Community

AGI Programming => AGI Development Tools => Topic started by: AGKorson on March 15, 2022, 10:53:33 PM

Title: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on March 15, 2022, 10:53:33 PM
Version 2.1.16, which fixes the Import Game feature so games with invalid directories or resources will now load all other correctly formatted resources and provide feedback (warnings) on any invalid resources, is available here (http://agiwiki.sierrahelp.com/images/2/20/WinAGI_2_1_16.zip).
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: EricOakford on March 16, 2022, 07:26:05 PM
Great! I've just completed the decompilations of the remaining demo packs. Just the KQ4 demo is left.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Threepwang on March 24, 2022, 12:57:44 AM
Hello AG Korson!
Is there a manual or tutorial or video for WinAgi? I have no experience with your tool and I want to translate Space Quest I and II into French.

Thank you for your advice and congratulations on the update, it is thanks to people like you that players around the world can translate the games of their youth :)
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on March 24, 2022, 03:41:47 PM
Hello AG Korson!
Is there a manual or tutorial or video for WinAgi? I have no experience with your tool and I want to translate Space Quest I and II into French.

Thank you for your advice and congratulations on the update, it is thanks to people like you that players around the world can translate the games of their youth :)

Thank you for the compliment! I really do appreciate it.

Other than the Help file, I haven't created any manual or tutorial for WinAGI. I doubt any one else has either. But, I'd be happy to do a video chat with you to walk through how to use it. If you are interested, PM me and we can work out a time to meet.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Threepwang on March 24, 2022, 09:04:51 PM
My English is too poor, I will be unable to participate properly. We need to find a bilingual person. I know a school teacher who has already used WinAGI, I'll ask him if he wants to do the video. It's a good idea anyway. Just give me some time to find a solution.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on March 24, 2022, 10:13:00 PM
Yeah, no worries. I took one semester of French in college, but that was 30 years ago. Trust me, your English is much better than my French.

If you do find someone who can sit for a video chat, let me know.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: EricOakford on March 26, 2022, 01:18:19 PM
I've just finished my decompilation for King's Quest I! While WinAGI gives a warning about the absence of sound 34, this can be safely ignored.

The decompiled version is 2.0F, as that is the version being sold through digital storefronts. Now it's ready for testing.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on March 29, 2022, 12:54:29 AM
I've just finished my decompilation for King's Quest I! While WinAGI gives a warning about the absence of sound 34, this can be safely ignored.

The decompiled version is 2.0F, as that is the version being sold through digital storefronts. Now it's ready for testing.
Looks like you're making a lot of progress. Regarding the sound 34 issue, is that the only warning you got when you first imported it? I have KQ1 version 2.0F, and I get four invalid sound resource (34, 35, 36, 37) when I import it.

Also, the warning should say "WARNING: Sound34 has an invalid location (134703) in the VOL file(VOL.2)", which means there is an entry in the SNDDIR file, but it doesn't point to a valid resource in the VOL file. Is that the warning you got? Or did it say the resource was missing or absent? I just want to make sure WinAGI is working correctly and not giving the wrong warnings.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: EricOakford on March 29, 2022, 12:33:22 PM
I've just finished my decompilation for King's Quest I! While WinAGI gives a warning about the absence of sound 34, this can be safely ignored.

The decompiled version is 2.0F, as that is the version being sold through digital storefronts. Now it's ready for testing.
Looks like you're making a lot of progress. Regarding the sound 34 issue, is that the only warning you got when you first imported it? I have KQ1 version 2.0F, and I get four invalid sound resource (34, 35, 36, 37) when I import it.

Also, the warning should say "WARNING: Sound34 has an invalid location (134703) in the VOL file(VOL.2)", which means there is an entry in the SNDDIR file, but it doesn't point to a valid resource in the VOL file. Is that the warning you got? Or did it say the resource was missing or absent? I just want to make sure WinAGI is working correctly and not giving the wrong warnings.

