+<TR><TD>54</TD><TD>036</TD><TD>O_54</TD></TR>
+<TR><TD>55</TD><TD>037</TD><TD>O_55</TD></TR>
+<TR><TD>56</TD><TD>038</TD><TD>O_56</TD></TR>
+<TR><TD>57</TD><TD>039</TD><TD>O_57</TD></TR>
+<TR><TD>58</TD><TD>03A</TD><TD>O_58</TD></TR>
+<TR><TD>59</TD><TD>03B</TD><TD>O_59</TD></TR>
+<TR><TD>60</TD><TD>03C</TD><TD>O_60</TD></TR>
+<TR><TD>61</TD><TD>03D</TD><TD>O_61</TD></TR>
+<TR><TD>62</TD><TD>03E</TD><TD>O_62</TD></TR>
+<TR><TD>63</TD><TD>03F</TD><TD>O_63</TD></TR>
+<TR><TD>64</TD><TD>040</TD><TD>O_64</TD></TR>
+<TR><TD>65</TD><TD>041</TD><TD>O_65</TD></TR>
+<TR><TD>66</TD><TD>042</TD><TD>O_66</TD></TR>
+<TR><TD>67</TD><TD>043</TD><TD>O_67</TD></TR>
+<TR><TD>68</TD><TD>044</TD><TD>O_68</TD></TR>
+<TR><TD>69</TD><TD>045</TD><TD>O_69</TD></TR>
+<TR><TD>70</TD><TD>046</TD><TD>O_70</TD></TR>
+<TR><TD>71</TD><TD>047</TD><TD>O_71</TD></TR>
+<TR><TD>72</TD><TD>048</TD><TD>O_72</TD></TR>
+<TR><TD>73</TD><TD>049</TD><TD>O_73</TD></TR>
+<TR><TD>74</TD><TD>04A</TD><TD>O_74</TD></TR>
+<TR><TD>75</TD><TD>04B</TD><TD>O_75</TD></TR>
+<TR><TD>76</TD><TD>04C</TD><TD>O_76</TD></TR>
+<TR><TD>77</TD><TD>04D</TD><TD>O_77</TD></TR>
+<TR><TD>78</TD><TD>04E</TD><TD>O_78</TD></TR>
+<TR><TD>79</TD><TD>04F</TD><TD>O_79</TD></TR>
+<TR><TD>80</TD><TD>050</TD><TD>O_80</TD></TR>
+<TR><TD>81</TD><TD>051</TD><TD>O_81</TD></TR>
+<TR><TD>82</TD><TD>052</TD><TD>O_82</TD></TR>
+<TR><TD>83</TD><TD>053</TD><TD>O_83</TD></TR>
+<TR><TD>84</TD><TD>054</TD><TD>O_84</TD></TR>
+<TR><TD>85</TD><TD>055</TD><TD>O_85</TD></TR>
+<TR><TD>86</TD><TD>056</TD><TD>O_86</TD></TR>
+<TR><TD>87</TD><TD>057</TD><TD>O_87</TD></TR>
+<TR><TD>88</TD><TD>058</TD><TD>O_88</TD></TR>
+<TR><TD>89</TD><TD>059</TD><TD>O_89</TD></TR>
+<TR><TD>90</TD><TD>05A</TD><TD>O_90</TD></TR>
+<TR><TD>91</TD><TD>05B</TD><TD>O_91</TD></TR>
+<TR><TD>92</TD><TD>05C</TD><TD>O_92</TD></TR>
+<TR><TD>93</TD><TD>05D</TD><TD>O_93</TD></TR>
+<TR><TD>94</TD><TD>05E</TD><TD>O_94</TD></TR>
+<TR><TD>95</TD><TD>05F</TD><TD>O_95</TD></TR>
+<TR><TD>96</TD><TD>060</TD><TD>O_96</TD></TR>
+<TR><TD>97</TD><TD>061</TD><TD>O_97</TD></TR>
+<TR><TD>98</TD><TD>062</TD><TD>O_98</TD></TR>
+<TR><TD>99</TD><TD>063</TD><TD>O_99</TD></TR>
+<TR><TD>100</TD><TD>064</TD><TD>O_IF</TD><TD>if ()</TD></TR>
+<TR><TD>101</TD><TD>065</TD><TD>O_IF_NOT</TD><TD>if not ()</TD></TR>
+<TR><TD>102</TD><TD>066</TD><TD>O_JUMP</TD><TD>jump/goto</TD></TR>
+<TR><TD>103</TD><TD>067</TD><TD>O_BREAK_HERE</TD><TD>break out of script?</TD></TR>
+<TR><TD>104</TD><TD>068</TD><TD>O_BREAK_HERE_VAR</TD><TD>break out of script with return value?</TD></TR>
+<TR><TD>105</TD><TD>069</TD><TD>O_WAIT_FOR_STUFF</TD><TD>Wait subcommand follows</TD></TR>
+<TR><TD>106</TD><TD>06A</TD><TD>O_SLEEP_JIFFIES</TD><TD>Sleep for jiffies (10ths of a second?)</TD></TR>
+<TR><TD>107</TD><TD>06B</TD><TD>O_SLEEP_SECONDS</TD><TD>Sleep for seconds</TD></TR>
+<TR><TD>108</TD><TD>06C</TD><TD>O_SLEEP_MINUTES</TD><TD>Sleep for minutes</TD></TR>
+<TR><TD>109</TD><TD>06D</TD><TD>O_STORE_VARIABLE</TD><TD>Store variable (where?)</TD></TR>
+<TR><TD>110</TD><TD>06E</TD><TD>O_INC_VARIABLE</TD><TD>Increase variable (++)</TD></TR>
+<TR><TD>111</TD><TD>06F</TD><TD>O_DEC_VARIABLE</TD><TD>Decrease variable (--)</TD></TR>
+<TR><TD>112</TD><TD>070</TD><TD>O_ARRAY_DIM</TD><TD>Set dimension of array?</TD></TR>
+<TR><TD>113</TD><TD>071</TD><TD>O_STORE_ARRAY</TD><TD>Store array (where?)</TD></TR>
+<TR><TD>114</TD><TD>072</TD><TD>O_INC_ARRAY</TD><TD>Increase array</TD></TR>
+<TR><TD>115</TD><TD>073</TD><TD>O_DEC_ARRAY</TD><TD>Decrease array</TD></TR>
+<TR><TD>116</TD><TD>074</TD><TD>O_ARRAY_DIM2</TD><TD>?</TD></TR>
+<TR><TD>117</TD><TD>075</TD><TD>O_STORE_ARRAY2</TD><TD>?</TD></TR>
+<TR><TD>118</TD><TD>076</TD><TD>O_ASSIGN_ARRAY</TD><TD>?</TD></TR>
+<TR><TD>119</TD><TD>077</TD><TD>O_ARRAY_SHUFFLE</TD><TD>Randomize array?</TD></TR>
+<TR><TD>120</TD><TD>078</TD><TD>O_ARRAY_LOCALIZE</TD><TD>?</TD></TR>
+<TR><TD>121</TD><TD>079</TD><TD>O_START_SCRIPT</TD><TD>Start script</TD></TR>
+<TR><TD>122</TD><TD>07A</TD><TD>O_START_SCRIPT_QUICK</TD><TD>?</TD></TR>
+<TR><TD>123</TD><TD>07B</TD><TD>O_END_SCRIPT</TD><TD>End script</TD></TR>
+<TR><TD>124</TD><TD>07C</TD><TD>O_STOP_SCRIPT</TD><TD>Stop script from running?</TD></TR>
+<TR><TD>125</TD><TD>07D</TD><TD>O_CHAIN_SCRIPT</TD><TD>?</TD></TR>
+<TR><TD>126</TD><TD>07E</TD><TD>O_RETURN</TD><TD>Return</TD></TR>
+<TR><TD>127</TD><TD>07F</TD><TD>O_START_OBJECT</TD><TD>?</TD></TR>
+<TR><TD>128</TD><TD>080</TD><TD>O_STOP_OBJECT</TD><TD>?</TD></TR>
+<TR><TD>129</TD><TD>081</TD><TD>O_CUT_SCENE</TD><TD>Start of cutscene (interface off)</TD></TR>
+<TR><TD>130</TD><TD>082</TD><TD>O_END_CUT_SCENE</TD><TD>End of cutscene (interface on)</TD></TR>
+<TR><TD>131</TD><TD>083</TD><TD>O_FREEZE_SCRIPTS</TD><TD>?</TD></TR>
+<TR><TD>132</TD><TD>084</TD><TD>O_OVERRIDE</TD><TD>?</TD></TR>
+<TR><TD>133</TD><TD>085</TD><TD>O_OVERRIDE_OFF</TD><TD>?</TD></TR>
+<TR><TD>134</TD><TD>086</TD><TD>O_STOP_SENTENCE</TD><TD>?</TD></TR>
+<TR><TD>135</TD><TD>087</TD><TD>O_DEBUG</TD><TD>Set debug mode?</TD></TR>
+<TR><TD>136</TD><TD>088</TD><TD>O_DEBUG_WINDEX</TD><TD>Set debug mode with output to external window?</TD></TR>
+<TR><TD>137</TD><TD>089</TD><TD>O_CLASS_OF</TD><TD>?</TD></TR>
+<TR><TD>138</TD><TD>08A</TD><TD>O_STATE_OF</TD><TD>?</TD></TR>
+<TR><TD>139</TD><TD>08B</TD><TD>O_OWNER_OF</TD><TD>?</TD></TR>
+<TR><TD>140</TD><TD>08C</TD><TD>O_CAMERA_PAN_TO</TD><TD>Pan camera</TD></TR>
+<TR><TD>141</TD><TD>08D</TD><TD>O_CAMERA_FOLLOW</TD><TD>Make camera follow character/object</TD></TR>
+<TR><TD>142</TD><TD>08E</TD><TD>O_CAMERA_AT</TD><TD>Place camera at specific spot</TD></TR>
+<TR><TD>143</TD><TD>08F</TD><TD>O_SAY_LINE</TD><TD>Talk</TD></TR>
+<TR><TD>144</TD><TD>090</TD><TD>O_SAY_LINE_DEFAULT</TD><TD>?</TD></TR>
+<TR><TD>145</TD><TD>091</TD><TD>O_SAY_LINE_SIMPLE</TD><TD>?</TD></TR>
+<TR><TD>146</TD><TD>092</TD><TD>O_SAY_LINE_SIMPLE_DEFAULT</TD><TD>?</TD></TR>
+<TR><TD>147</TD><TD>093</TD><TD>O_PRINT_LINE</TD><TD>Print a line on screen</TD></TR>
+<TR><TD>148</TD><TD>094</TD><TD>O_PRINT_CURSOR</TD></TR>
+<TR><TD>149</TD><TD>095</TD><TD>O_PRINT_DEBUG</TD></TR>
+<TR><TD>150</TD><TD>096</TD><TD>O_PRINT_SYSTEM</TD></TR>
+<TR><TD>151</TD><TD>097</TD><TD>O_BLAST_TEXT</TD><TD>Text to output to screen</TD></TR>
+<TR><TD>152</TD><TD>098</TD><TD>O_DRAW_OBJECT</TD><TD>Draw object</TD></TR>
+<TR><TD>153</TD><TD>099</TD><TD>O_153</TD></TR>
+<TR><TD>154</TD><TD>09A</TD><TD>O_BLAST_OBJECT</TD></TR>
+<TR><TD>155</TD><TD>09B</TD><TD>O_155</TD></TR>
+<TR><TD>156</TD><TD>09C</TD><TD>O_USERFACE</TD><TD>?</TD></TR>
+<TR><TD>157</TD><TD>09D</TD><TD>O_CURRENT_ROOM</TD></TR>
+<TR><TD>158</TD><TD>09E</TD><TD>O_COME_OUT_DOOR</TD></TR>
+<TR><TD>159</TD><TD>09F</TD><TD>O_WALK_ACTOR_TO_OBJECT</TD><TD>Walk to object</TD></TR>
+<TR><TD>160</TD><TD>0A0</TD><TD>O_WALK_ACTOR_TO_XY</TD><TD>Walk to coordinate</TD></TR>
+<TR><TD>161</TD><TD>0A1</TD><TD>O_PUT_ACTOR_AT_XY</TD><TD>Put at coordinate</TD></TR>
+<TR><TD>162</TD><TD>0A2</TD><TD>O_PUT_ACTOR_AT_OBJECT</TD><TD>Put at object</TD></TR>
+<TR><TD>163</TD><TD>0A3</TD><TD>O_FACE_TOWARDS</TD><TD>Change facing</TD></TR>
+<TR><TD>164</TD><TD>0A4</TD><TD>O_DO_ANIMATION</TD><TD>Animate</TD></TR>
+<TR><TD>165</TD><TD>0A5</TD><TD>O_DO_SENTENCE</TD></TR>
+<TR><TD>166</TD><TD>0A6</TD><TD>O_PICK_UP_OBJECT</TD><TD>Pick up object</TD></TR>
+<TR><TD>167</TD><TD>0A7</TD><TD>O_SET_BOX</TD></TR>
+<TR><TD>168</TD><TD>0A8</TD><TD>O_SET_BOX_PATH</TD></TR>
+<TR><TD>169</TD><TD>0A9</TD><TD>O_SET_BOX_SET</TD></TR>
+<TR><TD>170</TD><TD>0AA</TD><TD>O_HEAP_STUFF</TD><TD>Heap sub opcodes</TD></TR>
+<TR><TD>171</TD><TD>0AB</TD><TD>O_ROOM_STUFF</TD><TD>Room sub opcodes</TD></TR>
+<TR><TD>172</TD><TD>0AC</TD><TD>O_ACTOR_STUFF</TD><TD>Actor sub opcodes</TD></TR>
+<TR><TD>173</TD><TD>0AD</TD><TD>O_CAMERA_STUFF</TD><TD>Camera sub opcodes</TD></TR>
+<TR><TD>174</TD><TD>0AE</TD><TD>O_VERB_STUFF</TD><TD>Verb sub opcodes</TD></TR>
+<TR><TD>175</TD><TD>0AF</TD><TD>O_START_SFX</TD><TD>Start sound effect</TD></TR>
+<TR><TD>176</TD><TD>0B0</TD><TD>O_START_MUSIC</TD><TD>Start music</TD></TR>
+<TR><TD>177</TD><TD>0B1</TD><TD>O_STOP_SOUND</TD><TD>Stop sound (effect or music)</TD></TR>
+<TR><TD>178</TD><TD>0B2</TD><TD>O_SOUND_KLUDGE</TD><TD>?</TD></TR>
+<TR><TD>179</TD><TD>0B3</TD><TD>O_SYSTEM</TD></TR>
+<TR><TD>180</TD><TD>0B4</TD><TD>O_VERB_SETS</TD></TR>
+<TR><TD>181</TD><TD>0B5</TD><TD>O_NEW_NAME_OF</TD></TR>
+<TR><TD>182</TD><TD>0B6</TD><TD>O_GET_TIME_DATE</TD><TD>Get time and/or date</TD></TR>
+<TR><TD>183</TD><TD>0B7</TD><TD>O_DRAW_BOX</TD></TR>
+<TR><TD>184</TD><TD>0B8</TD><TD>O_ACTOBJ_STAMP</TD></TR>
+<TR><TD>185</TD><TD>0B9</TD><TD>O_START_VIDEO</TD></TR>
+<TR><TD>186</TD><TD>0BA</TD><TD>O_KLUDGE</TD></TR>
+<TR><TD>187</TD><TD>0BB</TD><TD>O_187</TD></TR>
+<TR><TD>188</TD><TD>0BC</TD><TD>O_188</TD></TR>
+<TR><TD>189</TD><TD>0BD</TD><TD>O_189</TD></TR>
+<TR><TD>190</TD><TD>0BE</TD><TD>O_190</TD></TR>
+<TR><TD>191</TD><TD>0BF</TD><TD>O_191</TD></TR>
+<TR><TD>192</TD><TD>0C0</TD><TD>O_192</TD></TR>
+<TR><TD>193</TD><TD>0C1</TD><TD>O_193</TD></TR>
+<TR><TD>194</TD><TD>0C2</TD><TD>O_194</TD></TR>
+<TR><TD>195</TD><TD>0C3</TD><TD>O_195</TD></TR>
+<TR><TD>196</TD><TD>0C4</TD><TD>O_196</TD></TR>
+<TR><TD>197</TD><TD>0C5</TD><TD>O_197</TD></TR>
+<TR><TD>198</TD><TD>0C6</TD><TD>O_198</TD></TR>
+<TR><TD>199</TD><TD>0C7</TD><TD>O_199</TD></TR>
+<TR><TD>200</TD><TD>0C8</TD><TD>F_START_SCRIPT</TD></TR>
+<TR><TD>201</TD><TD>0C9</TD><TD>F_START_OBJECT</TD></TR>
+<TR><TD>202</TD><TD>0CA</TD><TD>F_PICK</TD></TR>
+<TR><TD>203</TD><TD>0CB</TD><TD>F_PICK_DEFAULT</TD></TR>
+<TR><TD>204</TD><TD>0CC</TD><TD>F_PICK_RANDOM</TD></TR>
+<TR><TD>205</TD><TD>0CD</TD><TD>F_IN_SET</TD></TR>
+<TR><TD>206</TD><TD>0CE</TD><TD>F_RANDOM</TD></TR>
+<TR><TD>207</TD><TD>0CF</TD><TD>F_RANDOM_BETWEEN</TD></TR>
+<TR><TD>208</TD><TD>0D0</TD><TD>F_CLASS_OF</TD></TR>
+<TR><TD>209</TD><TD>0D1</TD><TD>F_STATE_OF</TD></TR>
+<TR><TD>210</TD><TD>0D2</TD><TD>F_OWNER_OF</TD></TR>
+<TR><TD>211</TD><TD>0D3</TD><TD>F_SCRIPT_RUNNING</TD></TR>
+<TR><TD>212</TD><TD>0D4</TD><TD>F_OBJECT_RUNNING</TD></TR>
+<TR><TD>213</TD><TD>0D5</TD><TD>F_SOUND_RUNNING</TD></TR>
+<TR><TD>214</TD><TD>0D6</TD><TD>F_ABS</TD></TR>
+<TR><TD>215</TD><TD>0D7</TD><TD>F_PIXEL</TD></TR>
+<TR><TD>216</TD><TD>0D8</TD><TD>F_KLUDGE</TD></TR>
+<TR><TD>217</TD><TD>0D9</TD><TD>F_IN_BOX</TD></TR>
+<TR><TD>218</TD><TD>0DA</TD><TD>F_VALID_VERB</TD></TR>
+<TR><TD>219</TD><TD>0DB</TD><TD>F_FIND_ACTOR</TD></TR>
+<TR><TD>220</TD><TD>0DC</TD><TD>F_FIND_OBJECT</TD></TR>
+<TR><TD>221</TD><TD>0DD</TD><TD>F_FIND_VERB</TD></TR>
+<TR><TD>222</TD><TD>0DE</TD><TD>F_FIND_ALL_OBJECTS</TD></TR>
+<TR><TD>223</TD><TD>0DF</TD><TD>F_ACTOR_INVENTORY</TD></TR>
+<TR><TD>224</TD><TD>0E0</TD><TD>F_ACTOR_INVENTORY_COUNT</TD></TR>
+<TR><TD>225</TD><TD>0E1</TD><TD>F_ACTOR_VARIABLE</TD></TR>
+<TR><TD>226</TD><TD>0E2</TD><TD>F_ACTOR_ROOM</TD></TR>
+<TR><TD>227</TD><TD>0E3</TD><TD>F_ACTOR_BOX</TD></TR>
+<TR><TD>228</TD><TD>0E4</TD><TD>F_ACTOR_MOVING</TD></TR>
+<TR><TD>229</TD><TD>0E5</TD><TD>F_ACTOR_COSTUME</TD></TR>
+<TR><TD>230</TD><TD>0E6</TD><TD>F_ACTOR_SCALE</TD></TR>
+<TR><TD>231</TD><TD>0E7</TD><TD>F_ACTOR_DEPTH</TD></TR>
+<TR><TD>232</TD><TD>0E8</TD><TD>F_ACTOR_ELEVATION</TD></TR>
+<TR><TD>233</TD><TD>0E9</TD><TD>F_ACTOR_WIDTH</TD></TR>
+<TR><TD>234</TD><TD>0EA</TD><TD>F_ACTOBJ_FACING</TD></TR>
+<TR><TD>235</TD><TD>0EB</TD><TD>F_ACTOBJ_X</TD></TR>
+<TR><TD>236</TD><TD>0EC</TD><TD>F_ACTOBJ_Y</TD></TR>
+<TR><TD>237</TD><TD>0ED</TD><TD>F_ACTOR_CHORE</TD></TR>
+<TR><TD>238</TD><TD>0EE</TD><TD>F_PROXIMITY_2ACTOBJS</TD></TR>
+<TR><TD>239</TD><TD>0EF</TD><TD>F_PROXIMITY_2POINTS</TD></TR>
+<TR><TD>240</TD><TD>0F0</TD><TD>F_OBJECT_IMAGE_X</TD></TR>
+<TR><TD>241</TD><TD>0F1</TD><TD>F_OBJECT_IMAGE_Y</TD></TR>
+<TR><TD>242</TD><TD>0F2</TD><TD>F_OBJECT_IMAGE_WIDTH</TD></TR>
+<TR><TD>243</TD><TD>0F3</TD><TD>F_OBJECT_IMAGE_HEIGHT</TD></TR>
+<TR><TD>244</TD><TD>0F4</TD><TD>F_VERB_X</TD></TR>
+<TR><TD>245</TD><TD>0F5</TD><TD>F_VERB_Y</TD></TR>
+<TR><TD>246</TD><TD>0F6</TD><TD>F_STRING_WIDTH</TD></TR>
+<TR><TD>247</TD><TD>0F7</TD><TD>F_ACTOR_ZPLANE</TD></TR>
+<TR><TD>248</TD><TD>0F8</TD><TD>O_248</TD></TR>
+<TR><TD>249</TD><TD>0F9</TD><TD>O_249</TD></TR>
+<TR><TD>250</TD><TD>0FA</TD><TD>O_250</TD></TR>
+<TR><TD>251</TD><TD>0FB</TD><TD>O_251</TD></TR>
+<TR><TD>252</TD><TD>0FC</TD><TD>O_252</TD></TR>
+<TR><TD>253</TD><TD>0FD</TD><TD>O_253</TD></TR>
+<TR><TD>254</TD><TD>0FE</TD><TD>O_254</TD></TR>
+<TR><TD>255</TD><TD>0FF</TD><TD>O_255</TD></TR>
+<TR><TD>256</TD><TD>100</TD><TD>SO_256</TD></TR>
+<TR><TD>257</TD><TD>101</TD><TD>SO_257</TD></TR>
+<TR><TD>258</TD><TD>102</TD><TD>SO_258</TD></TR>
+<TR><TD>259</TD><TD>103</TD><TD>SO_259</TD></TR>
+<TR><TD>260</TD><TD>104</TD><TD>SO_260</TD></TR>
+<TR><TD>261</TD><TD>105</TD><TD>SO_261</TD></TR>
+<TR><TD>262</TD><TD>106</TD><TD>SO_262</TD></TR>
+<TR><TD>263</TD><TD>107</TD><TD>SO_263</TD></TR>
+<TR><TD>264</TD><TD>108</TD><TD>SO_264</TD></TR>
+<TR><TD>265</TD><TD>109</TD><TD>SO_265</TD></TR>
+<TR><TD>266</TD><TD>10A</TD><TD>SO_ARRAY_SCUMMVAR</TD></TR>
+<TR><TD>267</TD><TD>10B</TD><TD>SO_ARRAY_STRING</TD></TR>
+<TR><TD>268</TD><TD>10C</TD><TD>SO_ARRAY_UNDIM</TD></TR>
+<TR><TD>269</TD><TD>10D</TD><TD>SO_269</TD></TR>
+<TR><TD>270</TD><TD>10E</TD><TD>SO_270</TD></TR>
+<TR><TD>271</TD><TD>10F</TD><TD>SO_271</TD></TR>
+<TR><TD>272</TD><TD>110</TD><TD>SO_272</TD></TR>
+<TR><TD>273</TD><TD>111</TD><TD>SO_273</TD></TR>
+<TR><TD>274</TD><TD>112</TD><TD>SO_274</TD></TR>
+<TR><TD>275</TD><TD>113</TD><TD>SO_275</TD></TR>
+<TR><TD>276</TD><TD>114</TD><TD>SO_ASSIGN_STRING</TD></TR>
+<TR><TD>277</TD><TD>115</TD><TD>SO_ASSIGN_SCUMMVAR_LIST</TD></TR>
+<TR><TD>278</TD><TD>116</TD><TD>SO_ASSIGN_2DIM_LIST</TD></TR>
+<TR><TD>279</TD><TD>117</TD><TD>SO_279</TD></TR>
+<TR><TD>280</TD><TD>118</TD><TD>SO_280</TD></TR>
+<TR><TD>281</TD><TD>119</TD><TD>SO_281</TD></TR>
+<TR><TD>282</TD><TD>11A</TD><TD>SO_282</TD></TR>
+<TR><TD>283</TD><TD>11B</TD><TD>SO_283</TD></TR>
+<TR><TD>284</TD><TD>11C</TD><TD>SO_284</TD></TR>
+<TR><TD>285</TD><TD>11D</TD><TD>SO_285</TD></TR>
+<TR><TD>286</TD><TD>11E</TD><TD>SO_WAIT_FOR_ACTOR</TD><TD>Wait for actor (to finish current action?)</TD></TR>
+<TR><TD>287</TD><TD>11F</TD><TD>SO_WAIT_FOR_MESSAGE</TD><TD>Wait for message</TD></TR>
+<TR><TD>288</TD><TD>120</TD><TD>SO_WAIT_FOR_CAMERA</TD><TD>Wait for camera (to finish current action?)</TD></TR>
+<TR><TD>289</TD><TD>121</TD><TD>SO_WAIT_FOR_SENTENCE</TD></TR>
