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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
  • |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|||
    191 KB (25,678 words) - 17:00, 22 April 2024
  • ...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
  • ...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

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