Yes, it gives this in the error log:
Code: [Select]
LOAD GAME WARNINGS:
C:\AGI\kq1agi\KQ1.wag
29-Mar-22 12:32:11 PM
  WARNING: Sound34 has an invalid location (134703) in the VOL file(VOL.2).
  WARNING: Sound35 has an invalid location (134799) in the VOL file(VOL.2).
  WARNING: Sound36 has an invalid location (134893) in the VOL file(VOL.2).
  WARNING: Sound37 has an invalid location (135787) in the VOL file(VOL.2).


Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on March 29, 2022, 10:42:17 PM
OK, good. I was worried that there were still bugs in my code.

Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Threepwang on March 31, 2022, 10:14:22 PM
Hi AGKorson  :)
For the moment I am testing with the new WinAGI version on Space Quest I. I find it hard to understand and I'm a bit confused when it comes to understanding a tool that I don't know. I francized the view111 and I exported the file to my desktop. It is called View111.agv. I put the file in the main directory of my game, but the game does not see it and the image remains in English in the game! Can you tell me where is my mistake?

http://www.image-heberg.fr/files/16487399264151709859.png (http://www.image-heberg.fr/files/16487399264151709859.png)

*I think I will have the same problem with Logics/scr files and pictures files...

Thank you for your help!

Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on April 01, 2022, 12:14:36 AM
Hi AGKorson  :)
For the moment I am testing with the new WinAGI version on Space Quest I. I find it hard to understand and I'm a bit confused when it comes to understanding a tool that I don't know. I francized the view111 and I exported the file to my desktop. It is called View111.agv. I put the file in the main directory of my game, but the game does not see it and the image remains in English in the game! Can you tell me where is my mistake?

http://www.image-heberg.fr/files/16487399264151709859.png (http://www.image-heberg.fr/files/16487399264151709859.png)

*I think I will have the same problem with Logics/scr files and pictures files...

Thank you for your help!

I think I can help. When you make changes to a view, sound, or picture resource that is part of a game in one of the resource editors, you need to Save it using the Save menu item on the Resource Menu, or by clicking the Save icon on the main toolbar (the large computer diskette icon), or by pressing CTRL+S. This saves the resource into your game and automatically updates the game's DIR and VOL files.

(https://i.imgur.com/EfPxaz1l.png)

The Export option does not save the resource in your game. It saves a copy to a file. You might do that if you wanted to use it in a different game for example.

Since you did export it, you can now easily bring it back into your game, to replace the current View111. (That way you won't have to redraw it.)
To do that, open View111 for editing. Then, use the Import Resource menu item and import your saved View file. A message box will appear, asking if you want to replace the view you are editing. Select 'yes'. Then save your view (as described above). Voilą!

Saving pictures and sounds works the same way. Logics are a bit different. When you make edits to the source code for logics, the DIR and VOL files are not automatically updated. You need to compile the logics to convert the source code to do that.

When you get to that point, feel free to start another topic with any questions you might have and I and the folks on this forum will be glad to help you out.

If you are still having trouble, let me know. I'll walk you through it.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Threepwang on April 01, 2022, 03:04:14 AM
I followed your method and I managed to visualize my image in French in the game. It's a pleasure! :D
http://www.image-heberg.fr/files/16487943161734719613.png (http://www.image-heberg.fr/files/16487943161734719613.png)
I will continue my tests with a Logics file now...

If I understand correctly, it is impossible to make a translation patch like for SCI games. The game must be complete to view the translation? That's right ?
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on April 01, 2022, 10:58:30 AM
I followed your method and I managed to visualize my image in French in the game. It's a pleasure! :D
http://www.image-heberg.fr/files/16487943161734719613.png (http://www.image-heberg.fr/files/16487943161734719613.png)
I will continue my tests with a Logics file now...
Looks good! glad it's working for you now.

