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  • ...ining everything that happens in the game. Each room generally has its own logic which determines what happens in that room, and the game also has a few oth ...a special language specific to AGI and compiled into logic resources. The logic programming language is similar to standard programming languages like C, b
    1 KB (171 words) - 17:16, 14 April 2019
  • #REDIRECT [[Logic Resource (AGI)]]
    34 bytes (4 words) - 15:05, 26 March 2019

Page text matches

  • ...Logic Resource|Logic resource]] resources have the scrips and [[AGI Sound Resource|Sound resources]] contain the sound effects and music. ...ces in order game to function. These resources are stored within [[AGI VOL Resource|VOL files]].
    657 bytes (95 words) - 12:43, 24 March 2019
  • ...'s actions related to the overall control of the game. Logic 0 is the only logic that is run automatically by the interpreter; however, it can call other lo ...nterpreter does each [[Interpreter cycle|interpreter cycle]], meaning that logic 0 is run repeatedly.
    611 bytes (96 words) - 02:10, 29 December 2013
  • ...ining everything that happens in the game. Each room generally has its own logic which determines what happens in that room, and the game also has a few oth ...a special language specific to AGI and compiled into logic resources. The logic programming language is similar to standard programming languages like C, b
    1 KB (171 words) - 17:16, 14 April 2019
  • #REDIRECT [[Logic Resource]]
    28 bytes (3 words) - 02:06, 29 December 2013
  • #REDIRECT [[Logic Resource (AGI)]]
    34 bytes (4 words) - 15:05, 26 March 2019
  • The '''VB Logic Syntax''' is a syntax style for [[AGI|AGI]] [[Logic Resource|logic resources]] that is based on Visual Basic. It was introduced with the [[Win
    325 bytes (50 words) - 14:30, 16 March 2019
  • ...t [[AGI Ego|ego]] has gone to a new room when the background [[AGI Picture Resource|picture]] changes. ...me]] has already included the appropriate code to do this in [[AGI Logic 0|logic 0]]). This gives each room its own behavior. When the game switches to a ne
    1 KB (229 words) - 13:42, 24 March 2019
  • The '''call''' command executes a [[logic]] script. The [[logic]] with resource number '''A''' is executed one time. If it is not currently loaded when cal
    1 KB (189 words) - 11:48, 14 April 2019
  • The '''load.logics''' command loads a [[logic]] resource onto the [[memory heap]]. This command loads [[logic]] LOGICNUM onto the [[memory heap]], keeping it in memory until it gets unl
    1 KB (204 words) - 15:23, 10 April 2019
  • <div align="center" style="font-size: 22pt">AGIv3 Resource Extractor (XV3)</div> * [[AGI Sound Resource|AGI Sound Resources]]
    2 KB (249 words) - 18:35, 21 June 2022
  • ..., [[AGI View Resource]], [[AGI Picture Resource|picture]], and [[AGI Sound Resource|sound]] resources for the game. Most games only have a few of these files, ...[[AGI Interpreter|interpreter]] where in the VOL files to find each logic resource for the game
    2 KB (277 words) - 12:55, 24 March 2019
  • The '''call.v''' command executes a logic script by reference. The [[logic]] with resource number equal to value of variable '''vA''' is executed one time. If it is n
    1 KB (197 words) - 11:49, 14 April 2019
  • The '''load.logics.v''' command indirectly loads a [[logic]] resource onto the [[memory heap]]. This command loads [[logic]] '''B''', where '''B''' equals the value of '''vLOGICNUM''', onto the [[me
    2 KB (219 words) - 15:28, 10 April 2019
  • ...Resource|resource]] to be specified but uses a [[variable]] to specify the resource number. For example compare the direct command <code>load.view</code> to th ...e> command is indirect because it does not accept the actual number of the resource that should be loaded. You have to put the number into a variable and give
    3 KB (450 words) - 17:26, 14 April 2019
  • |* SHOWLOG.EXE ||- Program to display LOGIC resources (by [[Lance Ewing]]) * [[Sound Resource (AGI)|AGI Sound Resources]]
    3 KB (320 words) - 12:02, 24 March 2022
  • ...GI Picture Resource|picture]], [[AGI View Resource|view]], and [[AGI Sound Resource|sound]] resources together in a single file. Most Sierra AGI games have mul ...tain entries for every resource in the game, indicating which Vol file the resource appears in and where in that Vol file it appears. See [[AGI DIR Files|direc
    2 KB (295 words) - 14:49, 26 March 2019
  • ...the code necessary to do this is contained entirely within the Power Pack logic code, it requires no modification to the AGI program files. * [[Logic Resource (AGI)|Logic Resource]]
    2 KB (252 words) - 19:52, 23 February 2024
  • ...icture Resource (AGI)|picture]], [[View Resource (AGI)|view]], and [[Sound Resource (AGI)|sound]] resources, the [[WORDS.TOK|WORDS.TOK]] file and [[AGI OBJECT ...me author. To learn how to program AGI, see [[AGI Logic Language Reference|Logic language]].
