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Topics - HWM

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1
Mega Tokyo SCI Archive / Yet another debug-mode thread...
« on: September 18, 2002, 08:42:40 AM »
I really don't have a clue why I haven't mentioned this before, since I was aware of it for a long time... Anyway, I recently rediscovered a file on a cd, which confirmed the existence of a SQ4 with debug-mode...

Quote
                      Space Quest IV Beta
                            Debug Keys
                            By Beamer

THG's release of Space Quest 4 is a beta version which still
contains Sierra's debugging code. A few of these functions have
always seemed to survive in many of the released versions of
Sierra's software, but never have we been treated to the number
of functions available in this release. Following are the
functions I have discovered and my attempt at interpreting them.

Alt A   gives current status of Ego (Ego is the main character)

Alt B   displays "Script .943 not found" and exits to DOS (???)

Alt C   display changes to the Priority bands. These are the
        rough areas which control the priority of objects to
        each other. Hit Alt C again to return to game screen.

Alt D   Debug on/off toggle. This has many commands of it's own,
        most of which are probably the same as the Alt commands.
        I haven't experimented with this enough to speak of.

Alt E   Gives info on available objects. The objects displayed
        vary according to where you are.

Alt F   Gives available memory parameters

Alt G   Allows you to change variable values, if you know the
        variable names.

Alt I   This is one of the better ones. It displays all the
        possible inventory items and lets you get anything you
        want. Just click on anything, or everything, you want!
        Remember though, getting things this way can cause the
        program to behave in strange manners.

Alt M   Adds 20 buckazoids to your bankroll. Good when you HAVE
        to buy that hintbook at the mall and haven't used Alt I
        for a bank card.

Alt N   This is used to save bug reports (for the code jockeys
        to decipher).

Alt P   Another screen mode, similar to the Alt C screen. I
        haven't deciphered the difference. To exit this screen,
        hit Alt C twice.

Alt R   Gives the room number and additional info for the
        current room. Use these in conjunction with Alt T.

Alt T   Another biggie. Teleports you to any room (screen) you
        like. If the room number you enter does not exist, you
        get dumped back to DOS. Here are just a few valid room
        numbers:

             25 to 115, in increments of 5, are the rooms you
             begin Space Quest in. Room 72 is the manhole.
             410  Skate-O-Rama
             391  Software store
             371  Clothes store
             390  Radio Shock
             385  Monolith Burger
             375  Arcade
             340  being tortured by 2 luscious babes
             150  Roger Jr. in the ray
             610  Bar from Space Quest 1
             535  Docking bay on first planet

Alt W   displays "Script .948 not found" and exits to DOS (???)

Alt Y   Allows input of "vanishing" variable.

Alt Z   Exits to DOS

        So, enjoy and have fun.

2
Mega Tokyo AGI Archive / "Arctic Mission" (working title) screenshots
« on: September 15, 2002, 07:50:25 AM »
Allright then...

We from Femo Duo are proud to present some screenshots from the upcoming AGI game "Arctic Mission" (working title)...

Check them out at http://home.deds.nl/~femo

Click on PROJECTS and scroll to the end of the page... This will probably take a short while, since there are some other pics on that page...

3
Mega Tokyo AGI Archive / Hank's Quest
« on: February 16, 2002, 04:09:54 PM »
Hank's Quest
A new, completed, fan-made AGI game:

http://members.tripodnet.nl/~femo/

or go directly to the download area:

http://members.tripodnet.nl/~femo/download.htm

4
AGI Development Tools / King's Quest 2 AGI v1 demo
« on: December 05, 2018, 06:28:19 PM »
Hi all. Just did a bit of catching up on Sierra and incidentally came across the following text, which confirms the existence of a KQ2 demo I had heard about some time ago:

Quote
If you've never played an adventure game, and are reluctant to part with $49.95 to try King's Quest II, check around for a free demonstration disk. Instead of spending a lot of money running advertisements, Sierra On-Line has produced 15,000 incomplete versions of KQII and shipped them to dealers and computer clubs across the country. If you like the demo, you'll love the game.

This snippet is from an edition of Compute! from 1985, which would mean the demo in question probably uses AGI v1. I recall that it was said to have a time limit, so it would be interesting to see how they implemented that. Anyone ever saw this one? There are (or rather, were) apparently 15,000 out there!

5
As mentioned in the "Original SCI syntax" thread, disks of AGI releases sometimes contain remnants of internal data.

Below are some fragments of the original AGI specs. Missing parts are marked as "@@@".

Code: [Select]

@@@

esult in the var.

div.v(VAR, VAR)
Parameters: destination, divisor
No alternate way to write it in the compiler.
Divide the first var by the second, leaving the quotient in the
first var.

lindirectv(VAR, VAR)
[Written as var1 @= var2]
Left indirect assignment of vars.  Takes the value in var1 and uses it
as the var number in which to store the value of var2.  In essence,
var1 is a 'pointer' to the var for the assignment.  Thus,

%var var1 39
%var var2 56
var1 = 27;

@@@

rks
on white and the picture being overlayed is probably not all white.
As in draw.pic(), a call to show.pic() is necessary to bring the
new picture to the foreground screen.

show.pri.screen()
Show the priority screen, then wait for ENTER or ESC before returning
to the game.  Generally implemented as a debug action.



