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  • The '''set.string''' command assigns the text of a message to a string. set.string([[string|str]] sA, [[message|msg]] mB);<br />
    1 KB (214 words) - 20:07, 21 April 2019
  • set.cursor.char([[message|msg]] mCURSORCHAR);<br /> set.cursor.char("message text");
    961 bytes (118 words) - 22:19, 20 April 2019
  • ...so 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
  • The '''print''' command displays a message in a window. print([[message|msg]] mMSG);<br />
    2 KB (355 words) - 07:02, 18 April 2019
  • The '''version''' command displays a window showing version information for AGI. ...ter Versions|version]]). The user can press ENTER or ESCAPE to dismiss the message and return to the game.
    1 KB (153 words) - 19:03, 24 April 2019
  • A message box is displayed that says "Game paused. Press Enter to continue." Pressing ...other message box. This means if you set f15 and then use '''pause''', the message box will be displayed, but the game won't actually pause.
    1 KB (149 words) - 07:02, 15 April 2019
  • The '''close.window''' command will close an open print message window. ...s executed when [[reserved flag]] [[f15 (no pause windows)]] is set (TRUE) AGI does not pause, and the window remains on screen until dismissed. Use the '
    1 KB (164 words) - 19:57, 27 March 2019
  • The '''print.at''' command displays a message in a window at a specified location. print.at([[message|msg]] mMSG, [[number|byt]] ROW, [[number|byt]] COL, [[number|byt]] MAXWIDTH
    4 KB (613 words) - 07:02, 18 April 2019
  • display([[number|byt]] ROW, [[number|byt]]COL, [[message|msg]] mMSG);<br /> display([[number|byt]] ROW, [[number|byt]] COL, "message text");
    2 KB (388 words) - 10:52, 30 March 2019
  • log([[message|msg]] mLOGMSG);<br /> log("log message");
    2 KB (292 words) - 13:22, 11 April 2019
  • The '''print.at.v''' command indirectly displays a message in a window at a specified location. The text of the [[message]] referred to by [[variable]] '''vMSG''' is displayed in a bordered window.
    4 KB (654 words) - 07:12, 18 April 2019
  • ...urrent [[priority]] value (pri); and current [[step size]] (stepsize). The message is formatted as follows: ...te this command on a screen object that has not been properly initialized, AGI will display random data from an undefined location in memory.
    1 KB (203 words) - 16:45, 14 April 2019
  • ...d implicitly or explicitly. An explicit message definition uses the <code>#message</code> command: <syntaxhighlight lang="agi">
    13 KB (1,882 words) - 14:00, 30 January 2024
  • ...commands, the '''display.v''' command does not include a border around the message text. ...a column equal to the '''vCOL''' value MOD 40, and the rest of the display message will be left aligned, one row below the desired '''vROW''' value.
    3 KB (403 words) - 11:11, 30 March 2019
  • === Welcome to the AGI Programmers Wiki. === ...itional help can always be found on the [[SCIPF:|SCI Programming Community Message Board]]. For help with Sierra's games, see [[SHP:|The Sierra Help Pages]].
    4 KB (614 words) - 01:26, 14 February 2024
  • The '''show.obj''' command displays a [[View Resource (AGI)|view]] representing an [[inventory item]] and its description. ...View Resource (AGI)#Description|view description]] is displayed above in a message box. Pressing any key erases the object and its definition, and play resume
    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. ...View Resource (AGI)#Description|view description]] is displayed above in a message box. Pressing any key erases the object and its definition, and play resume
    3 KB (496 words) - 19:00, 22 April 2019
  • The [[Joystick Input|joystick]] is disabled by default when AGI starts. If you want to allow the player to use a joystick, it must be enabl The '''init.joy''' command displays a message asking user to center joystick. The user then presses ENTER to enable and c
    1 KB (144 words) - 23:24, 8 April 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
  • ...tax described in the [[AGI Specs|AGI Specs]] and supported by [[AGI Studio|AGI Studio]] and [[WinAGI|WinAGI]]. ...the C-based syntax described in this article is the most widely-supported AGI logic syntax.
