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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, b1 KB (171 words) - 17:16, 14 April 2019
- <div align="center"><span style="font-size: 22pt">Logic Language Reference</span></div> Use the following links for helpful information about the AGI logic scripting language.1 KB (119 words) - 13:58, 30 January 2024
- The '''return''' command terminates logic script execution. ...lace in code where termination of the [[logic]] script is desired, but all logic scripts must end with a '''return''' command.1,021 bytes (125 words) - 22:16, 19 April 2019
- <div align="center"><span style="font-size: 22pt">AGI Logic Command Reference</span><br /></div> ...a scripting language that can be compiled into pseudo-code, which is what AGI reads during game play.3 KB (484 words) - 19:48, 22 March 2019
- The '''call''' command executes a [[logic]] script. The [[logic]] with resource number '''A''' is executed one time. If it is not currently1 KB (189 words) - 11:48, 14 April 2019
- The '''call.v''' command executes a logic script by reference. The [[logic]] with resource number equal to value of variable '''vA''' is executed one1 KB (197 words) - 11:49, 14 April 2019
- An indirect command is a [[Logic Resource (AGI)|logic]] command that requires the number of a [[Resource|resource]] to be specifi ...de> is direct because it accepts the actual number of the [[View Resource (AGI)|view resource]] that should be loaded. The <code>load.view.v</code> comman3 KB (450 words) - 17:26, 14 April 2019
- The '''reset.scan.start''' command resets the entry point for a logic script back to the start. ...o change the [[starting point]] of a logic script. This can be useful if a logic has a large section at the beginning that only needs to be executed once.2 KB (248 words) - 19:55, 19 April 2019
- * [[Creating an AGI Game]] * [[How to Make an AGI Game|How to Make an AGI Game]] by [[David Smith]]4 KB (614 words) - 02:21, 10 March 2018
- '''Defines''', in [[AGI|AGI]] [[Logic Resource (AGI)|logic]], allow you to provide a proper name for the [[Variable|variables]], [[Fla <syntaxhighlight lang="agi">2 KB (351 words) - 13:57, 30 January 2024
- 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 unl1 KB (204 words) - 15:23, 10 April 2019
- The '''set.scan.start''' command sets the entry point for a logic script. ...running [[logic]] in a [[scan start table]], and subsequent calls to this logic will start at that stored position, instead of starting at the beginning.2 KB (269 words) - 19:43, 21 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 [[me2 KB (219 words) - 15:28, 10 April 2019
- [[AGI Studio Help File]] [[Category:Object Commands]]523 bytes (66 words) - 14:01, 30 January 2024
- ...0 - 24). It also identifies [[logic]] '''LOGNUM''' as the source for trace commands as [[message]]s. Keep in mind that due to a [[bug in AGI]], using any value for '''TOP''' except 1 will result in the trace window b2 KB (324 words) - 07:30, 24 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 [[:Category:Logic Commands|logic commands]]:3 KB (440 words) - 17:13, 14 April 2019
- The '''trace.on''' command switches the [[interpreter cycle]] to [[AGI Command Tracer|trace mode]]. ...he trace window and identify a logic that contains the text values of each AGI command. It is not required though.2 KB (248 words) - 17:46, 24 April 2019
- There are several commands which will make an object move in different ways: ...n the way described above after it has been moving from one of these three commands.2 KB (278 words) - 14:01, 30 January 2024
- .... The resources on the [[memory heap]] are dumped (with the exception of [[logic 0]]). ...is that the value of the new room is passed indirectly. For details on how AGI manages changing the room, see the '''[[new.room]]''' Remarks section.1 KB (187 words) - 18:02, 12 April 2019
- Sound in AGI are controlled by a handful of flags, variables and commands: == <br />Commands ==2 KB (325 words) - 14:01, 30 January 2024