+<TR><TD>290</TD><TD>122</TD><TD>SO_WAIT_FOR_ANIMATION</TD></TR>
+<TR><TD>291</TD><TD>123</TD><TD>SO_WAIT_FOR_TURN</TD></TR>
+<TR><TD>292</TD><TD>124</TD><TD>SO_292</TD></TR>
+<TR><TD>293</TD><TD>125</TD><TD>SO_293</TD></TR>
+<TR><TD>294</TD><TD>126</TD><TD>SO_294</TD></TR>
+<TR><TD>295</TD><TD>127</TD><TD>SO_295</TD></TR>
+<TR><TD>296</TD><TD>128</TD><TD>SO_SYSTEM_RESTART</TD><TD>Restart game</TD></TR>
+<TR><TD>297</TD><TD>129</TD><TD>SO_SYSTEM_QUIT</TD><TD>Quit game</TD></TR>
+<TR><TD>298</TD><TD>12A</TD><TD>SO_298</TD></TR>
+<TR><TD>299</TD><TD>12B</TD><TD>SO_299</TD></TR>
+<TR><TD>300</TD><TD>12C</TD><TD>SO_300</TD></TR>
+<TR><TD>301</TD><TD>12D</TD><TD>SO_301</TD></TR>
+<TR><TD>302</TD><TD>12E</TD><TD>SO_302</TD></TR>
+<TR><TD>303</TD><TD>12F</TD><TD>SO_303</TD></TR>
+<TR><TD>304</TD><TD>130</TD><TD>SO_304</TD></TR>
+<TR><TD>305</TD><TD>131</TD><TD>SO_305</TD></TR>
+<TR><TD>306</TD><TD>132</TD><TD>SO_CAMERA_PAUSE</TD></TR>
+<TR><TD>307</TD><TD>133</TD><TD>SO_CAMERA_RESUME</TD></TR>
+<TR><TD>308</TD><TD>134</TD><TD>SO_308</TD></TR>
+<TR><TD>309</TD><TD>135</TD><TD>SO_309</TD></TR>
+<TR><TD>310</TD><TD>136</TD><TD>SO_310</TD></TR>
+<TR><TD>311</TD><TD>137</TD><TD>SO_311</TD></TR>
+<TR><TD>312</TD><TD>138</TD><TD>SO_312</TD></TR>
+<TR><TD>313</TD><TD>139</TD><TD>SO_313</TD></TR>
+<TR><TD>314</TD><TD>13A</TD><TD>SO_314</TD></TR>
+<TR><TD>315</TD><TD>13B</TD><TD>SO_315</TD></TR>
+<TR><TD>316</TD><TD>13C</TD><TD>SO_HEAP_LOAD_CHARSET</TD><TD>Load character set to heap</TD></TR>
+<TR><TD>317</TD><TD>13D</TD><TD>SO_HEAP_LOAD_COSTUME</TD><TD>Load costume to heap</TD></TR>
+<TR><TD>318</TD><TD>13E</TD><TD>SO_HEAP_LOAD_OBJECT</TD><TD>Load object to heap</TD></TR>
+<TR><TD>319</TD><TD>13F</TD><TD>SO_HEAP_LOAD_ROOM</TD><TD>Load room to heap</TD></TR>
+<TR><TD>320</TD><TD>140</TD><TD>SO_HEAP_LOAD_SCRIPT</TD><TD>Load script to heap</TD></TR>
+<TR><TD>321</TD><TD>141</TD><TD>SO_HEAP_LOAD_SOUND</TD><TD>Load sound to heap</TD></TR>
+<TR><TD>322</TD><TD>142</TD><TD>SO_HEAP_LOCK_COSTUME</TD><TD>Lock costume in heap</TD></TR>
+<TR><TD>323</TD><TD>143</TD><TD>SO_HEAP_LOCK_ROOM</TD><TD>Lock room in heap</TD></TR>
+<TR><TD>324</TD><TD>144</TD><TD>SO_HEAP_LOCK_SCRIPT</TD><TD>Lock script in heap</TD></TR>
+<TR><TD>325</TD><TD>145</TD><TD>SO_HEAP_LOCK_SOUND</TD><TD>Lock sound in heap</TD></TR>
+<TR><TD>326</TD><TD>146</TD><TD>SO_HEAP_UNLOCK_COSTUME</TD><TD>Unlock costume</TD></TR>
+<TR><TD>327</TD><TD>147</TD><TD>SO_HEAP_UNLOCK_ROOM</TD><TD>Unlock room</TD></TR>
+<TR><TD>328</TD><TD>148</TD><TD>SO_HEAP_UNLOCK_SCRIPT</TD><TD>Unlock script</TD></TR>
+<TR><TD>329</TD><TD>149</TD><TD>SO_HEAP_UNLOCK_SOUND</TD><TD>Unlock sound</TD></TR>
+<TR><TD>330</TD><TD>14A</TD><TD>SO_HEAP_NUKE_COSTUME</TD><TD>Remove costume from heap</TD></TR>
+<TR><TD>331</TD><TD>14B</TD><TD>SO_HEAP_NUKE_ROOM</TD><TD>Remove room from heap</TD></TR>
+<TR><TD>332</TD><TD>14C</TD><TD>SO_HEAP_NUKE_SCRIPT</TD><TD>Remove script from heap</TD></TR>
+<TR><TD>333</TD><TD>14D</TD><TD>SO_HEAP_NUKE_SOUND</TD><TD>Remove sound from heap</TD></TR>
+<TR><TD>334</TD><TD>14E</TD><TD>SO_334</TD></TR>
+<TR><TD>335</TD><TD>14F</TD><TD>SO_335</TD></TR>
+<TR><TD>336</TD><TD>150</TD><TD>SO_336</TD></TR>
+<TR><TD>337</TD><TD>151</TD><TD>SO_337</TD></TR>
+<TR><TD>338</TD><TD>152</TD><TD>SO_ROOM_PALETTE</TD><TD>Set room palette</TD></TR>
+<TR><TD>339</TD><TD>153</TD><TD>SO_339</TD></TR>
+<TR><TD>340</TD><TD>154</TD><TD>SO_340</TD></TR>
+<TR><TD>341</TD><TD>155</TD><TD>SO_ROOM_INTENSITY</TD><TD>Set room intensity</TD></TR>
+<TR><TD>342</TD><TD>156</TD><TD>SO_342</TD></TR>
+<TR><TD>343</TD><TD>157</TD><TD>SO_ROOM_FADE</TD><TD>Fade room</TD></TR>
+<TR><TD>344</TD><TD>158</TD><TD>SO_ROOM_RGB_INTENSITY</TD><TD>Set room color intensity</TD></TR>
+<TR><TD>345</TD><TD>159</TD><TD>SO_ROOM_TRANSFORM</TD><TD>Transform room</TD></TR>
+<TR><TD>346</TD><TD>15A</TD><TD>SO_ROOM_CYCLE_SPEED</TD><TD>Set palette cycling speed</TD></TR>
+<TR><TD>347</TD><TD>15B</TD><TD>SO_ROOM_COPY_PALETTE</TD><TD>Copy palette</TD></TR>
+<TR><TD>348</TD><TD>15C</TD><TD>SO_ROOM_NEW_PALETTE</TD><TD>Create new palette</TD></TR>
+<TR><TD>349</TD><TD>15D</TD><TD>SO_ROOM_SAVE_GAME</TD><TD>Save game</TD></TR>
+<TR><TD>350</TD><TD>15E</TD><TD>SO_ROOM_LOAD_GAME</TD><TD>Load game</TD></TR>
+<TR><TD>351</TD><TD>15F</TD><TD>SO_ROOM_SATURATION</TD><TD>Set saturation of room colors</TD></TR>
+<TR><TD>352</TD><TD>160</TD><TD>SO_352</TD></TR>
+<TR><TD>353</TD><TD>161</TD><TD>SO_353</TD></TR>
+<TR><TD>354</TD><TD>162</TD><TD>SO_354</TD></TR>
+<TR><TD>355</TD><TD>163</TD><TD>SO_355</TD></TR>
+<TR><TD>356</TD><TD>164</TD><TD>SO_ACTOR_COSTUME</TD><TD>Set actor costume</TD></TR>
+<TR><TD>357</TD><TD>165</TD><TD>SO_ACTOR_STEP_DIST</TD><TD>Set actor width of steps</TD></TR>
+<TR><TD>358</TD><TD>166</TD><TD>SO_358</TD></TR>
+<TR><TD>359</TD><TD>167</TD><TD>SO_ACTOR_ANIMATION_DEFAULT</TD><TD>Set actor animation to default</TD></TR>
+<TR><TD>360</TD><TD>168</TD><TD>SO_ACTOR_ANIMATION_INIT</TD><TD>Initialize animation</TD></TR>
+<TR><TD>361</TD><TD>169</TD><TD>SO_ACTOR_ANIMATION_TALK</TD><TD>Set actor animation to talk animation</TD></TR>
+<TR><TD>362</TD><TD>16A</TD><TD>SO_ACTOR_ANIMATION_WALK</TD><TD>Set actor animation to walk animation</TD></TR>
+<TR><TD>363</TD><TD>16B</TD><TD>SO_ACTOR_ANIMATION_STAND</TD><TD>Set actor animation to standing animation</TD></TR>
+<TR><TD>364</TD><TD>16C</TD><TD>SO_ACTOR_ANIMATION_SPEED</TD><TD>Set speed of animation</TD></TR>
+<TR><TD>365</TD><TD>16D</TD><TD>SO_ACTOR_DEFAULT</TD></TR>
+<TR><TD>366</TD><TD>16E</TD><TD>SO_ACTOR_ELEVATION</TD></TR>
+<TR><TD>367</TD><TD>16F</TD><TD>SO_ACTOR_PALETTE</TD><TD>Set actor palette</TD></TR>
+<TR><TD>368</TD><TD>170</TD><TD>SO_ACTOR_TALK_COLOR</TD><TD>Set actor talk color</TD></TR>
+<TR><TD>369</TD><TD>171</TD><TD>SO_ACTOR_NAME</TD><TD>Set name of actor</TD></TR>
+<TR><TD>370</TD><TD>172</TD><TD>SO_ACTOR_WIDTH</TD><TD>Set width of actor</TD></TR>
+<TR><TD>371</TD><TD>173</TD><TD>SO_ACTOR_SCALE</TD><TD>Set scaling of actor</TD></TR>
+<TR><TD>372</TD><TD>174</TD><TD>SO_ACTOR_NEVER_ZCLIP</TD><TD>?</TD></TR>
+<TR><TD>373</TD><TD>175</TD><TD>SO_ACTOR_ALWAYS_ZCLIP</TD><TD>?</TD></TR>
+<TR><TD>374</TD><TD>176</TD><TD>SO_ACTOR_IGNORE_BOXES</TD><TD>Make actor ignore boxes</TD></TR>
+<TR><TD>375</TD><TD>177</TD><TD>SO_ACTOR_FOLLOW_BOXES</TD><TD>Make actor follow boxes</TD></TR>
+<TR><TD>376</TD><TD>178</TD><TD>SO_ACTOR_SPECIAL_DRAW</TD></TR>
+<TR><TD>377</TD><TD>179</TD><TD>SO_ACTOR_TEXT_OFFSET</TD><TD>Set text offset relative to actor</TD></TR>
+<TR><TD>378</TD><TD>17A</TD><TD>SO_ACTOR_INIT</TD><TD>Initialize actor</TD></TR>
+<TR><TD>379</TD><TD>17B</TD><TD>SO_ACTOR_VARIABLE</TD></TR>
+<TR><TD>380</TD><TD>17C</TD><TD>SO_ACTOR_IGNORE_TURNS_ON</TD><TD>Make actor ignore turns</TD></TR>
+<TR><TD>381</TD><TD>17D</TD><TD>SO_ACTOR_IGNORE_TURNS_OFF</TD><TD>Make actor follow turns</TD></TR>
+<TR><TD>382</TD><TD>17E</TD><TD>SO_ACTOR_NEW</TD><TD>New actor</TD></TR>
+<TR><TD>383</TD><TD>17F</TD><TD>SO_ACTOR_DEPTH</TD></TR>
+<TR><TD>384</TD><TD>180</TD><TD>SO_ACTOR_STOP</TD></TR>
+<TR><TD>385</TD><TD>181</TD><TD>SO_ACTOR_FACE</TD></TR>
+<TR><TD>386</TD><TD>182</TD><TD>SO_ACTOR_TURN</TD></TR>
+<TR><TD>387</TD><TD>183</TD><TD>SO_ACTOR_WALK_SCRIPT</TD><TD>Set walk script for actor?</TD></TR>
+<TR><TD>388</TD><TD>184</TD><TD>SO_ACTOR_TALK_SCRIPT</TD><TD>Set talk script for actor?</TD></TR>
+<TR><TD>389</TD><TD>185</TD><TD>SO_ACTOR_WALK_PAUSE</TD></TR>
+<TR><TD>390</TD><TD>186</TD><TD>SO_ACTOR_WALK_RESUME</TD></TR>
+<TR><TD>391</TD><TD>187</TD><TD>SO_ACTOR_VOLUME</TD><TD>Set volume of actor speech</TD></TR>
+<TR><TD>392</TD><TD>188</TD><TD>SO_ACTOR_FREQUENCY</TD><TD>Set frequency of actor speech</TD></TR>
+<TR><TD>393</TD><TD>189</TD><TD>SO_ACTOR_PAN</TD></TR>
+<TR><TD>394</TD><TD>18A</TD><TD>SO_394</TD></TR>
+<TR><TD>395</TD><TD>18B</TD><TD>SO_395</TD></TR>
+<TR><TD>396</TD><TD>18C</TD><TD>SO_396</TD></TR>
+<TR><TD>397</TD><TD>18D</TD><TD>SO_397</TD></TR>
+<TR><TD>398</TD><TD>18E</TD><TD>SO_398</TD></TR>
+<TR><TD>399</TD><TD>18F</TD><TD>SO_399</TD></TR>
+<TR><TD>400</TD><TD>190</TD><TD>SO_400</TD></TR>
+<TR><TD>401</TD><TD>191</TD><TD>SO_401</TD></TR>
+<TR><TD>402</TD><TD>192</TD><TD>SO_402</TD></TR>
+<TR><TD>403</TD><TD>193</TD><TD>SO_403</TD></TR>
+<TR><TD>404</TD><TD>194</TD><TD>SO_404</TD></TR>
+<TR><TD>405</TD><TD>195</TD><TD>SO_405</TD></TR>
+<TR><TD>406</TD><TD>196</TD><TD>SO_VERB_INIT</TD></TR>
+<TR><TD>407</TD><TD>197</TD><TD>SO_VERB_NEW</TD></TR>
+<TR><TD>408</TD><TD>198</TD><TD>SO_VERB_DELETE</TD></TR>
+<TR><TD>409</TD><TD>199</TD><TD>SO_VERB_NAME</TD></TR>
+<TR><TD>410</TD><TD>19A</TD><TD>SO_VERB_AT</TD></TR>
+<TR><TD>411</TD><TD>19B</TD><TD>SO_VERB_ON</TD></TR>
+<TR><TD>412</TD><TD>19C</TD><TD>SO_VERB_OFF</TD></TR>
+<TR><TD>413</TD><TD>19D</TD><TD>SO_VERB_COLOR</TD></TR>
+<TR><TD>414</TD><TD>19E</TD><TD>SO_VERB_HICOLOR</TD></TR>
+<TR><TD>415</TD><TD>19F</TD><TD>SO_415</TD></TR>
+<TR><TD>416</TD><TD>1A0</TD><TD>SO_VERB_DIMCOLOR</TD></TR>
+<TR><TD>417</TD><TD>1A1</TD><TD>SO_VERB_DIM</TD></TR>
+<TR><TD>418</TD><TD>1A2</TD><TD>SO_VERB_KEY</TD></TR>
+<TR><TD>419</TD><TD>1A3</TD><TD>SO_VERB_IMAGE</TD></TR>
+<TR><TD>420</TD><TD>1A4</TD><TD>SO_VERB_NAME_STR</TD></TR>
+<TR><TD>421</TD><TD>1A5</TD><TD>SO_VERB_CENTER</TD></TR>
+<TR><TD>422</TD><TD>1A6</TD><TD>SO_VERB_CHARSET</TD></TR>
+<TR><TD>423</TD><TD>1A7</TD><TD>SO_VERB_LINE_SPACING</TD></TR>
+<TR><TD>424</TD><TD>1A8</TD><TD>SO_424</TD></TR>
+<TR><TD>425</TD><TD>1A9</TD><TD>SO_425</TD></TR>
+<TR><TD>426</TD><TD>1AA</TD><TD>SO_426</TD></TR>
+<TR><TD>427</TD><TD>1AB</TD><TD>SO_427</TD></TR>
+<TR><TD>428</TD><TD>1AC</TD><TD>SO_428</TD></TR>
+<TR><TD>429</TD><TD>1AD</TD><TD>SO_429</TD></TR>
+<TR><TD>430</TD><TD>1AE</TD><TD>SO_430</TD></TR>
+<TR><TD>431</TD><TD>1AF</TD><TD>SO_431</TD></TR>
+<TR><TD>432</TD><TD>1B0</TD><TD>SO_432</TD></TR>
+<TR><TD>433</TD><TD>1B1</TD><TD>SO_433</TD></TR>
+<TR><TD>434</TD><TD>1B2</TD><TD>SO_434</TD></TR>
+<TR><TD>435</TD><TD>1B3</TD><TD>SO_435</TD></TR>
+<TR><TD>436</TD><TD>1B4</TD><TD>SO_VERBS_SAVE</TD></TR>
+<TR><TD>437</TD><TD>1B5</TD><TD>SO_VERBS_RESTORE</TD></TR>
+<TR><TD>438</TD><TD>1B6</TD><TD>SO_VERBS_DELETE</TD></TR>
+<TR><TD>439</TD><TD>1B7</TD><TD>SO_439</TD></TR>
+<TR><TD>440</TD><TD>1B8</TD><TD>SO_440</TD></TR>
+<TR><TD>441</TD><TD>1B9</TD><TD>SO_441</TD></TR>
+<TR><TD>442</TD><TD>1BA</TD><TD>SO_442</TD></TR>
+<TR><TD>443</TD><TD>1BB</TD><TD>SO_443</TD></TR>
+<TR><TD>444</TD><TD>1BC</TD><TD>SO_444</TD></TR>
+<TR><TD>445</TD><TD>1BD</TD><TD>SO_445</TD></TR>
+<TR><TD>446</TD><TD>1BE</TD><TD>SO_446</TD></TR>
+<TR><TD>447</TD><TD>1BF</TD><TD>SO_447</TD></TR>
+<TR><TD>448</TD><TD>1C0</TD><TD>SO_448</TD></TR>
+<TR><TD>449</TD><TD>1C1</TD><TD>SO_449</TD></TR>
+<TR><TD>450</TD><TD>1C2</TD><TD>SO_450</TD></TR>
+<TR><TD>451</TD><TD>1C3</TD><TD>SO_451</TD></TR>
+<TR><TD>452</TD><TD>1C4</TD><TD>SO_452</TD></TR>
+<TR><TD>453</TD><TD>1C5</TD><TD>SO_453</TD></TR>
+<TR><TD>454</TD><TD>1C6</TD><TD>SO_454</TD></TR>
+<TR><TD>455</TD><TD>1C7</TD><TD>SO_455</TD></TR>
+<TR><TD>456</TD><TD>1C8</TD><TD>SO_PRINT_BASEOP</TD></TR>
+<TR><TD>457</TD><TD>1C9</TD><TD>SO_PRINT_END</TD></TR>
+<TR><TD>458</TD><TD>1CA</TD><TD>SO_PRINT_AT</TD><TD>Print at coordinates (x,y)</TD></TR>
+<TR><TD>459</TD><TD>1CB</TD><TD>SO_PRINT_COLOR</TD><TD>Print color</TD></TR>
+<TR><TD>460</TD><TD>1CC</TD><TD>SO_PRINT_CENTER</TD><TD>Center output</TD></TR>
+<TR><TD>461</TD><TD>1CD</TD><TD>SO_PRINT_CHARSET</TD><TD>Set print character set</TD></TR>
+<TR><TD>462</TD><TD>1CE</TD><TD>SO_PRINT_LEFT</TD><TD>Left justify output</TD></TR>
+<TR><TD>463</TD><TD>1CF</TD><TD>SO_PRINT_OVERHEAD</TD></TR>
+<TR><TD>464</TD><TD>1D0</TD><TD>SO_PRINT_MUMBLE</TD></TR>
+<TR><TD>465</TD><TD>1D1</TD><TD>SO_PRINT_STRING</TD><TD>Set string to print</TD></TR>
+<TR><TD>466</TD><TD>1D2</TD><TD>SO_PRINT_WRAP</TD><TD>Set print wordwrap</TD></TR>
+<TR><TD>467</TD><TD>1D3</TD><TD>SO_467</TD></TR>
+<TR><TD>468</TD><TD>1D4</TD><TD>SO_468</TD></TR>
+<TR><TD>469</TD><TD>1D5</TD><TD>SO_469</TD></TR>
+<TR><TD>460</TD><TD>1D6</TD><TD>SO_470</TD></TR>
+<TR><TD>471</TD><TD>1D7</TD><TD>SO_471</TD></TR>
+<TR><TD>472</TD><TD>1D8</TD><TD>SO_472</TD></TR>
+<TR><TD>473</TD><TD>1D9</TD><TD>SO_473</TD></TR>
+<TR><TD>474</TD><TD>1DA</TD><TD>SO_474</TD></TR>
+<TR><TD>475</TD><TD>1DB</TD><TD>SO_475</TD></TR>
+<TR><TD>476</TD><TD>1DC</TD><TD>SO_CURSOR_ON</TD><TD>Turn cursor on</TD></TR>
+<TR><TD>477</TD><TD>1DD</TD><TD>SO_CURSOR_OFF</TD><TD>Turn cursor off</TD></TR>
+<TR><TD>478</TD><TD>1DE</TD><TD>SO_CURSOR_SOFT_ON</TD><TD>Turn soft cursor on</TD></TR>
+<TR><TD>479</TD><TD>1DF</TD><TD>SO_CURSOR_SOFT_OFF</TD><TD>Turn soft cursor off</TD></TR>
+<TR><TD>480</TD><TD>1E0</TD><TD>SO_USERPUT_ON</TD></TR>
+<TR><TD>481</TD><TD>1E1</TD><TD>SO_USERPUT_OFF</TD></TR>
+<TR><TD>482</TD><TD>1E2</TD><TD>SO_USERPUT_SOFT_ON</TD></TR>
+<TR><TD>483</TD><TD>1E3</TD><TD>SO_USERPUT_SOFT_OFF</TD></TR>
+<TR><TD>484</TD><TD>1E4</TD><TD>SO_CURSOR_IMAGE</TD><TD>Set cursor image</TD></TR>
+<TR><TD>485</TD><TD>1E5</TD><TD>SO_CURSOR_HOTSPOT</TD><TD>Set cursor hotspot</TD></TR>
+<TR><TD>486</TD><TD>1E6</TD><TD>SO_CURSOR_TRANSPARENT</TD><TD>Set cursor transparent color</TD></TR>
+<TR><TD>487</TD><TD>1E7</TD><TD>SO_CHARSET_SET</TD></TR>
+<TR><TD>488</TD><TD>1E8</TD><TD>SO_CHARSET_COLOR</TD></TR>
+<TR><TD>489</TD><TD>1E9</TD><TD>SO_CURSOR_PUT</TD></TR>
+<TR><TD>490</TD><TD>1EA</TD><TD>SO_490</TD></TR>
+<TR><TD>491</TD><TD>1EB</TD><TD>SO_491</TD></TR>
+<TR><TD>492</TD><TD>1EC</TD><TD>SO_492</TD></TR>
+<TR><TD>493</TD><TD>1ED</TD><TD>SO_493</TD></TR>
+<TR><TD>494</TD><TD>1EE</TD><TD>SO_494</TD></TR>
+<TR><TD>495</TD><TD>1EF</TD><TD>SO_495</TD></TR>
+<TR><TD>496</TD><TD>1F0</TD><TD>SO_496</TD></TR>
+<TR><TD>497</TD><TD>1F1</TD><TD>SO_497</TD></TR>
+<TR><TD>498</TD><TD>1F2</TD><TD>SO_498</TD></TR>
+<TR><TD>499</TD><TD>1F3</TD><TD>SO_499</TD></TR>
+<TR><TD>500</TD><TD>1F4</TD><TD>SO_500</TD></TR>
+<TR><TD>501</TD><TD>1F5</TD><TD>SO_501</TD></TR>
+<TR><TD>502</TD><TD>1F6</TD><TD>SO_502</TD></TR>
+<TR><TD>503</TD><TD>1F7</TD><TD>SO_503</TD></TR>
+<TR><TD>504</TD><TD>1F8</TD><TD>SO_504</TD></TR>
+<TR><TD>505</TD><TD>1F9</TD><TD>SO_505</TD></TR>
+<TR><TD>506</TD><TD>1FA</TD><TD>SO_506</TD></TR>
+<TR><TD>507</TD><TD>1FB</TD><TD>SO_507</TD></TR>
+<TR><TD>508</TD><TD>1FC</TD><TD>SO_508</TD></TR>
+<TR><TD>509</TD><TD>1FD</TD><TD>SO_509</TD></TR>
+<TR><TD>510</TD><TD>1FE</TD><TD>SO_510</TD></TR>
+<TR><TD>511</TD><TD>1FF</TD><TD>SO_511</TD></TR>
+</TABLE>
+
+</BODY>
+</HTML>
+


