Author Topic: question about AGI-games  (Read 8016 times)

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Offline Nailhead

Re: question about AGI-games
« Reply #30 on: January 08, 2002, 03:53:07 PM »
Quote
Sorry, Nailhead.
« Last Edit: December 31, 1969, 07:00:00 PM by 1018072800 »

Offline Nick Sonneveld

Re: question about AGI-games
« Reply #31 on: January 08, 2002, 09:23:36 PM »
Radiation:

re snprintf:
nah, I wouldn't need it at the moment.. Whenever I use sprintf, I allocate enough room for all the variables at their max size and never use another string without checking it's size. Sierra implemented their own printf and sprintf.. when I have the time I was going to implement a snprintf out of it.. shouldn't be too hard.

When I have time (perhaps tomorrow), I'll start working on a tutorial page with all the tutorials I have cached along with some script info..

if you just save all the resources in the order they were loaded.. that would be just as good.  the script also saves add.to.pic information but that's it.  I wouldn't worry about the fact that AGIL dumps everything because that's basically what sierra did.  They arranged all the important information into a struct and just read/wrote it when they save/restored.  

and in regards with serious C programming.. I hadn't written any serious project before NAGI.. let along a project that used more than one C source file, makefiles, digital sound.. blah blah..  I tried Jave before that (not for AGI.. just other stuff) but only because the uni I go to was using it for programming subjects.

anyway.. it's a big learning experience. :)

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

Offline RaDIaT1oN

Re: question about AGI-games
« Reply #32 on: January 08, 2002, 10:00:28 PM »
Similar to me.  I once started writing a lemmings clone for Linux in C++, but my hdd failed.  For school I wrote (what I think) is quite a cool program in Turbo Pascal.  But AGIL is my first real and public project.  I never published anything else.

I should use save the add.to.pic info in my savegames, at the moment I dump the graphics buffers which is why the saves are so large.  The next release will have multislot savegames, and these will include a discription.  Also I have no idea how the graphics buffers were arranged in the original interpreter, I would think something more like Sarien. I thought of doing something like that, but my hugh graphics buffers were just easier to implement.  

Does NAGI have any inline assembler?  The temptation to use asm is overwhelming, but I resist in the intrest of portability.

If this is your first real projects, it's damn excelent.  And dissassembling stuff aswell.  I will try this sometime.  I want to remake Monezuma's Revenge.  But this will be far simpler than AGI, It's just one .COM file (but it does some bad things.)


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

Offline Nick Sonneveld

Re: question about AGI-games
« Reply #33 on: January 09, 2002, 03:39:21 AM »
No inline but I was thinking about it for some part of it.. The thing is, the original interpreter was designed for XT's so I have no trouble with speed.

The only bit I can think of is for the future pc speaker support.. but that's probably a bit way off atm.

And when you're thinking about working on the montezuma project.. I'd be happy to join in if you want some people to help..

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


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