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AGI Development Tools / Re: WinAGI Version 2.3.4
« on: January 24, 2024, 10:02:59 AM »
That would be awesome! I will get that to you shortly. Thank you so much for that!
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Most of the installers I have written have been with NSIS. With NSIS it would be a trivial matter to check the Registry for previous versions or to uninstall a previous version. It also usually has a lighter footprint on the registry. You could easily have it use no more than uninstall information and file associations. It is easy to register DLLs, etc.I recall giving NSIS a try in the past, but I struggled to master it. I'm sure you're right about it being a better installer authoring tool, but I just don't have the energy to figure it out.
The SysWOW64 folder is a redirect folder where 32-bit versions of DLLs and drivers are sent to keep them separate from the 64-bit versions. These are used by the x64 version of WOW (x64 version of Windows on Windows or WOW64 x86 emulator/subsystem) so 32-bit programs can run on x64 Windows.Thx for that explanation. I figured it had something to do with 32 vs 64 bit, but didn't know for sure.
Perhaps just add a link to the GitHub on the WinAGI Wiki page instead of the zip?I haven't made the repository public yet. I will do so at some point, but not until I'm ready. In the meantime, I don't mind sharing it privately if asked. I suppose I could update the zip files, but it's not like tons of people are clamoring to get the source code. I think I've had two requests for it in the past 15 years.
I haven't used WinAGI much, but out of curiosity, are there many known bad resource files of the official sierra AGI games? Like, are they few enough that you could detect them and put an additional message warning that the file decompiled etc properly, that these are just bugs present in the official game releases? Or is that just an insane amount of work for minimal payoff?Yeah, most Sierra original games have at least one resource with minor errors/non-conformities. I did imports for my copies of Sierra games (I only own one version of each, so I haven't tried all the different versions). Among the 18 games I checked, only GR, KQ2, LLLLL, MMUG, SQ1, DEMO2, DEMO3 and DEMO5 have completely clean resources. BC, DDPG, KQ1, KQ3, MH1, MH2, PQ1, SQ2, DEMO1 and DEMO4 have at least one resource issue. None of them prevent the games from running though.
I'm also seeing problems running v2.3.4 vs 2.3.2. In 2.3.4 if I try and import a new game (KQ3 specifically), it hangs after decompiling but before opening the window where you select the ID name, the interp, the folders... all that stuff.Thanks for the confirmation. Version 2.3.4 is the one that I effed up. I rewrote the file retrieval functions for text files to handle different end-of-line markers, but failed to realize the changes would hang up if an empty file is encountered. I've got it fixed and will upload a version that works correctly shortly.
v2.3.2 works fine. I did a full uninstall and re-install of each version before testing that.
I kind of hoped you had added VGA palette capability that AGI256 had, seeing as you pretty much added all the other AGI patch features that Brian Provinciano and others have made for AGI in years past (AGISB, AGIMIDI, AGIMouse, etc).Yeah, that one seemed like too much... it requires different formatted resources, new editors, etc. It felt like it was going beyond 'enhancing' AGI to creating something new. SCI already did that.
I did run into a couple bugs. If you pick up the 80s mix tape and the floppy disk and put them in the Walkman and floppy drive respectively and go back to where you originally found them you will find brand new items in their place that you can pick up a second time. Getting the floppy disk again didn't cause any issues, but getting the mix tape while it was already in the Walkman crashed the game when I tried to fast forward after trying to use it again.Good catch. I'll get that patched shortly.
I haven't gotten far, partly due to being too impressed at this piece of work but...
Seriously though, this is like growing up with ZZT and being introduced to MegaZeux.
oops. Well, what's an AGI game without a few graphical blunders? I forgot to mention Drew's super power: phase-shifting...
I'll take a look at that and get it fixed soon.
I haven't gotten far, partly due to being too impressed at this piece of work but...
Seriously though, this is like growing up with ZZT and being introduced to MegaZeux.
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