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  • '''Note:''' this section includes technical details about the object file format. Game authors generally do not need to know this information. The object file stores two bits of information about the inventory items used in an AGI gam
    2 KB (388 words) - 11:22, 26 March 2019
  • #REDIRECT [[OBJECT File (AGI)]]
    31 bytes (4 words) - 14:45, 26 March 2019

Page text matches

  • Object may refer to: * [[Animated Object]]
    140 bytes (16 words) - 14:39, 26 March 2019
  • Object oA stops moving. If the object is ego (object 0), the <code>[[program.control]]</code> command is issued by the interpret [[AGI Studio Help File]]
    523 bytes (66 words) - 14:01, 30 January 2024
  • '''Note:''' this section includes technical details about the object file format. Game authors generally do not need to know this information. The object file stores two bits of information about the inventory items used in an AGI gam
    2 KB (388 words) - 11:22, 26 March 2019
  • #REDIRECT [[OBJECT File (AGI)]]
    31 bytes (4 words) - 14:45, 26 March 2019
  • The '''get.dir''' command stores a [[screen object|screen object's]] direction in a variable. get.dir([[screen object|obj]] oA, [[variable|var]] vDIR);
    1,013 bytes (129 words) - 20:08, 1 April 2019
  • ...to the items that are listed in the game's [[OBJECT File (AGI)|AGI OBJECT file]]. ...d eight bit number that corresponds to the index of the item in the OBJECT file.
    761 bytes (128 words) - 13:58, 30 January 2024
  • Each object on screen has a direction it is moving in. This is a numerical value from 0 <blockquote>[[File:MovingObjects.png]]</blockquote>
    2 KB (278 words) - 14:01, 30 January 2024
  • ...t.room.v''' command copies an [[inventory item|inventory item's]] [[OBJECT File (AGI)|room number]] to a variable. Variable '''vB''' is set to the [[OBJECT File (AGI)|room number]] of item [[inventory item]] '''iC''', where '''C''' = ''
    1 KB (165 words) - 15:12, 7 April 2019
  • The '''put.v''' command indirectly sets the [[OBJECT File (AGI)|room number]] value for an [[inventory item]]. The [[OBJECT File (AGI)|room number]] for [[inventory item]] '''iA''', where '''A''' = '''vIT
    1 KB (186 words) - 22:25, 18 April 2019
  • The [[OBJECT File (AGI)|room number]] for [[inventory item]] '''iA''' is changed to '''B''', Changing an inventory item's [[OBJECT File (AGI)|room number]] does not actually 'move' the item.
    1 KB (201 words) - 22:01, 18 April 2019
  • ...[[inventory item]] is in the player's inventory (i.e. the item's [[OBJECT File (AGI)|room number]] equals 255). The '''has''' command checks the [[OBJECT File (AGI)|room number]] value of item '''iA''' and returns true if it equals 25
    2 KB (235 words) - 12:03, 14 April 2019
  • ...shortcut equivalent to using the '''[[put]]''' command with a new [[OBJECT File (AGI)|room number]] value of zero. ...ds the total number of inventory items in the [[OBJECT File (AGI)|OBJECT]] file), AGI will raise [[trappable error #23]].
    1 KB (173 words) - 12:48, 30 March 2019
  • The [[OBJECT File (AGI)|room number]] for item '''iB''', where '''B''' is the value of '''vA' ...ds the total number of inventory items in the [[OBJECT File (AGI)|OBJECT]] file), AGI will raise [[trappable error #23]].
