This section provides product support documentation for the Jewels game.
Please read the installation read me file that is included with
the product.
Also, be sure that you try to install the proper version for your
handheld! There are several different handheld devices
available, each with their own microprocessors. Be sure you
are trying to install the right one...
| File Line |
Pocket
PC? |
Win32? |
Description |
| Creating new logfile. |
x |
x |
Indicates that the logfile is being generated. |
| Parsing command line... |
x |
x |
Any command parameters from the icon are being checked. |
| Jewels - WindowsCE (PocketPC) Build XXXX |
x |
x |
Shows the platform and the current product build number. |
| [[ Jewels Version 1.01 - Retail Release ]] |
x |
x |
Shows the version of the product and the version type. |
| << Full Licenced version - for updates, visit http://www.baysidestudios.com
>> |
x |
x |
This line is displayed after the system reads your license
file from disk and checks the code. If you have
purchased a license and entered it, but do not receive this
message, you may have entered the product number in correctly. |
| Calling InitApp |
x |
x |
Initialized the application. |
| Windows Class registered. |
x |
x |
The internal windows are created and registered with the OS. |
| ShowWindow, Update Window successful. |
x |
x |
The main window is created and displayed. At this
point GAPI and the graphics engine libraries are still not yet
initialized. |
| Checking License Agreement Acceptance. |
x |
x |
This indicates that the End-User license agreement window is
about to be displayed to the user. |
| Agreement previously acknowledged. |
x |
x |
If the user had already accepted the agreement in the past,
this indicates so, and the dialog box is not displayed again. |
| Calling InitGame. |
x |
x |
Initialization of the game is about to take place. |
| === InitGame() === |
x |
x |
Entry point into the actual routine. |
| InitGamePlatform() called. |
x |
x |
Calls any initialization necessary for the given
platform. On CE devices, the graphics engine is
called. On Win32 systems, the DirectX subsystem is
initialized. |
| LoadGraphics() ...done. |
x |
x |
This line indicates that all necessary graphics resources
were loaded successfully from the wad file. |
| LoadSounds() called... |
x |
x |
This line indicates that the sound subsystem is about to be
initialized and the sounds loaded into memory. |
| Initializing sound subsystem... |
x |
|
The sound subsystem for the CE version is being loaded
(loading fmodce.dll into memory). |
| Calling _Init()...done. |
x |
|
The sound init function is called... and returns
successfully. |
| LoadSounds() complete. |
x |
x |
This line indicates that all sounds were loaded and that the
sound system begins to play (silence). Sound is working
properly at this point. |
| Creating mouse and clipping rects...successful! |
x |
x |
Internal structures are allocated for the graphics routines. |
| InitGame returned successfully. |
x |
x |
End of game and platform subsystem initializations. |
| InitApp returned successfully. |
x |
x |
The application window is ready and all required game
elements are available. |
| Beginning the UpdateGame loop: |
x |
x |
This indicates the beginning of the game and the frame
render loop. |
| FiniApp() called... |
x |
x |
The user has requested that the program end, and the system
is beginning to shut down the subsystems. |
| FreeSounds() called... |
x |
x |
The sounds are being freed and the memory is being releaased. |
| FreeSounds() complete. |
x |
x |
Done! |
| Calling WinMainCEEnd()...done. |
x |
|
Closing the graphics engine and GAPI libraries on the CE
device. All temporary memory and data structures are
being freed. |
| FiniApp() complete. |
x |
x |
End of the application, right before returning to the OS. |
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