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Messages - AGKorson

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1
AGI Development Tools / The Plot [Pen Style] Thickens
« on: March 25, 2026, 03:18:30 AM »
I'm almost ready to release the Beta version of WinAGI 3.0. Just a bit more code clean up and a few more tweaks on the Help file.

As part of working on the Help file, I've gone back to the decompiled code to make sure I have the most accurate information possible on AGI's resources, commands, and functions. I've discovered quite a few more bugs (mostly only noticeable in specific edge cases). But the one that really surprised me the most was the evolution of the Plot Styles.

It's well documented that the Plot command (0xFA) for pictures was added in version 2.411. In that initial version, the Plot Style command (0xF9) was ignored; using it in that version did nothing, and all plot commands drew as a single pixel.

In version 2.425, Sierra added support for the Plot Style command. But it came with three bugs:
  • The pen was not reset before drawing a picture; this meant that if another picture was drawn later, the starting pen would be the last value from the previous picture, not the default of solid circle of size zero.
  • The algorithm to calculate the brush placement had an error which resulted in the larger brushes being off-center.
  • The mask data for brush size 1 was missing the bottom row of data, so circle brush size 1 was not drawn correctly.





In version 2.426 the pen reset bug was fixed, and the circle masks were refactored, but the circle 1 brush was still missing data. This affected the shape of circle 1.


In version 2.435, the brush placement error was fixed, but the circle 1 bug remained.




The circle 1 bug was fixed in version 2.439. The rest of the version 2 AGI releases all used the correct brush size and shape.


In version 3.002.086, the circle 1 brush data was changed again, but it was done incorrectly, resulting in the brush shape once again being incorrect.

The incorrect circle 1 brush remained the same for all version 3 releases.

It was a big surprise for me when I discovered all this- I had always assumed there was just one version of the plot brushes. But since most fan games probably are only ever run on modern interpreters (or are using the more common late v2 interpreters when using DOSBox) I guess it's not too surprising that this has not been noticed before.

I am now very curious to know if there are any older Sierra games that used the plot commands in the versions with different brushes; are there some that are being drawn incorrectly in modern interpreters when compared to their original release? I'm guessing there aren't that many Sierra games released that used the affected plot commands often enough for the error to be noticed.

Regardless, I do plan on adding the option to use the version-correct brush sizes when drawing and displaying pictures in WinAGI. It'll give a true representation of what pictures would look like if they are used in the original Sierra AGI version they are targeting.

2
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: January 31, 2026, 10:15:48 PM »
I believe I'm finally done with adding support for original Sierra logic syntax. I have tested it on several different sets of original Sierra source code packages and they compile as-is, with no changes needed.

https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha21.3

This work required a lot of digging into CG.EXE- Sierra's compiler. CG.EXE does not do a lot of syntax rules enforcement. I guess they just assumed their programmers would write good code. To maintain 100% compatibility I had to add some of that 'looseness' to WinAGI. But it does provide you with feedback on how to write cleaner code.

The help file contains very detailed explanations of CG.EXE, OBJECT.EXE and WORD.EXE, tools used by Sierra to compile logics, OBJECT and WORDS.TOK files. You may find that interesting. Or maybe not...

Regarding DLL calls, WinAGI uses them primarily for supporting custom clipboard formats and sound generation. At this point, I'm not very interested in figuring out how to make a build that doesn't use them. If anyone else wants to take a look and make some suggestions, the code is on Github.


3
Everything-Else / Re: What's up peeps!
« on: January 28, 2026, 07:00:12 PM »
Still working on WinAGI v3. I was hoping to have the beta release out by now, but as I continue to work on the Help file, I keep finding more and more things that need fixing or refactoring, especially older code when I was first starting. I do see the light at the end of the tunnel though, so hopefully it'll be done soon.