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   + text/html
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--- scummex/branches/gsoc2007-gameresbrowser/src/help/GRIMOpcodes.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/GRIMOpcodes.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,518 @@
+<HTML>
+<HEAD>
+ <TITLE>GRIME Script Functions</TITLE>
+ <META NAME="resource-type" CONTENT="document">
+ <LINK REL=StyleSheet HREF="tables.css" TYPE="text/css">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>GRIME Script Functions</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+
+Following is a total list of script function names and identifiers defined
+by GRIME. In addition to these are the internal Lua functions and identifiers.
+Notice that Lua is case sensitive.<P>
+
+<B>GRIME functions</B><BR>
+EnumerateVideoDevices<BR>
+Enumerate3DDevices<BR>
+SetHardwareState<BR>
+SetVideoDevices<BR>
+GetVideoDevices<BR>
+Is3DHardwareEnabled<BR>
+PurgePrimitiveQueue<BR>
+KillPrimitive<BR>
+ChangePrimitive<BR>
+DrawRectangle<BR>
+DrawPolygon<BR>
+DrawLine<BR>
+SetOffscreenTextPos<BR>
+SetEmergencyFont<BR>
+LocalizeString<BR>
+GetTextCharPosition<BR>
+GetTranslationMode<BR>
+SetTranslationMode<BR>
+GetColorComponents<BR>
+MakeColor<BR>
+PurgeText<BR>
+ExpireText<BR>
+BlastText<BR>
+KillTextObject<BR>
+ChangeTextObject<BR>
+GetFontDimensions<BR>
+GetTextObjectDimensions<BR>
+MakeTextObject<BR>
+PrintLine<BR>
+SayLine<BR>
+GetActorTalkColor<BR>
+SetActorTalkColor<BR>
+SetSayLineDefaults<BR>
+IsMessageGoing<BR>
+GetSmushLength<BR>
+GetKeyLength<BR>
+GetMemoryUsage<BR>
+RestoreIMuse<BR>
+SaveIMuse<BR>
+SetWalkSystemFadeTime<BR>
+GetDiskFreeSpace<BR>
+SetActorInvClipNode<BR>
+NukeResources<BR>
+GetShrinkPos<BR>
+UnShrinkBoxes<BR>
+ShrinkBoxes<BR>
+RestoreCache<BR>
+BuildCache<BR>
+ResetTextures<BR>
+DumpMemoryLog<BR>
+JustLoaded<BR>
+ActorVoiceIs3D<BR>
+GetTickCount<BR>
+ActorPuckOrient<BR>
+TEST<BR>
+GetSoundParameters<BR>
+SetSoundParameters<BR>
+AttachToResources<BR>
+DetachFromResources<BR>
+FindFileOnAnyCD<BR>
+GetTextSpeed<BR>
+SetTextSpeed<BR>
+GetSaveGameData<BR>
+SubmitSaveGameData<BR>
+BlastRect<BR>
+BlastImage<BR>
+FreeImage<BR>
+GetImage<BR>
+GetSaveGameImage<BR>
+SaveScreen<BR>
+ScreenShot<BR>
+TextFileGetLine<BR>
+TextFileGetLineCount<BR>
+IrisClear<BR>
+IrisComplete<BR>
+IrisUp<BR>
+IrisDown<BR>
+FadeInChore<BR>
+FadeOutChore<BR>
+SetActorClipPlane<BR>
+SetActorClipActive<BR>
+HardwareAccelerated<BR>
+ResReport<BR>
+RestoreCacheRect<BR>
+CacheRect<BR>
+MarkDirtyRect<BR>
+SetActorCollisionScale<BR>
+SetActorCollisionMode<BR>
+FlushControls<BR>
+ActorToClean<BR>
+SendObjectToFront<BR>
+SendObjectToBack<BR>
+SetObjectType<BR>
+FreeObjectState<BR>
+NewObjectState<BR>
+SetActorShadowValid<BR>
+AddShadowPlane<BR>
+KillActorShadows<BR>
+ActorDistToShadowPlane<BR>
+SetActiveShadow<BR>
+SetActorShadowPoint<BR>
+SetActorShadowPlane<BR>
+ActorShadow<BR>
+ActivateActorShadow<BR>
+SetShadowColor<BR>
+GetSpeechMode<BR>
+SetSpeechMode<BR>
+Display<BR>
+CleanBuffer<BR>
+DimRegion<BR>
+DimScreen<BR>
+ForceRefresh<BR>
+RenderModeUser<BR>
+SetActorConstrain<BR>
+SetActorWalkDominate<BR>
+SetGamma<BR>
+UnloadBundle<BR>
+LoadBundle<BR>
+ImGetSoundCacheSize<BR>
+ImGetMemoryFootprint<BR>
+ImSetVoiceEffect<BR>
+vfx<BR>
+ImResume<BR>
+ImPause<BR>
+ImSetCuePoint<BR>
+ImSetAttribute<BR>
+ImSetSequence<BR>
+ImSetState<BR>
+ImStopVoice<BR>
+ImStartVoice<BR>
+ImSetMusicVol<BR>
+ImGetMusicVol<BR>
+ImSetVoiceVol<BR>
+ImGetVoiceVol<BR>
+ImSetSfxVol<BR>
+ImGetSfxVol<BR>
+ImSetMasterVol<BR>
+ImGetMasterVol<BR>
+ImFadeParam<BR>
+ImSetParam<BR>
+ImGetParam<BR>
+quiet<BR>
+ImStopAllSounds<BR>
+ImStopSound<BR>
+play<BR>
+ImStartSound<BR>
+ImStopRecording<BR>
+ImStartRecording<BR>
+LightMgrSetChange<BR>
+LightMgrShutdown<BR>
+LightMgrStartup<BR>
+PointLightAt<BR>
+GetLightIntensity<BR>
+SetLightIntensity<BR>
+GetLightAngles<BR>
+SetLightAngles<BR>
+GetLightRotation<BR>
+SetLightRotation<BR>
+GetLightPosition<BR>
+SetLightPosition<BR>
+GetLightType<BR>
+SetLightType<BR>
+IsLightOn<BR>
+TurnLightOn<BR>
+FindLight<BR>
+SetAmbientLight<BR>
+GetAngleBetweenActors<BR>
+GetAngleBetweenVectors<BR>
+SnapToPlane<BR>
+PerSecond<BR>
+TurnActorTo<BR>
+PointActorAt<BR>
+GetCameraLookVector<BR>
+SetCameraRoll<BR>
+GetCameraRoll<BR>
+SetCameraFOV<BR>
+GetCameraFOV<BR>
+SetCameraInterest<BR>
+GetCameraInterest<BR>
+SetCameraPosition<BR>
+GetCameraPosition<BR>
+RotateVector<BR>
+SetMemoryUsage<BR>
+GetPhysicalBytes<BR>
+LoadCostume<BR>
+PopActorCostume<BR>
+PushActorCostume<BR>
+PrintActorCostumes<BR>
+GetCurrentScript<BR>
+SpewShutdown<BR>
+SpewStartup<BR>
+PreRender<BR>
+MakeSectorActive<BR>
+IsSectorActive<BR>
+GetSectorOppositeEdge<BR>
+GetSectorVertices<BR>
+ReadRegistryValue<BR>
+WriteRegistryValue<BR>
+QueryDialog<BR>
+InputDialog<BR>
+FileFindDispose<BR>
+FileFindNext<BR>
+FileFindFirst<BR>
+SetSoundPosition<BR>
+IsSoundPlaying<BR>
+PlaySoundAttached<BR>
+PlaySoundAt<BR>
+PlaySound<BR>
+IsMoviePlaying<BR>
+PauseMovie<BR>
+StopMovie<BR>
+StartMovie<BR>
+IsFullscreenMoviePlaying<BR>
+StartFullscreenMovie<BR>
+PreviousSetup<BR>
+NextSetup<BR>
+GetCurrentSetup<BR>
+MakeCurrentSetup<BR>
+UnLockSet<BR>
+LockSet<BR>
+MakeCurrentSet<BR>
+PrintDebug<BR>
+PrintWarning<BR>
+PrintError<BR>
+PrintMessage<BR>
+GetControlState<BR>
+DisableControl<BR>
+EnableControl<BR>
+UnlockCostume<BR>
+LockCostume<BR>
+UnlockSound<BR>
+LockSound<BR>
+UnLockFont<BR>
+LockFont<BR>
+EnableDebugKeys<BR>
+FunctionName<BR>
+ScreenToWorld<BR>
+WorldToScreen<BR>
+GetActorCostumeDepth<BR>
+GetActorLoopingChores<BR>
+GetActorChores<BR>
+SetActorChoreLooping<BR>
+IsActorResting<BR>
+IsActorChoring<BR>
+IsActorMoving<BR>
+CompleteActorChore<BR>
+StopActorChore<BR>
+PlayActorChoreLooping<BR>
+PlayActorChore<BR>
+IsActorTurning<BR>
+SetActorRoll<BR>
+SetActorPitch<BR>
+SetActorRot<BR>
+GetActorRot<BR>
+TurnActor<BR>
+GetPointSector<BR>
+IsPointInSector<BR>
+GetActorSector<BR>
+IsActorInSector<BR>
+SetActorFrustrumCull<BR>
+ShutUpActor<BR>
+SetActorFollowBoxes<BR>
+SetActorVisibility<BR>
+SetActorHead<BR>
+GetCameraActor<BR>
+GetVisibleThings<BR>
+CanActorSee<BR>
+GetActorLookRate<BR>
+SetActorLookRate<BR>
+IsActorLooking<BR>
+ActorLookAt<BR>
+WalkActorToInterest<BR>
+WalkActorToAvoiding<BR>
+WalkActorTo<BR>
+DriveActorTo<BR>
+WalkActorForward<BR>
+WalkActorVector<BR>
+GetClippedPos<BR>
+PutActorInSet<BR>
+PutActorAt<BR>
+PutActorAtOrigin<BR>
+PutActorAtInterest<BR>
+SetActorOffsetYaw<BR>
+SetActorReflection<BR>
+GetActorYawToPoint<BR>
+GetActorPuckVector<BR>
+GetActorRect<BR>
+GetActorPos<BR>
+LoadActor<BR>
+SetSelectedActor<BR>
+GetActorTurnRate<BR>
+SetActorTurnRate<BR>
+GetActorWalkRate<BR>
+SetActorWalkRate<BR>
+SetActorTalkChore<BR>
+SetActorMumblechore<BR>
+SetActorRestChore<BR>
+SetActorTurnChores<BR>
+SetActorWalkChore<BR>
+GetActorNodeLocation<BR>
+SetActorTimeScale<BR>
+GetActorTimeScale<BR>
+SetActorScale<BR>
+GetActorScale<BR>
+SetActorCostume<BR>
+GetActorCostume<BR>
+SetActorColormap<BR>
+Save<BR>
+Load<BR>
+CheckForFile<BR>
+SearchForFileOrSwapCDs<BR>
+EngineDisplay<BR>
+EngineResume<BR>
+EnginePause<P>
+
+system.buttonHandler<BR>
+system.camChangeHandler<BR>
+system.axisHandler<BR>
+
+<P><B>Tables</B><BR>
+system<BR>
+system.controls<BR>
+
+<P><B>Constants</B><BR>
+HOT = 32768<BR>
+SPECIAL = 16384<BR>
+CAMERA = 8192<BR>
+WALK = 4096<BR>
+NONE = 0<P>
+
+system.controls.KEY_ESCAPE = 0<BR>
+system.controls.KEY_1 = 1<BR>
+system.controls.KEY_2 = 2<BR>
+system.controls.KEY_3 = 3<BR>
+system.controls.KEY_4 = 4<BR>
+system.controls.KEY_5 = 5<BR>
+system.controls.KEY_6 = 6<BR>
+system.controls.KEY_7 = 7<BR>
+system.controls.KEY_8 = 8<BR>
+system.controls.KEY_9 = 9<BR>
+system.controls.KEY_0 = 10<BR>
+system.controls.KEY_MINUS = 11<BR>
+system.controls.KEY_EQUALS = 12<BR>
+system.controls.KEY_BACK = 13<BR>
+system.controls.KEY_TAB = 14<BR>
+system.controls.KEY_Q = 15<BR>
+system.controls.KEY_W = 16<BR>
+system.controls.KEY_E = 17<BR>
+system.controls.KEY_R = 18<BR>
+system.controls.KEY_T = 19<BR>
+system.controls.KEY_Y = 20<BR>
+system.controls.KEY_U = 21<BR>
+system.controls.KEY_I = 22<BR>
+system.controls.KEY_O = 23<BR>
+system.controls.KEY_P = 24<BR>
+system.controls.KEY_LBRACKET = 25<BR>
+system.controls.KEY_RBRACKET = 26<BR>
+system.controls.KEY_RETURN = 27<BR>
+system.controls.KEY_LCONTROL = 28<BR>
+system.controls.KEY_A = 29<BR>
+system.controls.KEY_S = 30<BR>
+system.controls.KEY_D = 31<BR>
+system.controls.KEY_F = 32<BR>
+system.controls.KEY_G = 33<BR>
+system.controls.KEY_H = 34<BR>
+system.controls.KEY_J = 35<BR>
+system.controls.KEY_K = 36<BR>
+system.controls.KEY_L = 37<BR>
+system.controls.KEY_SEMICOLON = 38<BR>
+system.controls.KEY_APOSTROPHE = 39<BR>
+system.controls.KEY_GRAVE = 40<BR>
+system.controls.KEY_LSHIFT = 41<BR>
+system.controls.KEY_BACKSLASH = 42<BR>
+system.controls.KEY_Z = 43<BR>
+system.controls.KEY_X = 44<BR>
+system.controls.KEY_C = 45<BR>
+system.controls.KEY_V = 46<BR>
+system.controls.KEY_B = 47<BR>
+system.controls.KEY_N = 48<BR>
+system.controls.KEY_M = 49<BR>
+system.controls.KEY_COMMA = 50<BR>
+system.controls.KEY_PERIOD = 51<BR>
+system.controls.KEY_SLASH = 52<BR>
+system.controls.KEY_RSHIFT = 53<BR>
+system.controls.KEY_MULTIPLY = 54<BR>
+system.controls.KEY_LMENU = 55<BR>
+system.controls.KEY_SPACE = 56<BR>
+system.controls.KEY_CAPITAL = 57<BR>
+system.controls.KEY_F1 = 58<BR>
+system.controls.KEY_F2 = 59<BR>
+system.controls.KEY_F3 = 60<BR>
+system.controls.KEY_F4 = 61<BR>
+system.controls.KEY_F5 = 62<BR>
+system.controls.KEY_F6 = 63<BR>
+system.controls.KEY_F7 = 64<BR>
+system.controls.KEY_F8 = 65<BR>
+system.controls.KEY_F9 = 66<BR>
+system.controls.KEY_F10 = 67<BR>
+system.controls.KEY_NUMLOCK = 68<BR>
+system.controls.KEY_SCROLL = 69<BR>
+system.controls.KEY_NUMPAD7 = 70<BR>
+system.controls.KEY_NUMPAD8 = 71<BR>
+system.controls.KEY_NUMPAD9 = 72<BR>
+system.controls.KEY_SUBTRACT = 73<BR>
+system.controls.KEY_NUMPAD4 = 74<BR>
+system.controls.KEY_NUMPAD5 = 75<BR>
+system.controls.KEY_NUMPAD6 = 76<BR>
+system.controls.KEY_ADD = 77<BR>
+system.controls.KEY_NUMPAD1 = 78<BR>
+system.controls.KEY_NUMPAD2 = 79<BR>
+system.controls.KEY_NUMPAD3 = 80<BR>
+system.controls.KEY_NUMPAD0 = 81<BR>
+system.controls.KEY_DECIMAL = 82<BR>
+system.controls.KEY_F11 = 83<BR>
+system.controls.KEY_F12 = 84<BR>
+system.controls.KEY_F13 = 85<BR>
+system.controls.KEY_F14 = 86<BR>
+system.controls.KEY_F15 = 87<BR>
+system.controls.KEY_KANA = 88<BR>
+system.controls.KEY_CONVERT = 89<BR>
+system.controls.KEY_NOCONVERT = 90<BR>
+system.controls.KEY_YEN = 91<BR>
+system.controls.KEY_NUMPADEQUALS = 92<BR>
+system.controls.KEY_CIRCUMFLEX = 93<BR>
+system.controls.KEY_AT = 94<BR>
+system.controls.KEY_COLON = 95<BR>
+system.controls.KEY_UNDERLINE = 96<BR>
+system.controls.KEY_KANJI = 97<BR>
+system.controls.KEY_STOP = 98<BR>
+system.controls.KEY_AX = 99<BR>
+system.controls.KEY_UNLABELED = 100<BR>
+system.controls.KEY_NUMPADENTER = 101<BR>
+system.controls.KEY_RCONTROL = 102<BR>
+system.controls.KEY_NUMPADCOMMA = 103<BR>
+system.controls.KEY_DIVIDE = 104<BR>
+system.controls.KEY_SYSRQ = 105<BR>
+system.controls.KEY_RMENU = 106<BR>
+system.controls.KEY_HOME = 107<BR>
+system.controls.KEY_UP = 108<BR>
+system.controls.KEY_PRIOR = 109<BR>
+system.controls.KEY_LEFT = 110<BR>
+system.controls.KEY_RIGHT = 111<BR>
+system.controls.KEY_END = 112<BR>
+system.controls.KEY_DOWN = 113<BR>
+system.controls.KEY_NEXT = 114<BR>
+system.controls.KEY_INSERT = 115<BR>
+system.controls.KEY_DELETE = 116<BR>
+system.controls.KEY_LWIN = 117<BR>
+system.controls.KEY_RWIN = 118<BR>
+system.controls.KEY_APPS = 119<BR>
+system.controls.KEY_JOY1_B1 = 120<BR>
+system.controls.KEY_JOY1_B2 = 121<BR>
+system.controls.KEY_JOY1_B3 = 122<BR>
+system.controls.KEY_JOY1_B4 = 123<BR>
+system.controls.KEY_JOY1_B5 = 124<BR>
+system.controls.KEY_JOY1_B6 = 125<BR>
+system.controls.KEY_JOY1_B7 = 126<BR>
+system.controls.KEY_JOY1_B8 = 127<BR>
+system.controls.KEY_JOY1_B9 = 128<BR>
+system.controls.KEY_JOY1_B10 = 129<BR>
+system.controls.KEY_JOY1_HLEFT = 130<BR>
+system.controls.KEY_JOY1_HUP = 131<BR>
+system.controls.KEY_JOY1_HRIGHT = 132<BR>
+system.controls.KEY_JOY1_HDOWN = 133<BR>
+system.controls.KEY_JOY2_B1 = 134<BR>
+system.controls.KEY_JOY2_B2 = 135<BR>
+system.controls.KEY_JOY2_B3 = 136<BR>
+system.controls.KEY_JOY2_B4 = 137<BR>
+system.controls.KEY_JOY2_B5 = 138<BR>
+system.controls.KEY_JOY2_B6 = 139<BR>
+system.controls.KEY_JOY2_B7 = 140<BR>
+system.controls.KEY_JOY2_B8 = 141<BR>
+system.controls.KEY_JOY2_B9 = 142<BR>
+system.controls.KEY_JOY2_B10 = 143<BR>
+system.controls.KEY_JOY2_HLEFT = 144<BR>
+system.controls.KEY_JOY2_HUP = 145<BR>
+system.controls.KEY_JOY2_HRIGHT = 146<BR>
+system.controls.KEY_JOY2_HDOWN = 147<BR>
+system.controls.KEY_MOUSE_B1 = 148<BR>
+system.controls.KEY_MOUSE_B2 = 149<BR>
+system.controls.KEY_MOUSE_B3 = 150<BR>
+system.controls.KEY_MOUSE_B4 = 151<BR>
+system.controls.AXIS_JOY1_X = 152<BR>
+system.controls.AXIS_JOY1_Y = 153<BR>
+system.controls.AXIS_JOY1_Z = 154<BR>
+system.controls.AXIS_JOY1_R = 155<BR>
+system.controls.AXIS_JOY1_U = 156<BR>
+system.controls.AXIS_JOY1_V = 157<BR>
+system.controls.AXIS_JOY2_X = 158<BR>
+system.controls.AXIS_JOY2_Y = 159<BR>
+system.controls.AXIS_JOY2_Z = 160<BR>
+system.controls.AXIS_JOY2_R = 161<BR>
+system.controls.AXIS_JOY2_U = 162<BR>
+system.controls.AXIS_JOY2_V = 163<BR>
+system.controls.AXIS_MOUSE_X = 164<BR>
+system.controls.AXIS_MOUSE_Y = 165<BR>
+system.controls.AXIS_MOUSE_Z = 166<BR>
+
+</FONT>
+</BODY>
+</HTML>