    4 KB (599 words) - 17:11, 14 April 2019
  • <div align="center" style="font-size: 22pt">Logic Wizard</div> | Software = Logic Wizard
    2 KB (332 words) - 08:45, 8 September 2020
  • : [[AGI Specifications: Chapter 2 - Overview#ss2.3|2.3 &nbsp;Logic, Picture, Sound, and View Data Files]] ==<br /> [[AGI Specifications: Chapter 4 - The Logic Language|Chapter 4 - The Logic Language]] ==
    8 KB (961 words) - 20:33, 2 March 2018
  • '''Defines''', in [[AGI|AGI]] [[Logic Resource (AGI)|logic]], allow you to provide a proper name for the [[Variable|variables]], [[Fla Below is a typical [[New Room Section|new room section]] of a logic file, without defines:
    2 KB (351 words) - 13:57, 30 January 2024
  • <div align="center" style="font-size: 22pt">AGI Base Logic Generator</div> | Software = AGI Base Logic Generator
    5 KB (778 words) - 18:18, 11 April 2022
  • <div align="center"><span style="font-size: 22pt">The Basic Logic Set-up for a Typical Scene</span><br /> Here is the basic Logic for a typical scene.
    3 KB (640 words) - 12:10, 26 December 2013
  • [[AGI|AGI]] is a game engine which imposes significant memory and resource constraints on the game developer. Among these constraints are: ...GI Picture Resource|picture]], [[AGI View Resource|view]], and [[AGI Sound Resource|sound]] resources in a game.
    5 KB (829 words) - 14:22, 24 March 2019
  • ...C resource. This tool was more of an exploratory tool in understanding the LOGIC format (remembering that this pre-dated AGI Studio and the AGI specs).
    2 KB (213 words) - 17:19, 21 June 2022
  • ==<br /> Logic == * [[AGI Command Reference]] an AGI Logic Programming Tutorial by [[Chris Cromer]]
    4 KB (614 words) - 02:21, 10 March 2018
  • ...d Sound resources to be imported from other programs and added to a game's resource files. It also provides a toolbar button that allows [[User:Lance Ewing|Lan ...ded is a [[WORDS.TOK]] editor, an [[AGI OBJECT File|OBJECT]] editor, and a Resource Manager. An extensive Help File was also included.
    8 KB (1,125 words) - 12:01, 24 March 2022
  • ...(which basically runs everything), logic 1 (which is the start-up screen), logic 2 (which will be the first scene of the game) and several logics in the 90' ...ene. Then there will be the main body of text. Click here to see a typical logic layout (link). You can now add more to this. Notice the section of code whi
    4 KB (742 words) - 12:09, 26 December 2013
  • ...ve list of words to be recognized by the game without the [[Logic Resource|logic]] programmer having to worry about cluttering the code with each possible s
    1 KB (244 words) - 13:32, 28 January 2022
  • [[Error Code Tutorial - Logic Errors|2]] | <div align="center"><span style="font-size: 22pt">Logic Errors</span><br />
    10 KB (1,724 words) - 13:57, 30 January 2024
  • ...resources]] that are a part of an AGI game and uses them to run the game. Logic resources are compiled into a bytecode which has meaning to the interpreter For example, the [[:Category:Logic Commands|logic commands]]:
    3 KB (440 words) - 17:13, 14 April 2019
  • The '''new room section''' of a [[Logic Resource|logic]] is a section of code that runs during the first [[Interpreter cycle|inter
    1 KB (216 words) - 02:09, 29 December 2013
  • The '''show.obj''' command displays a [[View Resource (AGI)|view]] representing an [[inventory item]] and its description. ...]] '''VIEWNUM''' is shown centered at the bottom of the screen. The [[View Resource (AGI)#Description|view description]] is displayed above in a message box. P
    3 KB (452 words) - 18:30, 22 April 2019
  • .... The resources on the [[memory heap]] are dumped (with the exception of [[logic 0]]). The following actions are then taken to switch to the new room: # all resource linked lists are cleared;
    4 KB (596 words) - 17:56, 12 April 2019
  • [[AGI for Newbies Chapter 3 - An Introduction to Logic|3]] ...objects are all stored in [[View Resource (AGI)|View resources]]. A View resource can contain various &quot;cels,&quot; all arranged in &quot;loops.&quot; W
    8 KB (1,455 words) - 17:37, 14 April 2019
  • ...esource|view]] for [[AGI Ego|ego]], a blank [[AGI Picture Resource|picture resource]] that is used by the first [[AGI Room|room]] in the game, and a default [[ ...ode>. This is why programs such as the [[AGI Base Logic Generator|AGI Base Logic Generator]] misspell the define name by default.
