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Specify picture size. This should be one to thirty-two integers in the range from 1 to 255. The pictures are always square. It tries to use the picture sizes with the first number given first priority. It will terminate with the puzzle set does not contain any pictures of the specified sizes and the pictures cannot be integer scaled to meet the given sizes either.
Sometimes a puzzle set may contain multiple pictures of the same size in a picture set. In this case, use the <tt>altImage</tt> setting to select which one you want.
<h2>margin</h2>
How much space (in pixels) is available to the left of the playfield, to display the move list, inventory, editor MRU, status, etc.
<h2>maxObjects</h2>
Maximum number of objects that can be created. The default and maximum value is 4294901760. Puzzles with more than this many objects will not work; you will automatically lose if the game attempts to create more objects than that. (If there is a solution that does not require creating that many objects all existing at the same time, then you can still win.)
<h2>palette</h2>
If set, the name of a file to use as the palette instead of using the built-in palette. The file consists of 256 colours, separated by white space, where each colour is given as six hex digits (two each for red, green, and blue).
<h2>screenFlags</h2>
A list of zero or more of the following characters:
* <tt>-</tt> - A placeholder that does nothing and can be used if you do not want any of these flags. This is the default setting if you do not specify any other flags.
* <tt>d</tt> - Enable double buffering.
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<h2>stackProtection</h2>
Control stack overflow protection. If omitted or if a C compiler that does not support GNU extensions is used, then no stack protection is implemented. Otherwise, it may be one of the following:
* <tt>?</tt> sets stack protection test mode. This mode collects statistics of the lowest, highest, and initial frame addresses, and will display the data when the program ends.
* <tt><</tt> and then a number will cause an error message if the frame address is less than the initial frame address plus the specified number of bytes.
* <tt>></tt> and then a number will cause an error message if the frame address is greater than the initial frame address plus the specified number of bytes.
Note: The stack overflow protection is only implemented for functions that may call themself recursively (either directly or indirectly).
Note: The stack overflow protection is only implemented for functions that may call themself recursively (either directly or indirectly). Also, some operating systems may try to implement stack protection automatically, but it has been found to not always work; this resource makes Free Hero Mesh to use its own implementation of stack protection (in addition to that of the operating system, if any).
<h2>tracePrefix</h2>
If message tracing is enabled, then many events within the game (including a Trace instruction) will write a line to stdout with the details of the event; this setting defines a prefix to add to each line of trace events.
You may then use external programs to filter the output by this prefix.
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