    1 KB (165 words) - 15:49, 7 April 2019
  • ! File [[AGI VOL File|VOL.''x'']]
    2 KB (277 words) - 12:55, 24 March 2019
  • |* OBJECT.EXE ||- Program to display list of inventory items ...ceUtilites/AGIHACK_2_(AGIHACK).zip|AGIhack v2.0]]<span class="DLInfo"> ZIP File [135 KB]</span>
    3 KB (320 words) - 12:02, 24 March 2022
  • ..._(XV3).zip|AGIv3_Resource_Extractor_(XV3).zip]] <span class="DLInfo"> (ZIP file) [54.0 KB]</span> (source included) * [[OBJECT File (AGI)|AGI OBJECT File]]
    2 KB (249 words) - 18:35, 21 June 2022
  • The '''set.dir''' command sets the direction of motion for an object. set.dir([[screen object|obj]] oA, [[variable|var]] vDIR);
    2 KB (333 words) - 22:48, 20 April 2019
  • ...ces]]) and the [[OBJECT File (AGI)|OBJECT]] file is reloaded. The [[screen object]] table is reset, all [[variable|variables]] are reset to 0 and all [[flag|
    1 KB (230 words) - 20:39, 19 April 2019
  • ...cts must be explicitly created in order to access them in AGI. Each screen object must be initialized, assigned a loaded [[View Resource (AGI)|view]] resourc == [[Screen Object Table]] ==
    5 KB (864 words) - 23:30, 20 April 2019
  • The '''get''' command sets the [[OBJECT File (AGI)|room number]] for item '''iA''' to 255. This is basically a shortcut ...(the number exceeds the total number of inventory items in the [[OBJECT]] file), AGI will raise [[trappable error #23]].
    1 KB (164 words) - 19:58, 1 April 2019
  • ...ds the total number of inventory items in the [[OBJECT File (AGI)|OBJECT]] file), AGI will raise [[trappable error #23]].
    1 KB (220 words) - 12:16, 14 April 2019
  • ...on. Choosing an existing game slot will write over that existing save game file. ...concatenated with "SG", with a file extension that contains the save game file number. As an example, King's Quest I save games would be "KQ1SG.1", "KQ1SG
    4 KB (673 words) - 13:35, 20 April 2019
  • == <div id="ss10.1"></div><br />10.1 Format of the <code>object</code> file == The <code>object</code> file stores two bits of information about the inventory items used in an AGI gam
    8 KB (1,259 words) - 19:43, 2 March 2018
  • ...that are currently in the player's inventory (meaning they have a [[OBJECT File (AGI)|room number]] value of 255). The items are displayed in two columns, ...tem)]] is set to selected item's index from the [[OBJECT File (AGI)|OBJECT file]]. If ESC was pressed, v25 is set to 255. If there is nothing to select, v2
    3 KB (453 words) - 18:48, 23 April 2019
  • *'''[[:Category:Screen Object Control Commands|Screen Object Control Commands]]''' *'''[[:Category:Screen Object Motion Control Commands|Screen Object Motion Control Commands]]'''
    3 KB (484 words) - 19:48, 22 March 2019
  • ...e a proper name for the [[Variable|variables]], [[Flag|flags]], [[Animated Object|objects]] and other data in the game. This significantly improves the reada Defines must be defined in the file before they are used.
    2 KB (351 words) - 13:57, 30 January 2024
  • ...kground object, it must have a higher priority than characters behind that object – otherwise, the illusion of depth doesn’t work. Therefore, all “<spa <div align="center">[[File:agiboulder.png|a boulder]]</div>
    9 KB (1,508 words) - 17:35, 14 April 2019
  • <div align="center">[[File:1.png]]</div> <div align="center">[[File:2.png]]</div>
    2 KB (405 words) - 15:46, 28 December 2013
  • # [[AGI Command Reference - Object Control Commands|Object Control Commands]] # [[AGI Command Reference - Object Description Commands|Object Description Commands]]
    4 KB (614 words) - 02:21, 10 March 2018
  • ...s all 12 slots, the restore games list only includes slots if a valid game file exists in the directory. ...[script]] table and [[set.scan.start|scan start]] list from the saved game file into AGI's memory. [[Reserved variables]] [[v20 (computer type)]], [[v26 (m
    1 KB (196 words) - 21:41, 19 April 2019
  • ...AGI OBJECT File|OBJECT]] editor, and a Resource Manager. An extensive Help File was also included. ...the code into a Logic resource, and also to save your logic code to a text file.