4
Why is this topic pinned?

5
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: January 10, 2026, 05:49:16 PM »
There are a handful of API calls. Most were added early when I didn't have much experience with C#. I've gotten much more efficient since then. I can take a look at them to see if they can be eliminated.

6
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: September 25, 2025, 02:19:25 AM »
Text screen editor is done. All code from VB6 version has been ported.

https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha21.0

Now I'm working on integrating help, and doing a lot of code cleanup and refactoring. A Beta release is just around the corner.

7
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: September 02, 2025, 03:23:28 PM »
Layout editor is complete. Only the menu editor and text screen editor are left. Those shouldn't take too much longer.

https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha19.0

8
AGI Development Tools / Re: AGI AI Agent
« on: September 02, 2025, 03:10:54 PM »
That's pretty cool!

You should give your project a name. Might I suggest Artificial Larry - 'AL'. (An homage to Larry's creator!)

So how do you expect AL to improve? Do you have to change the interface, or is it just a matter of letting the AI just keep trying? As the AI learns, where does its new knowledge get stored? If someone else was to try the same thing, would the AI remember what it learned from your project?

9
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: August 06, 2025, 02:07:28 PM »
Layout editor loading/saving/displaying is done. Now working on editing functions. Continuing to fix bugs throughout as I find them.

https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha18.1

10
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: June 22, 2025, 03:46:51 PM »
Correct.

11
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: June 22, 2025, 04:22:31 AM »
Sound Editor is complete.
https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha18.0

I included the ability to import IT, MOD and MIDI files directly into WinAGI without needing to run a separate tool. It uses a translation of Sinus' any2agi Perl script. It's currently compatible with script version v0.2.7 (I haven't been able to keep up with his changes and improvements. At some point I will update WinAGI using his most recent version, but not until all other progress points are reached.)
 
With this release, WinAGI C# can now be used to create and edit all resources in an AGI game. I just have a few more tools to finish up before it's completely done.

12
It's less a matter of overloading the processor and more about the limited heap space. aladdin-onejump.ags is an awesome sound resource, but at 29K, it would take up more than half the heap. AGI game programming has always been about balancing the demands of all the active resources in a room (scripts, views, sounds) and engine overhead (logic0, words.tok, objects and animation) to stay within memory limits.

With the possible exception of an intro scene, there's not much room for large sound resources. Sound effects and short music clips are where AGI sound lives.

13
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: May 18, 2025, 08:30:04 PM »
View Editor is complete.
https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha17.0

Would love to get some feedback.

Also, as I begin working on Sound Editor, if anyone has any suggestions for the interface, I'm interested. I plan on duplicating the interface in VB6 WinAGI, but if there's a better alternative, I will consider adding it as an option.

thx,

14
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: May 11, 2025, 03:29:28 AM »
Making progress on view editor. Basic form structure is set. Non-graphical editing functions (adding/removing loops/cels, changing view/loop/cel properties, etc.) are done. Still need to add support for image manipulation functions.
https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha16.1

15
AGI Community How To's & Tutorials / Re: Better dialogue in AGI
« on: May 01, 2025, 10:32:12 PM »
If you are releasing the game to run in MSDOS (or DOSBox) only, the Power Pack would be a good option. The print window colors are fully customizable in the Power Pack.

There is no other way to change the print window colors- the values are hard-coded in AGI.EXE.

Also, remember that when using the display() command on the graphics screen, you color choices are severely limited - you can have black characters on white background, or any color characters on black background. No other combinations work. (Well, one minor exception- you can overflow the values passed to set.text.attribute() to can get black characters on any color background - see the WinAGI help file if you want details).

Once you add text with the display() command, there is no easy way to clear it. You can call the graphics() command, which will work, but it causes a very noticeable flicker. Another option that would work would be to draw an object with a rectangular view that completely covers the text, but with a priority that doesn't add anything to the visual screen. That will clear the text cleanly. Or, if you are using a view to show a bubble, erasing that will also clear the text that yu draw on top of the bubble.

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