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  • ...their work on AGDS, which has helped us a lot, particularly in the area of logic programming. I would also like to thank Konstantin Mironovich for putting m ...oom.v vs. new_room_v) - the consequence of using MASM as the assembler for logic code in AGDS. I leave the names with underscores, but keep this in mind.
    62 KB (10,269 words) - 03:05, 23 January 2011
  • <span id="Logic"></span> ===Commands and operators===
    47 KB (7,439 words) - 15:12, 25 October 2018
  • =Logic resources= At the heart of Sierra's Adventure Game Interpreter is the logic file.
    40 KB (5,568 words) - 21:58, 30 November 2011
  • This article describes the '''logic syntax''' for the C-like "official" AGI syntax described in the [[AGIWiki/A ...C-based syntax described in this article is the most widely-supported AGI logic syntax.
    10 KB (1,432 words) - 15:17, 25 October 2018
  • * Logic Resources ...sts containing all the loaded objects (separate ones for view, pic, sound, logic), with pointers to the memory heap. These lists are used by the interpreter
    18 KB (3,014 words) - 15:05, 25 October 2018
  • * programs in internal AGI programming language (LOGIC resource). ...ble objects for which '''animate.obj''', '''start.update''' and '''draw''' commands were issued, directions of motion are recalculated;
    33 KB (4,498 words) - 02:56, 23 January 2011
  • ...le in the MS-DOS version. It contains all the routines for the various AGI commands. ...for the AGI such as interpreter error messages and jump tables for the AGI commands inside the AGI file.
    17 KB (2,922 words) - 07:35, 6 March 2017
  • * 2.3 [[AGI/Specifications/Overview#Logic|LOGIC, PICTURE, SOUND, and VIEW data files]] * 2.5 [[AGI/Specifications/Overview#Commands|AGI commands]]
    6 KB (627 words) - 22:22, 11 March 2017
  • ...IWiki/AGI Studio|AGI Studio]] and supports the same [[AGIWiki/Logic syntax|logic syntax]] that AGI Studio supports. However, certain features of WinAGI are * the alternate, [[AGIWiki/VB Logic Syntax|Visual Basic-like syntax]] (though WinAGI can convert between the tw
    8 KB (1,241 words) - 17:19, 3 November 2020
  • ...led max.drawn() with opcode value 143 that allow this value to be set by a Logic script. This command is missing from subsequent AGI v2 versions. It is poss ...s not present prior to the inclusion of the push.script() and pop.script() commands. This is the only real difference between 2.4XX and 2.9XX saved game files.
    19 KB (3,180 words) - 10:15, 12 March 2017
  • ...ol.x for multi-disk games). These file types are PICTURE, VIEW, SOUND, and LOGIC. The maximum amount of these in any AGI game is 256. ==== LOGIC ====
    14 KB (2,417 words) - 15:16, 25 October 2018
  • ...[[AGIWiki/Print|print]] to give the user information. Each [[AGIWiki/Logic|logic resource]] can contain up to 255 messages, with message numbers starting fr ...signed to the message. Furthermore, additional implicit assignments in the logic file can change which message number is assigned to it. If you need to know
    12 KB (1,811 words) - 15:06, 25 October 2018
  • ...ining everything that happens in the game. Each room generally has its own logic which determines what happens in that room, and the game also has a few oth ...a special language specific to AGI and compiled into logic resources. The logic programming language is similar to standard programming languages like C, b
    1 KB (178 words) - 10:39, 23 January 2022
  • {{AGIWiki/Control Flow Commands}} ...script. The resources on the memory heap are dumped (with the exception of logic 0). The following things happen automatically when this command is issued:
    3 KB (512 words) - 15:11, 25 October 2018
  • {{AGIWiki/Control Flow Commands}} ...script. The resources on the memory heap are dumped (with the exception of logic 0). The following things happen automatically when this command is issued:
    3 KB (489 words) - 15:10, 25 October 2018
  • ...a character around the screen, behind, in front of and over objects. Other commands could be typed in, just like a text adventure. This concept, in various for ...you want to learn the LOGIC programming language, we suggest you read the logic section of the AGI Studio help file, and the various other bits of document
    7 KB (1,076 words) - 07:40, 6 March 2017
  • Use the following links for helpful information about the AGI logic scripting language. * [[AGIWiki/Tutorials_and_Guides|Tutorials and Guides]] for logic programming tutorials
    558 bytes (71 words) - 13:46, 28 January 2015
  • ...menus, saving and restoring, and a set of [[AGIWiki/Debugging|debugging]] commands. Without the template game, game programmers would have to implement these ...ode>. This is why programs such as the [[AGIWiki/Base Logic Generator|Base Logic Generator]] misspell the define name by default.
