Author Topic: C# AGILE  (Read 87640 times)

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Offline Collector

Re: C# AGI Interpreter
« Reply #150 on: November 01, 2022, 10:03:24 AM »
Not sure about that. Accurate sound emulation has been a priority for Qbix. Unfortunately he has not been around much lately to ask. He does not seem to be much of a fan of anti-aliasing of graphics, either.
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Offline Collector

Re: C# AGI Interpreter
« Reply #151 on: November 01, 2022, 10:12:47 AM »
I think I know why. I'm using the AGI Library, built for Visual AGI, so it probably opens all files in read/write mode, regardless of whether it is for reading or writing. There would be no need for AGILE to open for writing. I might be able to change that in the Library.

It should have had a read only error message rather than simply "no AGI game found". I don't know if I or anyone else will pick up Visual AGI again, but it would be nice to have these improvements/updates to the library usable by the IDE, too. Perhaps fix it to be switchable with an "if" or conditional statement that would allow the library to be used by either.
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Offline vafada

Re: C# AGI Interpreter
« Reply #152 on: November 01, 2022, 11:03:46 AM »
Hello,

Mark here (vafada in github) just dropping by to say hello and I guess this is the place to discuss AGI development.

Thanks Lance for open sourcing AGILE and JAGI!

I've learned a lot about gamedev by just looking at code of those 2 projects.

Loved Sierra games when I was growing up. And now as a programmer, learning how Sierra games work was mind blowing and exciting!

Offline lance.ewing

Re: C# AGI Interpreter
« Reply #153 on: November 01, 2022, 02:57:28 PM »
Mark here (vafada in github) just dropping by to say hello and I guess this is the place to discuss AGI development.

Welcome Mark! Yes, this is the current place to discuss AGI and SCI development. There have been several message forum websites in the past that were used, but they've all gone now. I think the previous one for AGI died back in 2010, ironically just as I was rejoining the community after being away for over 10 years.

Thanks Lance for open sourcing AGILE and JAGI!

And thanks for helping out with the fixes.

JAGI was already open source on sourceforge, written by the mysterious "Dr Zoltan". I still to this day have no idea who that was. I was using JAGI to explore some of the Apple II AGI v1 games a few years back.

Offline Collector

Re: C# AGI Interpreter
« Reply #154 on: November 02, 2022, 12:27:22 AM »
Welcome, Mark! Now all three Agile branches are represented in this thread. This is more or less the inheritor of the old Mega Tokyo forum. If you noticed some members here have "MT Veteran" for the Mega Tokyo forum. I do not have it because even though I used to post there I never setup an MT account because it allowed guest posting. Mega Tokyo is where I first met some of the Sierra community People, like Omer Mor.

After MT, Cloudee started this site for SCI and the AGI forum moved on to the one on Chris Cromer's old agigames.com. When that went under Cloudee added the AGI forum here. Since then many of the old AGI people have found their way here, not just Lance, but others including Chris Cromer, Peter Kelly and others. If you recognize any of the names of fan AGI game designers you will find a number of them here.

With Phil's SCI Companion and its fantastic decompiler & plugin system We have some great SCI development tools with some new SCI utilities popping up here and there. Robert Lindsey, the lead programmer for KQ6 has seen the SCI decompilation archive and said he had a real kick strolling down memory lane reviewing a lot of the source code he originally wrote.

Now we are getting some new AGI tools with Andrew Korson's WinAGI in active development and now AGILE.
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Offline Collector

Re: C# AGI Interpreter
« Reply #155 on: November 02, 2022, 10:02:34 AM »
Somebody on SHP noticed popping during the intro to Manhunter when the ships are circling the mountain. The pop seems to be just before the initial sound attack.
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Offline lance.ewing

Re: C# AGI Interpreter
« Reply #156 on: November 02, 2022, 04:58:24 PM »
Yeah, I think I've heard some popping here and there as well. I'll create an Issue for it.

