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Messages - AGKorson

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1
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: April 17, 2025, 08:22:56 PM »
Finally got back to looking at my NuGet problem. It was not liking my NuGet.Config. It had all of the right contents, but was not reading it. Deleting it and restarting VS fixed it. I suspect that it was a malformed XML issue, but with the right contents. Now I can follow the progress with the C# build.
Glad to hear you figured it out.  I'm real close to releasing the next update, which will include full editing support for picture resources. Then I'll add the testing modes, before tackling the last two resource editors. It looks like I might be able to finish this project before the end of the year as originally planned.

(And please feel free to provide any feedback even on the alpha release versions!)

2
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: March 25, 2025, 01:29:35 PM »
WORDS.TOK editor is complete.
Palette editor is complete.

https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha15.0

You are the man!
Thanks for the compliment! It helps me stay motivated toward completing this. I will press on...

3
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: March 25, 2025, 01:22:43 PM »
Wow, that's impressive. Thanks for your work on this! I've returned to AGI this year and am finishing a game I started more than 20 years ago... call me crazy. I use both WinAGI and AGI studio and am super grateful for all the great tools out there. Cheers from Germany!
I'm always glad to hear about more AGI efforts, even if they take a while! If you have any feedback on what you see so far in WinAGI, I'd love to hear it. If there are things missing from WinAGI that require you to go back to AGI Studio, please let me know. I can probably address those in this new version so you won't need to go back and forth between tools anymore.

4
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: March 03, 2025, 06:15:06 PM »
WORDS.TOK editor is complete.
Palette editor is complete.

https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha15.0

6
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: January 24, 2025, 01:36:29 PM »
I've made an improvement to NewRisingSun's GAL decompiler to allow sysdefs like:
Code: [Select]
%var menaceIsHere       103     ALL
%var witchGrabbed       103     21
This means that menaceIsHere is generally the name of variable 103, except in room 21, where it is called witchGrabbed. This is useful because of the crowded variable space in both GAL and AGI. Something to consider?
(I don't think menaceIsHere is a good general name anymore, btw - its uses are far too varied)

Interesting idea - I've been thinking about ways to improve how defines are handled but haven't decided for sure what improvements to make.

When decompiling, WinAGI doesn't attempt to name variables and flags unless they are one of the reserved items. Are you saying that when decompiling, you want to assign defines that the decompiler should use for non-reserved variables? That seems like it would rarely be useful- how often would you really know what the purpose of variables are unless you already have source code, or unless you've previously decompiled and then figured out what they do?

As for creating new source code, WinAGI will already handle the situation you describe - use #define menaceIsHere   v103 in globals.txt and then use #define witchGrabbed   v103 in logic 21 source code. The local define will override the global define. (The hierarchy that WinAGI uses when duplicate define names are encountered is local > global > resourceIDs > reserved).

The %var keyword is currently not recognized in AGI Fan Syntax (AGI-FS) - it's only used is Sierra Syntax (AGI-SS). Adding additional functionality to it in AGI-SS isn't something I want to do- WinAGI currently supports AGI-SS to allow for compilation of Sierra source code. I want it to remain 100% compatible. But I suppose I could add %var as an additional keyword for AGI-FS in addition to #define. I'll give it some thought, but probably won't do anything with it right now- my focus is on finishing up all other editors and release an updated version that can do what the VB version does.


7
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: January 23, 2025, 09:50:27 PM »
Progress Point 12.0:
https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha12.0

Reserved defines editor is done.

9
AGI Development Tools / WinAGI Version 3.0.0 Progress Updates
« on: January 02, 2025, 08:51:40 PM »
Happy New Year everyone!

My resolution this year is to finish a production version of WinAGI in C#/Visual Studio. To that end, here is the latest pre-production release:
https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha11.1

The progress point I'm currently working on is the Defines Editor. In WinAGI VB this is used to manage defines that are considered global in scope. WinAGI VB's compiler automatically loads these defines (as well as defines for reserved variables/flags and resource ID labels) without needing to explicitly define them in logic source code or in a text file (like defines.txt) I thought that was a good idea twenty years ago, but since then I've come to realize it's not ideal. So I'm making a major design change to WinAGI C# that no longer assumes values for IDs, reserved and global defines.