- ==<br /> [[AGI Specifications: Chapter 1 - Introduction|Chapter 1 - Introduction]] == : [[AGI Specifications: Chapter 1 - Introduction#ss1.1|1.1 About this Documen8 KB (961 words) - 20:33, 2 March 2018
- ...ROOMs. Every ROOM that needs swimming can load a LGC.SWIM which deals with commands like SWIM, and standing ego up when he is no longer in water. It would be a Logic 0 is special, so a room number of 0 is not valid.1 KB (203 words) - 20:56, 29 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: ...n [[VOL files]] are closed (they will automatically be reopened when the [[logic]] for this room is loaded);4 KB (596 words) - 17:56, 12 April 2019
- <div align="center"><span style="font-size: 22pt">Logic Syntax</span><!-- <br /> ...tax described in the [[AGI Specs|AGI Specs]] and supported by [[AGI Studio|AGI Studio]] and [[WinAGI|WinAGI]].11 KB (1,579 words) - 13:59, 30 January 2024
- ...loaded resources on the heap (known as '[[room.0 resources]]'), such as [[logic 0]], DIR files, object table, menus, etc. <syntaxhighlight lang="agi">1 KB (195 words) - 21:53, 21 April 2019
- Test commands are only valid in an <code>if</code> statement. ...checks v19; if it is greater than 0, it immediately returns TRUE. If not, AGI then checks the [[keyboard buffer]]; if an ASCII value is in the buffer, th2 KB (338 words) - 12:03, 14 April 2019
- It is generally a good idea to put all the defines in a logic together, near the top. Define names aren't supposed to be able to be used === Using a define in more than one logic ===5 KB (1,021 words) - 16:01, 26 December 2013
- ...econd word, etc.) However, when using the [[message special format code]], AGI treats '%w1' as the first word. To minimize confusion when writing [[logic]] source code, the WinAGI compiler requires the word argument '''wB''' to b2 KB (300 words) - 19:59, 24 April 2019
- The '''show.obj''' command displays a [[View Resource (AGI)|view]] representing an [[inventory item]] and its description. ...NUM''' is shown centered at the bottom of the screen. The [[View Resource (AGI)#Description|view description]] is displayed above in a message box. Pressi3 KB (452 words) - 18:30, 22 April 2019
- The '''show.obj.v''' command indirectly displays a [[View Resource (AGI)|view]] representing an [[inventory item]] and its description. ...UM''', is shown centered at the bottom of the screen. The [[View Resource (AGI)#Description|view description]] is displayed above in a message box. Pressi3 KB (496 words) - 19:00, 22 April 2019
- [[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
- Attached is the current php file for the AGI syntax highlighting. I uploaded an updated php file that should properly highlight AGI syntax2 KB (407 words) - 19:37, 1 April 2019
- ...] that is used by the first [[AGI Room|room]] in the game, and a default [[AGI Inventory Object|inventory object]]. ...me's menus, saving and restoring, and a set of [[AGI Debugging|debugging]] commands. Without the template game, game programmers would have to implement these6 KB (993 words) - 10:27, 28 March 2019
- [[AGI|AGI]] is a game engine which imposes significant memory and resource constraint ...gic]], [[AGI 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
- ...ommand prompts the player to enter a [[string]] that can be manipulated in logic code. AGI does not automatically clear the prompt from the screen; it remains on the4 KB (609 words) - 15:45, 7 April 2019
- ...gic0_cycle</code>||<code>Logic0InitialEntry</code>||This is the first time logic 0 has been executed ...ode>MsgWindowRemain</code>||Windows created by [[Print|print]] and similar commands remain on screen until the [[Close.Window|close.window]] command is used. I3 KB (479 words) - 10:11, 11 February 2022
- ...a character around the screen, behind, in front of and over objects. Other commands could be typed in, just like a text adventure. This concept, in various for The latest version of this document can be found at http://agi.helllabs.org/agispecs/ in SGML, HTML, GNU info, Postscript and ASCII format8 KB (1,319 words) - 00:50, 3 March 2018
