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Messages - AGKorson

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31
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?

32
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

33
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: June 22, 2025, 03:46:51 PM »
Correct.

34
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.

35
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.

36
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,

37
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

38
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.

40
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!)

41
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...

42
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.

43
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

45
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.


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