initial 1.3.0

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Chris Cromer 2019-05-01 17:46:38 -04:00
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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Everyone is permitted to copy and distribute verbatim copies
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Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
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QT AGI Studio, release 1.3.0
About
=====
AGI (Adventure Game Interpreter) is the adventure game engine used by
Sierra On-Line(tm) to create some of their early games. QT AGI Studio
(formerly known as Linux AGI Studio) is a program which allows you to
view, create and edit AGI games. Basically, it is an enhanced port of
the Windows AGI Studio developed by Peter Kelly.
The program contains very little platform specific code so brave ones
are encouraged to try it on other operating systems that have QT
library support.
Availability
============
QT AGI Studio is available at http://agistudio.sourceforge.net/
The project is licensed under the GPL, GNU General Public License.
See COPYING for details.
System requirements
===================
Linux: GNU make, g++, X Window System, QT library
The program is now being developed with QT version 4
NAGI, Sarien or ScummVM AGI interpreter is recommended to run games.
Sarien is available at http://sarien.sourceforge.net/
and NAGI at http://www.agidev.com/nagi.html
Sarien is more focused on portability and NAGI on compatibility
with Sierra's original AGI interpreter. Both are free.
ScummVM is actively developed, but does not integrate well
with QT AGI studio.
WINDOWS NOTE: the code hasn't been tested on Windows lately.
If you are interested, please go ahead, make a working
Visual Studio project and send a patch!
Building
========
Run "make" in the src subdirectory. If the supplied Makefile doesn't work,
you can either fix it or use tmake to generate a makefile for your platform:
qmake agistudio.pro -o Makefile
If you don't have tmake, you can download it at http://www.trolltech.com
Make assumes that QT4 is installed and working (in particular, the QTDIR
environment variable is properly set)
Installation and setup
======================
The binary is called agistudio and will be built in the src subdirectory; you
can copy it to any path convenient to use (e.g. /usr/local/bin). In order to
use the help and an example game template, copy them to any convenient place
and specify the appropriate paths in the "Settings" menu when you'll run
agistudio.
AGI studio has its own help viewer, but you can also view the help with
any HTML browser.
If agistudio complains that it can't load qt shared library, then set the
LD_LIBRARY_PATH environment variable to the path which contains libqt.so.*.
Using
=====
Please read the online help. Note that if you want to use existing games'
files, all the filenames must be in lower case.
Credits
=======
* Helen Zommer <helen@cc.huji.ac.il> - primary development
* Jarno Elonen <elonen@iki.fi> - bitmap import, current maintainer
* Nat Budin <natb@brandeis.edu> - Win32 port
* Claudio Matsuoka <claudio@helllabs.org> - sound support
* Peter Kelly <pmk@post.com> - the original Windows version
* Lance Ewing <lance.e@ihug.co.nz> - the original (DOS) Picedit
Feedback
========
Please visit project website at http://agistudio.sourceforge.net/ to
submit bug reports, comments, suggestions, etc.
Hope you'll have as much fun using it as we've had developing it :-)

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.\" Hey, EMACS: -*- nroff -*-
.TH AGISTUDIO 1 "August 25, 2012" "agistudio" "QT AGI Studio 1.3.0"
.SH NAME
QT AGI Studio \- an AGI adventure game development environment
.SH SYNOPSIS
.B agistudio
.RI [ options ]
.br
.SH DESCRIPTION
AGI (Adventure Game Interpreter) is the adventure game engine used by
Sierra On-Line(tm) to create some of their early games. \fBQT AGI Studio\fP
is a program that allows you to view, create and edit AGI games with
a friendly GUI.
.PP
.nf
The user interface is documented in HTML format, see
.fi
.nh
.IR /usr/share/agistudio/help
.hy
.SH OPTIONS
.TP
.B \-help
.br
Show of options.
.TP
.B \-dir GAMEDIR
.br
Open an existing game in GAMEDIR.
.SH SEE ALSO
.BR nagi(6),sarien(6),scummvm(6)
.IR
.SH AUTHOR
(C) 2003-2012 by Jarno Elonen <elonen@iki.fi>

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<HTML>
<HEAD>
<TITLE>About AGI</TITLE></HEAD>
<BODY>
<h1>About AGI</h1>
AGI (Adventure Game Interpreter) is the adventure game engine used by Sierra On-Line(tm) to create some of their early games. With the release of King's Quest 1 in the early 80's, it introduced the
gaming world to the concept of a 3D graphical adventure game, where the player could move a character around the screen, behind, in front of and over objects. Other commands could be typed in, just
like a text adventure. A number of other games that used AGI were subsequently released, such as Space Quest 1 & 2, Police Quest 1 and Leisure Suit Larry 1 to name a few.
<p>
The graphics were rather blocky, using a 160x200 resolution, which I believe is because of the graphics mode used by the IBM PCjr, for which the interpreter was originally written. AGI used the
internal speaker for sound on PCs, but on pretty much every other system (Mac, Amiga, Tandy, PCjr) it was capable of doing 3 voices.