If I understand correctly, it is impossible to make a translation patch like for SCI games. The game must be complete to view the translation? That's right ?
Correct. In AGI there is no such thing as a patch file. The game files themselves (the DIR files and the VOL files) have to be modified to make a change. But with WinAGI, that's easy enough to do!

Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Collector on April 01, 2022, 05:22:30 PM
For distribution you can use a binary difference patch between the original DIR and VOL files and your modified versions. NSIS includes VPatch you can use to create one with an installer to apply it.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on April 01, 2022, 07:31:50 PM
For distribution you can use a binary difference patch between the original DIR and VOL files and your modified versions. NSIS includes VPatch you can use to create one with an installer to apply it.

I have never used that tool, so am not exactly sure how it works. Since you have to recompile your game to create new DIR and VOL files anyway, what's the value in then using NSIS/VPatch tool? Why not just use your new DIR/VOL files as is? Am I misunderstanding how it works?
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Collector on April 01, 2022, 08:59:32 PM
To avoid IP issues. The likelihood that the IP owners would take action on such an old game might be remote and one might be able to distribute it without getting hit with a C&D, why take the chance when there is an easy solution. Also posting or linking to what amounts to a complete game could get a post deleted on some communities/forums as an "abandonware" or warez post.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on April 01, 2022, 10:18:13 PM
That makes sense! I never thought of that.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Threepwang on April 01, 2022, 10:47:09 PM
Very well, I understand a little more every day. In fact I tend to want to use WinAGI like SCICompagnon  ;D

I have two more questions. French uses accented letters. So I need an AGI font 255 characters with accented letters. http://www.image-heberg.fr/files/1648738546236223923.png (http://www.image-heberg.fr/files/1648738546236223923.png)

Where is the font located in the game, because I will have to modify it? (Otherwise the game will not be able to read the accents) In fact I would like to be able to write directly with accented words in each LOGICS file. http://www.image-heberg.fr/files/16486955621017682477.png (http://www.image-heberg.fr/files/16486955621017682477.png)

Is there an AGI font 255 characters with accented letters that I could use?

Thank you for your patience  :)
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Threepwang on April 01, 2022, 11:01:51 PM
Hi @Collector !
I often read your posts on the sierrahelp forum ;)

The most important thing for me was to understand what it is possible to do or not to patch the game. Your answer gives me a clue and I thank you for it. I also found the ''Patch Maker'' tool which seems good to replace the essential part of the resources. I seek simplicity for the player. You are all Sierra and Programming Gurus  8) but you should never forget that most players don't know anything about it.

Patch Maker: https://www.clickteam.com/patch-maker (https://www.clickteam.com/patch-maker)
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on April 02, 2022, 12:01:46 AM
Extended character support in AGI is complicated. Getting the kind of results you are hoping for is doable, but is extremely difficult and I mean EXTREMELY DIFFICULT.

The WinAGI help file provides detailed information that explains the limitations of AGI in handling fonts. But to summarize, AGI can display the extended characters when in text mode without any problems, but in the graphics mode, extended characters will only display properly if the background color is black. Also, there is no way to edit the font that AGI uses - it comes from the built in MSDOS font.

That means you can't use extended fonts for the 'regular' messages that get printed in black text on a white background with the traditional red border.

Unfortunately, this limitation can't be modified using 'normal' AGI programming techniques. But there are some advanced programming techniques you can use that will modify the AGI program as it is running to get extended characters to work. I described the technique in this post:
https://sciprogramming.com/community/index.php?topic=1881.0

If you only use interpreter version 2.917, then the solution in that post will work for you. But if your game uses any other version, it won't. You could create a new logic that duplicates the technique, but you would need to understand assembly language and know how to disassemble the original interpreter.

