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  • * References to "ego" mean "the main character" or the object you control. ...oper word/object/thing. So "PITCH *object name*" means you should type the object you want to get, e.g. "PITCH WIG".
    59 KB (9,808 words) - 07:13, 5 June 2020
  • * Object (prefix "o") ...ound messages and object names. This is important because some messages or object names may contain brackets or commas, which could confuse the compiler. Thi
    47 KB (7,439 words) - 15:12, 25 October 2018
  • ...ns off Z-clipping, and puts actor somewhere if the actor is in the current room? ...ns off Z-clipping, and puts actor somewhere if the actor is in the current room?
    46 KB (6,705 words) - 03:05, 23 January 2011
  • RESOURCES 223 (Object map) RESOURCES 245 (Object map)
    52 KB (3,953 words) - 20:04, 7 May 2007
  • ...t animates on the screen. The only time PICTURES are changed is when the room changes. You can create picture resources with Lance Ewing’s [[AGIWiki/P ...d to an object. To move the view around the screen, you must refer to the object number and not the view. Objects are not to be confused with Inventory ite
    14 KB (2,417 words) - 15:16, 25 October 2018
  • ...ted with dots, while in this text they are separated with underscores (new.room.v vs. new_room_v) - the consequence of using MASM as the assembler for logi ...m explanations, try to do that yourself). So the character is a controlled object (Ego, as it is called in AGI language), and has a VIEW resource associated
    62 KB (10,269 words) - 03:05, 23 January 2011
  • A room resource is located as the first chunk in a [[SCUMM/Technical_Reference/LFL The room resource starts with a 28 bytes header containing the following information
    6 KB (1,136 words) - 14:56, 18 November 2021
  • ...ndom access to the resources in the other game files. It also includes the room names and some max limits for the game. The following filenames are used: ...or'ed with 0x69 is 9 (actually it's the size of the chunk. In V6 games, no room names are stored so the size is 4 bytes (header) + 4 bytes (size) + 1 byte
    11 KB (1,612 words) - 13:32, 16 November 2021
  • RESOURCES 1411 (Object map) RESOURCES 1410 (Object name list)
    44 KB (3,411 words) - 20:05, 7 May 2007
  • ...data was grouped into 2 files. The main data file is merely a big bunch of room files put together. The second file is an index to make random access easy. '''RNAM''' : room name list
    13 KB (1,952 words) - 11:42, 11 April 2011
  • |Goto room |Get object in room
    7 KB (1,029 words) - 12:24, 16 November 2022
  • * room entry scripts * room exit scripts
    5 KB (689 words) - 13:48, 16 November 2021
  • * a number of objects controlled by the interpreter, one of which (the object 0, ego) may be controlled by the player; and flags are global to all scripts. Each variable, flag, object,
    33 KB (4,498 words) - 02:56, 23 January 2011
  • .... This memory area is called the “heap”. The interpreter also sets aside a room.0 portion for data that is shared between rooms. * Room.0 Data
    18 KB (3,014 words) - 15:05, 25 October 2018
  • * References to "ego" mean "the main character" or the object you control. ...oper word/object/thing. So "PITCH *object name*" means you should type the object you want to get, e.g. "PITCH WIG".
    10 KB (1,600 words) - 08:26, 23 December 2011
  • ...also has associated with it a number that gives the starting room for that object. ...All rooms have a single LOGIC script that governs what happens within that room. At the end of a LOGIC file is a text section which contains all the messag
    17 KB (2,922 words) - 07:35, 6 March 2017
  • ...placements overlap with ego (like looking at the books right in the first room) * EQ1 (CD only!): The game crashes when trying to exit room 660 (closeup of the head of King Cetus) from the left or right, while tryin
    18 KB (3,132 words) - 08:41, 11 December 2020
  • ...nd removes the scene from the active scene stack, but changes to the scene object itself persist indefinitely. ...sed to when doing anything with mTropolis games is that there are VERY few object types and the vast majority of interesting things are done via modifiers.
    12 KB (2,026 words) - 19:20, 7 June 2022
  • |A Gunshot in Room 37||||style="background:#9eff3d;"|Completable||2.5.1||| |A Room Without You In It||||style="background:#9eff3d;"|Completable||2.8.0git|||
    193 KB (25,953 words) - 17:04, 8 May 2024
  • ...that the inclusion of the maximum number of animated objects value in the OBJECT file in later AGI v2 versions replaced the need for the max.drawn() command Following the two bytes above we have a 43-byte entry for each animated object, each of which conform to the following format:
    19 KB (3,180 words) - 10:15, 12 March 2017
  • ...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
  • | Ctrl + u || Create a new object | Shift + o || Toggle object names
    7 KB (1,060 words) - 18:20, 12 October 2020
  • ...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
  • <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
  • ...front of which in the three-dimensional room. Without the priority map, a room would just be a flat, painted surface. The control map decides where game c ...is divided vertically into 16 priority bands. The priority of an animated object is determined by the position of its ”base rectangle” in one of these b
    3 KB (590 words) - 09:51, 31 January 2009
  • [[AGIWiki/OBJECT file|OBJECT]] ...i/Animated object|animated objects]] can be used in a given [[AGIWiki/Room|room]]
    2 KB (287 words) - 18:58, 23 February 2016
  • * [[SAGA/Datafiles/Object Name List|Object Name List]] Resources * [[SAGA/Datafiles/Object Map|Object Map]] Resources
    7 KB (890 words) - 01:46, 19 July 2007
  • | align="left" valign="top" | The view object is being updated supposed to enter and exit a room (such as the guards in the plazas in QfG2), this bit is
    12 KB (1,896 words) - 15:10, 25 October 2018
  • ...say "Quinn, it's a simple force field regulator", even if she's not in the room with you because she's stuck with Rock. * Scene 5300: If I escape this room and are recaptured (by falling into the pit again), Quinn says "Was it some
    4 KB (664 words) - 12:51, 16 March 2016
  • Number of the current [[AGIWiki/Room|room]] | Number of the previous room
    4 KB (574 words) - 19:20, 23 February 2016
  • ...ang;module, message-id&rang;</i><ref>While module was traditionally called room or resource number, I have choosen to use the terminology of the later mess ...ng. Each clickable object would be represented as an SCI instance. When an object was clicked, a method the corresponding instance would be called with a par
    8 KB (1,297 words) - 17:17, 19 January 2009
  • |The view object is being updated ...bit 3 in his signal is cleared. When he leaves, bit 3 is set, but his SCI object is not deleted.
    5 KB (876 words) - 03:08, 23 January 2011
  • * [[SCUMM/Technical_Reference/Room resources|Room resources]] * [[SCUMM/Technical_Reference/Object resources|Object resources]]
    2 KB (308 words) - 11:25, 16 November 2021
  • ...s displayed using the show.obj command (i.e. when the player “examines” an object), the first cel of the first loop is displayed on screen along with the des ...t. But since it does it this way we have to make sure that there is enough room for the flipped cel.
    9 KB (1,585 words) - 11:11, 1 February 2015

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