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  • The '''hold.key''' command sets the [[ego]] control keys to hold mode. hold.key();
    2 KB (224 words) - 19:41, 8 April 2019
  • The '''release.key''' command restores ego control keys to normal mode. release.key();
    2 KB (225 words) - 14:35, 19 April 2019
  • ...served variable]] [[v19 (pressed key code)]] is still updated every time a key is pressed.
    1 KB (169 words) - 20:03, 17 April 2019
  • The '''set.key''' command assigns a keyboard shortcut to a controller. set.key([[number|byt]] ASCII, [[number|byt]] SCAN, [[controllers|ctl]] cCTRL);
    1 KB (197 words) - 12:39, 21 April 2019
  • The '''have.key''' command returns TRUE if the the value of [[reserved variable]] [[v19]] > have.key()
    2 KB (338 words) - 12:03, 14 April 2019
  • ...paused until the player selects an item from the menu, or presses the ESC key to exit without selecting. If a menu item was selected, its corresponding [ ...enu.input''' command. However, you could just as easily assign a different key if desired.
    2 KB (354 words) - 13:33, 11 April 2019
  • ...number, regardless of its position in the assignment table, as well as the key press/joystick information that will trigger the controller. ...assign more than 39 controllers, AGI ignores additional calls to '''[[set.key]]'''. (It's not clear why this limitation exists; Sierra may have had a rea
    6 KB (946 words) - 10:11, 11 February 2022
  • ...is TRUE, the player can also enter trace mode by pressing the SCROLL LOCK key.
    2 KB (248 words) - 17:46, 24 April 2019
  • ...your floppy drive in the low level manner needed to extract the decryption key. Sure you could load up [http://www.sierrahelp.com/GeneralHelp/FloppyDiskBa With a modified version of SUP, I was able to grab the decryption key off an old AGI game and compile it into the code of Brian Provinciano's AGI
    3 KB (404 words) - 20:58, 16 November 2022
  • When the player presses the ENTER key, the input is converted to an integer value. Leading spaces are ignored. Ch If the player presses the ESC key, vB is set to 0.
    2 KB (328 words) - 21:00, 1 April 2019
  • ...ption|view description]] is displayed above in a message box. Pressing any key erases the object and its definition, and play resumes. if(said("examine", "key"))
    3 KB (452 words) - 18:30, 22 April 2019
  • ...'''pause''' command pauses the game until the player presses ENTER or ESC key.
    1 KB (149 words) - 07:02, 15 April 2019
  • ...commands, '''[[overlay.pic]]''' commands, etc. Pressing the ESC or RETURN key will resume the game, and switch back to the visual screen.
    1 KB (200 words) - 21:08, 22 April 2019
  • .... I don't know why there is the template ego who runs around hitting every key that is pressed, pretty it doesn't detract from the program. The only ways
    2 KB (328 words) - 14:57, 7 February 2024
  • ...o not have a border, and do not clear the screen when the player presses a key.
    3 KB (437 words) - 06:58, 24 April 2019
  • The '''controller''' test command returns TRUE if a [[menu]] item or [[key]] assigned to the [[controller]] has been selected or pressed during the cu set.key(0, 63, c2); [ 'F5'
    2 KB (350 words) - 14:52, 21 April 2019
  • ...command) pause the game, and remain until the player presses ENTER or ESC key. If f15 is FALSE but v21 is not zero, the window will also be dismissed aft
    2 KB (355 words) - 07:02, 18 April 2019
  • ...his flag is not set, the windows remain on screen until the user presses a key or for the time specified by v21 (window_close_time).
    3 KB (479 words) - 10:11, 11 February 2022
  • ...sionally make a tiny game that's... quite odd, to say the least, with some key features like rhymes. At the moment, there are three of them: ''Jiggy Jiggy
    3 KB (482 words) - 21:19, 2 February 2024
  • ...game while the inventory screen is displayed, until the player presses any key. The game then returns to the [[graphics]] screen and resumes.
    3 KB (453 words) - 18:48, 23 April 2019

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