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Messages - AGKorson

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AGI Development Tools / Re: WinAGI is Back
« on: February 09, 2018, 12:40:38 AM »
From AGI game development point of view, it's good that there's still development applications coming out, but it's also shame to limit them to Windows only, maybe release to Linux as well someday, sources or snap/flatpak? Lance Ewing's Java PICEDIT was step into the right direction, OS independency. Anyway, I have a virtual machine for Windows XP and AGI stuff, thus managed to install the 1.2.2 BETA. Logic editor still lacks options to properly set the colours and theming, very QT AGI Studio's like, bright white background logic editor with no way to change it is no no. Regardless whatever goodies it might include, if logic editor of IDE fails, that's falling back to good old AGI Studio 1.38BETA.
Hi there. I'm aware that several folks would like to see tools available on different platforms. But until I stabilize this last version of WinAGI and then get some time to explore other development platforms, I'm afraid this is the best I can do for now. I have not intentionally "limited" it to Windows, nor do I feel any "shame" in what WinAGI has become.

No one has ever asked for ability to change background color of logic/text editors. Regardless, I certainly don't think it is "improper" to not include such, nor is it a "failure" of the IDE.

The additional features included in WinAGI are (IMHO) tremendously valuable in terms of making AGI game creation easier and faster. If you want to pass on all those benefits because of one single feature, that's certainly your choice.

FWIW, it took me less than five minutes to add a logic/text editor background color setting. The next release will have that feature.

AGI Development Tools / Re: WinAGI is Back
« on: January 18, 2018, 10:43:41 AM »
Chris Cromer had a couple of updated template games on his old site.

That might be where I got them from. I don't even remember. Regardless, I thought it might be a good idea to go through them to see if there are any improvements that can be made. Probably not me though. I haven't done much actual AGI game writing; I've been focusing on the tool. There are a lot of folks with more experience actually writing a game than me.

AGI Development Tools / Re: WinAGI 1.2.2 BETA
« on: January 18, 2018, 12:23:44 AM »

The reason for requiring registration of WinAGI.dll is that it has been updated for this release; if you didn't re-register the correct file, there would be compatibility errors. I forgot about the rich text editor library! Sorry about that.

That's what I get for trying to cut corners. It wasn't that hard to put together a proper install program that handles all library registrations correctly. I'll remove the individual files from first post, and instead include the installer file.

My apologies for making this more complicated than it needed to be. I'll not do that again.

AGI Development Tools / WinAGI 1.2.2 BETA
« on: January 17, 2018, 11:59:40 AM »
I'm attaching the most recent WinAGI build. (with a proper installer file so there should not be any problems with file compatibilities)

For some reason, changes to pictures, sounds and views were not enabling the Save option. I have no idea why, because I have not touched any of the code associated with that. Regardless, this version (1.2.2) appears to correct the problem, at least for me on a Windows 10 and a Windows 7 box.

There are a lot of fixes between this version and 1.2.1 that I loaded last spring. I would greatly appreciate as much feedback as possible on this latest version. Let me know what works, what doesn't. (NOTE that I haven't released an updated Help File, so if you are looking for something in the Help File and it's not there, or you find errors in the Help File, be aware that I'm working it, and will release a new Help file with the next version)

Thx for all the help

AGI Development Tools / Re: WinAGI is Back
« on: January 17, 2018, 11:49:15 AM »
I will start a new thread with the latest beta release that addresses the save issue.

And, I would be surprised if your template game intentionally contains errors, anyway.
Don't be! The template games are the old AGI Studio templates. I haven't done any work on them. I was hoping to get some help from this site to go through those template games and clean them up, and include comments to help new AGI programmers.

The specific warnings you mention are there to warn the programmer that messing with some of the reserved variables and flags can cause problems. It doesn't mean don't do it- just be careful. And if you don't want them, you can disable individual warnings, or all warnings by changing error detection level to Low.

AGI Development Tools / Re: WinAGI is Back
« on: January 16, 2018, 12:18:02 PM »
OK, so you want to run VB6 (the actual dev tool) on the 95/98 box in addition to installing WinAGI? Is that right? Because you can install WinAGI without installing VB6. I suggest not installing WinAGI until after you have installed the other stuff; if it's the last thing installed, it should make sure you have the correct VB6 runtime DLL.

And OMG, this is so funny - I'm running Windows 7 Enterprise on my work computer (never even noticed it until now!) So I installed WinAGI, and I'm seeing the same problem for sounds and pictures (views too). I will take a look at that first thing tonight.