Offline Collector

Re: C# AGI Interpreter
« Reply #157 on: November 02, 2022, 05:50:40 PM »
That's Manhunter 2.
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Offline vafada

Re: C# AGI Interpreter
« Reply #158 on: November 02, 2022, 06:53:15 PM »
where can i get a legit copy of both manhunter ? steam and GOG doesn't sell it

Offline lance.ewing

Re: C# AGI Interpreter
« Reply #159 on: November 02, 2022, 08:16:52 PM »
Huh. Seems like you're right. I bought (or I should say "re"-bought) a lot of my Sierra games again from GOG. Over the years, I've probably bought some of these games (digitally) a second or third time. But you're right about the Manhunter games. Obviously you can buy them physically on things like ebay, but they may not work these days, and seem rather expensive compared to the digital forms. I was trying to copy my old original game disks to disk images recently and almost all of them had bad sectors, or perhaps the floppy drive was no good (tried about 5 different drives with varying success). I think this is where something like the Kyroflux that @Collector uses would come in.

So given that it doesn't appear to be possible to buy them anymore, then I guess this is kind of an Abandonware scenario? It is sad really, as I quite liked those games.

I'm not sure how archive.org get away with this kind of thing, but both games are available to play online on there, and if you check the browser network tab, you'll see that they download the games files, e.g.:

https://archive.org/details/msdos_Manhunter_2_-_San_Francisco_1989

downloads this zip:

https://cors.archive.org/cors/msdos_Manhunter_2_-_San_Francisco_1989/Manhunter_2_-_San_Francisco_1989.zip

which contains the game files.


Offline Collector

Re: C# AGI Interpreter
« Reply #160 on: November 02, 2022, 09:05:01 PM »
I can provide most of the AGI games. PM me the next time you need one.
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Offline lance.ewing

Re: C# AGI Interpreter
« Reply #161 on: November 02, 2022, 10:59:23 PM »
In Agile it does not crash. However, I realized that the menubar is not hidden when you press ESC again. This is true of this hacked version as well as v1.50 int2.440. This does not occur in DOSBox. Going to a new room does reset the menubar in AGILE. This is not an issue with SQ1. I'll have to see if this occurs in any other game.

I found the bug that was causing this and have fixed it on the master branch.

Offline lance.ewing

Re: C# AGI Interpreter
« Reply #162 on: November 02, 2022, 11:28:24 PM »
Somebody on SHP noticed popping during the intro to Manhunter when the ships are circling the mountain. The pop seems to be just before the initial sound attack.

I've found the cause for this one as well. This stackoverflow explains the problem:

https://stackoverflow.com/questions/34946363/pop-at-the-beginning-of-playback

...and sure enough, I'm generating a header section for the WAVE data, but NAudio doesn't need that, in fact it is playing it as if it is audio data!!  ;D

Removing the header from the data has stopped the popping. I'll push the fix soon.

Edit: That is now fixed and pushed to the master branch.
« Last Edit: November 02, 2022, 11:40:59 PM by lance.ewing »

Offline vafada

Re: C# AGI Interpreter
« Reply #163 on: November 03, 2022, 08:33:06 AM »

https://cors.archive.org/cors/msdos_Manhunter_2_-_San_Francisco_1989/Manhunter_2_-_San_Francisco_1989.zip

which contains the game files.

how do you play this with AGILE? the file are named differently... no DIR files.... VOL file has mh2 prefix

Offline lance.ewing

Re: C# AGI Interpreter
« Reply #164 on: November 03, 2022, 04:01:58 PM »
how do you play this with AGILE? the file are named differently... no DIR files.... VOL file has mh2 prefix

This is how an AGI V3 game is recognised. They have a DIR file with the game ID as the prefix, and likewise the VOL files have the game ID as the prefix as well.

I didn't actually try running it until now, but yeah, its not being recognised by AGILE. It is because the MH2DIR file is in lowercase, in fact all the files are lowercase in that zip, but AGILE in the most part tolerates that. There is a bug in the AGILibrary where it deduces the V3 game signature (id) by using the DIR file, i.e. it looks for the prefix before the DIR bit to get the V3 signature. That is failing because the C# code in that bit is not case insensitive. It's a quick fix that I've made locally and confirmed it works. I'll push that soon and will let you know when done.


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