Sorry I couldn't be of more help, but that's just the way AGI works. It was not designed to be supportive of extended characters.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Collector on April 02, 2022, 07:30:55 AM
Doesn't NAGI use external fonts?
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: ZvikaZ on April 02, 2022, 02:21:57 PM
Very well, I understand a little more every day. In fact I tend to want to use WinAGI like SCICompagnon  ;D

I have two more questions. French uses accented letters. So I need an AGI font 255 characters with accented letters. http://www.image-heberg.fr/files/1648738546236223923.png (http://www.image-heberg.fr/files/1648738546236223923.png)

Where is the font located in the game, because I will have to modify it? (Otherwise the game will not be able to read the accents) In fact I would like to be able to write directly with accented words in each LOGICS file. http://www.image-heberg.fr/files/16486955621017682477.png (http://www.image-heberg.fr/files/16486955621017682477.png)

Is there an AGI font 255 characters with accented letters that I could use?

Thank you for your patience  :)

I answered at https://sciprogramming.com/community/index.php?topic=2054.0
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Threepwang on April 04, 2022, 06:44:15 AM
Please, what are the steps to compile a LOGIC file?
Because if I do Compile Game, the game does not launch at all. ScummVM does not recognize it.
If I do Rebuild VOL files it's the same.
If I do the first then the second, it's the same.
I also tried Compile Dirty Logics and there I got an error.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Threepwang on April 04, 2022, 10:42:15 AM
Space Quest I changes the order in which authors are presented each time the game is relaunched. Once to put Marc Crowe first and once to put Scott Murphy first. This is a big problem for me, because it prevents me from aligning the text properly. Since the same view206 file is used for both presentations. If I align one I shift the other. I would have liked to block the intro so that it was always by Scott Murphy that the intro started. Is such a thing possible?

Video A with Scott Murphy: https://www51.zippyshare.com/v/8EtoKSJZ/file.html (https://www51.zippyshare.com/v/8EtoKSJZ/file.html)
Video B with Marc Crowe: https://www96.zippyshare.com/v/C5z6I8BG/file.html (https://www96.zippyshare.com/v/C5z6I8BG/file.html)

http://www.image-heberg.fr/files/16490823392612512090.png (http://www.image-heberg.fr/files/16490823392612512090.png)
http://www.image-heberg.fr/files/164908286146044384.png (http://www.image-heberg.fr/files/164908286146044384.png)

AGKorson if you consider that my requests are too far from your topic, do not hesitate to tell me and I will open one specific to my project.

I'd like to apologize for my English skills  :-[



Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Threepwang on April 04, 2022, 07:17:12 PM
For the names in the intro of the game here is Doomlaser's solution:

Open Logic67. You can disable the switching by changing the line:

if (v126 > 50)

to

if (v126 > 0)

This will make it so that Scott is always the top name!

Personally, I think it's better to keep the name switching and adjust the X position for the names in either situation.  X position is the "left/right" position of the name, so you just need to do some trial and error to make sure it's in the right place.

(http://www.image-heberg.fr/files/1649114118408689337.png)

**Thank you very much doomlazer  ;)
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: doomlazer on April 04, 2022, 08:16:57 PM
Sorry for the eye-bleeding-inducing image there, everybody.

When I looked through the logics I had the same trouble as Threep: If I modify any of the logics and "compile game" it will no longer launch in ScummVM. I can run the modified game in DOSBox, but scummVM says it can't find the game data after logic changes.

Is there a way to avoid this?

Edit: Threepwang discovered that the modified game launches fine under ScummVM v2.0.0, so this likely something introduced in SVM2.5.x. Same results when editing logic with AGI Studio.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on April 05, 2022, 03:16:52 AM
To compile logics, you can do it individually for each logic (using Compile Logic on the Resource menu), or you can do them all by using Compile Game on the Game menu. Compile Dirty Logics also works. The difference between the two is that Compile Game will recompile ALL logics, but Compile Dirty Logics only compiles those logics that have been modified and don't match what's in the VOL files.

