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  • ...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
  • * 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
  • ...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
  • == 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}} Test commands are only valid in an ''if'' statement.
    2 KB (267 words) - 15:11, 25 October 2018
  • 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

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