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--- scummex/branches/gsoc2007-gameresbrowser/src/help/MIDIs.html	                        (rev 0)
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@@ -0,0 +1,72 @@
+<HTML>
+<HEAD>
+   <TITLE>MIDI files</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+
+<BODY>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>MIDI files</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+From Monkey Island 2 and until Sam & Max Hit the Road, LEC used
+MIDI files for the music in the adventure games (with a few
+exceptions), because the <I>i</I>MUSE system that was developed
+for Monkey Island 2 used this format.<P>
+
+Each game usually has the MIDIs saved in different versions for
+different types of sound devices: PC speaker, Adlib, Roland MT-32
+etc. Each of these versions had their own block type:<P>
+
+<A HREF="specSPK.html">SPK</A> for the PC speaker.<BR>
+<A HREF="specADL.html">ADL</A> for Adlib MIDI files.<BR>
+<A HREF="specROL.html">ROL</A> for Roland MT-32 files.<BR>
+<A HREF="specAMI.html">AMI</A> for Amiga MIDI files.<BR>
+<A HREF="specGMD.html">GMD</A> and <A HREF="specMIDI.html">MIDI</A>
+for General MIDI files.
+
+<P>
+If you can find a MIDI or GMD version of a piece of music, as a rule
+of thumb, that will be the most detailed version. If not, try to find
+a ROL version. Sometimes this varies, though. Land composed the Monkey
+Island 2 theme for the Adlib, later converting it to MT-32 for the
+game, while the rest of the game's music was composed for MT-32 (as
+most of the MI music is).<P>
+
+When listening to this music, you will find some things that may seem
+odd to you:<P>
+
+<UL>
+<LI>On ADL and SPK tracks, the music only plays back with piano
+and drums (or some other weird instruments)! This is because the ADL,
+SPK and SPK MIDIs don't have any instrument info embedded. You may add
+your own in a sequencing program, of course.
+<LI>On ROL, the instruments sound all wrong! This is because the Roland MT-32
+uses a different set of instruments than the General MIDI standard.
+This means that when a file made for MT-32 tells the MIDI device to
+change to instrument 27, for example, it means that it wants the
+instrument known as Synth Brass 3 - but in General MIDI instrument 27
+is a Jazz Guitar! If you know your patch maps, you can make a relatively
+good General MIDI version of a Roland MIDI. If you don't, do not ask me
+how to do it! Go find converted MIDIs on the web instead, at HighLand
+Productions or Quest Studios.
+(Or, go buy an MT-32 :) Don't ask me how to do it. I won't tell you.
+<LI>On AMI tracks, the instruments sound all wrong too! This is because the
+Amiga games most likely had a software sequencer. The instruments are stored
+elsewhere. As with the ROL MIDIs, you may be able to make a relatively good
+General MIDI version of an Amiga MIDI.
+<LI>On many cues, the music sounds mixed up completely! This is due to
+the way <I>i</I>MUSE works. One MIDI file contains many different cues
+to be mixed together by <I>i</I>MUSE. These are stored "on top of eachother",
+in the Standard MIDI format 2, which means that each track contains a
+different cue. Obviously, when all these different cues are played at the
+same time, the result is not necessarily nice :) So, if you want listenable
+files from these, you'll have to load them into a sequencer, split the
+tracks apart, and mix them like iMUSE does. Do not ask me how to do this
+either! The MIDIs found at HighLand Productions or Quest Studios will be
+mixed correctly.
+
+</FONT>
+</BODY>
+</HTML>


