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AGI Development Tools / Re: WinAGI Version 2.1.2 Is Available
« Last post by MusicallyInspired on Today at 01:44:43 AM »
Appreciate your hard work!
AGI Development Tools / Re: WinAGI Version 2.1.2 Is Available
« Last post by AGKorson on Yesterday at 10:59:47 PM »
Ugh. No matter how much testing I do, it seems like something always crops up as soon as I release a version. v2.1.1 won't handle saving and opening layout files correctly. The last step when releasing a new version is to update internal version checks- but somehow I missed the layout functions this time.  :-[

So ignore version 2.1.1. I updated the wiki, and the link in the first post to point to version 2.1.2 which fixes the issue.

If anybody notices any other problems, please let me know and I'll try to get them addressed too.
AGI Development Tools / Re: WinAGI Version 2.1.2 Is Available
« Last post by AGKorson on Yesterday at 03:34:46 AM »
To demonstrate just how useful and easy WinAGI is to use, here is a set of project files and logic source code files for a fully decompiled version of Gold Rush! I did this decompilation as a way to 'stress test' WinAGI to make sure I fixed as many bugs and glitches as possible. It also helped me identify additional enhancements and improvements.

To use this file, extract its contents, including the src directory, into a folder that has the original Gold Rush AGI files (you have to have your own copy of the game- I can't post that here). Then open the WinAGI project file, GR.wag in WinAGI version 2.1.1. You can then browse through all the logics, observe how the game used global defines throughout the game, and explore the game's room arrangement in the Layout file.

It was really very interesting to go through the entire game's logic code and see how the original programmers were able to make everything work so well in the game. It helped me a lot in understanding AGI programming concepts. Not surprisingly, I also found a few bugs in their code (it's a very large game, so no surprise that a few bugs slipped past their quality checks). There was also a a number of places where you could see how the game changed during development- fragments of code that pointed to different story lines that ended up being abandoned.

The source code logics in this project will generate an exact, byte-for-byte copy of the original compiled logics. The only thing I added were the comments and define names. Keep in mind that all the variable/flag define names and comments are my own- nothing in this project is meant to suggest this is the actual source code used by the original developers.

Anyway, if you are interested in studying the programming techniques used in a full size commercial game, this should be of great help. If you have any questions about the comments that I included in the source files, feel free to ask!

AGI Development Tools / WinAGI Version 2.1.2 Is Available
« Last post by AGKorson on Yesterday at 02:48:20 AM »
Here it is - the latest update to WinAGI. This version fixes a TON of bugs, a lot of enhancements, and some new features that I've heard folks asking about. I spent a lot of time testing, re-testing and testing again, so hopefully there aren't too many bugs left! :)

Link to the install file is here:

Here's a partial list of the new features:
  • A new LISTBOX option to display game resources (similar to the old AGI Studio look)- a number of people commented that they didn't like the tree list; now you can choose whichever display works best for you
  • NAVIGATION BUTTONS - when browsing through in game resources, there are now navigation buttons that let you quickly go back to previously previewed resources, and then forward again
  • improved support for multiple monitors; the program's position/size will now be correctly restored on systems with more than one monitor
  • the logic editor now highlights AGI commands as keywords, for improved readability
  • support for code snippets - shortcuts you can use to insert frequently used blocks of code to make coding go faster
  • ability to open resources for editing from within the logic editor; right-click on any resource ID to show the open command in the context menu
  • global defines (aka the 'defines.txt' included file) can now have individual comments for each define entry
  • option to export picture resources as an animated gif to see the picture drawn step by step
  • layout editor is synched to the resource list, making it easy to find a room on the layout editor when your layout is large and complex
  • DIR files now expand or contract based on number of resources, instead of being automatically expanded to full size; this helps keep memory usage to a minimum, since DIR files are part of the room.0 memory block
  • Much improved Help file, especially in the AGI Reference section; more in-depth analysis of the disassembled interpreter has resulted in a lot more knowledge of how the interpreter really works; the help file is now the real definitive source of information on AGI
  • a lot of other minor enhancements/improvements too numerous to mention

I was also able to do some testing with Linux. WinAGI actually runs virtually bug-free when run in the WINE environment. It does require a configuration fix in WineTricks (due to a bug in WINE's implementation of riched.dll), but once that's done, it runs just fine. So Linux users have access to WinAGI too.

Things seem to have really quieted down around here, especially in the AGI forums. I fear that the golden age of fan games may be at an end. I'm hoping that tools like WinAGI will help people who might be interested in creating their own games, but didn't know where to start.

So if there is anybody out there who still has interest in AGI, please take a look at this latest release. I think you'll be pleased with how much it helps in creating your next AGI masterpiece.
Everything-Else / Re: The Secrets of Monkey Island's Source Code
« Last post by Kawa on November 25, 2020, 08:01:03 AM »
It's very interesting, and I especially liked seeing BYLE and the Sam & Max sprites.

I've just one question though.
Everything-Else / The Secrets of Monkey Island's Source Code
« Last post by OmerMor on November 25, 2020, 05:09:55 AM »
Very interesting article and video from last month talk with Ron Gilbert. They went over the source code of Monkey Island and some unused content:
Ooh that does look like a good one. Some nice companion programs too there.
SCI Development Tools / Re: MIDI Editor (Possibly a better tool than Anvil Studio?)
« Last post by Wohlstand on November 18, 2020, 06:22:24 AM »
What about Sekaiju MIDI editor?
I use it for a long time. Before it, I used the old Cakewalk Sonar 1.3. Sekaiju can more features and has better support for various MIDI files, and also, it can repair some invalid MIDI files. The main difference that Sekaiju is FOSS unlike the Cakewalk Sonar I used before.
AGI Syntax Help / Re: Questions about ROL and anyword
« Last post by AGKorson on November 10, 2020, 03:27:09 PM »
I realize I'm addressing a post that is EXTREMELY old, but I wanted to make sure that accurate information is provided in case anyone else comes here looking for an answer to the qestion.

The original problem posted is not an issue with AGI's handling of input; it's an issue of where commands are processed in the game's logic.

Code: [Select]
if (said("why", "rol"))
will return TRUE for any input that begins with "why", including "why" by itself, "why" followed by known words, and "why" followed by an unknown word (as long as haveInput[f2] is TRUE, and haveMatch[f4] is FALSE). The reason the original poster is getting the "I don't know X" message is because the check for unknown words is happening BEFORE the check for "why", "rol".

This is easy enough to demonstrate by putting the 'if' block at the beginning of Logic 0. You will get the desired response. As they say, 'timing is everything', and with AGI, it's even more important to know where you place code to make sure you get the results you want. The cyclic and linear nature of AGI programming can result in really strange results if you don't pay attention to the order of things.

(AND, if you also have an unknown word in your input, keep in mind that even after displaying the response to 'why', you may also get the "I don't know X" response, depending on how your game handles unknown words. The templates that have been around for years will show the "I don't know X" response even if a preceding 'said' command finds a match. You will need to either reset the unknown word value (v9) within your code block responding to "why", or you will need to edit your unknown word handler to not respond if a match has been found.)
I don't think it's really that much guesswork involved. Most loop points land right on a measure, or at least a beat, or a note. If it's an "atmospheric" sound with no perceptible tempo, time signature, or BPM then I feel like a close enough guess is warranted. You can playback sounds in SCI Viewer WITH the loop points so in my feeling guestimating the loop point for these tracks is alright and close enough. In proper musical themes it's really no guess. It'll all land on at least a note event if nothing else. That's for all intents and purposes pretty exact.
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