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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
  • <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 currently
    1 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 one
    1 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> comman
    3 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 unl
    1 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 [[me
    2 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 b
    2 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 /> &nbsp;[[AGI Specifications: Chapter 1 - Introduction|Chapter 1 - Introduction]] == : [[AGI Specifications: Chapter 1 - Introduction#ss1.1|1.1 &nbsp;About this Documen
    8 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, th
    2 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 b
    2 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. Pressi
    3 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. Pressi
    3 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 syntax
    2 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 these
    6 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 the
    4 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. I
    3 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 format
    8 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 ho
    15 KB (2,552 words) - 14:27, 24 March 2019
  • == &nbsp;<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 script
    16 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 prior
    20 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 what
    57 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