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Glossary

TermMeaning
AsyncifyEmscripten's transformation that lets code with blocking loops hand control back to the browser and resume; what makes the port's fibers and hostYield work
BCC32 / TLINK32Borland C++ 4.5's 32-bit compiler and linker
bank (image bank)many images in one tBMP resource, each with its own header; a feature's frames
celone image placed by a script frame: {image, x, y}
e2the game's layer over the engine (e2AllocHandle, e2SetupAnim…)
featurea Zoombini's hair, eyes, nose or feet (value 1-5); also, in the code, a view with a script
frame hookthe callback the main loop calls once a pass: gameFrame
functionaldecompiled, complete and portable but not byte-exact (@zoombi32-functional)
group (input)a set of input items with handlers, listed in a group list
group (puzzle)a set of three puzzles, each with four levels
handlethe engine's Mac-style movable memory block reference
markerthe /* @zoombi32 0x… */ comment before a function
matcha decompiled function compiles to the original's exact bytes
MHK / MohawkBroderbund's archive format and engine
miniwinthe port's Win32 subset over SDL
near-missa function that nearly matches
pending / due scenependingScene is the next scene to enter; sceneDue is a scene's own request to leave
port (engine)a QuickDraw-style drawing surface (basePort and subclasses); (the port) the WebAssembly/native build
QkBkBroderbund's QuickTime video codec: a scene compositor, not a pixel codec
RTTIrun-time type information; how the engine's class names survive
sceneone screen of the game, with open/close/frame/key callbacks
script (SCRB/SCRS)an animation: frames of cels with events and sounds
snoidthe code's word for a Zoombini
travellera Zoombini on the journey (Traveller)
viewan animated thing on screen, in the view list
WaveMixthe software mixer inside the engine's audio
work portthe off-screen port the game draws into; changed regions are copied to the screen port