<p>
<img src="kq3.png" alt = "" ><p>
A screenshot from Kings Quest 3<p>
Since late 1996 a number of people around the world have been working together to figure out the data formats used by AGI, with the intention of being able to view and edit the data. It has taken a
while, but we are now at the point where we can do this, and even create our own adventure games using the system.
<p>
<a href="index.html">Back to contents</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>About QT AGI Studio</TITLE></HEAD>
<BODY>
<h1>About QT AGI Studio</h1>
AGI Studio is a program which allows you to view, create and edit AGI games.
Its goal is to provide a friendly, easy to use interface to work with AGI games in a powerful, integrated environment.
<p>
Its features include:<p>
<ul>
<li>Viewing of view and picture resources
<li>Editing of view and picture resources and the WORDS.TOK and OBJECT files
<li>Listening to sound resources
<li>Compiling and decompiling of logic resources
<li>Adding, deleting, extracting and renumbering of resources
<li>Rebuilding of VOL files
</ul>
<p>
QT AGI studio is an enhanced port of the Windows AGI Studio v.1.31 developed by Peter Kelly. It is designed to closely resemble the original program, however some (hopefully non-critical) features are missing and some new features are added.
<p>
The picture editor is a port of the MSDOS Picedit developed by Lance Ewing.
<p>
The sound code was developed by Claudio Matsuoka.
<p>
QT AGI Studio is available from
<a href="http://agistudio.sourceforge.net/">http://agistudio.sourceforge.net/</a>.
<p>
Please submit bug reports, suggestions etc. to the support database.
<p>
Here is the <a href="todo.html">TODO list</a> for future development.
<p>
<hr>
This program is free software; you can redistribute it and/or modify it
under the terms of the <a href="gpl.txt">GNU General Public License</a>, version 2 or later, as published by the the Free Software Foundation.
<p>
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
<p>
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
<hr>
<p>
<a href="index.html">Back to contents</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>About this help</TITLE></HEAD>
<BODY>
<h1>About this help</h1>
The QT AGI studio online help was converted from the original (Windows) AGI Studio online help. Therefore, "I" in this help almost everywhere refers to Peter Kelly - the author of the Windows AGI studio.
<p>
The name "AGI studio" refers to the QT AGI Studio. There are a few differences between the QT port and the native Windows version, the relevant help text has been changed, but there is no list of the differences.
<p>
<a href="index.html">Back to contents</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>accept.input</TITLE></HEAD>
<BODY>
<h1>accept.input</h1>
<B>Category</B><p>
<a href="system_commands.html">System commands</a><p>
<B>Syntax</B><p>
<p>
accept.input();<p>
<B>Description</B><p>
<p>
Allows the player to enter input, if they have been prevented from doing so. If the input prompt is hidden, it is displayed again (including any text that was on it).<p>
<B>See also</B><p>
<a href="prevent_input.html">prevent.input</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>add.to.pic</TITLE></HEAD>
<BODY>
<h1>add.to.pic</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
add.to.pic(VIEWNO,LOOPNO,CELNO,X,Y,PRI,MARGIN);<p>
<B>Description</B><p>
<p>
This command allows you to add a view to the visual picture screen in memory. Cel CELNO of loop LOOPNO of view VIEWNO is drawn on the picture at X,Y with a priority of PRI. If MARGIN is 0, 1, 2 or 3,
the base line of the object (the bottom row of pixels of the cel) is given a priority of MARGIN. Since priority is taken into account, so you can use add.to.pic to add views behind other parts of the
picture.
<p>
Note that the view must be loaded before you use it with add.to.pic. This can be done with the <a href="load_view.html">load.view</a> command.<p>
<B>See also</B><p>
<a href="add_to_pic_v.html">add.to.pic.v</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>add.to.pic.v</TITLE></HEAD>
<BODY>
<h1>add.to.pic.v</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
add.to.pic.v(vVIEWNO,vLOOPNO,vCELNO,vX,vY,vPRI,vMARGIN);<p>
<B>Description</B><p>
<p>
This command allows you to add a view to the visual picture screen in memory. Cel vCELNO of loop vLOOPNO of view vVIEWNO is drawn on the picture at vX,vY with a priority of vPRI. If vMARGIN is 0, 1,
2 or 3, the base line of the object (the bottom row of pixels of the cel) is given a priority of vMARGIN. Since priority is taken into account, so you can use add.to.pic.v to add views behind other
parts of the picture.
<p>
Note that the view must be loaded before you use it with add.to.pic.v. This can be done with the <a href="load_view.html">load.view</a> command.<p>
<B>See also</B><p>
<a href="add_to_pic.html">add.to.pic</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Adding resources</TITLE></HEAD>
<BODY>
<h1>Adding resources</h1>
To add a resource, select 'Add' from the 'Resource' menu. Select the file you want to add. Once a file is selected, you will be prompted for the
resource type and number (the program will attempt to determine this from the name of the file).
