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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
  • ...ption|view description]] is displayed above in a message box. Pressing any key erases the object and its definition, and play resumes.
    3 KB (496 words) - 19:00, 22 April 2019
  • ...and some (like the demo pack 3) aren't encrypted. Use [[SUP]] to insert a key into SIERRA.COM/AGI.COM and the [[ADECRYPT]] to decrypt the AGI file.
    4 KB (600 words) - 12:36, 24 March 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
    4 KB (613 words) - 07:02, 18 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
    4 KB (654 words) - 07:12, 18 April 2019
  • * 19 - Key pressed on the keyboard. ** 0 - message window is closed when <code>ENTER</code> or <code>ESC</code> key are pressed. If Var(21) is not 0, the window is closed automatically after
    33 KB (5,115 words) - 19:35, 2 March 2018
  • ...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.
    5 KB (694 words) - 16:32, 10 May 2024
  • don't have the key."); don't have the key.");
    16 KB (2,157 words) - 16:12, 27 March 2019
  • |align="center"|<code>303-304</code>||<code>Key Dir</code> ...the set.key command.</ref><ref>Although the size (200 bytes) allows for 50 key mappings, in reality the interpreter appears to have a lower limit hard-cod
    20 KB (3,294 words) - 19:38, 2 March 2018
  • <div id="set.key"></div> '''<code>set.key(s,c)</code>'''
    70 KB (10,906 words) - 19:35, 2 March 2018
  • ...of the games activate their debug modes by pushing the <code>ALT-D</code> key combination. The other games used a magic phrase to enter the debug mode. ...executed. In this case most keys step forward one test command, and the + key steps to the start of the next Logic file.
    19 KB (3,293 words) - 14:46, 24 March 2019
  • <div><code>set.key(NUM, NUM, NUM)</code></div> ...st number is the number of the controller which is to be activated by this key. The keycodes are given in the IBM Tech Ref. in section 2 under "Keyboard E
    48 KB (7,640 words) - 20:18, 28 March 2018
  • ...it the source code files, call the compile macro (often assigned to the F9 key). It saves your file, calls the CG game compiler, routes CG's output to you ...Medium, Fast and Zip move the cursor 2, 3, and 4 dots per cursor movement key, respectively.
    24 KB (3,897 words) - 20:53, 29 April 2019
  • ...w Sierra games to get used to them. But all the games are controlled using key phrases that, naturally, I don't know. ''(He probably means the input in En ...Noticed that if nothing happens in the game (no input using error keys or key phrases), the logic numbers and commands are the same, and are mostly tests
    65 KB (10,734 words) - 19:45, 2 March 2018
  • ...- this improves performance when replacing in very large source files; TAB key behaves as expected on Find form; fixed bug in Game About and Game Version '''2.2.3:''' Support for international MSDOS codepages. Enter key on Find Form sends a 'Find button click' event instead of adding CR to sear
    20 KB (3,287 words) - 19:46, 22 March 2024
  • * Keyboard key names are given in fixed with font (e.g. <code>ENTER</code>).
    8 KB (1,319 words) - 00:50, 3 March 2018
  • An Inventory item is one of the key elements to your AGI game. So unless you know how to add them, your game wi
    15 KB (2,552 words) - 14:27, 24 March 2019
  • The interpreter console (activated by the '''&lt;`&gt;''' key or the right mouse button) can be used to inspect and modify AGI game data
    12 KB (1,601 words) - 21:36, 23 February 2024
  • There are only three key words that the compiler recognizes - 'if', 'else' and 'goto'. The syntax fo
    19 KB (3,133 words) - 01:42, 15 February 2022
  • |align="center"|<code>0</code>||<code>Top key</code>
    31 KB (4,588 words) - 19:37, 2 March 2018