Author Topic: question about AGI-games  (Read 7999 times)

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Offline RaDIaT1oN

Re: question about AGI-games
« Reply #15 on: January 06, 2002, 01:09:14 AM »
I would recommend getting Linux or FreeBSD.

If you are stranded with 'doze you can get Mingw32: http://www.libsdl.org/Xmingw32/
It's a free (sort of) unix like environment with a C compiler for 'doze, what the 'doze port of AGIL is compiled in.
For DOS you can get DJGPP: http://www.delorie.com/djgpp/  More native DOS like, but also gcc (GNU C compiler).

I don't recommend using Micro$oft anything.  But C++ if you have to.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline Chris Cromer

Re: question about AGI-games
« Reply #16 on: January 06, 2002, 01:17:56 AM »
Microsoft is all I have so I don't really have a choice. As for linux I am not even too sure of what it is I have never seen or used it.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline RaDIaT1oN

Re: question about AGI-games
« Reply #17 on: January 06, 2002, 02:22:09 AM »
Chris: Linux is a free Unix like operating system.  You have internet access, and therefore a choice: You can download it.  What I meant is stear clear of Micro$oft compilers, using GCC under DJGPP (DOS), mingw32 (Windoze) is fine (but not posix compliant, gives me some trouble.)

Nick: It has been said that V only works in NAGI,  after making 2 small changes to AGIL is runs fine.  The first was to add "V" to the list of AGI prefixes, this I can easily fix to look for *dir.  The bigger problem is that the messages (in the logic files) are excrypted with "Avis Durgan", when writing AGIL I assumed that whould be the case, but found that in sierra's games the messages in AGI3 games were not excrypted (maybe not all games).  How does your interpreter determine whether the messages are encrypted or not?  (If it is possible that games have some messages encrypted, but not all, this would possibly explain some strange behaviour in Gold Rush!)
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline Chris Cromer

Re: question about AGI-games
« Reply #18 on: January 06, 2002, 03:58:31 AM »
Let me rephrase that. V will only work in windows with NAGI. Where can I get linux I think I would like to try it. Also about how big of a download would it be.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Zero

Re: question about AGI-games
« Reply #19 on: January 06, 2002, 05:27:51 AM »
Thanks for telling me.  ;D
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
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Offline Nick Sonneveld

Re: question about AGI-games
« Reply #20 on: January 07, 2002, 08:18:54 AM »
My god, I didn't realise this thread had been updated.  Must have been all those "zero" updates.

NAGI is written entirely in C.  It's source will be released when I'm happy with it.. it's getting there.  I use the mingw compiler/library set.. it's pretty good until you want to use a function that isn't implemented by microsoft's libraries.. like snprintf. Probbaly why there's so many buffer exploits.

I like what you're doing with AGIL and I will have to try it when I have time.  Too much night shift work. :(

I think you've figured it out yourself but AGI v3 only uses the XOR encryption for logics if the resource isn't compressed.  I'm guessing Sierra figured LZW compression was good enough encryption and tried to save some cpu cycles.

Good luck Radiation.

Script buffers.. I hacked up a linked list for the scripts but I'll leave it for a later version of NAGI.  It will break backwards compatiblity with older saves AGAIN and I want to try and implement some sort of more modular save game format so I don't feel so guilty with each new NAGI release and more backwards incompatibility.

- Nick
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline Nick Sonneveld

Re: question about AGI-games
« Reply #21 on: January 07, 2002, 08:23:54 AM »
Radiation:

have you looked at NAGI's standard.ini system?  It's my idea of defining different interpreter versions and letting games associate with them.

The idea was to make it interpreter independant so Sarien or even AGIL could use the same database.

Also, does AGIL support save games?  I wanted to try make some sort of standard save system that would work across the different interpreters.  Sarien's got a nice IFF system worked out so we could all work off that.