<p>
In version 3 games, resources added or saved to the game are not compressed.<p>
<a href="index.html">Back to contents</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>addn</TITLE></HEAD>
<BODY>
<h1>addn</h1>
<B>Category</B><p>
<a href="math_commands.html">Mathematical commands</a><p>
<p>
<B>Syntax</B><p>
<p>
addn(vA,B);<p>
vA += B;<p>
vA = vA + B;<p>
<B>Description</B><p>
<p>
B is added to vA. Since a var can only be from 0-255, if the result is greater than 255, then the value wraps around, e.g. 250 + 10 would give 4.<p>
<p>
<B>See also</B><p>
<a href="addv.html">addv</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>addv</TITLE></HEAD>
<BODY>
<h1>addv</h1>
<B>Category</B><p>
<a href="math_commands.html">Mathematical commands</a><p>
<p>
<B>Syntax</B><p>
<p>
addv(vA,vB);<p>
vA += vB;<p>
vA = vA + vB;<p>
<B>Description</B><p>
<p>
vB is added to vA. Since a var can only be from 0-255, if the result is greater than 255, then the value wraps around, e.g. 250 + 10 would give 4.<p>
<B>See also</B><p>
<a href="addn.html">addn</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>allow.menu</TITLE></HEAD>
<BODY>
<h1>allow.menu</h1>
<B>Category</B><p>
<a href="extra_commands.html">Extra commands</a><p>
<B>Syntax</B><p>
<p>
allow.menu(A);<p>
<B>Description</B><p>
<p>
This command determines whether the menu is activated or not.<p>
If A = 0 then the menu is turned off.<br>
If A = 1 then the menu is turned on.<p>
<B>See also</B><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>animate.obj</TITLE></HEAD>
<BODY>
<h1>animate.obj</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
animate.obj(oA);<p>
<B>Description</B><p>
<p>
This tells the interpreter to activate oA. You must do this before doing anything with the object.<p>
<B>See also</B><p>
<a href="unanimate_all.html">unanimate.all</a><p>
<a href="initializing_objects.html">Initializing objects</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>assignn</TITLE></HEAD>
<BODY>
<h1>assignn</h1>
<B>Category</B><p>
<a href="math_commands.html">Mathematical commands</a><p>
<p>
<B>Syntax</B><p>
<p>
assignn(vA,B);<p>
vA = B;<p>
<B>Description</B><p>
<p>
The value of vA is set to B.<p>
<B>See also</B><p>
<a href="assignv.html">assignv</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>assignv</TITLE></HEAD>
<BODY>
<h1>assignv</h1>
<B>Category</B><p>
<a href="math_commands.html">Mathematical commands</a><p>
<p>
<B>Syntax</B><p>
<p>
assignv(vA,vB);<p>
vA = vB;<p>
<B>Description</B><p>
<p>
The value of vA is set to the value of vB.<p>
<B>See also</B><p>
<a href="assignn.html">assignn</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>block</TITLE></HEAD>
<BODY>
<h1>block</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
block(X1,Y1,X2,Y2);<p>
<B>Description</B><p>
<p>
This sets up an invisible rectangular block on the screen with top-left co-ordinates X1,Y1 and bottom-right co-ordinates X2,Y2. Objects are not allowed to cross the borders of this block (unless they
are told to ignore blocks). The block can be removed using the <a href="unblock.html">unblock</a> command.
