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  • ...some of the graphics for the game. Unlike the picture resources which are full-screen background images, view resources are smaller 'sprites' used in the Picture resources are full-screen images, usually used for backgrounds. They are vector-based rather t
    9 KB (1,550 words) - 16:02, 26 December 2013
  • ...useful tool available to AGI developers. It is available in the original Sierra interpreters, NAGI and Sarien (through the console). Tracing allows you to If you continue receiving "out of memory" or "script full", then you may want to investigate the problem with the command "
    10 KB (1,632 words) - 11:55, 28 December 2013
  • ...s Greeting Card 1986]], [[King's Quest IV AGI Demo]], and [[AGI Demo Packs|Sierra Demo Packs 1-5]]. ...hich used this version. Sierra obviously noticed the increased size of the games and therefore added data compression to this version. There are a few diffe
    19 KB (3,293 words) - 14:46, 24 March 2019
  • '''''Picture''''' resources are full-screen images, usually used for backgrounds. They are vector-based rather t ...round Pictures and other full screen images. Pictures in AGI and early SCI games are not stored as a complete Picture. Instead they're constructed and store
    23 KB (3,652 words) - 17:16, 14 April 2019
  • ...I]] game. Unlike the [[AGI Picture Resource|picture resources]], which are full-screen background images, view resources are smaller "sprites", such as ani ...o put countless really small animations within view, a non-hacked standard Sierra interpreter can't handle too big memory usages, even if quickly used and th
    10 KB (1,736 words) - 16:58, 14 April 2019
  • ...round pictures and other full screen images. Pictures in AGI and early SCI games are not stored as a complete picture. Instead they're constructed and store * 0xFB--0xFE: Unused in most AGI games.
    24 KB (3,796 words) - 19:37, 2 March 2018
  • ...some of the graphics for the game. Unlike the picture resources which are full-screen background images, View resources are smaller ''sprites'' used in th ...doesn't make much difference these days, but back when AGI was written the games were designed to run on 256K systems which meant that memory had to be used
    18 KB (2,980 words) - 19:37, 2 March 2018
  • ...t at the start of logic.0. These resources are shared between rooms, saved games and even when the game has restarted. ...one of the reasons why save-games can't be shared between heavily modified games. If you change the menu layout and load a previously saved game, the menu l
    17 KB (2,931 words) - 14:00, 30 January 2024
  • ...s to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort. ...or bug in Game Properties dialog that prevented selecting a folder for new games; global defines files that use LF as end-of-line instead of CRLF will now l
    20 KB (3,287 words) - 19:46, 22 March 2024
  • ...al one being noise. The IBM PC can only play one note at a time so all AGI games for the PC play the melody by itself. The Apple IIgs version has much more ...und generators. This format appears to have remained right through the AGI games up until 1989--90 when SCI took over even though the PCjr had long since be
    31 KB (4,588 words) - 19:37, 2 March 2018
  • ...umented, and a suite of programs which would allow you create and edit AGI games was created. This was called '''AGDS'''(Adventure Game Design System). ...asked him to make a compiler so he could edit the logics and translate the games into Russian. The AGDS package was the result. I would like to thank Alex a
    65 KB (10,734 words) - 19:45, 2 March 2018
  • ...has a fairly small market these days. It has been shoved aside by graphic games and given a bad name in the eyes of the new generation of computer users. ...ors that produce it, or it's going to die out. So be sure to register your games and run out and buy Lost Treasures of Infocom 1 and 2 so that Activision kn
    148 KB (26,378 words) - 14:49, 26 December 2013

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