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  • ...oom|room]] in the game, and a default [[AGIWiki/Inventory object|inventory object]]. if (new_room) { // First interpreter cycle in a new room
    6 KB (977 words) - 12:48, 26 January 2015
  • ...mand|indirect]] version of this command called '''[[AGIWiki/new.room.v|new.room.v]]'''. : new.room([[AGIWiki/Number|byt]] roomNumber);
    3 KB (512 words) - 15:11, 25 October 2018
  • ...command|direct]] version of this command called '''[[AGIWiki/new.room|new.room]]'''. : new.room.v([[AGIWiki/Variable|var]] roomNumber);
    3 KB (489 words) - 15:10, 25 October 2018
  • ...t. But since it does it this way we have to make sure that there is enough room for the flipped cel. ...ee the first cel of the first loop of this view and the description of the object they are examining. This is brought up using the show.obj command.
    15 KB (2,356 words) - 02:57, 23 January 2011
  • ...e id for the object (see Grim::PoolObject), which is later used to get the object from a pool. So the objects are now not saved into a TaggedString anymore, A <b>set</b> is a game room, a space where the actors can walk into, An example is Manny's office, or B
    5 KB (824 words) - 16:40, 15 February 2022
  • * Also prevent McCoy running quickly ahead of Sadik to the next room at the Bradbury. * Fix being able to shoot at the doll in the Sebastian's chess room and subsequent camera glitch (as best as it could be done).
    48 KB (7,717 words) - 10:18, 27 June 2023
  • ...e new room section contains code that you would only want to run once in a room. ...]]). This flag is [[AGIWiki/set|set]] during the first cycle through a new room and is [[AGIWiki/reset|reset]] after that cycle has completed.
    1 KB (226 words) - 13:49, 20 April 2013
  • '''Note:''' this section includes technical details about the object file format. Game authors generally do not need to know this information. ...of information about the inventory items used in an AGI game. The starting room location and the name of the inventory item. It also has a byte that determ
    3 KB (388 words) - 10:54, 21 February 2016
  • ...versight if the door bell rings while Ted captures the player entering his room, which would cause some strange, unexpected behavior. ...ble to reach the front of Castle Brunwald again after freeing him from his room.
    24 KB (3,612 words) - 08:34, 21 January 2024
  • | Ctrl + u || Create a new object | Shift + o || Toggle object names
    7 KB (1,060 words) - 18:20, 12 October 2020
  • <span id="Object"></span> ==Format of the object file==
    6 KB (993 words) - 22:04, 30 November 2011
  • ...(numbered from 0-255). Each object used by the game must be present in the OBJECT file. Every object has a room number which is a value from 0-255. If the room number is 255, it is in the player’s inventory.
    1 KB (255 words) - 08:30, 22 September 2016
  • ** CineEngine (object.cpp, anim.cpp, various.cpp) *** Scene 1 Room 4 (Airport - Baggage Belt) - Palette glitch if "Operate" is performed on "A
    3 KB (522 words) - 17:03, 21 February 2016
  • ...rces part of [[SCUMM/Technical_Reference/Room resources#Object_content|the room resource]]. name offset : 8 (point to location of object name, from start of OC block)
    4 KB (511 words) - 13:38, 16 November 2021
  • ...FileNames (or equivalent recorde). We already pass that to the ScummEngine object. We simply extend this to allow to be used directly by <code>ScummEngine::o ...lenames from the <code>substResFileNameTable</code>, given some data (like room & disk number)
    14 KB (2,365 words) - 21:05, 8 April 2006
  • {{AGIWiki/Object and View commands}} ...code>margin</code> is 0, 1, 2, or 3, the base line of the [[AGIWiki/Object|object]] (the bottom row of pixels of the cel) is given a priority of <code>margin
    8 KB (1,287 words) - 15:09, 25 October 2018
  • ...touching the edges of the screen, positioning ego when coming from another room, and so on. ...efines|defines]] and positioning of any animated [[AGIWiki/Animated object|object]] or [[AGIWiki/add.to.pic|add.to.pic]].
    4 KB (590 words) - 17:26, 30 January 2015
  • ...Gorrister in the engine room when walking from the left room to the right room (the one with the torture machine) ...up the pliers and watch in scene 79, if the player leaves and reenters the room, their hit zones are incorrectly enabled, but the items are not visible {{T
    5 KB (796 words) - 15:08, 20 August 2017
  • === OBJECT Editor === Features of the OBJECT Editor:
    8 KB (1,241 words) - 17:19, 3 November 2020
  • Each object has info about X, Y, Mask, Frame, Costume, Name and Part. * Object structs:
    20 KB (2,924 words) - 17:39, 5 May 2018

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