    8 KB (1,125 words) - 12:01, 24 March 2022
  • |[[File:sndt_merge.png]] ...to combine channels from different sounds and combine them into one sound file. The name of the tools is a bit deceiving however. You could more accurat
    3 KB (551 words) - 21:56, 9 April 2019
  • ...CT file]], the [[Directory Files (AGI)|directory files]] and the [[AGI VOL File|VOL files]]. ...ing language, we suggest you read the logic section of the AGI Studio help file, and the various other bits of documentation and tutorials available on-lin
    4 KB (599 words) - 17:11, 14 April 2019
  • | MusicalTheme = <!-- [[File:.ogg]] -- ><!-- <br />&nbsp; ...parents. Naturette 4 uses advanced point and click. Now, you can select an object and use it in the game.
    2 KB (307 words) - 21:32, 8 February 2024
  • ...iable 18 with secondary data that occurred with the error (like a logic or object number)<br /> |[[File:errt_tired.png]]
    10 KB (1,724 words) - 13:57, 30 January 2024
  • ...f inventory objects the player can get<br />[data.html#words The WORDS.TOK file] - list of words accepted by the game ...s displayed using the show.obj command (i.e. when the player "examines" an object), the first cel of the first loop is displayed on screen along with the des
    9 KB (1,550 words) - 16:02, 26 December 2013
  • ...ogether into one file called vol.0 (or vol.x for multi-disk games). These file types are [[AGI Picture Resource|Picture]], [[AGI View Resource|View]], [[A ...tant to know that when I mention bitmaps, I'm not referring to the Windows file type of BMP. Although BMP stands for bitmap, bitmap is a general term in g
    15 KB (2,552 words) - 14:27, 24 March 2019
  • ...and then recompiled again. Handy to have if you want to edit an AGI sound file, but don't want to fiddle around with hex editors. You can also increase, === Decompiling a Sound Object ===
    5 KB (715 words) - 13:57, 30 January 2024
  • ...lf (in the case with [[Pimp Quest]] because it is filling around a brushed object in the title screen.. so there's lots of little lines to fill up and all th ...ile:stakt_pimp_bad.png]]<br />''Bad picture. (filled after)''<br /><br />[[File:stakt_pimp_good.png]]<br />''Good picture. (filled before)''<br /><br />
    4 KB (600 words) - 12:36, 24 March 2019
  • ...e AGI Studio [[AGI Studio#Logic Editor|logic editor]], or a compiled logic file that can be imported to AGI Studio can be created. ...mbolic logic code, but AGI Studio was coded to handle a pre-compiled logic file only.
    5 KB (778 words) - 18:18, 11 April 2022
  • |[[File:sndt_extract.png]] * Open AGI Studio and open up a game from the "file" menu
    3 KB (463 words) - 21:53, 9 April 2019
  • ...cts" or "animated objects". For other uses of the term "object", see the [[Object]] disambiguation page.'' ...ous things such as characters, background animations, or still props. Each object has a [[View Resource (AGI)|view]] assigned to it, and objects can be place
    20 KB (3,338 words) - 19:56, 6 February 2022
  • Once you have started up AGI Studio select New > From Template on the file menu. AGI Studio will ask you which directory to make the game in. Click on <blockquote>[[File:AGIStudioNewFromTemplate.png]]</blockquote>
    12 KB (1,810 words) - 19:16, 28 December 2013
  • |[[File:errt_car.png]] ''"Not now." (show object) (warning)''
    9 KB (1,557 words) - 14:17, 22 March 2019
  • ...reter platform, this is 64KB minus the size of the [[AGIDATA.OVL]] overlay file). ...he heap (known as '[[room.0 resources]]'), such as [[logic 0]], DIR files, object table, menus, etc.
