Did I forget to document that..?? :/ My bad.
I blame the butterflies.
Heheh.
Luck you have a sucker to do the work for you. 
I think you will like the updated docs, and I do need to discuss my proposed std.zh and string.zh updates at some point. I should be done with those in a few days, at which point, I'll send them to you.
I should also note, these are also undocumented, and I'm not sure what a colour buffer is:
////////////////////
/// Undocumented ///
////////////////////
//! These are in the source code, but have no documentation, at all, at all.
//! I'm unsure of the intended use, or what a 'colour buffer' means.
void SetColorBuffer( int amount, int offset, ZASM Instruction:
int stride, int *ptr ) SETCOLORB
Opcode: OSetColorBufferRegister()
Example Use:
/************************************************************************************************************/
void GetColorBuffer( int amount, int offset, ZASM Instruction:
int stride, int *ptr ) GETCOLORB
Opcode: OGetColorBufferRegister();
Exaple Use:
/************************************************************************************************************/
void SetDepthBuffer( int amount, int offset, ZASM Instruction:
int stride, int *ptr ) SETDEPTHB
Opcode: OSetDepthBufferRegister();
Example Use:
/************************************************************************************************************/
void GetDepthBuffer( int amount, int offset, ZASM Instruction:
int stride, int *ptr ) GETDEPTHB
Opcode: OGetDepthBufferRegister();
Example use:
/************************************************************************************************************/
Is a colour buffer some strange allegro thing? What is the proper usage of these functions?
Further...there's this...
This ZASM instruction has no ZScript equivalent:
//Overlay Tile
//! Is there a ZScript equivalent of this?!
//! This instruction seems to be ***ZASM-specific***.
//! Game->overlayTile() and Screen->OverlayTile() both return an error (no such pointer).
//! Add this to the bytecode in a future build.
void OverlayTile() ?
OVERLAYTILEVV
OVERLAYTILEVR
OVERLAYTILERV
OVERLAYTILERR
/************************************************************************************************************/
...at least, none that I can find. Is this an oversight?
The ZASM instruction should work; unless it doesn't, and this wasn't included in 2.50.x.
I'm also uncertain if I should document the Script RAM and Global RAM commands, because of how they might be abused. Did you intentionally leave those out of the docs, for that sort of reason?
I also think I have those script drawing things that I sent to you, close to done. Poke, poke, PolyXor.
One question: does this function work as intended? Screenshot of this function in action, please.
It works. I simply have no viable example of it, or any real idea of a good example. I guess I could make a Zelda 'animated series' Triforce jewel or something, but I'm spending all my time doing more useful things. Gleeok might have a quest file that uses it, somewhere.
Edited by ZoriaRPG, 09 September 2015 - 02:19 AM.