    6 KB (977 words) - 12:48, 26 January 2015
  • == System commands == == Test commands ==
    8 KB (1,043 words) - 03:55, 9 July 2021
  • An '''indirect command''' is a [[AGIWiki/Logic|logic]] command that requires the number of a [[AGIWiki/AGI Resources|resource]] In the above code, both commands load VIEW.020, but <code>load.view</code> is direct because it accepts the
    3 KB (485 words) - 12:54, 28 January 2015
  • ...mands were tracked down in later years that the names and functions of the commands became known. They are identified here by their unknown names for backward * [[AGIWiki/Logic commands by category|Logic commands by category]]
    1 KB (173 words) - 17:56, 23 February 2013
  • {{AGIWiki/Control Flow Commands}} The '''call''' command executes a logic script.
    1 KB (167 words) - 15:16, 25 October 2018
  • ...with the logic behind those resources at all. A brief introduction to how logic works in each game is explained in the next part. ...table file) is responsible for parsing the script commands from the game's logic scripts and doing all the actual work. Let's take an example script of a hy
    6 KB (999 words) - 01:18, 4 March 2021
  • ...rties within it. In SQ2 this VIEW table consisted of 43 byte entries. Most commands that deal with VIEW objects will make adjustments to the data in the entry ==VIEW test commands==
    15 KB (2,356 words) - 02:57, 23 January 2011
  • * Logic (script, vocab) ..., which delimits the walking area and some special places used by the game logic. FreeSCI uses a fourth auxiliary map for during drawing time (this is a her
    10 KB (1,517 words) - 04:06, 31 January 2009
  • ...resources]] that are a part of an AGI game and uses them to run the game. Logic resources are compiled into a bytecode which has meaning to the interpreter For example, the logic commands:
    3 KB (411 words) - 15:17, 25 October 2018
  • '''Defines''', in [[AGIWiki/AGI|AGI]] [[AGIWiki/Logic|logic]], allow you to provide a proper name for the [[AGIWiki/Variable|variables] Define names can only be used in arguments of commands (including [[AGIWiki/Goto|gotos]] and the <code>v0 == 3</code> type syntax
    2 KB (336 words) - 15:17, 25 October 2018
  • {{AGIWiki/Test commands}} Test commands are only valid in an ''if'' statement.
    2 KB (267 words) - 15:11, 25 October 2018
  • == Message passing and logic == ...ipting language Miniscript has conditions, but no loop support, so complex logic needs to be done via modifiers.
    12 KB (2,026 words) - 19:20, 7 June 2022
  • {{AGIWiki/Test commands}} The said test command is different to all other commands in the language in that it accepts a special type of parameter and can have
    5 KB (778 words) - 15:14, 25 October 2018
  • ...toolchain(s), without using Docker containers, by following the logic and commands in our scripts for building the Docker images. It should be noted that the *Important note: The instructions below assume that you are running the commands from a Linux bash shell. If you're on Windows, please make sure you '''alwa
    15 KB (2,248 words) - 10:25, 10 January 2024
  • Displaying text in AGI basically happens with commands [[AGIWiki/Print|print]] and [[AGIWiki/Display|display]] their variants. Pri ...essage box. Worth remembering is that messageboxes are also used by system commands like quit.