In this release, I've completed that change. Now all define names must be declared and included either in the source file itself, or in a separate file to be accessed via an #include directive. WinAGI still provides automatic management of these features, but the code output will always look more complete because nothing is assumed inside the compiler regardless of how you configure your game for defines support.

There are now three new game properties, IncludeIDs, IncludeReserved and IncludeGlobals that you can use to tailor the coding experience to your own preference. Each is associated with pre-defined text file  (resourceIDs.txt, reserved.txt and globals.txt) that WinAGI will automatically create and update as you make changes to your game (by adding, removing, renumbering, renaming resources, renaming reserved defines, adding, removing or renaming game-specific global defines). Logic source code is also automatically updated based on these properties to add the appropriate #include directive to every source file.

My goal is to create an experience similar to the 'using' directive in Visual Studio. It gives users the option to take advantage of WinAGI's powerful features to automatically manage naming and usage of defines (which is what WinAGI VB did) but also makes it extremely simple for those who would rather manage all game defines manually.

An added benefit of this approach is that it makes the source files much more portable. You could for example use the source code and defines files in AGI Studio without needing any modifications.

I am very interested in any opinions out there regarding this change. So please take a look at this version, and play around a bit with the auto-Include features and let me know what you think.



10
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« on: December 21, 2024, 03:46:17 PM »
OK, here's Progress Point 9.0:
https://github.com/AGKorson/WinAGI-GDS/releases/tag/v3.0.0-alpha8.0

The character map dialog is now complete and integrated into the logic editor.

I also updated the v2.3 logic conversion function to make backup copies of logics before conversion. That makes it easier to revert back to WinAGI 2.3

11
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« on: December 20, 2024, 01:22:43 PM »
WinAGI v2.x wont open a project if the wag states it's v3, but changing back to 2.3 allows it to open again. I assume things would break if you've updated the extended characters in logics. Otherwise, are v2 and v3 projects really incompatible or does WinAGI 2 just not expect a version 3 to be valid?
As of right now the change in extended character support is the only incompatibility.  Changing the version property back to 2.3 is the correct way to revert the WAG file. 
But you are correct in that if you updated your logic source files to v3 any extended characters will display incorrectly in v2. You will need to manually correct them inside WinAGI v2 to revert them.

I'm not planning on creating any standalone converters. But I can add a feature so the v2 logics get archived/backed up prior to being updated to v3. I probably should have included that from the beginning.


12
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« on: December 20, 2024, 02:31:06 AM »
I was wanting to take a look at the code. NuGet provides the dependencies. I did get it to retrieve the FastColorBoxes package, but not Microsoft.VisualStudio.OLE.Interop nor NAudio.
Yeah, I remember now - NuGet is for managing libraries and such that you can add to your projects. It's been a while since I have had to deal with that. Weird that those two won't load.

13
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« on: December 18, 2024, 05:13:37 PM »
graphics.DrawString("Hello world!", someFont, Brushes.Black, rectangle)

Most of their examples are no better than a 'Hello World' which doesn't help understand details and nuances.

LOL!

14
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« on: December 18, 2024, 05:10:28 PM »
I am having trouble with the NuGet packages. I have never had a problem with them before. It is throwing 404 errors for all three of the packages.
I'm not sure what you are referring to. Are you talking about the release installation files? There's only two - setup.exe and WinAGI.Installer.msi. If you're having trouble downloading I can provide a shared file link.

I don't know much about NuGet - I did some reading on it years ago but it never made sense. And I've been able to continue coding without seeming to need to know...

15
AGI Development Tools / Re: WinAGI Version 3.0.0-alpha8.0
« on: December 17, 2024, 06:07:15 PM »
Cool to finally get a look at the new version. I see the logic files need to be updated if they use extended characters. Was that a significant change?
Not really. In the current version, I chose to store all characters as single bytes, reading the bytes as the desired DOS code page when loading. This seemed like a good idea until I realized it required a lot of extra code to manage cutting and pasting.

With C#WinAGI I just simplified things - store the text in Unicode, work the editors with Unicode and only convert to DOS code page bytes when compiling. It's significantly easier to manage now.

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