Community
AGI Programming => AGI Development Tools => Topic started 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).
-
Great! I've just completed the decompilations of the remaining demo packs. Just the KQ4 demo is left.
-
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 :)
-
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.
-
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.
-
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.
-
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.
-
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.
-
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:
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).
-
OK, good. I was worried that there were still bugs in my code.
-
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!
-
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). VoilĂ !
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.
-
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 ?
-
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!
-
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.
-
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?
-
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.
-
That makes sense! I never thought of that.
-
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 :)
-
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)
-
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.
-
Doesn't NAGI use external fonts?
-
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
-
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.
-
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 :-[
-
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 ;)
-
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.
-
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.
-
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.
-
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.)
-
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.
-
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".
-
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.
-
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.
-
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.
-
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:
- 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?
- If it is just this one game, can you zip everything in the game directory and share it with me? That'd be super helpful.
- 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?
- Is your WORDS.TOK file actually present in the game directory?
- Does it have any file attributes set, such as hidden or read-only?
- 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?
- Does the game run, in DOSBox or any other interpreter? Is the WORDS.TOK file recognized as valid by the interpreters?
- Have you tried to open your game and WORDS.TOK file in other IDEs (i.e. will it open in AGI Studio)?
- Can you try copying a WORDS.TOK file that you know is valid to your game directory, and then try opening the word editor? (Rename the old file to something like WORDSbad.TOK first.)
- 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.)
I'm sorry that it's not working for you right now. I'll do what I can to get it fixed.
-
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
-
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?
-
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.
-
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.
-
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.
Windows XP actually did complain about the WinAGI installer making changes to my system for my... "security." It appeared the installer wasn't able to register ole controls. Although it seemed to work otherwise, what you said suggests to me this could be related?
After about a month of Windows 9x and emulation and other messing around... well I don't know if this will be any useful information to you but here goes.
I installed Windows 95 within Dosbox-X on a Raspberry Pi (ARM64) system. The emulation speed wasn't the most impressive, no dynamic recompiler it turns out, but it was nearly at the speed of a 486-66. I installed the Windows Installer service and the Visual Basic 6 runtime and... WinAGI 2.1.16 wouldn't install. In fact I tested multiple versions and 1.1.22 was the newest version that seems to install on any 9x system. Note that the latest version of Windows Installer available for 9x is 2.0... though, I don't know if you intend WinAGI to presently run on 9x anyway. 1.1.22 crashed when I ran it.
Since I had a real system set up with Windows Me (yes, Me) on it, I decided to play around with it a little. I installed VB6, (turns out Me already includes Windows Installer) and... it ran, (even the words.tok editor worked! :D) although it crashed upon exit. (From what I can tell, WinAGI also stays running after this and takes a few Windows components with it... this prevents from Windows from shutting down properly, and Scandisk will complain about erroneous FAT entries for temporary files.)
Since I had it (well, an old version) running on a real Windows Me system, next I wanted to know if the crashing was a flaw in Windows 95 or Dosbox. I installed Windows 95 in PCem (on my x64 desktop) and... WinAGI ran just the same way as on my real Windows Me system. So 1.1.22 at least runs on 9x, though with a crashing bug... and it's not as if using such an old version is ideal anyway. WinAGI not working in Dosbox-X must be a bug with its CPU interpreter. I also tried 2.1.16 with the files manually copied into the PCem Windows 95 install, but it just beeped at me when I tried to run it. Haven't tried that on ME yet... I'm not expecting improved results.
I'm not sure by what other means WinAGI would be usable, especially on an ARM system. More accurate emulators such as PCem will probably run even slower on such a system, much too slow to run Windows, and I still haven't gotten it to work in Wine. (Even tried installing IE6.) It appears that AGS will work but... well...
I hardly have to do things this way... but wouldn't it be cool if I did?
I did get Qt AGI Studio to run on Raspberry Pi... in Wine. Yes. Although Linux builds are available, they fail to run or compile due to missing Qt 3 and 4 libraries. The last update in 2012, (before being revived by cromer) it switched to being Qt4... with Qt3 compatibility modules. 10 years later, and now Qt4 is deprecated, and unavailable in Debian Bullseye's repos! (Might work in Buster?) That sure doesn't motivate me to write software against Qt! (But, Qt AGI Studio isn't what we're here for anyway...)
-
That is an impressive amount of testing. I think I would have given up after 10 minutes.
I do see the irony in WinAGI being 100% compatible with Windows 10 and 11, but not running on earlier versions, given that VB6 was released around the time of Window 98.
To be fair, WinAGI makes extensive use of APIs, and I didn't intentionally look for backwards compatibility for any function calls; I chose whatever functions are currently available that met my needs.
I do have a couple of old cpus sitting around, and I have original install disks/CDs for most Windows versions (somehow I lost my MSDOS 6.22 install disks though- I kinda wish I still had those.) But I have so much stuff going on right now I don't know if I'll ever get around to doing any serious testing. It might be interesting to see if I could get the latest version to run in the VB6 dev environment on an older system to see if those issues could be debugged.
-
I just finished testing on a Windows Vista system. The issue with the WORDS.TOK editor was there as well. After getting VB6 installed and running, I discovered that the icon property for one of the picture boxes is seen as corrupt in Vista, even though it works just fine in Windows 11. After deleting and re-loading that resource, everything seems to work fine. I have no idea why this was a thing, but there you go.
Version 2.2.3 is now available for download here: http://agiwiki.sierrahelp.com/index.php?title=File:WinAGI_2_2_3.zip
Hopefully this fixes the issue in all older versions of Windows. And Linux users should now be good to go again too.