    11 KB (1,579 words) - 13:59, 30 January 2024
  • ...have a color other than black or white, a workaround, using a single space message and the '''[[display.v]]''' command, is demonstrated in the example below. AGI does not validate the argument values, so if either row argument is > 24, o
    3 KB (431 words) - 18:41, 25 March 2019
  • Use the following links for helpful information about the AGI logic scripting language. ** [[Message|Messages]]
    1 KB (119 words) - 13:58, 30 January 2024
  • get.num([[message|msg]] mPROMPT, [[variable|var]] vB);<br /> ...on, the '''get.num''' function uses the [[input line]], substituting the [[message]] '''mPROMPT''' as the [[input prompt]] and using the existing [[cursor]] c
    2 KB (328 words) - 21:00, 1 April 2019
  • ...ter to load it using the '''[[load.logics]]''' command. This avoids having AGI continually load and unload the same logic over and over. If the logic does not exist, AGI will display a 'resource not found' message, and immediately quit.
    1 KB (189 words) - 11:48, 14 April 2019
  • get.string([[string|str]] sA, [[message|msg]] mPROMPT, [[number|byt]] ROW, [[number|byt]] COL, [[number|byt]] LEN); ...using the existing [[input line]] like the '''[[get.num]]''' command does. Message '''mPROMPT''' is used as the prompt, which is displayed at text column '''C
    4 KB (609 words) - 15:45, 7 April 2019
  • ...ng to help manage [[memory]] usage. When called, '''show.mem''' displays a message box that shows the following memory usage statistics: <syntaxhighlight lang="agi">
    1 KB (195 words) - 21:53, 21 April 2019
  • ...r to load it using the '''[[load.logics.v]]''' command. This avoids having AGI continually load and unload the same logic over and over. If the logic does not exist, AGI will display a 'resource not found' message, and immediately quit.
    1 KB (197 words) - 11:49, 14 April 2019
  • set.game.id([[message|msg]] mGAMEID);<br /> ...is embedded within the main interpreter file. If the values do not match, AGI quits without any warning. This was done presumably to make sure the games
    2 KB (246 words) - 09:00, 21 April 2019
  • ...it. If [[reserved flags|reserved flag]] [[f16 (auto restart)]] is FALSE, a message box is displayed asking the player to confirm the restart. If f16 is TRUE, ...heap]] is cleared (which unloads all [[resources]]) and the [[OBJECT File (AGI)|OBJECT]] file is reloaded. The [[screen object]] table is reset, all [[var
    1 KB (230 words) - 20:39, 19 April 2019
  • ...econd word, etc.) However, when using the [[message special format code]], AGI treats '%w1' as the first word. ...he player only entered two words, and you use 'w3' as the argument value), AGI will read invalid data, resulting in meaningless output.
    2 KB (300 words) - 19:59, 24 April 2019
  • This command sets the foreground and background [[colors]] used by AGI to display text with the '''[[display]]''' or '''[[display.v]]''' commands ...und and foreground. If the background color is any value other than black, AGI uses white as the background, and draws text with black foreground (ignorin
    6 KB (862 words) - 20:53, 21 April 2019
  • ...error messages, but you could use it to define your own special-case error message code (to help with debugging). ...is bigger than 0 (which it will be if there's an error) it calls the error message logic.<br />
    10 KB (1,724 words) - 13:57, 30 January 2024
  • When the '''set.scan.start''' command is executed, AGI stores the current script position of the running [[logic]] in a [[scan sta ...end of that section, the '''set.scan.start''' command can be used to make AGI skip over the initialization section on subsequent iterations.
