AGILE

From AGI Wiki
Jump to navigationJump to search
AGILE

Version 1.0
Author: Lance Ewing, Mark Yu, and Andrew Branscom
Oct, 2022
AGILE
AGILESS.png
AGILE with KQ1 Title Screen
Latest Version:  1.0
Release Date:  Oct, 2022
Company:
Publication Status:  Published
Developer(s): Lance Ewing, Mark Yu, Andrew Branscom
Interface: GUI
Language: C#
Open Source: Open
Source Availability:  Yes
License:
Type: Third Party Interpreter
Platform: Windows
Localization: English
Website: https://github.com/lanceewing/agile





Description

This is a project that we have been working on in the SCI Programming Community. It started from an old C# attempt to create a more modern AGI IDE than AGI Studio. Several years ago I was given the source to this uncompleted project. I updated it, but it was still missing key aspects for a fully functional IDE. The backbone of it was its AGI library. Lance Ewing forked my repository and started development of a new, lightweight AGI interpreter from this C# AGI Library. I have contributed some interface features and with some feedback from others in the SCI Programming Community has lead to what I think is a fun, exciting new way to play AGI games.


Features

  • Works out of the box. No configuration required.
  • Unlike NAGI you can close the game from the AGILE windows close [x] button.
  • Has Tandy 3 voice with noise channel audio.
  • Lightweight. Just 1.58 MB in size.
  • The Window can be resized on the fly. You can switch to full screen or windowed with "F11", "Alt+Enter", or from its context menu item "Full Screen", all while a game is running
  • It has aspect correction that can be turned on or off in real time on a right click. You can play the Sierra AGI games with their proper graphics aspect ratio (4:3).
  • You can turn it off for fan games that were designed for an 8:5 aspect ratio.
  • For those that can't stand letterboxing or pillarboxing it also has a stretch mode that will allow you to resize any windows dimension you want or completely fill the screen in full screen mode.
  • AGILE will remember your last chosen settings.


There are several ways that you can start a game in AGILE.

  • Simply unpack into a folder on your hard drive and run AGILE.exe. A folder browser dialog will open to navigate to your AGI game's folder and launch that game. AGILE will remember this last path on the next launch. To play the same game again simply relaunch AGILE and hit "Enter"after the folder browser dialog opens.
  • Once a game has been opened in AGILE right click anywhere in the window and choose "Create Shortcut to Game" and it will create an AGILE shortcut to your game on the desktop. This shortcut can be moved or copied to where ever you wish. You can change the icon displayed in the shortcut to something appropriate from the shortcut's properties dialog.
  • You can drop an AGI folder on AGILE's exe or shortcut to start the game.
  • You can copy AGILE.exe and its DLLs into an AGI game's folder and simply run AGILE from there. You could rename it to, say, "Black Cauldron.exe" and create shortcuts from it.
  • Option to add a folder dialog context menu to start a game on a right click on the AGI game's folder in Windows Explorer.



Version History

https://sciprogramming.com/community/index.php?topic=1796.0


Development Status

Maintained


Options

 


Download

Download from here:


Known issues

  • None known


Credits

All the original source code for the AGILE interpreter itself, as included in this github repo, is written by Lance Ewing. Bug fixes and enhancements have been contributed by Mark Yu and Andrew Branscom.

AGILE makes use of an AGILibrary written by various authors, but as the original repo for that is currently private and not mine, the AGILE repo here includes only the compiled DLL for that library. The AGILibrary was originally from the Visual AGI project, which means it began life with Joakim Möller and Gustaf Wennerholm. Others to work on it since then are Andrew Branscom, Jeremiah Nellis and Lance Ewing (AGILE author). When AGILE began its life in December 2016, the AGILibrary didn't have support for the LOGIC or SOUND resource types, so part of my work included adding support to decode those resource types to the AGILibrary.


References



Also See