- Nick
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Nick Sonneveld  |  AGI Dev  |  NAGI

Offline Zero

Re: question about AGI-games
« Reply #22 on: January 07, 2002, 12:54:38 PM »
Coool.  ;D
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
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Offline Chris Cromer

32Re: question about AGI-games
« Reply #23 on: January 07, 2002, 02:32:34 PM »
I am going to try out that mingw and try to make my own interpreter.

I don't think I will add any new implimentations like mouse support I will just try to make it run games using the basic AGI functions.

Lets just hope I am not too rusty at programming because it has been a few years. Besides doing programming in AGI logics that is ;D.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Zero

Re: question about AGI-games
« Reply #24 on: January 07, 2002, 02:57:11 PM »
Your not rusty at all. Your smater then me when it comes to agi.  ;D
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Zero has just programmed a post please read.

Offline Chris Cromer

Re: question about AGI-games
« Reply #25 on: January 07, 2002, 03:12:37 PM »
When it comes to AGI yes I know a lot but the interpreter itself I don't know much about except how to open it in C++ and change the id and make a v3 game. Trust me I am rusty but I will remember more of it sooner or later.

I just tried downloading mingw and when it made it to 92% it jumped to 100% then when I tried to open it it says This file is not a valid zip file blah blah blah. Does anyone know how to fix my problem with the download manager that comes with widows or where I can get a better download manager.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)

Offline Joel

Re: question about AGI-games
« Reply #26 on: January 07, 2002, 05:39:40 PM »
Visual C++ is capable of compiling programs written in C, so if you've got it then you do have a C compiler.

However, the version I've got (professional edition) will only create code that runs under DOS or Windows. If you want to port your code you'll need a different compiler (and you'll need to avoid things like MFC).
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline Nailhead

Re: question about AGI-games
« Reply #27 on: January 07, 2002, 07:27:39 PM »
Quote
I'll take a bet NAGI is written in C.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline RaDIaT1oN

Re: question about AGI-games
« Reply #28 on: January 08, 2002, 02:54:11 AM »
Sorry, Nailhead.  Note that I said MOST.  When I started writing AGIL I was better with Pascal than C, but Pascal has irritating limitations, like no type casting.  Also (mine) objects to pointer arithmetic.  Also no portable.  Also nobody else would even look at the code.

Nick, AGIL has a simple savegame thing, but it's not good at all.  Just dumps everything I could think of to a file (250k).  I also have no idea how the savegames in the original worked, no the script size thing does nothing, and the savegame just saves a list of resources loaded at the time the game is saved, the restore function loads these. I realize that this breaks some things, like when unloading resources all more recently resources loaded are supposed to be freed, but in AGIL they aren't.  There really aren't memory limitations like this on modern PC's anyway.  I doubt that you could learn anything from my code, the only advantage over NAGI is that it runs in Linux. You can get an generic snprintf() implementation that works on mingw32, but I don't know about the license, that is why I'm not using it.  AGIL just uses sprintf in 'doze and DOS. If you define a universal savegame format I will do my best to implement it, but I might need an explanation of the script, and any other stuff left out of the spec.

Chris, when I started writing AGIL I was seriously rusty at C, you don't want to even see some of the code I wrote.  Didn't make it into any releases.

« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline Chris Cromer

Re: question about AGI-games
« Reply #29 on: January 08, 2002, 03:08:20 AM »
It has been about 3 years since I written my last good quality program. It was a dos password protection system that I made and still use on my computer. It gets called in autoexec.bat I have the password written to a seperate file and use 2 other programs that I made earlier to encrypt and decrypt it using my own special table.

As for the mingw I can't get it. Every time I try it does that jump to 100% thing. The only way I can get files larger than 3mb is if someone sends it by mail. Would anybody be nice enough to download it and send it to me by mail to AGISCI@aol.com I know this is a big thing to askfor but better ask and get a no than not to ask at all.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »
Chris Cromer

It's all fun and games until someone get's hurt then it's just fun. ;)


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