    1 KB (195 words) - 21:53, 21 April 2019
  • ...re Resource (AGI)|picture resource]], is drawn. On top of this, [[Animated Object|animated objects]] are drawn using cels, which are bitmap images (see note ...te:''' the term "bitmap" does not refer specifically to the Windows Bitmap file format (files ending in BMP or DIB). The term "bitmap" is a graphics term r
    2 KB (254 words) - 17:08, 14 April 2019
  • ...tes their imagined distance from the viewer. The higher the priority of an object, the closer to the viewer it will appear to be. If two or more objects over ...their distance from the bottom of the screen. The nearer to the bottom an object is, the higher its priority will be. In other words, objects near the botto
    8 KB (1,328 words) - 16:27, 26 December 2013
  • ...change variable values because there are text messages in the first Logic file along these lines. [[Manhunter: New York|MH1]] probably has the same debug ==== Object/Inventory Debug Commands ====
    16 KB (2,485 words) - 21:20, 13 September 2016
  • |[[File:errt_trace.png]] |[[File:errt_showmem.png]]
    10 KB (1,632 words) - 11:55, 28 December 2013
  • ...e not necessarily simplified so they must follow the rules set down by the file format. If test commands are to be ORred together, they must be placed in b |[[Animated Object|Object]]|| o
    11 KB (1,579 words) - 13:59, 30 January 2024
  • * 0.8: AGIv3 support, project configuration file support, new PIC format, VSCode user experience improvements * 0.2: Extract OBJECT files, build OBJECT and WORDS.TOK
    4 KB (450 words) - 22:38, 23 June 2022
  • The compiler processes each source file separately. The sequence of actions is *parse input file name, build output file name
    19 KB (3,133 words) - 01:42, 15 February 2022
  • ...GI Room|room]] in the game, and a default [[AGI Inventory Object|inventory object]]. ...at are used by the template game itself. The game's author should use this file to avoid the need to redefine all those items.
    6 KB (993 words) - 10:27, 28 March 2019
  • <div align="center">[[File:agistudio.png]]<br /> AGI Studio version 1.31</div><br /> * '''HGC_FONT''' -- This file is the font used by AGI with the Hercules Graphics Card. It's not part of
    8 KB (1,455 words) - 17:37, 14 April 2019
  • Number of an [[Animated Object|object]] other than ego that is touching the edge * [[AGI Studio|AGI Studio]] help file
    4 KB (559 words) - 23:20, 25 December 2013
  • ''''' File ''''' ...ake SURE you have the right resource number before saving or overwriting a file. Press TAB to enter a new resource name.
    14 KB (2,515 words) - 13:53, 26 December 2013
  • ...k up with scenes you've already drawn match up. i.e. If a house, building, object, crosses between one scene to the next that they are the same height, color ...code. You can put this bit of code anywhere in the main body of the logic file, but for readability, it is best to put it near the end, right before the r
    3 KB (640 words) - 12:10, 26 December 2013
  • ...., and where <num> is a number starting at 1. The format of the saved game file was relatively consistent between versions 2.4XX and 2.9XX apart from one m The saved game file consists of six sections. The first section contains only the description o
    20 KB (3,294 words) - 19:38, 2 March 2018
  • '''[[Object|OBJECT]]''' -- OBJECTs may be either ANIMATED OBJECTS or INVENTORY OBJECTS, the di ...mallet exists only to be taken into inventory, it is called an "inventory object." "Animated" objects can be "DRAWN" on the screen and animated. "Inventory
    24 KB (3,897 words) - 20:53, 29 April 2019
  • * <div id="AGIFile"></div><code>AGI</code>: This is the main interpreter file in the MS-DOS version. It contains all the routines for the various AGI com ...rpreter error messages and jump tables for the AGI commands inside the AGI file.
    19 KB (3,293 words) - 14:46, 24 March 2019
  • ...t is there. So in memory you have the View resource that was read from the file, except that some of the cels have been changed. This is why there is mirro ...ee the first cel of the first loop of this View and the description of the object they are examining. This is brought up using the <code>show.obj</code> comm
    18 KB (2,980 words) - 19:37, 2 March 2018
  • ...s displayed using the show.obj command (i.e. when the player “examines” an object), the first cel of the first loop is displayed on screen along with the des ...t is there. So in memory you have the view resource that was read from the file, except that some of the cels have been changed. This is why there is mirro
    10 KB (1,736 words) - 16:58, 14 April 2019
  • <div align="center">[[File:using1.png|200px|AGI Studio IDE]]<br /> <div align="center">[[File:using2.png|200px|View Editor]]<br />
    13 KB (2,192 words) - 12:19, 26 December 2013
  • OBJECT. ...the Interpreter files into the same directory. Then execute the SIERRA.COM file from either typing it at the DOS prompt or Double-Clicking it in Windows.
