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  • ...]] resource, positioned on the screen and then drawn in order to appear on screen. Screen objects are represented in source code by the letter 'o' and their index number (i.
    5 KB (864 words) - 23:30, 20 April 2019
  • | Size of Object Table Section | 43 bytes times number of [[screen objects]] currently animated
    4 KB (673 words) - 13:35, 20 April 2019
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> On the priority screen, the first four colors (0 - 3) have special meanings.
    5 KB (779 words) - 13:21, 26 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> ...as the freedom of characters to move in front of and behind objects on the screen. It may not seem like much, but it was revolutionary in 1984.
    8 KB (1,328 words) - 16:27, 26 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> ...white-space: nowrap">3-D</span>” background features must be placed on the screen as if aligned on an invisible grid. If this sounds confusing, here’s an e
    9 KB (1,508 words) - 17:35, 14 April 2019
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> <div align="center"><span style="font-size: 22pt">Pushing Objects</span><br />
    4 KB (618 words) - 16:30, 26 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> ...ppropriate value, and ego is positioned on screen at the desired location. Objects such as background animations, props and other characters are also set up h
    4 KB (682 words) - 16:01, 26 December 2013
  • # the [[keyboard]] buffer and [[controller flag table]] are cleared; # the [[script]] table is cleared;
    4 KB (596 words) - 17:56, 12 April 2019
  • end.of.loop([[screen object|obj]] oA, [[flag|flg]] fDONE); In &lsquo;end of loop&rsquo; [[cycle mode]], [[screen object]] '''oA''' will cycle one time, in the forward direction, until the
    3 KB (449 words) - 14:01, 30 March 2019
  • ...storing a game]], except all [[memory]] is reset to its default state, all objects are unloaded, and all resources are removed from the memory heap. ...d the [[OBJECT File (AGI)|OBJECT]] file is reloaded. The [[screen object]] table is reset, all [[variable|variables]] are reset to 0 and all [[flag|flags]]
    1 KB (230 words) - 20:39, 19 April 2019
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> ...[[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 these lines get pushed
    4 KB (600 words) - 12:36, 24 March 2019
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> [data.html#object The OBJECT file] - list of inventory objects the player can get<br />[data.html#words The WORDS.TOK file] - list of word
    9 KB (1,550 words) - 16:02, 26 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> <div align="center"><span style="font-size: 22pt">Display Text on Screen</span><br />
    5 KB (700 words) - 16:29, 26 December 2013
  • ...dated. Many AGI [[logic]] commands can also modify and/or retrieve various screen object data elements. ...ed the original name and description for each element of the screen object table. This information is provided along with the terms in general use as origin
    24 KB (3,687 words) - 00:36, 21 April 2019
  • [[Adventure Game Interpreter Specifications|Table of Contents]] ...resources are smaller ''sprites'' used in the game, such as animations and objects. They are also stored as bitmaps, whereas pictures are stored in vector for
    18 KB (2,980 words) - 19:37, 2 March 2018
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> :D > You are in a locked room with a table, and a flickering candle
    12 KB (1,810 words) - 19:16, 28 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> ...ed. Think about characters that will interact with the player. Think about objects that will be gotten, and how and where they will be used. And most importan
    4 KB (742 words) - 12:09, 26 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> This is the regular drawing screen. If you hit the TAB key, then you will see this:
    14 KB (2,515 words) - 13:53, 26 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> ...und images for the game. They don’t include anything that animates on the screen. The only time PictureS are changed is when the room changes. You can cr
    15 KB (2,552 words) - 14:27, 24 March 2019
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> ...scarding some unused resources, or removing some animated objects from the screen.