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--- scummex/branches/gsoc2007-gameresbrowser/src/help/encycl.html	                        (rev 0)
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@@ -0,0 +1,20 @@
+<HTML>
+<HEAD>
+   <TITLE>SCUMM Format Encyclopedia</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>SCUMM Format Encyclopedia</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+In this section, you will find a small bit of the info I have gathered for
+the making of SCUMM Revisited. That is, specifics on each
+<A HREF="spec.html">block</A> used in the SCUMM resource files.
+Also, a list of CMI script opcodes is given. There are still a lot of gaps
+in these pages - I'll add more as I get the time (but only if people actually
+request more of it). Some stuff, such as decompression algorithms, I have
+left out on purpose, mainly to allow them to stay LucasArts secrets.<P>
+</FONT>
+</BODY>
+</HTML>


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--- scummex/branches/gsoc2007-gameresbrowser/src/help/index.html	                        (rev 0)
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@@ -0,0 +1,13 @@
+<html>
+<head>
+   <title>ScummEX</title>
+</head>
+<font SIZE="+2" FACE="Arial">
+
+<b>ScummEX 0.1</b>
+</font><p>
+<font FACE="Arial" SIZE="-1">
+<a HREF="encycl.html">SCUMM Format Encyclopedia</a><br>
+</font>
+</body>
+</html>