<p>
Note: You can only have one block on the screen at a time. If a block already exists, and you use the block command again, the new block will be there but the old one will be gone.<p>
<B>See also</B><p>
<a href="unblock.html">unblock</a><p>
<a href="ignore_blocks.html">ignore.blocks</a><p>
<a href="observe_blocks.html">observe.blocks</a><p>
<a href="controlling_obstacles.html">Controlling obstacles</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>call</TITLE></HEAD>
<BODY>
<h1>call</h1>
<B>Category</B><p>
<a href="control_commands.html">Control flow commands</a><p>
<B>Syntax</B><p>
<p>
call(A);<p>
<B>Description</B><p>
<p>
Logic A is executed once. If it is not already loaded into memory, it is loaded before being called and then unloaded again afterwards.<p>
<B>See also</B><p>
<a href="call_v.html">call.v</a><p>
<a href="load_logics.html">load.logics</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>call.v</TITLE></HEAD>
<BODY>
<h1>call.v</h1>
<B>Category</B><p>
<a href="control_commands.html">Control flow commands</a><p>
<B>Syntax</B><p>
<p>
call.v(vA);<p>
<B>Description</B><p>
<p>
Logic vA is executed once. If it is not already loaded into memory, it is loaded before being called and then unloaded again afterwards.<p>
<B>See also</B><p>
<a href="call.html">call</a><p>
<a href="load_logics.html">load.logics</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>cancel.line</TITLE></HEAD>
<BODY>
<h1>cancel.line</h1>
<B>Category</B><p>
<a href="system_commands.html">System commands</a><p>
<B>Syntax</B><p>
<p>
cancel.line();<p>
<B>Description</B><p>
<p>
Clears any text that is on the input line.<p>
<B>See also</B><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>center.posn</TITLE></HEAD>
<BODY>
<h1>center.posn</h1>
<B>Category</B><p>
<a href="test_commands.html">Test commands</a> / <a href="object_commands.html">Object/view commands</a><p>
<p>
<B>Syntax</B><p>
<p>
if (center.posn(oA,X1,Y1,X2,Y2)) { .....<p>
<B>Description</B><p>
<p>
Returns true if the co-ordinates of the bottom-middle pixel of object oA are within the region (X1,Y1,X2,Y2).<p>
<B>See also</B><p>
<a href="posn.html">posn</a><p>
<a href="right_posn.html">right.posn</a><p>
<a href="obj_in_box.html">obj.in.box</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>clear.lines</TITLE></HEAD>
<BODY>
<h1>clear.lines</h1>
<B>Category</B><p>
<a href="display_commands.html">Display commands</a><p>
<B>Syntax</B><p>
<p>
clear.lines(TOP,BOTTOM,COLOUR);<p>
<B>Description</B><p>
<p>
Clears the lines from TOP to BOTTOM with the colour COLOUR. I have found that it will only use black (if COLOUR is 0) or white (if COLOUR is greater than 0).<p>
<B>See also</B><p>
<a href="clear_text_rect.html">clear.text.rect</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>clear.text.rect</TITLE></HEAD>
<BODY>
<h1>clear.text.rect</h1>
<B>Category</B><p>
<a href="display_commands.html">Display commands</a><p>
<B>Syntax</B><p>
<p>
clear.text.rect(Y1,X1,Y2,X2,COLOUR);<p>
<B>Description</B><p>
<p>
Clears the text rectangle with a top-left corner of X1,Y1 and a bottom-right corner of X2,Y2 with the colour COLOUR. I have found that it will only use black (if COLOUR is 0) or white (if COLOUR is
greater than 0).
<p>
<B>See also</B><p>
<a href="clear_lines.html">clear.lines</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>close.dialogue</TITLE></HEAD>
<BODY>
<h1>close.dialogue</h1>
<B>Category</B><p>
<a href="display_commands.html">Display commands</a><p>
<B>Syntax</B><p>
<p>
close.dialogue();<p>
<B>Description</B><p>
<p>
This command supposedly disables the <a href="get_string.html">get.string</a> and <a href="get_num.html">get.num</a> commands when the <a href="prevent_input.html">prevent.input</a> command has been used, but it does not seem to do this so I am
not sure what the command actually does.
<p>
<B>See also</B><p>
<a href="open_dialogue.html">open.dialogue</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>close.window</TITLE></HEAD>
<BODY>
<h1>close.window</h1>
<B>Category</B><p>
<a href="display_commands.html">Display commands</a><p>
<B>Syntax</B><p>
<p>
close.window();<p>
<B>Description</B><p>
<p>
If a window is left on the screen from a <a href="print.html">print</a> command, it is removed.<p>
<B>See also</B><p>
<a href="print.html">print</a><p>
<a href="print_v.html">print.v</a><p>
<a href="print_at.html">print.at</a><p>
<a href="print_at_v.html">print.at.v</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Commands by category</TITLE></HEAD>
<BODY>
<h1>Commands by category</h1>
<a href="test_commands.html">Test commands</a><p>
<a href="math_commands.html">Mathematical commands</a><p>
<a href="flag_commands.html">Flag commads</a><p>
<a href="control_commands.html">Control flow commands</a><p>
<a href="picture_commands.html">Picture commands</a><p>
<a href="debug_commands.html">Debugging commands</a><p>
<a href="object_commands.html">Object/view commands</a><p>
<a href="inventory_commands.html">Inventory item commands</a><p>
<a href="sound_commands.html">Sound commands</a><p>