------ View actions

load.view(VIEW)
Load the view whose number is given by the number.

load.view.f(var)
Load the view whose number is in the var.

discard.view(VI

@@@

 t.motion(), start.cycling(), normal.cycle(), observe.blocks(),
observe.horizon(), on.anything(), release.priority(), release.loop(),
and observe.objects() on the object and sets its direction to 0.

unanimate.all()
Unanimate all animated objects.  If you're going to draw a second picture
in a room (using draw.pic() without doing a new.room()) do this first
to make sure that you don't end up with a number of animated objects
which you don't want in the new picture.  You'll have to do an
anima

@@@

 T)
Erase the object from the screen.  Erased objects do not move or
interact with drawn objects.

position(OBJECT, NUM, NUM)
Parameters: object, x coord, y coord.
Set the position of the object (the lower left corner of its baseline)
to the (x, y) coords given in the numbers.  x is measured from the right
edge of the screen, y from the top.  If part of the object will be off
the screen, if the object is above the horizon and must observe it, or
if the object's baseline is on a priority lin

@@@

error to that corresponding to an object's
current direction.  A non-moving object (direction = 0) remains in
its last loop.

set.loop.f(OBJECT, VAR)
Set the object's loop to that in the var.

fix.loop(OBJECT)
Fix the object's loop.  It will no longer adjust to the direction
in which the object is moving.

release.loop(OBJECT)
Undo a fix.loop().  The object will now face in the direction
appropriate to its direction.

set.cel(OBJECT, NUM)
Set the object's cel to that in the number.  Cels                         

@@@

s is done by
animate.obj().

end.of.loop(OBJECT, FLAG)
Reset the flag.  Increment the cel number at each animation cycle.
When the last cel of the loop is reached, stop cycling and set the flag.

reverse.cycle(OBJECT)
Cycle the object from the current cel number to cel 0.  When cel 0
is reached, start again at the last cel of the current loop.

reverse.loop(OBJECT, FLAG)
Reset the flag.  Decrement the cel number at each animation cycle.
When cel 0 is reached, stop cycling and set the fl

@@@

nd background colors for text.  Not all combinations
will necessarily be supported on all machines.  We will try to
approximate where we can, but no guarantees.  The colors are:

0 black
1 dark blue
2 dark green
3 cyan
4 red
5 magenta
6 brown
7 light grey
8 dark grey
9 light blue
10 light green
11 light cyan
12 pink
13 light magenta
14 yellow
15 white

All combinations will (I believe) be supported on the Atari ST, Amiga,
and the NEC 9801.

On th

@@@

The number is the
number of figure eights to do.  This will be a no-op on some hardware,
so don't depend on it.



------ Screen handling

[* 25 lines total

configure.screen(NUM, NUM, NUM)
Parameters: picture row, input row, status row.
This call, which should be done as soon as the game starts, sets
where the various components of the screen are placed.  The first
number is the CHARACTER row number (starting at zero) for the upper
left corner of the picture, the second is the row n

@@@

ers: string number, message number.
Copy the message into the string given by the number.

get.string(NUM, MSGNUM, NUM, NUM)
Parameters: string number, message number, row, column.

Prints the message as a prompt at the given screen position, then
allows the user to enter the string for string number NUM.  If the
row is >24, the message will be printed at the current cursor
position.

Since string 0 is the prompt, set the prompt by
%message 1 "> "
set.string(0, 1);

The code to le

@@@

ilable to all said() tests for the remainder
of the current logic scan.

get.num(MSGNUM, VAR)
Prompt the user with the message and get a (purportedly) numeric reply.
Put the number into var.  If a non-numeric reply is typed, var will
be 0.



------ Input handling

prevent.input()
Clear the input line and do not accept input from the user.  Input
is off at startup.

accept.input()
Display the input line and accept input from the user.

set.key(NUM, NUM, NUM)
Parameters: low byte 

@@@

set.key(27, 0, c.pause); [ESC
set.key(18, 0, c.rgb.toggle); [^R
set.key(16, 0, c.new.prompt); [^P

set.key(joy.low.byte, button0, c.doit);
set.key(joy.low.byte, button1, c.useit);
set.key(joy.low.byte, button0.dbl, c.lookit);
set.key(joy.low.byte, button1.dbl, c.status);

The controller definitions are in 'sysdefs'.  You may map up to
29 keys.  More than one key may map to a single controller, but
a single key can't map to more than one controller.

****** Note that the key

@@@


6
Hi all,

I finally got around finishing the latest version list and, as a result, registering myself here. I also updated my links to point to this forum (missed Cloudee's mail the first time, my apologies).

http://sierra.8bit.co.uk/

Changes are:

Quote
0.92 - Added Dr. Brain EGA, Conquest of the Longbow EGA, Space Quest 4 EGA
        Spanish, yet another version of KQ4, some previously missed SCI11
        Windows interpreters, Hoyle Classic Games (which I incorrectly
        assumed to be the same as Hoyle Classic Card Games), an online SCI32
        game "The Realm" (which I incorrectly to be a LSCI game), a couple
        of SCI32 interpreters with debug mode included, a demo for Torin's
        Passage, a demo for Shivers, a different demo for Lighthouse, a
        King's Quest 6 CD demo, a demo for Hoyle Classic Card Games, a
        German version of QfG4 and noticed a difference between two Quest for
        Glory 4 demos.

        The SCI11 and SCI32 section now include and are sorted on build dates
        of the interpreter. Thanks to Nick Sonneveld for sending me a list of
        SCI11 build dates.

        Added the 2.100.001 "branch" of SCI32: The two games that use it were
        incorrectly placed under 2.100.002.

        Renamed "Hoyle's Classic" to "Hoyle's Classic Card Games", since that
        is in fact the full title and needed to seperate it from the newly
        discovered SCI32 game "Hoyle's Classic Games".

        Added some extra info I discovered on Donald Duck's Playground.

        Added some possible entries.

        Added some exclusions.

No updates are planned on the debug FAQ however, since that well pretty much ran dry, so to speak.

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