Search results

From AGI Wiki
Jump to navigationJump to search
  • ...locks''' command allows an object to ignore blocks and conditional control lines. ...ocks, this command will also cause objects to ignore conditional [[control lines]] (pixels with [[priority]] of 1 on the priority screen).
    2 KB (201 words) - 20:07, 8 April 2019
  • ...prevents an object from crossing the boundary of a block or a conditional control line. ...cks, this command will also cause objects to observe conditional [[control lines]] (pixels with [[priority]] of 1 on the priority screen).
    2 KB (200 words) - 17:04, 14 April 2019
  • ...nt mode to 'normal', and if the object is ego, also sets the ego to player control mode. ...ect is the [[ego]] object (o0) it also switches to [[player.control|player control]] mode.
    2 KB (309 words) - 17:24, 23 April 2019
  • ...tic priority value of 15, the screen object will also ignore all [[control lines]] and [[blocks]]. ...t will not be drawn on the screen, as these values correspond to [[control lines]] and are not actually priority values; the object will still exist; it can
    4 KB (559 words) - 19:08, 21 April 2019
  • ...tic priority value of 15, the screen object will also ignore all [[control lines]] and [[block|blocks]]. ...t will not be drawn on the screen, as these values correspond to [[control lines]] and are not actually priority values; the object will still exist; it can
    4 KB (579 words) - 19:28, 21 April 2019
  • <div align="center"><span style="font-size: 22pt">Limitations of AGI Priority Bands and Some Workarounds</span><br /> ...solution would be to make the boulder “larger” in depth by drawing control lines which prevent characters from walking in areas where the graphics error occ
    9 KB (1,508 words) - 17:35, 14 April 2019
  • == &nbsp;<br />2. General AGI overview == ...: the [[Season's Greeting Card 1986]], [[King's Quest IV AGI Demo]], and [[AGI Demo Packs|Sierra Demo Packs 1-5]].
    19 KB (3,293 words) - 14:46, 24 March 2019
  • ...background animations, or still props. Each object has a [[View Resource (AGI)|view]] assigned to it, and objects can be placed anywhere on the screen an ...at any one time. This is set by a certain byte in the [[OBJECT File (AGI)|AGI OBJECT file]]. [[WinAGI|WinAGI]] allows you to easily edit the maximum numb
    20 KB (3,338 words) - 19:56, 6 February 2022
  • ==<br /> &nbsp;[[AGI Specifications: Chapter 1 - Introduction|Chapter 1 - Introduction]] == : [[AGI Specifications: Chapter 1 - Introduction#ss1.1|1.1 &nbsp;About this Documen
    8 KB (961 words) - 20:33, 2 March 2018
  • ...rious elements of each object in the screen object table are updated. Many AGI [[logic]] commands can also modify and/or retrieve various screen object da ...s provided along with the terms in general use as originally decompiled by AGI enthusiasts.
    24 KB (3,687 words) - 00:36, 21 April 2019
  • ...er than bitmaps, which means they are drawn using drawing commands such as lines and brushes, rather than by plotting pixels. ...priority screen is what makes the game appear to be 3-dimensional. On the AGI screen, there are 12 priority bands in which objects can be placed. The pri
    23 KB (3,652 words) - 17:16, 14 April 2019
  • ...lly used for background pictures and other full screen images. Pictures in AGI and early SCI games are not stored as a complete picture. Instead they're c * 0xF6: Absolute line (long lines).
    24 KB (3,796 words) - 19:37, 2 March 2018
  • <div align="center"><span style="font-size: 22pt">Creating an AGI Game</span><br /> ...Studio]] by [[Peter Kelly|Peter Kelly]]. This tutorial or introduction to AGI game editing will show those who have little or no programming knowledge ho
    15 KB (2,552 words) - 14:27, 24 March 2019
  • | Website = [[scipf:15.0|AGI Forum]] ...tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.
    20 KB (3,287 words) - 19:46, 22 March 2024
  • [[Official AGDS/AGI Documentation]]<br /> '''[[AGI Picture Resource|PICTURE]]''' -- Usually, each ROOM has an associated pictu
    24 KB (3,897 words) - 20:53, 29 April 2019
  • <syntaxhighlight lang="agi"> program.control();
    70 KB (10,906 words) - 19:35, 2 March 2018
  • ...documented, and a suite of programs which would allow you create and edit AGI games was created. This was called '''AGDS'''(Adventure Game Design System) ...tin Mironovich]] for putting me in touch with Alex after seeing one of the AGI websites.
    65 KB (10,734 words) - 19:45, 2 March 2018
  • [[Official AGDS/AGI Documentation]]<br /> <blockquote><div class="CodeBlockHeader">AGI Code:</div>
    48 KB (7,640 words) - 20:18, 28 March 2018