dsekai
World engine for retrocomputers.
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Modules
Here is a list of all modules:
[detail level 123]
 Unilayer Memory LayerSimple abstract unified memory management layer designed for resource-constrained systems
 Unilayer Animation LayerCollection of common animation effects and related utilities
 Unilayer Animation Effects
 Unilayer Animation FlagsFlags to control ANIMATION behavior
 Unilayer Graphics LayerSimple abstract unified graphics drawing layer designed for resource-constrained systems
 Unilayer Graphics String FlagsFlags for modifying string display options
 Unilayer Graphics Bitmap Flags
 Unilayer Graphics CacheInterface to cache that holds/deduplicates sprites and tiles
 Unilayer Graphics ColorsPlatform-defined colors in which to draw graphical elements
 Unilayer Resource LayerSimple abstract unified resource loading layer designed for various obsolete systems
 Unilayer Data Inputs & Operations
 Unilayer DIO ErrorsError codes from DIO operations
 Unilayer DIO StreamsAbstraction for dealing with streams from files or memory
 Unilayer Static Lists
 ASN.1 FormatGeneral binary format for storing and retrieving data
 ASN.1 Data Types
 ASN.1 Function FlagsThese may be passed to certain functions to modify their behavior
 ASN.1 Error CodesThese error codes may be returned by ASN.1-related functions
 Writing ASN.1 Data
 Reading ASN.1 DataFunctions for reasing ASN.1 data back into C structs
 JSONSimple lightweight general-purpose JSON parser based on jsmn
 Unilayer Graphical User InterfaceIn-engine interface for windows
 GUI Window FlagsOptions specifying how a WINDOW behaves
 GUI Window PlacementOptions for specifying WINDOW placement in a WINDOW
 GUI Window TypesWindow interaction modes
 UnimakeBuild system for building on limited/legacy compilers/platforms
 Unimake Error Constants
 Unimake Configuration Constants
 Unimake Compiler
 Unimake Flags
 EnginesCentral state and subsystem coordination
 DSekai Engines ConfigurationCompile-time options defining engine behaviors
 Engine TransitionsFlags for specifying screen transitions
 Engine-Specific StructStructs containing information only used by certain engines
 Engine Locking
 Engine Types
 Mobile ObjectsPlayer- or script-controlled world objects or "mobiles"
 Mobile Spritesheets
 Mobile MP/HPDetails of how the MOBILE::mp_hp field works
 Mobile Object FlagsFlags controlling MOBILE object behavior
 Mobile Object Type FlagsTypes instructing the engine how to handle a MOBILE
 Mobile-Related ErrorsError codes for MOBILE-related functions
 Cardinal DirectionsDirections in which MOBILE objects may face
 ScriptingControl mobile behavior and interaction
 Script Instruction ArgumentsImmediate arguments for script instructions
 Scripting InteractionsDetails on scripting interactions with MOBILE actors
 Scripting InstructionsOverview of the mobile scripting language
 Script Compiler
 Items
 Item Errors
 Item Types and UseDefinitions and callbacks pertaining to ITEM use in-world
 Item FlagsFlags which affect an individual ITEM
 Pathfinding
 Tilemaps
 Tilemap Flags
 ASN.1 TilemapsExtremely specific dialect of ASN.1 used to store tilemaps in a compact and simple binary format
 Tilemaps JSON Format
 Tilemaps JSON PathsPaths to map properties in a Tiled json file
 Crops
 Crop FlagsFlags which affect an individual CROP_PLOT
 Crop Definition FlagsFlags which affect all crops that share a CROP_DEF universally
 Globally Unique IdentifiersIdentifiers for objects that are unique among ALL TILEMAP objects and persistant between Engine Locking cycles
 MenusOn-screen menu handling world-specific functions
 String PoolFlexible storage for strings in small spaces