    2 KB (269 words) - 19:43, 21 April 2019
  • When the '''reset.scan.start''' command is executed, AGI resets the [[scan start table]] so subsequent calls to this logic will agai In the following example, you will only see the first message one time. After that, the logic begins execution at the second print statem
    2 KB (248 words) - 19:55, 19 April 2019
  • ...(invalid word number)]] is assigned the sequence number of the word in the message that failed to match and the processing ends. ...ignored and the '''parse''' command exits without doing anything. Also, in AGI [[versions]] that allocate space for 24 strings, only the first 12 strings
    2 KB (235 words) - 06:59, 15 April 2019
  • ...m DOS, you can use SavePic. <!-- All of the files can be obtained from the AGI Utilities Page. --> AGI256 is a patch for AGI created by dark minister to modify AGI so that it can use 256 colors. To use this, you will need to create the pic
    3 KB (409 words) - 12:32, 24 March 2019
  • set.menu.item([[message|msg]] mA, [[controllers|ctl]] cB);<br /> In AGI menus are the displayed along the top of the [[menu bar]], and each menu ma
    2 KB (365 words) - 14:37, 21 April 2019
  • set.menu([[message|msg]] mA);<br /> In AGI menus are the displayed along the top of the [[menu bar]], and each menu ma
    3 KB (414 words) - 14:15, 21 April 2019
  • ...preter was unable to allocate a reasonably sized heap for your game. This message probably doesn't mean much to people these days, but if you get it, you mig ...It also mentions how to patch the interpreter to increase the stack. See "AGI Stack Overflow Information".<br />
    9 KB (1,557 words) - 14:17, 22 March 2019
  • [[AGI Sound Tutorial|AGI Sound Tutorial Index]] [[AGI Sound Tutorial - Introduction|1]] |
    5 KB (715 words) - 13:57, 30 January 2024
  • This section lists conventions that will be adopted in the AGI script * Message (prefix "m")
    16 KB (2,157 words) - 16:12, 27 March 2019
  • <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
  • ...] that is used by the first [[AGI Room|room]] in the game, and a default [[AGI Inventory Object|inventory object]]. ...such as setting up the game's menus, saving and restoring, and a set of [[AGI Debugging|debugging]] commands. Without the template game, game programmers
    6 KB (993 words) - 10:27, 28 March 2019
  • [[Official AGDS/AGI Documentation]]<br /> <blockquote><div class="CodeBlockHeader">AGI Code:</div>
    48 KB (7,640 words) - 20:18, 28 March 2018
  • ...'''G'''ame '''I'''nterpreter is [[Brian Provinciano|Brian Provinciano's]] AGI replacement interpreter for the Game Boy Advance Adventure Game Interpreter ...y Advance. With the use of a flash cart on your GBA, you can play all your AGI games on the portable. Not only can you play Sierra's adventure games, but
    13 KB (2,313 words) - 18:15, 14 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
  • | 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) - 19:46, 22 March 2024
  • <!--{{IIgs/Mac/Tandy sound samples & AGI resources: -->{{PaulLungaC}} <!--{{AGI internals consultant: -->{{NickSonneveldC}}
    12 KB (1,601 words) - 21:36, 23 February 2024
  • <syntaxhighlight lang="agi"> <syntaxhighlight lang="agi">
    70 KB (10,906 words) - 19:35, 2 March 2018
  • <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
  • ...for), a procedural language. Previously, he also was the head of Sierra’s AGI and SCI system programmers and responsible for much of the code of both of ...used in AGI resources is borrowed from his wife's name, Avis Durgan<ref>[[AGI Specifications: Chapter 11 - Other Game Data#The file encryption]]</ref>.
    12 KB (1,608 words) - 18:01, 19 April 2022
  • ...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
  • ...final 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 ...s sound 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 si
    31 KB (4,588 words) - 19:37, 2 March 2018
  • [[Official AGDS/AGI Documentation]]<br /> '''[[AGI Picture Resource|PICTURE]]''' -- Usually, each ROOM has an associated pictu
    24 KB (3,897 words) - 20:53, 29 April 2019
  • <syntaxhighlight lang="agi"> ...ogic script is not stored like this in the game files though. Instead each AGI command is stored as a bytecode and the resulting data doesn't look much li
    57 KB (8,676 words) - 19:36, 2 March 2018