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--- scummex/branches/gsoc2007-gameresbrowser/src/help/newfrmt.html	                        (rev 0)
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+<HTML>
+<HEAD>
+   <TITLE>New SCUMM File Format</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>New SCUMM File Format</B><BR>
+</FONT>
+<FONT FACE="Arial" SIZE="-1">
+(From <I>Monkey Island 2</I> till <I>CMI</I>)<P>
+With <I>Monkey Island 2</I> a lot of changes occured. <I>MI2</I> was the
+first game to use the <I>i</I>MUSE technology. Also, while the Amiga had
+been the development platform for the games until now, the games were now
+developed on PC and ported to Amiga and other platforms afterwards. And,
+just as important to SCUMM explorers, the file format changed substantially
+from the <A HREF="oldfrmt.html">previous format</A>. A block would now
+look more like the original IFF format:<P>
+
+<FONT SIZE="+1">
+<PRE>
+"B" "O" "X" "D" 00 00 00 0A 00 01
+</PRE>
+</FONT>
+<P>
+
+The name is still there, the size is still there, but the ordering of them
+has been changed: The name is now four characters long, rather than two,
+the size is now in big endian, rather than little endian, and the size comes
+after the name, rather than before. After these 8 bytes, the data comes.<P>
+
+Other than that, the same rules as for the <A HREF="oldfrmt.html">old
+format</A> apply. The format is still hierarchal, subblocks can be contained
+within other blocks. The scheme of the new standard block thus looks like
+this:<P>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>sName</TD>
+  <TD WIDTH="20%" VALIGN=top>4*char</TD>
+  <TD WIDTH="50%" VALIGN=top><FONT FACE="Arial" SIZE="-1">Block name.</TD>
+</TR>
+<TR>
+  <TD VALIGN=top>dwSize</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">Block size (BE).</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>data</TD>
+  <TD VALIGN=top>(dwSize-8)*byte</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">Block data.</FONT></TD>
+</TR>
+</TABLE>
+</FONT><P>
+
+So, the size still includes in it the 8 bytes starting off the block -
+mostly... Because the new format proved to be much less standardized,
+probably due to several different developers working on it. Thus, blocks
+such as the new MIDI blocks (ADL, ROL, GMD etc.) don't include the initial
+8 bytes in the size. Other blocks have the size a byte or two off etc. And
+blocks using compression often have a decompressed size given, rather than
+the size they actually have inside the resource file. A complete list of
+the found size formats for all types of SCUMM Revisited-openable files
+can be found <A HREF="sizes.html">here</A>.
+
+</FONT>
+</BODY>
+</HTML>


