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AGI Development Tools / Re: WinAGI Version 2.1.5
« on: February 10, 2021, 11:01:08 AM »
Merci.
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And yes, you do see a lot of warnings when you decompile/recompile original Sierra games, but those are all there because of bugs or bad coding practices used in the original games. WinAGI is able to do deep analysis of the resources and logic code and exposes those flaws that other AGI tools gloss over or ignore. If you don't like the warnings, you can disable them by setting the error detection level to low. But you miss out on one of the best features of WinAGI (in my opinion) because it will help you find those subtle errors and bugs that are otherwise really hard to detect.
I am not sure I understand your comment about message variables. The terms 'message' and 'variable' have distinct meaning in AGI syntax, so 'message variables' isn't a thing (translation error I assume?) I *think* you are referring to a decompiling option to hide inline display of messages as text strings; so when decompiled, you want to see this:Code: [Select]if (said("look"))instead of this:
{
print(m1);
}Code: [Select]if (said("look"))If that's the case, then you are correct; WinAGI currently doesn't offer that as a decompile option. But it took me less than 10 minutes to add it. Unfortunately, I saw this post literally one minute AFTER I just posted a new version (2.1.4)!!! So I'll have to make another version, including installer, assuming this is the fix you want. If so, I can get that out in the next couple days.
{
print("You see nothing of interest.");
}
Support for delimited comments (/* ... */) was removed intentionally from WinAGI several years ago. There were two reasons for this. First, the original syntax used by Sierra did not have this feature; keeping the syntax as close to the original for nostalgia purposes is something that many in the AGI fan community feel very strongly about. Secondly, removing them greatly simplified the logic coding functions, and also provided huge performance gains when using syntax highlighting in large source files. It's possible that support for them will be added back in when I move to C#, but most likely not. Time will tell...So bad you cannot enable this feature as an option (even if this disables the syntax highlighting).
Your comment about logics, views and sounds not being recognized, if true, certainly is a concern. But as I said, I have never had any issues like that in years of testing with original DOS versions of AGI games.I will do more tests and send you all the details about problems with target game version.
I encourage you to start another thread that includes the specific issues you are seeing. If you give me details, I may be able to tell you if it really is a bug that needs addressing, or if you are perhaps not using WinAGI correctly.
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