- ...Each screen object must be initialized, assigned a loaded [[View Resource (AGI)|view]] resource, positioned on the screen and then drawn in order to appea ...een Object Data Structure]] Topic for details on the information stored in AGI for each screen object.5 KB (864 words) - 23:30, 20 April 2019
- ...s like [[Print|print]] to give the user information. Each [[Logic Resource|logic resource]] can contain up to 255 messages, with message numbers starting fr <syntaxhighlight lang="agi">13 KB (1,882 words) - 14:00, 30 January 2024
- ''From [http://www.agidev.com/ AGI Development Site] (''http://www.agidev.com'')'' * [[View Resource (AGI)|View Resources]]17 KB (2,931 words) - 14:00, 30 January 2024
- AGI does not validate the argument values, so if either row argument is > 24, o <syntaxhighlight lang="agi">3 KB (431 words) - 18:41, 25 March 2019
- <div align="center"><span style="font-size: 22pt">Creating an AGI Game</span><br /> ...Studio]] by [[Peter Kelly|Peter Kelly]]. This tutorial or introduction to AGI game editing will show those who have little or no programming knowledge ho15 KB (2,552 words) - 14:27, 24 March 2019
- == <br />2. General AGI overview == ...: the [[Season's Greeting Card 1986]], [[King's Quest IV AGI Demo]], and [[AGI Demo Packs|Sierra Demo Packs 1-5]].19 KB (3,293 words) - 14:46, 24 March 2019
- <span id="Logic"></span> This section lists conventions that will be adopted in the AGI script16 KB (2,157 words) - 16:12, 27 March 2019
- [[AGI Sound Tutorial|AGI Sound Tutorial Index]] [[AGI Sound Tutorial - Introduction|1]] |7 KB (1,149 words) - 21:59, 9 April 2019
- <!--{{IIgs/Mac/Tandy sound samples & AGI resources: -->{{PaulLungaC}} <!--{{AGI internals consultant: -->{{NickSonneveldC}}12 KB (1,587 words) - 19:40, 13 May 2024
- AGI saved game files are named as follows: ...not yet been explored for the purposes of this spec, but it is known that AGI v2.272 differs somewhat in format and almost certainly those versions prior20 KB (3,294 words) - 19:38, 2 March 2018
- | Website = [[scipf:15.0|AGI Forum]] ...tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.20 KB (3,287 words) - 17:01, 12 May 2024
- <div align="center" style="font-size: 22pt">CG- The AGI Game Compiler</div> CG was Sierra's in-house AGI Game Compiler.19 KB (3,133 words) - 01:42, 15 February 2022
- ...of each object in the screen object table are updated. Many AGI [[logic]] commands can also modify and/or retrieve various screen object data elements. ...s provided along with the terms in general use as originally decompiled by AGI enthusiasts.24 KB (3,687 words) - 00:36, 21 April 2019
- == <div id="agi"></div><div id="s3"></div><br />3. AGI internals == The AGI interpreter contains:33 KB (5,115 words) - 19:35, 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 what57 KB (8,676 words) - 19:36, 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
- ...d first, and the most significant byte stored second). Most word values in AGI are stored like this, but not all. ...gn="center" valign="top"|<code>0</code>||<code>Width of cel (remember that AGI pixels are 2 normal EGA pixels <br />18 KB (2,980 words) - 19:37, 2 March 2018
- [[Official AGDS/AGI Documentation]]<br /> ...mmands which help manipulate objects on a 3-D plane. Before looking at the commands, it is important to understand some basic terminology.24 KB (3,897 words) - 20:53, 29 April 2019
- ...documented, and a suite of programs which would allow you create and edit AGI games was created. This was called '''AGDS'''(Adventure Game Design System) ...tin Mironovich]] for putting me in touch with Alex after seeing one of the AGI websites.65 KB (10,734 words) - 19:45, 2 March 2018
- [[Official AGDS/AGI Documentation]]<br /> <blockquote><div class="CodeBlockHeader">AGI Code:</div>48 KB (7,640 words) - 20:18, 28 March 2018
- ...lly used for background pictures and other full screen images. Pictures in AGI and early SCI games are not stored as a complete picture. Instead they're c * 0xFB--0xFE: Unused in most AGI games.24 KB (3,796 words) - 19:37, 2 March 2018