<a href="display_commands.html">Display commands</a><p>
<a href="menu_commands.html">Menu/Key commands</a><p>
<a href="system_commands.html">System commands</a><p>
<a href="string_commands.html">String commands</a><p>
<a href="extra_commands.html">Extra commands</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Commands by name</TITLE></HEAD>
<BODY>
<h1>Commands by name</h1>
<B>Test commands</B><p>
<a href="equaln.html">equaln</a><p>
<a href="equalv.html">equalv</a><p>
<a href="lessn.html">lessn</a><p>
<a href="lessv.html">lessv</a><p>
<a href="greatern.html">greatern</a><p>
<a href="greaterv.html">greaterv</a><p>
<a href="isset.html">isset</a><p>
<a href="issetv.html">issetv</a><p>
<a href="has.html">has</a><p>
<a href="obj_in_room.html">obj.in.room</a><p>
<a href="posn.html">posn</a><p>
<a href="controller.html">controller</a><p>
<a href="have_key.html">have.key</a><p>
<a href="said.html">said</a><p>
<a href="compare_strings.html">compare.strings</a><p>
<a href="obj_in_box.html">obj.in.box</a><p>
<a href="center_posn.html">center.posn</a><p>
<a href="right_posn.html">right.posn</a><p>
<B>Action commands</B><p>
<a href="accept_input.html">accept.input</a><p>
<a href="add_to_pic_v.html">add.to.pic.v</a><p>
<a href="add_to_pic.html">add.to.pic</a><p>
<a href="addn.html">addn</a><p>
<a href="addv.html">addv</a><p>
<a href="allow_menu.html">allow.menu</a><p>
<a href="animate_obj.html">animate.obj</a><p>
<a href="assignn.html">assignn</a><p>
<a href="assignv.html">assignv</a><p>
<a href="block.html">block</a><p>
<a href="call_v.html">call.v</a><p>
<a href="call.html">call</a><p>
<a href="cancel_line.html">cancel.line</a><p>
<a href="clear_lines.html">clear.lines</a><p>
<a href="clear_text_rect.html">clear.text.rect</a><p>
<a href="close_dialogue.html">close.dialogue</a><p>
<a href="close_window.html">close.window</a><p>
<a href="configure_screen.html">configure.screen</a><p>
<a href="current_cel.html">current.cel</a><p>
<a href="current_loop.html">current.loop</a><p>
<a href="current_view.html">current.view</a><p>
<a href="cycle_time.html">cycle.time</a><p>
<a href="decrement.html">decrement</a><p>
<a href="disable_item.html">disable.item</a><p>
<a href="discard_pic.html">discard.pic</a><p>
<a href="discard_sound.html">discard.sound</a><p>
<a href="discard_view_v.html">discard.view.v</a><p>
<a href="discard_view.html">discard.view</a><p>
<a href="display_v.html">display.v</a><p>
<a href="display.html">display</a><p>
<a href="distance.html">distance</a><p>
<a href="div_n.html">div.n</a><p>
<a href="div_v.html">div.v</a><p>
<a href="draw_pic.html">draw.pic</a><p>
<a href="draw.html">draw</a><p>
<a href="drop.html">drop</a><p>
<a href="echo_line.html">echo.line</a><p>
<a href="enable_item.html">enable.item</a><p>
<a href="end_of_loop.html">end.of.loop</a><p>
<a href="erase.html">erase</a><p>
<a href="fence_mouse.html">fence.mouse</a><p>
<a href="fix_loop.html">fix.loop</a><p>
<a href="follow_ego.html">follow.ego</a><p>
<a href="force_update.html">force.update</a><p>
<a href="get_dir.html">get.dir</a><p>
<a href="get_num.html">get.num</a><p>
<a href="get_posn.html">get.posn</a><p>
<a href="get_priority.html">get.priority</a><p>
<a href="get_room_v.html">get.room.v</a><p>
<a href="get_string.html">get.string</a><p>
<a href="get_v.html">get.v</a><p>
<a href="get.html">get</a><p>
<a href="graphics.html">graphics</a><p>
<a href="hide_mouse.html">hide.mouse</a><p>
<a href="hold_key.html">hold.key</a><p>
<a href="ignore_blocks.html">ignore.blocks</a><p>
<a href="ignore_horizon.html">ignore.horizon</a><p>
<a href="ignore_objs.html">ignore.objs</a><p>
<a href="increment.html">increment</a><p>
<a href="init_disk.html">init.disk</a><p>
<a href="init_joy.html">init.joy</a><p>
<a href="last_cel.html">last.cel</a><p>
<a href="lindirectn.html">lindirectn</a><p>
<a href="lindirectv.html">lindirectv</a><p>
<a href="load_logics_v.html">load.logics.v</a><p>
<a href="load_logics.html">load.logics</a><p>
<a href="load_pic.html">load.pic</a><p>
<a href="load_sound.html">load.sound</a><p>
<a href="load_view_v.html">load.view.v</a><p>
<a href="load_view.html">load.view</a><p>
<a href="log.html">log</a><p>
<a href="menu_input.html">menu.input</a><p>
<a href="mouse_posn.html">mouse.posn</a><p>
<a href="move_obj_v.html">move.obj.v</a><p>
<a href="move_obj.html">move.obj</a><p>
<a href="mul_n.html">mul.n</a><p>
<a href="mul_v.html">mul.v</a><p>
<a href="new_room_v.html">new.room.v</a><p>
<a href="new_room.html">new.room</a><p>
<a href="normal_cycle.html">normal.cycle</a><p>
<a href="normal_motion.html">normal.motion</a><p>
<a href="number_of_loops.html">number.of.loops</a><p>
<a href="obj_status_v.html">obj.status.v</a><p>
<a href="object_on_anything.html">object.on.anything</a><p>
<a href="object_on_land.html">object.on.land</a><p>
<a href="object_on_water.html">object.on.water</a><p>
<a href="observe_blocks.html">observe.blocks</a><p>
<a href="observe_horizon.html">observe.horizon</a><p>
<a href="observe_objs.html">observe.objs</a><p>
<a href="open_dialogue.html">open.dialogue</a><p>
<a href="overlay_pic.html">overlay.pic</a><p>
