Home
last modified time | relevance | path

Searched refs:game (Results 1 – 5 of 5) sorted by relevance

/TwlSDK-5.2.1/data/cht_data/PictoChatSearcherSound/
DREADME.txt6 …ws or choosing to run Chat), so play other sound effects that are being used in the game as needed.
20 There is an easy method for incorporating this data into each game project.
29 ….bat, puts that data on the ROM, then plays sounds jointly with the regular sound data in the game.
30 …nge the sound data being used before calling the function that also plays game sound effects, that…
32 …e bank and sequence archive must be registered in the sound archive (sound_data.sarc) of each game.
33 By adding to each game’s sound archive, it is possible to play and manage data the same way y…
36 In Method #2, data that is not part of the game is being handled, so the total size increases a bit.
40 … the sequence archive are set, so you have to make changes depending on the conditions in the game.
41 …rs to those which are not used by the game, and coordinate priorities to keep a balance with those…
/TwlSDK-5.2.1/man/en_US/
Dwm_changes_041006.txt5 1. Change in game group ID format
19 Be sure to set the game group ID assigned by Nintendo in WC_GGID as a u32 value.
/TwlSDK-5.2.1/build/demos/mb/multiboot/
Dreadme.txt34 MEMBER FULL ... Child devices cannot connect to a game that has reached its set number of players
/TwlSDK-5.2.1/build/demos/wm/wmDEMOlib/src/
Dwm_tool.c419 void wm_lib_set_gameinfo_gamename(char *game) in wm_lib_set_gameinfo_gamename() argument
425 if (*game == 0) in wm_lib_set_gameinfo_gamename()
429 *c++ = *game++; in wm_lib_set_gameinfo_gamename()
/TwlSDK-5.2.1/build/libraries/mb/common/src/
Dmb_wm_base.c1066 static const u16 *game = L"multiboot"; in MB_Init() local
1076 if (*game == 0) in MB_Init()
1080 *c++ = *game++; in MB_Init()