    9 KB (1,557 words) - 14:17, 22 March 2019
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /><!-- [http://www.iki.fi/jterho/agi AGI Background Creati ...on room design. You often must take the bands’ position on the AGI playing screen into account when planning the placement of background features. On this pa
    10 KB (1,733 words) - 14:02, 26 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> ...h. Discarding resources that are being used by other [[AGI Animated Object|objects]] can crash the game, and there are even more subtle bugs that can arise if
    5 KB (829 words) - 14:22, 24 March 2019
  • [[Adventure Game Interpreter Specifications|Table of Contents]] ...sions. It is possible that the inclusion of the maximum number of animated objects value in the OBJECT file in later AGI v2 versions replaced the need for the
    20 KB (3,294 words) - 19:38, 2 March 2018
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> * '''[[View Resource (AGI)|View]]''' -- The on-screen animated objects are all stored in [[View Resource (AGI)|View resources]]. A View resource
    8 KB (1,455 words) - 17:37, 14 April 2019
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> ...perform in the game. The player could also move their character around on screen using the arrow keys.
    9 KB (1,460 words) - 12:20, 26 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> <blockquote>''After you restore a game, the game is corrupted (screen, objects, anything)''</blockquote>
    7 KB (1,110 words) - 11:54, 28 December 2013
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> * The interpreter recalculates movement for animated objects.
    10 KB (1,712 words) - 01:42, 29 December 2013
  • [[Adventure Game Interpreter Specifications|Table of Contents]] ...each picture file: the visual screen and the priority screen. The priority screen contains priority bands and control lines. In version 3 games, this file is
    19 KB (3,293 words) - 14:46, 24 March 2019
  • *initialize the hash table, adding predefined symbols ...This value is then compared against entries in the compiler's symbol hash table to determine what it represents. If more than one symbol has the same hash
    19 KB (3,133 words) - 01:42, 15 February 2022
  • [[Adventure Game Interpreter Specifications|Table of Contents]] ...yer could move 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
    8 KB (1,319 words) - 00:50, 3 March 2018
  • '''AGDS''' is a specialized set of commands which help manipulate objects on a 3-D plane. Before looking at the commands, it is important to understa ...thin the banner page room, a logo picture, a title picture and the credits screen.
    24 KB (3,897 words) - 20:53, 29 April 2019
  • '''''Picture''''' resources are full-screen images, usually used for backgrounds. They are vector-based rather than bit ...e lowest priority). If an object with a priority of 12 is displayed on the screen, it would be behind the tree but in front of the wall. The priority of a vi
    23 KB (3,652 words) - 17:16, 14 April 2019
  • [[Adventure Game Interpreter Specifications|Table of Contents]] * a number of objects controlled by the interpreter, one of which (the object 0) may be controlle
    33 KB (5,115 words) - 19:35, 2 March 2018
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> When the game loads, make ego walk to room 2 (the screen to the left of the current one). Go up to one of the pillars and type "clim
    13 KB (2,192 words) - 12:19, 26 December 2013
  • ...ding the new room's logics it positions ego at the appropriate edge of the screen, animates him, loads whichever view ego had in the previous room, and sets ...in the background screen. Note that this no longer affects the foreground screen. Call show.pic() when you're ready to show the user what you have wrought.<
    48 KB (7,640 words) - 20:18, 28 March 2018
  • [[Adventure Game Interpreter Specifications|Table of Contents]] ...p.update|stop.update]]</code> and <code>unanimate</code> are issued to all objects;
    70 KB (10,906 words) - 19:35, 2 March 2018
  • [[Adventure Game Interpreter Specifications|Table of Contents]] ...), and has a View resource associated with it, which is its picture on the screen. And, as the movement direction changes, the interpreter automatically choo
    65 KB (10,734 words) - 19:45, 2 March 2018
  • ...pasting 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 mo ...o see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where
    20 KB (3,287 words) - 19:46, 22 March 2024
  • [[Tutorials and Guides|Tutorials and Guides Table of Contents]]<br /> # Pets tend to be very versatile objects, frequently their personality will pervade the entire game. (Floyd, of cour
    148 KB (26,378 words) - 14:49, 26 December 2013