    11 KB (1,693 words) - 11:27, 24 March 2019
  • ...e not necessarily simplified so they must follow the rules set down by the file format. If test commands are to be ORred together, they must be placed in b * Object (prefix "o")
    16 KB (2,157 words) - 16:12, 27 March 2019
  • ...t;picture tracing&qout; option. It allows you to specify a bitmap graphics file to be displayed on the screen when you’re drawing. This means that you ca ...ut;tracing&qout; can be used to show the priority bands onscreen. Here’s a file that you can download and use with PicEdit:
    10 KB (1,733 words) - 14:02, 26 December 2013
  • ===<br /> Animated Object Actions === <div><code>animate.obj(OBJECT)</code></div>
    48 KB (7,640 words) - 20:18, 28 March 2018
  • * a number of objects controlled by the interpreter, one of which (the object 0) may be controlled by the player using the keyboard; ...oaded in the memory. The number of objects and things is determined by the OBJECT resource.
    33 KB (5,115 words) - 19:35, 2 March 2018
  • ...hen importing a game; fixed some minor drag/drop issues; clarified in Help file that drag/drop will not work if program is run as administrator ...g the command now works correctly; in text screen editor, loading a screen file that doesn't match current colwidth needs to make sure the colwidth mode ma
    20 KB (3,287 words) - 19:46, 22 March 2024
  • ...g language, we suggest you read the logic section of the [[AGI Studio Help File]], and the various other bits of documentation and tutorials available on-l * File names are case sensitive and given in fixed width font (e.g. <code>sierra.c
    8 KB (1,319 words) - 00:50, 3 March 2018
  • ...e not necessarily simplified so they must follow the rules set down by the file format. If test commands are to be ORed together, they must be placed in br * Object (prefix &quot;o&quot;)
    70 KB (10,906 words) - 19:35, 2 March 2018
  • ...her hand simply displays line of text that can be easily wiped by animated object or message box. Worth remembering is that messageboxes are also used by sys AGI Studio's help file claims that command should be like this: <code>print.at.v(vA,vX,vY,vW);</co
    5 KB (700 words) - 16:29, 26 December 2013
  • <!--{{Object repositioning information: -->{{NatBudinC}} ...le]] [[File:Sarien_0_7_0.zip|Sarien_0_7_0.zip]] <span class="DLInfo"> (ZIP file) [972 KB]</span><br />'''Source:'''
    12 KB (1,601 words) - 21:36, 23 February 2024
  • ...tions: Chapter 11 - Other Game Data#ss10.1|11.1 &nbsp;Format of the OBJECT File]]
    8 KB (961 words) - 20:33, 2 March 2018
  • ...e company's first employees, Jeff Stephenson created [[sciw:SCI|SCI]], the object-oriented scripting language of Sierra On-Line for its adventure games after | align="center" valign="bottom" | [[File:Jeff&AvisStephenson.png|150px]]
    12 KB (1,608 words) - 18:01, 19 April 2022
  • ...--91 there was a project in Russia similar to ours. Pretty much all of the file formats were figured out and documented, and a suite of programs which woul ...m explanations, try to do that yourself). So the character is a controlled object (Ego, as it is called in AGI language), and has a View resource associated
    65 KB (10,734 words) - 19:45, 2 March 2018
  • ...the background would be given a priority of 4 (the lowest priority). If an object with a priority of 12 is displayed on the screen, it would be behind the tr ...ity screen are used for “control lines” which determine where the ego (the object controlled by the player) can walk.
    23 KB (3,652 words) - 17:16, 14 April 2019
  • and commands to transcribe to the printer or to a file - these are extremely useful when receiving comments from play-testers. ...om games, for instance) to transport the player across the map, or get any object by remote control. Since debugging never ends, it's never wise to remove th
    18 KB (3,113 words) - 15:49, 26 December 2013
  • # '''Obtaining:''' There are two or more opposing parties, a sought-after object, and an optional arbitrator. Gee. Here's an original plot. Go fetch the rin # '''Familial Rivalry:''' Preferred kinsman, rejected kinsman, object of their desire. Shades of _Hollywood high jinx_ here folks. I'm sure that
    148 KB (26,378 words) - 14:49, 26 December 2013