The errors you listed at the end are not errors; they are compiler warnings. When you compile a logic, WinAGI will examine your source code, and if it finds things that might cause a problem, it will generate warnings. You can double-click on a warning to be taken right to that place in a logic editor window. If you don't want warnings, you can turn them off by using the Settings feature. You can also right-click any warning to disable just that warning.

As soon as I fix the resource Save feature, I will release another beta version and post it here in another thread.

Thanks for the feedback!

AGI Development Tools / Re: WinAGI is Back
« on: January 15, 2018, 04:52:28 PM »
Thanks for posting.

I'm about ready to release another version that fixes even more things I've found since rebooting this project. So having this feedback is very timely.

I don't have any experience with Wine, but if it's complaining about WORDS.TOK being open, I should be able to track that down, and find out if it's a bug on my part or not. Can you provide some more specific information? Are you trying to compile a single logic, or are you compiling the entire game? It will help me know where to start looking. Also, I'm not sure exactly what you mean by pictures and sound not saving. The more detail you can give about what you were doing and what happened, the better I can track down potential bugs.

Regarding Windows 7, I honestly don't remember if I ever tested on that. There was a long stretch of time when I didn't do any AGI stuff at all, and it might have coincided with a skip of an OS version or two. I'm surprised that it doesn't work though. I will see if I have a Windows 7 box at home and try it there. But again, if you can give me more specific error information, I might be able to figure out what's going on.

And yes, AGI was started on a Windows 98 box. It does work well on that OS. (At least it did last time I checked it!) When you say nothing happened at all, what do you mean? If you use the installer program, it should make sure you've got the right VB runtime. If you just try copying the files, it's not going to work; the custom DLL needs to be properly registered; the installer does that.

Thanks again for the feedback; I'll do what I can to help you get up and running.

AGI Syntax Help / Re: AGI and changing font
« on: December 29, 2017, 06:40:27 PM »
AGI definitely uses the video card font data for fonts. It does some weird stuff with them though, that I haven't been able to fully decipher. According to MSDOS reference material, there are 8x8 font data for characters 00 - 7Fh at INT 43h (memory location F000:FA6E) and 8x8 font data for characters 80h - FFh at INT 1Fh. When AGI puts characters to screen, it looks like it grabs the font data from INT 43h, regardless of the character value (which explains the garbled output, since >7Fh will be using data outside the range for this location). But during startup, when various DOS interrupt vectors are reassigned, AGI does reassign the vector for INT 1Fh (the extended character data) to the location where each character is output before being sent to the screen. I don't know yet why this is being done, or what effect it ends up having.

Regardless, original Sierra AGI does not display/support extended characters.

But NAGI can; I actually wrote a NAGI font editor ten years ago that you can use to edit/create your own NAGI fonts, including creating characters for all 255 byte codes. I'm attaching the install file for NAGI Font Editor if you want to give it a try; just open one of the *.nbf files included in NAGI to change the fonts however you want. I've also attached a 'spanish' version of the 16x16 font file I used for testing.  (You can also get NFE from -

Note that WinAGI can handle messages using extended codes, if you want to create a sample game to test the fonts in NAGI. BUT, the rich text editor used for syntax highlighting reacts a bit goofy when extended codes are involved, so I'm adding a feature to turn off syntax highlighting in case anyone wants to use extended codes.

But just be aware that while you can use NAGI to display extended characters, AGI input is strictly limited to the regular characters; the text input/parsing routines and words encoding in the WORDS.TOK file were written to explicitly preclude the possibility of entering extended characters as input.

AGI Development Tools / Re: WinAGI 1.2 BETA available for download
« on: December 28, 2017, 01:59:25 AM »
Hi there! Sorry for delayed response- been busy with the holiday.

Amiga OBJECT support is included in 1.2.1. (I forgot to include that in the list of enhancements)

Would you mind trying it out and let me know if it is ok, or if there are any bugs? And if you have a full set of Amiga files for any Sierra games, I'd love to have a copy to help with decompiling efforts.

AGI Syntax Help / Re: AGI Random Number Generator
« on: November 23, 2017, 01:19:12 AM »
I've decompiled the PC versions, and the random function is the same in all of them.

random(byt LOWER, byt UPPER, var vRESULT);

A. The two values passed as LOWER and UPPER are stored on the stack. A third stack variable, DELTA is stored as UPPER-LOWER+1.