I don't have a lot of experience with SCUMMVM. I think it has some built in file checks that prevent it from running modified Sierra games, unless you get them registered somehow. Or something like that. Hopefully someone with more knowledge of SCUMMVM will weigh in.

Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Collector on April 05, 2022, 07:31:12 AM
ScummVM performs a hash check of certain files in a game's directory to determine the game. I used the hash lookup tables as a starting point for my Sierra Version tool. Usually SVM will read the hash of a file (usually a dir file for AGI or a map file for SCI) and if it gets no match it will display that hash and tell you to report it to the SVM team to have the game added. My tool copies it to the clipboard so I can paste it in my own tables.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: obscurenforeign on April 10, 2022, 01:37:24 AM
Is anyone else having problems with the words editor crashing WinAGI? No, probably not...

Threepwang, I speak French if you want any help from me. (Probably not.)

I remember a long time ago I tried to translate an AGI game into French, but I gave up really quickly. Well... I wasn't as good at French or programming back then, but it felt obvious to me how much AGI wasn't made with other languages in mind.

I don't have a lot of experience with SCUMMVM. I think it has some built in file checks that prevent it from running modified Sierra games, unless you get them registered somehow. Or something like that. Hopefully someone with more knowledge of SCUMMVM will weigh in.

I believe ScummVM will consider any AGI game it doesn't recognize as an unknown fanmade game. However there are certain game hashes ScummVM also blocks entirely. (For example, the cracked version of Gold Rush.)
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: doomlazer on April 10, 2022, 05:13:22 PM
However there are certain game hashes ScummVM also blocks entirely. (For example, the cracked version of Gold Rush.)

This is likely due to an AGI bug (https://bugs.scummvm.org/ticket/13414#ticket) in ScummVM versions 2.1.x and above.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: Collector on April 10, 2022, 08:18:01 PM
The SVM team has blacklisted a number of games based on what they consider piracy, like the NRS SQ4 patch and yes, the cracked version of GR. However, not loading this translation is another matter. It should load an unrecognized AGI game as an "unknown fan AGI game".
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: doomlazer on April 10, 2022, 09:15:56 PM
Ah, ok. I didn't realize that was the case.

Still, WinAGI users should be aware that ScummVM versions 2.1.x and above will have trouble running games that don't match the detection tables until the bug is fixed. 


Edit: It looks like Gold Rush isn't explicitly restricted from loading. You get the warning in the image below, but it does launch in ScummVM 2.0.0 which is still commonly found in the GOG releases of Sierra games. With WinAGI, I put ScummVM v2.0.0 next to the .wag, change the preference to point to it and then the run button works great for testing with scummVM.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on April 11, 2022, 02:22:40 AM
Is anyone else having problems with the words editor crashing WinAGI? No, probably not...

Can you elaborate on this? If there's an issue with the words editor, I'd like to know so I can fix it.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: obscurenforeign on April 11, 2022, 11:58:35 PM
Sorry about the vagueness there. The problem is so weird I must've thought I was going nuts.

It isn't technically crashing... though I did get it to properly crash too, I think by trying to import a words.tok file. But trying to open the editor simply isn't doing anything... but with the strange caveat that it makes WinAGI unable to close the currently open game, otherwise still seeming to function normally. In this state I can't close WinAGI either, I have to terminate it in task manager.

I recorded a video of the bug if that helps:
https://www.youtube.com/watch?v=oKJVyZWaqHo

Edit: It looks like Gold Rush isn't explicitly restricted from loading. You get the warning in the image below, but it does launch in ScummVM 2.0.0 which is still commonly found in the GOG releases of Sierra games. With WinAGI, I put ScummVM v2.0.0 next to the .wag, change the preference to point to it and then the run button works great for testing with scummVM.