    6 KB (993 words) - 10:27, 28 March 2019
  • ===<br /> Resource Editors === ====<br /> Logic Editor ====
    4 KB (498 words) - 11:56, 8 February 2024
  • The '''show.obj.v''' command indirectly displays a [[View Resource (AGI)|view]] representing an [[inventory item]] and its description. ...'''vVIEWNUM''', is shown centered at the bottom of the screen. The [[View Resource (AGI)#Description|view description]] is displayed above in a message box. P
    3 KB (496 words) - 19:00, 22 April 2019
  • ...resources]] that are a part of an AGI game and uses them to run the game. Logic resources are compiled into a bytecode which has meaning to the interpreter For example, the logic commands:
    3 KB (423 words) - 16:04, 28 December 2013
  • [[Error Code Tutorial - Logic Errors|2]] | ...up that the interpreter can't even risk trying to load error messages from logic code. There are a few warnings in here too so don't worry. Warnings are e
    9 KB (1,557 words) - 14:17, 22 March 2019
  • * [[Sound Resource (AGI)|AGI Sound Resource]] [[Category:AGI Logic]]
    2 KB (325 words) - 14:01, 30 January 2024
  • ** Build AGIv2 and AGIv3 games from extracted resource directories and source ** Decompile and compile AGI LOGIC scripts
    4 KB (450 words) - 22:38, 23 June 2022
  • ...for building both V2 and V3 VOL files from LOGIC, PICTURE, VIEW and SOUND resource files. This was how some of the early attempts at creating fan made AGI dem * [[:Category:AGI Resource Tools|AGI Resource Tools]]
    3 KB (350 words) - 18:40, 21 June 2022
  • ...ats"></div><div id="s5"></div><span style="font-size: 22pt">Formats of the resource files</span><br /> ...e of data. For example, the <code>LOGDIR</code> gives the locations of the Logic files. For a brief introduction to the different data types, see section [[
    11 KB (1,881 words) - 19:36, 2 March 2018
  • ...[[Print|print]] to give the user information. Each [[Logic Resource|logic resource]] can contain up to 255 messages, with message numbers starting from 1 and ...signed to the message. Furthermore, additional implicit assignments in the logic file can change which message number is assigned to it. If you need to know
    13 KB (1,882 words) - 14:00, 30 January 2024
  • [[Error Code Tutorial - Logic Errors|2]] | ...do that. The problem was that he put the "script.size" command in a room logic, so it was called on every game loop. The first thing "script.size" does,
    7 KB (1,110 words) - 11:54, 28 December 2013
  • Whenever a resource is loaded, the interpreter needs a spot in memory to store it. This memory * [[View Resource (AGI)|View Resources]]
    17 KB (2,931 words) - 14:00, 30 January 2024
  • <div align="center"><span style="font-size: 22pt">Logic Syntax</span><!-- <br /> This article describes the '''logic syntax''' for the C-like "official" AGI syntax described in the [[AGI Specs
    11 KB (1,579 words) - 13:59, 30 January 2024
  • ...ew Resource|View]], [[AGI Sound Resource|Sound]], and [[AGI Logic Resource|Logic]]. The maximum amount of these in any AGI game is 256. ==== Logic ====
    15 KB (2,552 words) - 14:27, 24 March 2019
  • ...tory.html Sound resources] - sound effects and music<br />[data.html#logic Logic resources] - scripts that determine what happens in the game<br /> Each view resource consists of one or more "loops". Each loop in the resource consists of one or more "cels" (frames). Thus several animations can be sto
    9 KB (1,550 words) - 16:02, 26 December 2013
  • ...you want to learn the Logic programming language, we suggest you read the logic section of the [[AGI Studio Help File]], and the various other bits of docu * AGI resource names are given in all caps (e.g. Logic, View).
    8 KB (1,319 words) - 00:50, 3 March 2018
  • ...s is automatically set to View click the down arrow at the side and select Logic from the list that appears. Then select LOGIC.001 and Double-Click.
    12 KB (1,810 words) - 19:16, 28 December 2013
  • ...rom the list as well. To view a logic you will need to double-click on the resource which will bring up a text editor (you can also edit views by double-clicki ...on LOGIC.002. This will bring up an editor window with the contents of the logic.
    13 KB (2,192 words) - 12:19, 26 December 2013
  • ...object must be initialized, assigned a loaded [[View Resource (AGI)|view]] resource, positioned on the screen and then drawn in order to appear on screen. ...r Handling]] topic for additional information on how AGI handles errors in logic code.