B. The AX register is loaded with a 8 bit pseudo-random number by function call rand() as follows:
   -if the RNDSEED(unsigned 16 bit memory location) value is zero, it is loaded with current clock count (the DX value after a call to INT 1Ah), otherwise current RNDSEED value is used
   -a constant value of 7C4Dh is multiplied (unsigned  16 bit) by the RNDSEED value; result stored as 32 bit value in DX:AX
   -AX value (lower 16 bits of result) are incremented by 1
   -AX is then stored as new RNDSEED value
   -AL is XOR'ed with AH
   -AH is cleared
   -AX value returned to calling function (since AH is cleared, result is pseudo-random 8 bit unsigned integer)

C. The random value from B is divided (unsigned 16 bit) by DELTA. Quotient stored in AX, remainder stored in DX

D. Remainder (DX) moved to AX; LOWER added to AX

E. AL stored in vRESULT.

If DELTA is positive, result will be (pseudo)random number between (and including) LOWER and UPPER
If DELTA is zero (i.e. LOWER=UPPER+1), AGI will freeze due to attempted DIVIDE BY ZERO
If DELTA is negative, result will be (pseudo)random number between 0 and 255

The seed value (RNDSEED) is initially set using the cpu internal clock; unless you can manipulate the clock so AGI has the exact same clock count when the rand() function is called each time AGI is run, it's not possible to know the starting seed; thus the pattern of random numbers can't be guessed/calculated easily.

The AGI functions wander(obj oA) and follow.ego(obj oA, byt STEP, flg fDONE) also use the rand() function. Since these will change the seed value, even if you were able to control the initial seed value (by manipulating the internal clock) you need to make sure you account for calls to these functions as well.

NAGI is closest to the original.

AGI Development Tools / Re: Looking for specific versions of AGI files
« on: October 10, 2017, 10:25:01 PM »
Thanks guys. This is very helpful.

AGI Development Tools / Looking for specific versions of AGI files
« on: October 09, 2017, 10:34:40 PM »
Seems awful quiet here in the AGI forum. I guess everyone had a busy summer.

I've made a ton of progress on WinAGI v1.2.2. I'm working on the help file now. To make sure it's as accurate as possible, I've been working with a decompiler on the AGI files. I've been working with primarily with version 2.917, and have it almost fully decompiled, which has led to a ton of new information and corrections regarding the AGI specs.

I've been able to check other versions I have to look for differences among versions, but unfortunately I'm missing a few versions that I would like to have in order to validate my assumptions about what's different.

Years ago, I got a zip file with most DOS versions from someone (I think from MegaTokyo days). But I found out that three of the versions included are not what they seem. The files for v2.425,2.439 and 2.903 all include a version stamp of "2.CBC" in the AGIDATA.OVL file, and have a bit of extra code at the end of the executable that's associated with a Sierra loader for Windows 98 - other than that, they're byte for byte equal to v2.936. It looks like they're from a Windows 98 compatible version of Space Quest that included both SQ1 and SQ2.

So if anyone has the 'real' versions 2.425, 2.439 and 2.903, I'd love to have them for comparison against the other versions I have. Oh, and I don't have any version 1 files; I wouldn't mind getting my hands on those too, but they're less of a need for me.


AGI Development Tools / Re: WinAGI 1.1 BETA available for download
« on: May 22, 2017, 01:08:32 AM »
Here's the list of bug fixes and other changes/additions being worked for v1.2.1:

Please check here to see if any bugs or improvements you want to report are already listed here. As I get feedback, I'll add them to this list, and also track the status of fixes.

AGI Development Tools / Re: WinAGI 1.1 BETA available for download
« on: May 22, 2017, 12:39:59 AM »
Great! Will definitely give this a go as I get time.

The first thing to report is with regards to installation. I assumed I should probably uninstall the earlier version, so I did that. I'm on Windows 8.1. After uninstalling the old version and then executing the installer for the new version, I got two different error messages during installation but neither appears to have stopped the tool from working.

The error messages I saw are shown in the attachment below. The user I installed with is an Administrator.

wshom.ocx is a Windows Scripting Host Object Model wrapper. I used it for folder management when changing a game's directory (which probably isn't going to be done very often). It's old code, and in other places where I need to access directories, I use API calls. I should probably clean this up and replace it with API calls too, so that OCX isn't needed anymore.

Regarding the second error, it's nothing as nefarious as compatibility errors - it's a result of changing some setting variable types between versions and failing to check for it when loading settings. ugh, I should know better. I've already fixed that bug.

I've already identified over 25 new things (either minor bugs [thank goodness no major issues found yet!], or feature improvements) that I'm working on - mostly in Picture Editor and Sound Editor. I'll upload that here and keep it updated as new things are reported so you can avoid reporting what's already known.

Thx all for the feedback!

AGI Development Tools / Re: WinAGI 1.1 BETA available for download
« on: May 18, 2017, 12:41:08 PM »
Your link says 1.1.1, but the file is 1.2.1 :3

Good catch. Fixed.

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