That is very weird, at one point ScummVM would refuse to recognize that version of GR, so I wonder why they would *add* the functionality back in.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on April 12, 2022, 10:52:06 AM
It isn't technically crashing... though I did get it to properly crash too, I think by trying to import a words.tok file. But trying to open the editor simply isn't doing anything... but with the strange caveat that it makes WinAGI unable to close the currently open game, otherwise still seeming to function normally. In this state I can't close WinAGI either, I have to terminate it in task manager.
That is very strange. I can't seem to reproduce the problem. I have discovered that if your WORDS.TOK file is missing, and you try to open it, WinAGI offers you a chance to create a new blank file. But if you decline, there's a bug that hangs up WinAGI. But you would get a dialog box with a yes/no question in that case, which isn't what's happening with your game here.

I have a bunch of questions that might help me track down what's going on:

I'm sorry that it's not working for you right now. I'll do what I can to get it fixed.

Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: doomlazer on April 12, 2022, 11:15:33 AM
AGKorson, I'm not sure you noticed, but that looks a lot like it's running in WinXP! Maybe that's part of the problem?


That is very weird, at one point ScummVM would refuse to recognize that version of GR, so I wonder why they would *add* the functionality back in.

It is weird and I don't doubt that it was blocked. I might compile some pre-2.0.0 versions of SVM out of curiosity if I get time. If I ever make sense of it I'll start a separate thread. ty
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on April 12, 2022, 11:30:22 PM
AGKorson, I'm not sure you noticed, but that looks a lot like it's running in WinXP! Maybe that's part of the problem?

Good catch. I think that might actually be Windows running on Linux- obscurenforeign has been the primary user/tester of WinAGI on Linux.

@obscurenforeign, is that the case here?
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: obscurenforeign on April 26, 2022, 05:02:02 PM
Sorry about disappearing for a few weeks.

  • Does it do this for all games, or just this one? Does it have this problem for existing games (i.e. a Sierra game that you import) or just games you create?
I just tried importing Leisure Suit Larry, same behaviour.

  • It looks like you created a sample game from the template. Did you do anything else to the game after creating it?
  • Did this behavior start immediately after creating the game, or did you close it, re-open it and then it started doing this?
  • Can you open the template game and edit the template's WORDS.TOK file?
In the video I made a new template game expressly to be able to show the bug. I did first encounter the bug in the sort-of game I was working on though.
  • If you close your game, and open the WORDS.TOK file individually (choose 'Resource|Open Resource|WORDS.TOK File' on main menu), does it open?
I think that was how I got WinAGI to properly crash before.
  • As a last ditch effort, have you tried uninstalling and then re-installing WinAGI?
  • To make sure I'm looking at the right code, can you confirm what version of WinAGI you are using (click Help-About to see the version.)
After initially finding the bug, (while on an older version) I downloaded and installed WinAGI 2.1.16 in order to make sure it wasn't a bug that's already been fixed. (Especially one related to my previous bug, which had been my first assumption.)
AGKorson, I'm not sure you noticed, but that looks a lot like it's running in WinXP! Maybe that's part of the problem?

Good catch. I think that might actually be Windows running on Linux- obscurenforeign has been the primary user/tester of WinAGI on Linux.

@obscurenforeign, is that the case here?
Yes, I gave up trying to get WinAGI to run in Wine and instead have been using it in Windows XP in VMWare. (I'll attach a screenshot of the full window for your pleasure.) Don't worry, I can do worse. I'm currently looking at installing Windows 98 in Dosbox so I can do development on a Raspberry Pi. Watch out, I'm crazy.
Title: Re: WinAGI Version 2.1.16 Available for Download
Post by: AGKorson on April 27, 2022, 12:58:10 AM
OK, thx.
I can tell from your video that WinAGI is able to open the WORDS.TOK file, because it shows the word and group counts in the properties window. I think there's a problem with the words editor form- maybe a control on it that is not compatible with Windows XP or a property being set incorrectly. But why it would do that in XP but not any other Windows versions, I don't know.

I might have access to a Windows XP machine. I'll try to do some testing to see if I can figure this out.