<a href="parse.html">parse</a><p>
<a href="pause.html">pause</a><p>
<a href="player_control.html">player.control</a><p>
<a href="pop_script.html">pop.scrip</a><p>
<a href="position_v.html">position.v</a><p>
<a href="position.html">position</a><p>
<a href="prevent_input.html">prevent.input</a><p>
<a href="print_at_v.html">print.at.v</a><p>
<a href="print_at.html">print.at</a><p>
<a href="print_v.html">print.v</a><p>
<a href="print.html">print</a><p>
<a href="program_control.html">program.control</a><p>
<a href="push_script.html">push.script</a><p>
<a href="put_v.html">put.v</a><p>
<a href="put.html">put</a><p>
<a href="quit.html">quit</a><p>
<a href="random.html">random</a><p>
<a href="release_key.html">release.key</a><p>
<a href="release_loop.html">release.loop</a><p>
<a href="release_priority.html">release.priority</a><p>
<a href="reposition_to_v.html">reposition.to.v</a><p>
<a href="reposition_to.html">reposition.to</a><p>
<a href="reposition.html">reposition</a><p>
<a href="reset_scan_start.html">reset.scan.start</a><p>
<a href="reset_v.html">reset.v</a><p>
<a href="reset.html">reset</a><p>
<a href="restart_game.html">restart.game</a><p>
<a href="restore_game.html">restore.game</a><p>
<a href="return.html">return</a><p>
<a href="reverse_cycle.html">reverse.cycle</a><p>
<a href="reverse_loop.html">reverse.loop</a><p>
<a href="rindirect.html">rindirect</a><p>
<a href="save_game.html">save.game</a><p>
<a href="script_size.html">script.size</a><p>
<a href="set_cel_v.html">set.cel.v</a><p>
<a href="set_cel.html">set.cel</a><p>
<a href="set_cursor_char.html">set.cursor.char</a><p>
<a href="set_dir.html">set.dir</a><p>
<a href="set_game_id.html">set.game.id</a><p>
<a href="set_horizon.html">set.horizon</a><p>
<a href="set_key.html">set.key</a><p>
<a href="set_loop_v.html">set.loop.v</a><p>
<a href="set_loop.html">set.loop</a><p>
<a href="set_menu_item.html">set.menu.item</a><p>
<a href="set_menu.html">set.menu</a><p>
<a href="set_pri_base.html">set.pri.base</a><p>
<a href="set_priority_v.html">set.priority.v</a><p>
<a href="set_priority.html">set.priority</a><p>
<a href="set_scan_start.html">set.scan.start</a><p>
<a href="set_simple.html">set.simple</a><p>
<a href="set_string.html">set.string</a><p>
<a href="set_text_attribute.html">set.text.attribute</a><p>
<a href="set_upper_left.html">set.upper.left</a><p>
<a href="set_view_v.html">set.view.v</a><p>
<a href="set_view.html">set.view</a><p>
<a href="set_v.html">set.v</a><p>
<a href="set.html">set</a><p>
<a href="shake_screen.html">shake.screen</a><p>
<a href="show_mem.html">show.mem</a><p>
<a href="show_mouse.html">show.mouse</a><p>
<a href="show_obj_v.html">show.obj.v</a><p>
<a href="show_obj.html">show.obj</a><p>
<a href="show_pic.html">show.pic</a><p>
<a href="show_pri_screen.html">show.pri.screen</a><p>
<a href="sound.html">sound</a><p>
<a href="start_cycling.html">start.cycling</a><p>
<a href="start_motion.html">start.motion</a><p>
<a href="start_update.html">start.update</a><p>
<a href="status_line_off.html">status.line.off</a><p>
<a href="status_line_on.html">status.line.on</a><p>
<a href="status.html">status</a><p>
<a href="step_size.html">step.size</a><p>
<a href="step_time.html">step.time</a><p>
<a href="stop_cycling.html">stop.cycling</a><p>
<a href="stop_motion.html">stop.motion</a><p>
<a href="stop_sound.html">stop.sound</a><p>
<a href="stop_update.html">stop.update</a><p>
<a href="submit_menu.html">submit.menu</a><p>
<a href="subn.html">subn</a><p>
<a href="subv.html">subv</a><p>
<a href="text_screen.html">text.screen</a><p>
<a href="toggle_monitor.html">toggle.monitor</a><p>
<a href="toggle_v.html">toggle.v</a><p>
<a href="toggle.html">toggle</a><p>
<a href="trace_info.html">trace.info</a><p>
<a href="trace_on.html">trace.on</a><p>
<a href="unanimate_all.html">unanimate.all</a><p>
<a href="unblock.html">unblock</a><p>
<a href="version.html">version</a><p>
<a href="wander.html">wander</a><p>
<a href="word_to_string.html">word.to.string</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>compare.strings</TITLE></HEAD>
<BODY>
<h1>compare.strings</h1>
<B>Category</B><p>
<a href="test_commands.html">Test commands</a> / <a href="string_commands.html">String commands</a><p>
<p>
<B>Syntax</B><p>
<p>
if (compare.strings(s1,s2)) { .....<p>
<B>Description</B><p>
<p>
Compares strings s1 and s2 and returns true if they are the same. The comparison is not case-sensitive, and some characters such as space and exclamation marks are ignored.<p>
<B>See also</B><p>
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<HTML>
<HEAD>
<TITLE>configure.screen</TITLE></HEAD>
<BODY>
<h1>configure.screen</h1>
<B>Category</B><p>
<a href="display_commands.html">Display commands</a><p>
<B>Syntax</B><p>
<p>
configure.screen(PLAYTOP,INPUTLINE,STATUSLINE);<p>
<B>Description</B><p>
<p>
Sets the location of certain items on screen:<p>
PLAYTOP is the top line of the playing area. This is normally set to 1. It should always be set to something between 0 and 3, since the playing area is 168 pixels high (21 lines) and should not go
off the screen.