    5 KB (864 words) - 23:30, 20 April 2019
  • [[Error Code Tutorial - Logic Errors|2]] | ...lly doesn't give you an indication of where the error occurred. Since the logic script language is compiled, it can't contain information on line numbers.
    10 KB (1,632 words) - 11:55, 28 December 2013
  • '''2.3.3:''' Replace All function modified so logic editors no longer reformat the screen each time a replacement is made - thi ...to the logic editor for indent/outdent; when importing or opening a game, resource errors that don't prevent compiling or running a game are now included as w
    20 KB (3,287 words) - 19:46, 22 March 2024
  • ...me. Once the picture resource is in the game, you now must add in into the logic. You load it into the your game with a hacked version of the command "unkno
    3 KB (409 words) - 12:32, 24 March 2019
  • ...adding new objects to the background, you could add code like this to the logic of the room (the following assumes that <code>ego</code> has been defined a ...st flexible one – is to create the boulder as a [[View Resource (AGI)|View resource]] and make it appear as a screen object (''not'' an <code>add.to.pic</code>
    9 KB (1,508 words) - 17:35, 14 April 2019
  • ...e the debugging tools it has, such as the various resource viewers and the LOGIC decompiler, to work with AGI v1 data. It will start out mainly as an invest
    3 KB (459 words) - 18:18, 14 April 2019
  • ...n the memory. The number of objects and things is determined by the OBJECT resource. * color background drawings (PICTURE resource);
    33 KB (5,115 words) - 19:35, 2 March 2018
  • ...led max.drawn() with opcode value 143 that allow this value to be set by a Logic script. This command is missing from subsequent AGI v2 versions. It is poss Stores a transcript of relevant logic script commands leading to the current state in the current room.
    20 KB (3,294 words) - 19:38, 2 March 2018
  • == <div id="logic"></div><div id="s4"></div><br />4. The Logic language == == <div id="syntax"></div><div id="ss4.1"></div><br />4.1 Logic syntax ==
    70 KB (10,906 words) - 19:35, 2 March 2018
  • An AGI game package contains the AGI game resource files, usually platform-idependent, and the platform-specific interpreter b ...PICDIR, SNDDIR</code>: These directory files give the location of each of Logic, Picture, View, and Sound data within the VOL files. In version 3 of the in
    19 KB (3,293 words) - 14:46, 24 March 2019
  • Each View resource consists of one or more ''loops''. Each loop in the resource consists of one or more ''cels'' (frames). Thus several animations can be s == <div id="ss8.2"></div><br />8.2 View Resource Format ==
    18 KB (2,980 words) - 19:37, 2 March 2018
  • ...id="logicres"></div><div id="s6"></div><br /><span style="font-size: 22pt">Logic Resources</span><br /> ...at makes up the game. Each room has a logic script that goes with it. This logic script governs what can take place in that room. Here is an example of what
    57 KB (8,676 words) - 19:36, 2 March 2018
  • ...their work on AGDS, which has helped us a lot, particularly in the area of logic programming. I would also like to thank [[Konstantin Mironovich]] for putti ...replacing AGDS in these with AGI, leaving AGDS only to refer to the set of resource creation and manipulation utilities this document originally accompanied. I
    65 KB (10,734 words) - 19:45, 2 March 2018
  • '''[[AGI Picture Resource|PICTURE]]''' -- Usually, each ROOM has an associated picture. In some cases ...lay. AGDS always automatically loads, and executes ROOM 0. From there, the logic programmer must handle everything.
    24 KB (3,897 words) - 20:53, 29 April 2019
  • Tell the interpreter to read Amiga word-aligned resource files. <br /> through logic scripts and instructions.
    12 KB (1,601 words) - 21:36, 23 February 2024
  • == <div id="picfmt"></div><div id="ss7.2"></div><br />7.2 Picture resource format == ...AGI Specifications: Chapter 6 - Logic Resources|&lt; Previous: Chapter 6 - Logic Resources]]</span><span style="float: right">[[AGI Specifications: Chapter
    24 KB (3,796 words) - 19:37, 2 March 2018
  • ...elements of each object in the screen object table are updated. Many AGI [[logic]] commands can also modify and/or retrieve various screen object data eleme ...and positioning the object; see the [[Working with Objects]] topic in the Logic Command Reference section for details on how to manage screen objects
    24 KB (3,687 words) - 00:36, 21 April 2019
  • ...utput channels, two of which are encoded to the rear channel for Dolby Pro-Logic compatible output. No IIgs software that I'm aware of supports more than 2 == <div id="ss9.5"></div><br />9.5 Sound resource format (PCjr version) ==
    31 KB (4,588 words) - 19:37, 2 March 2018