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--- scummex/branches/gsoc2007-gameresbrowser/src/help/oldfrmt.html	                        (rev 0)
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+<HTML>
+<HEAD>
+   <TITLE>Old SCUMM File Format</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT "+2" FACE="Arial">
+
+<B>Old SCUMM File Format</B><BR>
+</FONT>
+<FONT FACE="Arial" SIZE="-1">
+(<I>Indiana Jones and the Last Crusade</I>, CDROM version of <I>Loom</I>, <I>Secret of Monkey Island</I>)<P>
+With <I>Indy3</I>, the file format used for SCUMM started to be standardized.
+Rather than just having all the data stored in a huge mess, LucasFilm Games
+started to use a format reminiscent of the IFF format (they would get
+even closer to IFF with MI2 and later games - the
+"<A HREF="newfrmt.html">New SCUMM File Format</A>").<P>
+
+The file format is built up of <I>blocks</I>, each having a name and a size.
+The size is stored first, as a dword (four bytes), little endian.
+
+After that follows the block name, as two characters, for example
+"LE". After these 6 bytes comes the block data.<P>
+
+The size mentioned before includes the 6 bytes making up the size and the
+name as well as the size of the data following these 6 bytes. Example:<P>
+<FONT SIZE="+1">
+<PRE>
+08 00 00 00 "B" "X" 00 01
+</PRE>
+</FONT>
+<P>
+... would be an entire block, the size is 8 - the four bytes, the two
+characters, and the two bytes of data.
+
+The new format was hierarchal, blocks could be contained within other blocks
+to give the file more structure. Storing a block within another simply meant
+putting the block within the other's data area - i.e. right after the first 6
+bytes of the parent block - or in some rare instances, a having some data and
+then a subblock. As long as the block is stored within the size of the parent
+block, we call it a subblock. Normally, additional subblocks will be stored
+right after the end of the previous block. The scheme of a standard block
+thus looks like this:<P>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>dwSize</TD>
+  <TD WIDTH="20%" VALIGN=top>dword</TD>
+  <TD WIDTH="50%" VALIGN=top><FONT FACE="Arial" SIZE="-1">Block size (LE).</TD>
+</TR>
+<TR>
+  <TD VALIGN=top>sName</TD>
+  <TD VALIGN=top>2*char</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">Block name.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>data</TD>
+  <TD VALIGN=top>(dwSize-6)*byte</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">Block data.</FONT></TD>
+</TR>
+</TABLE>
+</FONT><P>
+In the early games, the first block is an RO (room) block, containing
+other blocks describing the room, such as BX (boxes), OI (object images)
+etc. After the RO block, within the same file, is the global scripts
+for the room (SC), the sound (SO) etc. With <I>MI1</I> the programmers
+started to bundle the files for each room into a big disc-sized file. The
+basics of the format is still the same, but rather than having a
+structure like this:<P>
+<FONT SIZE="+1">
+<PRE>
+RO
+ HD
+ CC
+ SP
+ BX
+ ...
+SC
+SC
+SO
+</PRE>
+</FONT>
+<P>
+(where HD, CC, SP etc. are subblocks of the RO block)... it would be like
+this:<P>
+
+<FONT SIZE="+1">
+<PRE>
+LE
+ FO
+ LF
+  RO
+   HD
+   CC
+   ...
+  SC
+  SC
+  SO
+ LF
+  RO
+   HD
+   ...
+etc.
+</PRE>
+</FONT>
+<P>
+
+To give an example, the start of a file structured like this would look
+something like this (taken from the disk01.lec file of the PC version of
+<I>MI1</I>):<P>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="40%" VALIGN=top>4A C6 10 00</TD>
+  <TD WIDTH="60%" VALIGN=top><FONT FACE="Arial" SIZE="-1">Size of LE block = 0x10C64A.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>"LE"</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">Name of block.</FONT></TD>
+</TR>
+
+<TR>
+  <TD> </TD>
+<TR>
+<TR>
+  <TD VALIGN=top> 66 00 00 00</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">Size of FO block = 0x66 (subblock of LE)</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> "FO"</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">Name of block.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> 13 0A 6C 00 00 00 1C BB ...</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">FO block data (0x60 bytes).</FONT></TD>
+</TR>
+
+<TR>
+  <TD> </TD>
+<TR>
+<TR>
+  <TD VALIGN=top> 4F DE 01 00</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">Size of LF block = 0x01DE4F - note that we haven't yet reached the end of the LE block, so this block is also a subblock of LE.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> "LF"</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">Name of block.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> 0A 00</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">LF block data. We have now read 8 bytes of the LF block, but its size is 0x01DE4F, so, although the next block doesn't come right after the 6 initial bytes of this block, it still must be a subblock of LF.</FONT></TD>
+</TR>
+
+<TR>
+  <TD> </TD>
+<TR>
+<TR>
+  <TD VALIGN=top>  2C  DA  00  00</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">Size of RO block = 0x00DA2C.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>  "RO"</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1">Name of block.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>etc.</TD>
+  <TD VALIGN=top><FONT FACE="Arial" SIZE="-1"></FONT></TD>
+</TR>
+</TABLE>
+</FONT>
+</FONT>
+</BODY>
+</HTML>


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Name: svn:mime-type
   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/sizes.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/sizes.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/sizes.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,73 @@
+<HTML>
+<HEAD>
+   <TITLE>Size Formats</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>Size Formats</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+If you have read some of the specifications of SCUMM blocks, you'll notice
+that they don't all include their size in the same way. In order to find
+the next block when analyzing (and in order to dump to files and process
+blocks correctly) SCUMM Revisited has to know the size of the current one.
+Thus, it needs to know the size format of each block. Just for those
+interested in internal stuff, here is a list of the different size formats
+used by SCUMM - and SCUMM Revisited:<P>
+
+<B>Standard:</B> The format I have chosen to call "Standard" is
+the one most commonly used in blocks for newer SCUMM games. All of these
+blocks start with four characters containing the block type (e.g. "LECF")
+followed by four bytes containing the size in little endian format
+(e.g. 00 01 32 2F - a size of 78383 bytes). These eight bytes are included
+in the size.<P>
+
+<B>Name and Size not Included:</B> This format is almost the same as the
+Standard format. The only difference is that here, the eight bytes containing
+the block type and size are not included in the size. So to get the correct
+size of the block we add 8.<P>
+
+<B>Name and Size not Included - Inconsistent:</B> This format is the same
+as the one described right above, except that sometimes this block has one
+more byte than the size says.<P>
+
+<B>Undefined - Based on Parent or Filesize:</B> Some blocks do not contain
+any useable size information at all. An example is the Creative Voice File
+blocks. Creative Voice Files (.voc) do not contain any information on their
+own size, which is probably why LEC placed those files within a wrapper
+block named VTLK for Full Throttle . Luckily, there is usually always a
+way to find the size anyway. Some blocks are known to be the root blocks of
+a file, and thus are just set to the size of the resource file. Others are
+always the last blocks within a parent block, and thus the size can be
+derived from the parent block size, by subtracting the size of all other
+sub-blocks (i.e. the offset of the current block, relative to the parent
+block offset) from the size of the parent.<P>
+
+<B>Entry Based:</B> Some blocks, such as MCMP and COMP, contain their sizes
+not in bytes, but in entries. So, to get the byte size, we multiply the size of
+each entry with the number of entries and add the 8 starting bytes mentioned
+above + the bytes containing the number of entries.<P>
+
+<B>Directory Table:</B> In bundle files, the block types/names and sizes of
+the contained files are listed in a directory at the start of the bundle file.
+This size format is used for such blocks.<P>
+
+<B>Old SCUMM:</B> For the early games Indiana Jones and the Last Crusade and
+Secret of Monkey Island, the entire file format was quite different: Each
+block started with the four bytes containing the size of the block in <I>big</I>
+endian followed by <I>two</I> characters for the block type identifier.<P>
+
+<B>VOC:</B> The Creative Voice Files (.voc) do not contain any info on
+size, which is the reason why MONSTER.SOU files take so long to analyze.
+In order to find the size, SCUMM Revisited parses the file's data in
+order to find the end of the file.<P>
+
+<B>Unknown:</B> Unknown is used for blocks that SCUMM Revisited does not
+know of. Other than displaying "Unknown" in the info panel, I
+decided to let this format be the same as the Undefined format, which is
+the safest and will allow more files to be opened that SCUMM Revisited was
+not made for ;)<P>
+</FONT>
+</BODY>
+</HTML>


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   + text/html
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   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/spec.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/spec.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/spec.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,21 @@
+<HTML>
+<HEAD>
+   <TITLE>Block Specifications</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>Block Specifications</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+
+SCUMM features a <I>lot</I> of blocks. Here you will find some of the info
+gathered on these so far (more will be added later on, if I get enough
+requests), as well as the features SCUMM Revisited supplies for each kind
+of block. For more info on the format used in the SCUMM block specifications,
+read <A HREF="specform.html">this</A>.<P>
+
+</FONT>
+</BODY>
+</HTML>
+


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   + text/html
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   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specADL.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specADL.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specADL.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,36 @@
+<HTML>
+<HEAD>
+   <TITLE>ADL</TITLE>
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>ADL</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+ADL contains Adlib <A HREF="MIDIs.html">MIDI</A> files.<P>
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>"ADL "</TD>
+  <TD WIDTH="20%" VALIGN=top>dword</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">Block identifier</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>dwSize</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Size in bytes (BE)</FONT></TD>
+</TR>
+<TR>
+  <TD> </TD>
+<TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>followed by <A HREF="MIDIs.html">MIDI</A> data</B></FONT></TD>
+</TR>
+
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


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___________________________________________________________________
Name: svn:mime-type
   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specAMI.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specAMI.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specAMI.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,37 @@
+<HTML>
+<HEAD>
+   <TITLE>AMI</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>AMI</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+AMI contains Amiga Specific <A HREF="MIDIs.html">MIDI</A> files.<P>
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>"AMI "</TD>
+  <TD WIDTH="20%" VALIGN=top>dword</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">Block identifier</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>dwSize</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Size in bytes (BE)</FONT></TD>
+</TR>
+<TR>
+  <TD> </TD>
+<TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>followed by <A HREF="MIDIs.html">MIDI</A> data</B></FONT></TD>
+</TR>
+
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


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   + text/html
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Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specAPAL.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specAPAL.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specAPAL.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,57 @@
+<HTML>
+<HEAD>
+   <TITLE>APAL</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>APAL</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+APAL contains palettes (i.e. color lookup tables) in the same format as
+<A HREF="specNPAL.html">NPAL</A> and <A HREF="specCLUT.html">CLUT</A>. This
+format is simple: 256 3-byte values, one for each palette index.<P>
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>"APAL"</TD>
+  <TD WIDTH="20%" VALIGN=top>dword</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">Block identifier</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>dwSize</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Size in bytes (BE)</FONT></TD>
+</TR>
+<TR>
+  <TD> </TD>
+<TR>
+
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>loop 256</B></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> nRed</TD>
+  <TD VALIGN=top>byte</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Red intensity</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> nGreen</TD>
+  <TD VALIGN=top>byte</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Green intensity</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> nBlue</TD>
+  <TD VALIGN=top>byte</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Blue intensity</FONT></TD>
+</TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>end of loop</B></FONT></TD>
+</TR>
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


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Name: svn:mime-type
   + text/html
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   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specCLUT.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specCLUT.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specCLUT.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,57 @@
+<HTML>
+<HEAD>
+   <TITLE>CLUT</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>CLUT</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+CLUT contains palettes (i.e. color lookup tables) in the same format as
+<A HREF="specAPAL.html">APAL</A> and <A HREF="specNPAL.html">NPAL</A>. This
+format is simple: 256 3-byte values, one for each palette index.<P>
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>"CLUT"</TD>
+  <TD WIDTH="20%" VALIGN=top>dword</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">Block identifier</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>dwSize</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Size in bytes (BE)</FONT></TD>
+</TR>
+<TR>
+  <TD> </TD>
+<TR>
+
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>loop 256</B></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> nRed</TD>
+  <TD VALIGN=top>byte</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Red intensity</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> nGreen</TD>
+  <TD VALIGN=top>byte</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Green intensity</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> nBlue</TD>
+  <TD VALIGN=top>byte</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Blue intensity</FONT></TD>
+</TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>end of loop</B></FONT></TD>
+</TR>
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


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Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specDATA.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specDATA.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specDATA.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,30 @@
+<HTML>
+	<HEAD>
+		<TITLE>DATA</TITLE></HEAD>
+	<META NAME="resource-type" CONTENT="document">
+	<FONT SIZE="+2" FACE="Arial"><B>DATA</B> </FONT>
+	<P>
+		<FONT FACE="Arial" SIZE="-1">DATA contains the actual iMUSE Digital sound data 
+			within an <A HREF="speciMUS.html">iMUS</A> block.<P>
+		</FONT><FONT FACE="Courier">
+			<TABLE CELLSPACING="1" WIDTH="100%">
+				<TR>
+					<TD WIDTH="30%" VALIGN="top">"DATA"</TD>
+					<TD WIDTH="20%" VALIGN="top">dword</TD>
+					<TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">Block identifier</FONT></TD>
+				</TR>
+				<TR>
+					<TD VALIGN="top">dwSize</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">(Decompressed) Size in bytes (BE)</FONT></TD>
+				</TR>
+				<TR>
+					<TD> </TD>
+				<TR>
+				<TR>
+					<TD COLSPAN="3"><FONT FACE="Arial" SIZE="-1"><B>followed by data</B></FONT></TD>
+				</TR>
+			</TABLE>
+		</FONT>
+	</P>
+</HTML>


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   + text/html
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Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specFRMT.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specFRMT.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specFRMT.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,55 @@
+<HTML>
+	<HEAD>
+		<TITLE>FRMT</TITLE></HEAD>
+	<META NAME="resource-type" CONTENT="document">
+	<FONT SIZE="+2" FACE="Arial"><B>FRMT</B> </FONT>
+	<P>
+		<FONT FACE="Arial" SIZE="-1">FRMT contains the WAV format description of an <A HREF="speciMUS.html">
+				iMUS</A> chunk, that is the samplerate, number of channels etc. Actually, 
+			FRMT works as a hook (just as <A HREF="specJUMP.html">JUMP</A>, <A HREF="specREGN.html">REGN</A> etc.), 
+			i.e. it has a been given a position inside the WAV <A HREF="specDATA.html">DATA</A>
+			(which is usually at the start of the data).<P>
+		</FONT><FONT FACE="Courier">
+			<TABLE CELLSPACING="1" WIDTH="100%">
+				<TR>
+					<TD WIDTH="30%" VALIGN="top">"FRMT"</TD>
+					<TD WIDTH="20%" VALIGN="top">dword</TD>
+					<TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">Block identifier</FONT></TD>
+				</TR>
+				<TR>
+					<TD VALIGN="top">dwSize</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">Size in bytes (BE)</FONT></TD>
+				</TR>
+				<TR>
+					<TD> </TD>
+				<TR>
+				<TR>
+					<TD VALIGN="top">dwPosition</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">Hook position.</FONT></TD>
+				</TR>
+				<TR>
+					<TD VALIGN="top">dwUnknown</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">Unknown</FONT></TD>
+				</TR>
+				<TR>
+					<TD VALIGN="top">dwBitsPerSample</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">Bits per sample - usually 8, 12 or 16.</FONT></TD>
+				</TR>
+				<TR>
+					<TD VALIGN="top">dwSampleRate</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">Samplerate in hz - usually 11025 or 22050.</FONT></TD>
+				</TR>
+				<TR>
+					<TD VALIGN="top">nChannels</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">Number of channels - 1 = mono, 2 = stereo.</FONT></TD>
+				</TR>
+			</TABLE>
+		</FONT>
+	</P>
+</HTML>


