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Difference between revisions of "AGI/Specifications/Savegame"

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**** If "Update" flag is not set then invoke stop.update
**** If "Update" flag is not set then invoke stop.update
* Copies the prepared background/shadow "screen" to visible screen (i.e. effectively a show.pic but without closing any left open window if there is one. Saved games don't save left open windows, so ideally you wouldn't allow either save or restore to happen while left open windows are present)
* Copies the prepared background/shadow "screen" to visible screen (i.e. effectively a show.pic but without closing any left open window if there is one. Saved games don't save left open windows, so ideally you wouldn't allow either save or restore to happen while left open windows are present)
* Clear the state of all controllers.
* Set the restore in progress flag (number 12) to true.




From what I can tell, the saved game format assumes that show.pic has been invoked already at the point the game was saved. This kind of makes sense as an assumption by the interpreter. But I guess if you were to create a logic script that purposely avoided executing show.pic (not a lot you can do without it though apart from perhaps some display text and windows), and you then invoked save.game in that state, it probably wouldn't end up restoring in the same state that it was saved. Text and text windows don't get saved.
From what I can tell, the saved game format assumes that show.pic has been invoked already at the point the game was saved. This kind of makes sense as an assumption by the interpreter. But I guess if you were to create a logic script that purposely avoided executing show.pic (not a lot you can do without it though apart from perhaps some display text and windows), and you then invoked save.game in that state, it probably wouldn't end up restoring in the same state that it was saved. Text and text windows don't get saved.