<p>
INPUTLINE is the line on which the player is prompted for input. This is normally set to 22.<p>
STATUSLINE is the line on which the current score and sound on/off status are displayed. This is normally set to 0.<p>
Note that the menu always appears on line 0.<p>
<B>See also</B><p>
<a href="status_line_on.html">status.line.on</a><p>
<a href="status_line_off.html">status.line.off</a><p>
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<HTML>
<HEAD>
<TITLE>Control flow commands</TITLE></HEAD>
<BODY>
<h1>Control flow commands</h1>
<a href="call_v.html">call.v</a><p>
<a href="call.html">call</a><p>
<a href="load_logics_v.html">load.logics.v</a><p>
<a href="load_logics.html">load.logics</a><p>
<a href="new_room_v.html">new.room.v</a><p>
<a href="new_room.html">new.room</a><p>
<a href="reset_scan_start.html">reset.scan.start</a><p>
<a href="return.html">return</a><p>
<a href="set_scan_start.html">set.scan.start</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>controller</TITLE></HEAD>
<BODY>
<h1>controller</h1>
<B>Category</B><p>
<a href="test_commands.html">Test commands</a> / <a href="menu_commands.html">Menu/Key commands</a><p>
<p>
<B>Syntax</B><p>
<p>
if (controller(cA)) { .....<p>
<B>Description</B><p>
<p>
Returns true if the menu item or key assigned to controller cA has been selected or pressed during the current cycle.<p>
<B>See also</B><p>
<a href="setting_up_menus_and_keys.html">Setting up menus and keys</a><p>
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<HTML>
<HEAD>
<TITLE>Controlling obstacles</TITLE></HEAD>
<BODY>
<h1>Controlling obstacles</h1>
There are five main ways an object's movement around the screen can be limited:<p>
<ul>
<li>Control lines on the priority screen
<li>Blocks
<li>Land/water
<li>The horizon
<li>Other objects
</ul>
<p>
For any of these, no part of the object's baseline (the bottom row of pixels of the object) can be on a part of the screen the object is not allowed on.<p>
<B>Control lines on the priority screen</B><p>
<p>
On the priority screen, the first four colours (0-3) have special meaning. Colour 0 (black) is an unconditional barrier. No object is ever allowed to be on parts of the screen with a pixel of this
colour in the priority screen.
<p>
Colour 1 (dark blue) is a conditional barrier. Objects are not normally allowed to be on a conditional barrier, unless the <a href="ignore_blocks.html">ignore.blocks</a> command is used to allow them to do so.<p>
Colour 2 (dark green) is a signal barrier. This can be used to test if ego is walking into a certain place. Whenever ego is touching a signal barrier, flag 3 is set.<p>
Colour 3(dark cyan) signifies water. This is explained shortly.<p>
<B>Blocks</B><p>
<p>
You can set up an invisible rectangular block on the screen using the <a href="block.html">block</a> command. The interpreter will not allow objects to cross the borders of the block (unless they are told to ignore
blocks). You can remove the block using the <a href="unblock.html">unblock</a> command. Objects can be told to ignore blocks using the <a href="ignore_blocks.html">ignore.blocks</a> command and be told to observe blocks by using
the <a href="observe_blocks.html">objserve.blocks</a> command.
<p>
<B>Land/water</B><p>
<p>
Parts of the priority screen which are colour 3 (dark cyan) are considered to be "water". If you look at the priority screen of rooms that have lakes or rivers in them, you will usually see this. Parts
of the priority screen which are not colour 3 are considered to be "land". You do not have to use colour 3 to represent water - it could also represent some other surface such as ice, lava, sand, a
slippery floor, or whatever you need for that particular room.
