K.. Here's a list so far: (also for music I need 2 seperate streams for crossfading, and for sounds I think 16 different streams)
Note: music channel is the channel it effects of music (0 or 1 since I asked for 2 above ;))
Here's a first list, Multimedia:
Display-Bitmap (gfxDisp) - 0-100% X val, 0-100% Y val (integer vals for speed), BITMAPDATA - Shows Bitmap on the Screen, X+Y are centre values, but cannot display off-screen (0% is the max left it can go without going off screen, 100% is the max right, etc.)
Play-Music (musPlay) - Looping (0/1), MusicType [0 (MIDI)/1 (MP3)], music channel (0/1), MUSICDATA - Plays a music that loops or doesnt
Volume-Set (volume) - 0-100% volume level, music channel (0/1) - Sets volume
Fade (musFade) - startVolume 0-100%, endVolume 0-100%, msFade LONG INT, music channel (0/1) - StartVolume & EndVolume are self-explained, and msFade is how many ms it takes to fade it.
LoadMusic (musLoad) - MusicType [0 (MIDI)/1 (MP3)], MusicName CHAR*40 - Loads an MP3/MIDI from the resource file (a big file like the MPQs in diablo) - returns a MUSICDATA.
ReleaseMusic (musDelete) - MUSICDATA - Destroys the music.
LoadGraphic (gfxLoad) - BitmapName CHAR * 40 - Loads a graphic from the "resource file". - returns a BITMAPDATA.
[/b]ReleaseGraphic (gfxDelete)[/b] - BITMAPDATA - Destroys the bitmap.
There are some I've just thought of, and here is a (hopeful!) example. I don't know how you're handling strings of chars and such, the *'s are how many there are (can be!) in the strings.
If Zaei does chars it would probably be like this... Also a quick multi-media example.Code:push "BitmapOne"
int gfxLoad
pop bo
popa
push 0
push 0
push bo
int gfxDisp
Those two examples would show "BitmapOne" at 0,0 X &Y on the screen, and play the MIDI menumusic at 75% volume, on stream #0 (1 actually)...Code:push 0
push "MenuMusic"
int musLoad
pop mm
popa
push 75
push 0
int volume
popa
push 0
push 0
push 0
push mm
int musPlay
If it's not I'd like to know why ;)
