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dsekai
World engine for retrocomputers.
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Unilayer Memory Layer | Simple abstract unified memory management layer designed for resource-constrained systems |
▼Unilayer Animation Layer | Collection of common animation effects and related utilities |
Unilayer Animation Effects | |
Unilayer Animation Flags | Flags to control ANIMATION behavior |
▼Unilayer Graphics Layer | Simple abstract unified graphics drawing layer designed for resource-constrained systems |
Unilayer Graphics String Flags | Flags for modifying string display options |
Unilayer Graphics Bitmap Flags | |
Unilayer Graphics Cache | Interface to cache that holds/deduplicates sprites and tiles |
Unilayer Graphics Colors | Platform-defined colors in which to draw graphical elements |
Unilayer Resource Layer | Simple abstract unified resource loading layer designed for various obsolete systems |
▼Unilayer Data Inputs & Operations | |
Unilayer DIO Errors | Error codes from DIO operations |
▼Unilayer DIO Streams | Abstraction for dealing with streams from files or memory |
Unilayer Static Lists | |
▼ASN.1 Format | General binary format for storing and retrieving data |
ASN.1 Data Types | |
ASN.1 Function Flags | These may be passed to certain functions to modify their behavior |
ASN.1 Error Codes | These error codes may be returned by ASN.1-related functions |
Writing ASN.1 Data | |
Reading ASN.1 Data | Functions for reasing ASN.1 data back into C structs |
JSON | Simple lightweight general-purpose JSON parser based on jsmn |
▼Unilayer Graphical User Interface | In-engine interface for windows |
GUI Window Flags | Options specifying how a WINDOW behaves |
GUI Window Placement | Options for specifying WINDOW placement in a WINDOW |
GUI Window Types | Window interaction modes |
▼Unimake | Build system for building on limited/legacy compilers/platforms |
Unimake Error Constants | |
Unimake Configuration Constants | |
Unimake Compiler | |
Unimake Flags | |
▼Engines | Central state and subsystem coordination |
DSekai Engines Configuration | Compile-time options defining engine behaviors |
Engine Transitions | Flags for specifying screen transitions |
Engine-Specific Struct | Structs containing information only used by certain engines |
Engine Locking | |
Engine Types | |
▼Mobile Objects | Player- or script-controlled world objects or "mobiles" |
Mobile Spritesheets | |
Mobile MP/HP | Details of how the MOBILE::mp_hp field works |
▼Mobile Object Flags | Flags controlling MOBILE object behavior |
Mobile Object Type Flags | Types instructing the engine how to handle a MOBILE |
Mobile-Related Errors | Error codes for MOBILE-related functions |
Cardinal Directions | Directions in which MOBILE objects may face |
▼Scripting | Control mobile behavior and interaction |
Script Instruction Arguments | Immediate arguments for script instructions |
Scripting Interactions | Details on scripting interactions with MOBILE actors |
Scripting Instructions | Overview of the mobile scripting language |
Script Compiler | |
▼Items | |
Item Errors | |
Item Types and Use | Definitions and callbacks pertaining to ITEM use in-world |
Item Flags | Flags which affect an individual ITEM |
Pathfinding | |
▼Tilemaps | |
Tilemap Flags | |
ASN.1 Tilemaps | Extremely specific dialect of ASN.1 used to store tilemaps in a compact and simple binary format |
Tilemaps JSON Format | |
Tilemaps JSON Paths | Paths to map properties in a Tiled json file |
▼Crops | |
Crop Flags | Flags which affect an individual CROP_PLOT |
Crop Definition Flags | Flags which affect all crops that share a CROP_DEF universally |
Globally Unique Identifiers | Identifiers for objects that are unique among ALL TILEMAP objects and persistant between Engine Locking cycles |
Menus | On-screen menu handling world-specific functions |
String Pool | Flexible storage for strings in small spaces |