    4 KB (630 words) - 15:15, 25 October 2018
  • * A limit of 255 [[AGIWiki/Logic|logic]], [[AGIWiki/Picture|picture]], [[AGIWiki/View|view]], and [[AGIWiki/Sound| ...etter'' adds a byte to the total amount of memory that the [[AGIWiki/Logic|logic resource]] is using. This means you can't write like a student who's been a
    5 KB (793 words) - 15:13, 25 October 2018
  • ...f that routine to find what called it. Hopefully, you can then examine the logic in the disassembly used to generate the file offset to help you figure out ...t control moving the character, and from there investigate the pathfinding logic the game uses, leading to you being able to have your re-implemention's cha
    38 KB (6,771 words) - 22:42, 29 March 2024
  • {{AGIWiki/Object and View commands}} ...verse order that they were loaded, or subsequent <code>discard.view</code> commands may generate a [[AGIWiki/View not loaded error|view not loaded error]], ''e
    3 KB (414 words) - 15:17, 25 October 2018
  • {{AGIWiki/Object and View commands}} ...verse order that they were loaded, or subsequent <code>discard.view</code> commands may generate a [[AGIWiki/View not loaded error|view not loaded error]], ''e
    3 KB (422 words) - 15:13, 25 October 2018
  • {{AGIWiki/Object and View commands}} ...''' command before it can be used in any other commands. Attempting to run commands on an unitialized screen object will generate a runtime error.
    2 KB (220 words) - 15:14, 25 October 2018
  • {{AGIWiki/Test commands}} Test commands are only valid in an ''if'' statement.
    1 KB (190 words) - 15:11, 25 October 2018
  • {{AGIWiki/Test commands}} Test commands are only valid in an if statement.
    1 KB (189 words) - 15:17, 25 October 2018
  • {{AGIWiki/Test commands}} Test commands are only valid in an if statement.
    1 KB (190 words) - 15:12, 25 October 2018
  • * [[AGIWiki/Player input commands|Player input commands]] [[Category:AGIWiki/Logic Commands]]
    1 KB (144 words) - 15:04, 25 October 2018
  • {{AGIWiki/Test commands}} : Test commands are only valid in an ''if'' statement.
    2 KB (286 words) - 15:10, 25 October 2018
  • {{AGIWiki/Object and View commands}} The load.view and load.view.v commands load a view resource into memory. A view must be loaded before it can be as
    2 KB (299 words) - 15:15, 25 October 2018
  • {{AGIWiki/Debugging Commands}} [[Category:AGIWiki/Logic Commands]]
    1 KB (168 words) - 21:07, 23 February 2015
  • {{AGIWiki/Object and View commands}} [[Category:AGIWiki/Logic Commands]]
    3 KB (372 words) - 15:13, 25 October 2018
  • {{AGIWiki/Object and View commands}} [[Category:AGIWiki/Logic Commands]]
    8 KB (1,287 words) - 15:09, 25 October 2018
  • | This is the first time logic 0 has been executed | Windows created by [[AGIWiki/Print|print]] and similar commands remain on screen until the [[AGIWiki/Close.window|close.window]] command is
    4 KB (540 words) - 19:31, 23 February 2016
  • ...but it requires much more work in order to implement all hundreds of Lingo commands. ...implementing the shared draw logic as well as the screen-specific gameplay logic.
    16 KB (2,633 words) - 12:21, 20 March 2018
  • [[Category:AGIWiki/Logic Commands]] [[Category:AGIWiki/Display Commands]]
    2 KB (308 words) - 15:05, 25 October 2018
  • the user experience with regards to savestates. These days, the bulk of logic for listing, loading, saving, or deleting savegames is provided by the Engi ...using just subclass GUI::Debugger, and then implement your custom debugger commands and variables), overload Engine::getDebugger() to return a pointer to it. I
    19 KB (2,657 words) - 06:04, 22 March 2021
  • Numbers used by AGI logic commands are limited to unsigned single byte values (0 - 255).
    149 bytes (21 words) - 14:26, 31 March 2013
  • ...but it requires much more work in order to implement all hundreds of Lingo commands. ...ch were written using a mix of Pascal and assembly. So, the whole harcoded logic is available with most of the utility functions. Some reverse engineering m
    15 KB (2,372 words) - 08:42, 16 April 2019