Property changes on: scummex/branches/gsoc2007-gameresbrowser/src/help/specFRMT.html
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   + text/html
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   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specF_IMC.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specF_IMC.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specF_IMC.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,32 @@
+<HTML>
+<HEAD>
+   <TITLE>.IMC</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>.IMC</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+The .IMC files contain compressed <A HREF="speciMUS.html">iMUS</A> blocks,
+along with compression info in an <A HREF="specMCMP.html">MCMP</A> block.<P>
+
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>blMCMP</TD>
+  <TD WIDTH="20%" VALIGN=top>block</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1"><A HREF="specMCMP.html">MCMP</A> block.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>bliMUS</TD>
+  <TD VALIGN=top>block</TD>
+  <TD><FONT FACE="Arial" SIZE="-1"><A HREF="speciMUS.html">iMUS</A> block.</FONT></TD>
+</TR>
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


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   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specF_IMX.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specF_IMX.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specF_IMX.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,32 @@
+<HTML>
+<HEAD>
+   <TITLE>.IMX</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>.IMX</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+The .IMX files contain compressed <A HREF="speciMUS.html">iMUS</A> blocks,
+along with compression info in a COMP block.<P>
+
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>blCOMP</TD>
+  <TD WIDTH="20%" VALIGN=top>block</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">COMP block.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>bliMUS</TD>
+  <TD VALIGN=top>block</TD>
+  <TD><FONT FACE="Arial" SIZE="-1"><A HREF="speciMUS.html">iMUS</A> block.</FONT></TD>
+</TR>
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


Property changes on: scummex/branches/gsoc2007-gameresbrowser/src/help/specF_IMX.html
___________________________________________________________________
Name: svn:mime-type
   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specF_LUA.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specF_LUA.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specF_LUA.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,24 @@
+<HTML>
+<HEAD>
+   <TITLE>.LUA</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>.LUA</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+The .LUA files contain compiled <A HREF="lua.html">Lua</A> scripts, and are
+thus the scripts controlling most of what happens in <I>Grim Fandango</I>.<P>
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>Compiled Lua script.</B></FONT></TD>
+</TR>
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


Property changes on: scummex/branches/gsoc2007-gameresbrowser/src/help/specF_LUA.html
___________________________________________________________________
Name: svn:mime-type
   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specF_TXT.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specF_TXT.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specF_TXT.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,23 @@
+<HTML>
+<HEAD>
+   <TITLE>.TXT</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>.TXT</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+The .TXT files contain standard ASCII text for credit lists etc.<P>
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="100%" VALIGN=top><FONT FACE="Arial" SIZE="-1"><B>ASCII text</B></FONT></TD>
+</TR>
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


Property changes on: scummex/branches/gsoc2007-gameresbrowser/src/help/specF_TXT.html
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Name: svn:mime-type
   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specF_WAV.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specF_WAV.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specF_WAV.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,48 @@
+<HTML>
+<HEAD>
+   <TITLE>.WAV</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>.WAV</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+When dealing with GrimE games, the .WAV files are not normal WAV files, but
+compressed. In the LEC action games (such as <I>Phantom Menace</I>) and in
+some instances in <I>Grim Fandango</I>, they are uncompressed, however. The
+files contain the (compressed) <A HREF="specRIFF.html">RIFF</A> block, along
+with, if compressed, compression info in an <A HREF="specMCMP.html">MCMP</A>
+block.<P>
+
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>(</B></TD>
+</TR>
+<TR>
+  <TD WIDTH="30%" VALIGN=top> blMCMP</TD>
+  <TD WIDTH="20%" VALIGN=top>block</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1"><A HREF="specMCMP.html">MCMP</A> block (only if compressed).</FONT></TD>
+</TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>)</B></TD>
+</TR>
+
+<TR>
+  <TD> </TD>
+</TR>
+
+<TR>
+  <TD VALIGN=top>blRIFF</TD>
+  <TD VALIGN=top>block</TD>
+  <TD><FONT FACE="Arial" SIZE="-1"><A HREF="specRIFF.html">RIFF</A> block.</FONT></TD>
+</TR>
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


Property changes on: scummex/branches/gsoc2007-gameresbrowser/src/help/specF_WAV.html
___________________________________________________________________
Name: svn:mime-type
   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specGMD.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specGMD.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specGMD.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,37 @@
+<HTML>
+<HEAD>
+   <TITLE>GMD</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>GMD</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+GMD contains General <A HREF="MIDIs.html">MIDI</A> files.<P>
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>"GMD "</TD>
+  <TD WIDTH="20%" VALIGN=top>dword</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">Block identifier</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>dwSize</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Size in bytes (BE)</FONT></TD>
+</TR>
+<TR>
+  <TD> </TD>
+<TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>followed by <A HREF="MIDIs.html">MIDI</A> data</B></FONT></TD>
+</TR>
+
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


Property changes on: scummex/branches/gsoc2007-gameresbrowser/src/help/specGMD.html
___________________________________________________________________
Name: svn:mime-type
   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specJUMP.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specJUMP.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specJUMP.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,52 @@
+<HTML>
+	<HEAD>
+		<TITLE>JUMP</TITLE></HEAD>
+	<META NAME="resource-type" CONTENT="document">
+	<FONT SIZE="+2" FACE="Arial"><B>JUMP</B> </FONT>
+	<P>
+		<FONT FACE="Arial" SIZE="-1">JUMP contains an <I>i</I>MUSE jump hook, signifying a 
+			position in the sound where a jump could occur - for loops, jumps to 
+			transitions etc. Such a jump will only occur if the hooks HookID corresponds to 
+			the <I>i</I>MUSE Digital HookID or set by the SCUMM script. While jumping 
+			current region of sound data are fade out in FadeDelay number 60hz ticks. </FONT>
+		<FONT face="Arial" size="-1">
+			<P>
+		</FONT><FONT FACE="Courier">
+			<TABLE CELLSPACING="1" WIDTH="100%">
+				<TR>
+					<TD WIDTH="30%" VALIGN="top">"JUMP"</TD>
+					<TD WIDTH="20%" VALIGN="top">dword</TD>
+					<TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">Block identifier</FONT></TD>
+				</TR>
+				<TR>
+					<TD VALIGN="top">dwSize</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">Size in bytes (BE)</FONT></TD>
+				</TR>
+				<TR>
+					<TD> </TD>
+				<TR>
+				<TR>
+					<TD VALIGN="top">dwPosition</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">Hook position.</FONT></TD>
+				</TR>
+				<TR>
+					<TD VALIGN="top">dwDestination</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">Jump destination byte offset.</FONT></TD>
+				</TR>
+				<TR>
+					<TD VALIGN="top">dwHookID</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">Hook ID.</FONT></TD>
+				</TR>
+				<TR>
+					<TD VALIGN="top">dwFadeDelay</TD>
+					<TD VALIGN="top">dword</TD>
+					<TD><FONT FACE="Arial" SIZE="-1">Fade delay track in 60hz ticks.</FONT></TD>
+				</TR>
+			</TABLE>
+		</FONT>
+	</P>
+</HTML>


Property changes on: scummex/branches/gsoc2007-gameresbrowser/src/help/specJUMP.html
___________________________________________________________________
Name: svn:mime-type
   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specLABN.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specLABN.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specLABN.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,98 @@
+<HTML>
+<HEAD>
+   <TITLE>LABN</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>LABN</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+LABN is the root container for all files in Grim Fandango bundles.<P>
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>"LABN"</TD>
+  <TD WIDTH="20%" VALIGN=top>dword</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">Block identifier</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>dwFormatVersion</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">File format version (usually 00 00 01 00)</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>nFiles</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Number of files (LE)</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>dwUnknown</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Unknown</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>dwUnknown</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Unknown</FONT></TD>
+</TR>
+<TR>
+  <TD> </TD>
+<TR>
+
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>loop nFiles</B></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> dwUnknown</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Unknown</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> dwOffset</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Byte offset to file relative to start of bundle (LE).</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> dwSize</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Size of file in bytes (LE).</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> dwUnknown</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Unknown</FONT></TD>
+</TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>end of loop</B></FONT></TD>
+</TR>
+<TR>
+  <TD> </TD>
+<TR>
+
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>loop nFiles</B></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> szFileName</TD>
+  <TD VALIGN=top>string</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Filename</FONT></TD>
+</TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>end of loop</B></FONT></TD>
+</TR>
+<TR>
+  <TD> </TD>
+<TR>
+
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>followed by files</B></FONT></TD>
+</TR>
+
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


Property changes on: scummex/branches/gsoc2007-gameresbrowser/src/help/specLABN.html
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   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specLB83.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specLB83.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specLB83.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,81 @@
+<HTML>
+<HEAD>
+   <TITLE>LB83</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>LB83</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+LB83 is the DOS equivalent of <A HREF="specLABN.html">LABN</A> (83 stemming
+from the well known DOS 8.3 filename format - max 8 chars for filename and
+3 for extension), although it is used in both The Dig and CMI for voice and
+music. I.e., it is a bundle of files.<P>
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>"LB83"</TD>
+  <TD WIDTH="20%" VALIGN=top>dword</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">Block identifier</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>dwNamesOffs</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Byte offset to filenames (BE).</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>nFiles</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Number of files (BE)</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>szCompileDate</TD>
+  <TD VALIGN=top>string</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Compilation time and date.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>??Unknown</TD>
+  <TD VALIGN=top>?</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Unknown stuff until first file.</FONT></TD>
+</TR>
+<TR>
+  <TD> </TD>
+<TR>
+
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>at offset dwNamesOffs:</B></TD>
+</TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>loop nFiles</B></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> sFileName</TD>
+  <TD VALIGN=top>8 * char</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">First 8 characters. Characters not used are set to 00.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> sFileExt</TD>
+  <TD VALIGN=top>4 * char</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">The 3 characters of the extension. Characters not used are set to 00. Null-terminated.</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> dwOffset</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Byte offset to file relative to start of bundle (BE).</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> dwSize</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Size of file in bytes (BE).</FONT></TD>
+</TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>end of loop</B></FONT></TD>
+</TR>
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


Property changes on: scummex/branches/gsoc2007-gameresbrowser/src/help/specLB83.html
___________________________________________________________________
Name: svn:mime-type
   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specLECF.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specLECF.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specLECF.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,54 @@
+<HTML>
+<HEAD>
+   <TITLE>LECF</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>LECF</B>
+</FONT><P>
+<FONT FACE="Arial" SIZE="-1">
+The LECF block is the root block of the main resource in all games from
+<I>MI2</I> and on.<P>
+</FONT>
+
+<FONT FACE="Courier">
+<TABLE CELLSPACING=1 WIDTH="100%">
+<TR>
+  <TD WIDTH="30%" VALIGN=top>"LECF"</TD>
+  <TD WIDTH="20%" VALIGN=top>dword</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1">Block identifier</FONT></TD>
+</TR>
+<TR>
+  <TD VALIGN=top>dwSize</TD>
+  <TD VALIGN=top>dword</TD>
+  <TD><FONT FACE="Arial" SIZE="-1">Size in bytes (BE)</FONT></TD>
+</TR>
+<TR>
+  <TD> </TD>
+</TR>
+
+<TR>
+  <TD WIDTH="30%" VALIGN=top>blLOFF</TD>
+  <TD WIDTH="20%" VALIGN=top>block</TD>
+  <TD WIDTH="50%"><FONT FACE="Arial" SIZE="-1"><A HREF="specLOFF.html">LOFF</A> block.</FONT></TD>
+</TR>
+<TR>
+  <TD> </TD>
+</TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>loop</B></TD>
+</TR>
+<TR>
+  <TD VALIGN=top> blLFLF</TD>
+  <TD VALIGN=top>block</TD>
+  <TD><FONT FACE="Arial" SIZE="-1"><A HREF="specLFLF.html">LFLF</A> block.</FONT></TD>
+</TR>
+<TR>
+  <TD COLSPAN=3><FONT FACE="Arial" SIZE="-1"><B>end of loop</B></FONT></TD>
+</TR>
+</TABLE>
+</FONT>
+</BODY>
+</HTML>
+


Property changes on: scummex/branches/gsoc2007-gameresbrowser/src/help/specLECF.html
___________________________________________________________________
Name: svn:mime-type
   + text/html
Name: svn:eol-style
   + native

Added: scummex/branches/gsoc2007-gameresbrowser/src/help/specLFLF.html
===================================================================
--- scummex/branches/gsoc2007-gameresbrowser/src/help/specLFLF.html	                        (rev 0)
+++ scummex/branches/gsoc2007-gameresbrowser/src/help/specLFLF.html	2007-07-11 00:59:04 UTC (rev 28020)
@@ -0,0 +1,74 @@
+<HTML>
+<HEAD>
+   <TITLE>LFLF</TITLE>
+   <META NAME="resource-type" CONTENT="document">
+</HEAD>
+<FONT SIZE="+2" FACE="Arial">
+
+<B>LFLF</B>
+</FONT><P>

@@ Diff output truncated at 100000 characters. @@

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