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AGI Community How To's & Tutorials / Re: Official AGI Documentation
« on: August 10, 2026, 01:46:55 AM »
Nice find!
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If I were betting based solely on the project file:Normally I would never suggest listening to AI for help, but FWIW, it's been very helpful with regard to coding WinAGI.
Component Chance of working under Wine
Basic WinForms UI High
Dialogs/Menus High
FastColoredTextBox Probably
HTML Agility Pack High
File I/O High
NAudio Depends on features used
Wine Testing Checklist for WinAGI
1. Publish build
Configuration: Release
Deployment Mode: Self-contained
Runtime: win-x86
Single File: Enabled
You already have all of these configured.
2. Linux User Setup
Install Wine:
Ubuntu/Debian
sudo dpkg --add-architecture i386
sudo apt update
sudo apt install wine64 wine32
3. Verify installation:
wine --version
4. Run the Application
Copy the contents of your published publish folder to Linux.
Launch:
wine WinAGI.exe
If prompted to install Wine Mono or Gecko, allow it.
5. Test Core Features
Verify that the following work correctly:
- Application startup
- Opening and saving AGI game files
- Syntax editor (FastColoredTextBox)
- Menus and dialogs
- Drag-and-drop (if used)
- Clipboard copy/paste
- Search/replace
- Resource editing
- Import/export functions
Pay Special Attention To
Since you're using NAudio, test:
- Sound playback
- WAV playback
- MIDI playback
Audio is the most likely area to exhibit Wine-specific issues.
6. Collect Useful Diagnostic Information
If the app fails to start:
wine WinAGI.exe > winagi.log 2>&1
Have the user send you winagi.log.
I guess no news is good news. I recompiled Tonight the Shrieking Corpses Bleed and played through it fully. Nothing seems to have broken. I should do the Tex McPhilip games next.Thx for the feedback. Did you find anything else that you can comment on- anything with any of the editors or tools?
There were two things I spotted with the beta - first, when working on a picture, I found it very useful in the previous version to scroll through the command list and see the picture update as I scroll. In the new version the picture is only updated when I stop scrolling.I think I see what you mean- when holding down an arrow key, in 2.3.7, the picture updates as each draw command is selected; in v3, it only updates when key is released. Is this what you mean?
The second thing (and it's really minor) is that the increased font size and extra whitespace in the command list means you can't see as many entriesI see what you mean. In v2.3.7 the font for forms and controls is MS Sans Serif and can't be changed. In v3, I have added the ability to change the font for forms and controls (which is the same font used for previewing logics, which can be changed on the Logics tab on the Settings dialog. The default is Consolas. I also restrict the available fonts to only mono-spaced fonts otherwise the preview text box won't work correctly. In addition to the Picture Editor draw commands list, other controls that use this font include the resource list, word editor, object editor, view editor list and several others.
Not huge problems by any stretch, but I found the earlier version to be a little better in those respects at least.
The lower nibble of that byte is the cell count for the loop. That was the known bit, but interpreters like AGILE assume the whole byte is the cell count.In v2.089, the entire byte was also the cel count, same as all versions other than 2.230. So I don't think there was an evolution from just the lower nibble to the entire byte as the cel count. It started as the entire byte, changed in v2.230 to just the lower nibble as an experiment in mirroring, then changed back to the entire byte when they went a different route for mirroring.
The original AGI interpreter source that we have from the SQ2 disk has this:Code: [Select]/* loop structure
*/
typedef struct loopstrc {
UBYTE numcels; /* number of cels in the loop */
WORD celofs[10]; /* offsets to the cels */
} LOOP;
which also implies the whole thing later became only for the cell count.
But for this earlier 2.230 version, only the bottom 4 bits were the cell count and the top 4-bits were other things, the top 2 being related to mirroring.
Minor error from me - the .msi file is called "WinAGI.installer.msi" but setup.exe is looking for "WinAGI Installer.msi".I can change that to eliminate the space, which I just noticed is being converted to a '.' when the file is uploaded to github.
Slightly bigger error - when opening a previous .wag file it updates the logic files and places those in a backup folder, but copying those files back into the src folder is giving me a "invalid or corrupt game property file (AGI.wag)" in WinAGI 2.3.7.This is by design; updating to WinAGI v3 changes the WAG file, and v3 game projects are not directly compatible with v2 game projects. The change is minimal, mostly adding and subtracting several different parameters. If you want to change it back to a version 2 project, you will need to edit the WAG file with a text editor, and change the "WinAGIVersion" property in the [General] section from 3.0 back to 2.3. Your WAG file may have some extraneous entries that version 2.3 won't use, but they can be safely ignored and the project should then open in version 2.3 again.
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