<p>
Objects can be allowed only on water, only on land or on both. This is set be the <a href="object_on_water.html">object.on.water</a>, <a href="object_on_land.html">object.on.land</a> and <a href="object_on_anything.html">object.on.anything</a>
commands.
<p>
Whenever ego's baseline is completely on water, flag 0 is set.<p>
<B>The horizon</B><p>
<p>
The horizon is an invisible horizontal line, usually near the top of the screen. Its position is set using the <a href="set_horizon.html">set.horizon</a> command.<p>
Normally, objects can not go above the horizon. This can be changed using the <a href="ignore_horizon.html">ignore.horizon</a> and <a href="observe_horizon.html">observe.horizon</a> commands.<p>
<B>Other objects</B><p>
<p>
Objects are normally blocked by other objects on screen - that is, the baselines of objects are not allowed to touch each other. This can be changed, however, with the <a href="ignore_objs.html">ignore.objs</a> and
<a href="observe_objs.html">observe.objs</a> commands.
<p>
<B>See also</B><p>
<a href="block.html">block</a><p>
<a href="unblock.html">unblock</a><p>
<a href="ignore_blocks.html">ignore.blocks</a><p>
<a href="observe_blocks.html">objserve.blocks</a><p>
<a href="object_on_water.html">object.on.water</a><p>
<a href="object_on_land.html">object.on.land</a><p>
<a href="object_on_anything.html">object.on.anything</a><p>
<a href="set_horizon.html">set.horizon</a><p>
<a href="ignore_horizon.html">ignore.horizon</a><p>
<a href="observe_horizon.html">observe.horizon</a><p>
<a href="ignore_objs.html">ignore.objs</a><p>
<a href="observe_objs.html">observe.objs</a><p>
<a href="objects.html">Objects</a><p>
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<HTML>
<HEAD>
<TITLE>Creating new games</TITLE></HEAD>
<BODY>
<h1>Creating new games</h1>
To create a new game, select "New" from the game menu. You can choose whether you want to create a completely "empty" game, or a game based on the template. Once you have done this, select the directory
you want the game to be in (if this directory already contains an AGI game, the program will ask if you want to erase it).
<p>
The template game is a game with only one room, and all the menus, keys etc. already set up for you, along with names for most variables used and comments here and there. It is recommended you choose
this option, as you can jump straight in and start programming your first room from here. For more information on the template game, see the readme.txt file in the template directory.
<p>
When you create a game, only the data files (and source code, if based on the template game) are placed in the directory you chose.
There is no interpreter there. To run the game, you will need to install an AGI interpreter and specify the interpreter command line in the "Settings" menu. You don't have to install it in the same directory with your game - enough that it will be accessible by PATH, or just specify the full path in the "Settings". The interpreter must be version 2.915 or higher (but not version 3). You can usually find out the version number of an interpreter when
you enter debug mode in a game.
<p>
See the <a href="files_used.html">files used by AGI</a> section to see what files you need to copy into the game directory. If you copy the files into the template directory, then whenever you create a new game from
the template these will be copied also.
<p>
Note: If you are using a newly written AGI interpreter, then the version number will probably be different but new interpreters should
support this format. The files you have to copy over will also be different.
<p>
<a href="index.html">Back to contents</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>current.cel</TITLE></HEAD>
<BODY>
<h1>current.cel</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
current.cel(oA,vB);<p>
<B>Description</B><p>
<p>
vB is set to the number of the current cel of object oA.<p>
<B>See also</B><p>
<a href="last_cel.html">last.cel</a><p>
<a href="set_cel.html">set.cel</a><p>
<a href="set_cel_v.html">set.cel.v</a><p>
<a href="current_loop.html">current.loop</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>current.loop</TITLE></HEAD>
<BODY>
<h1>current.loop</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
current.loop(oA,vB);<p>
<B>Description</B><p>
<p>
vB is set to the number of the current loop of object oA.<p>
<B>See also</B><p>
<a href="number_of_loops.html">number.of.loops</a><p>
<a href="set_loop.html">set.loop</a><p>
<a href="set_loop_v.html">set.loop.v</a><p>
<a href="current_cel.html">current.cel</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>current.view</TITLE></HEAD>
<BODY>
<h1>current.view</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
current.view(oA,vB);<p>
<B>Description</B><p>
<p>
vB is set to the number of the view currently assigned to object oA.<p>
<B>See also</B><p>
<a href="set_view.html">set.view</a><p>
<a href="set_view_v.html">set.view.v</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>cycle.time</TITLE></HEAD>
<BODY>
<h1>cycle.time</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
cycle.time(oA,vB);<p>
<B>Description</B><p>
<p>
The delay (in interpreter cycles) between cel changes of object oA (when it is cycling) is set to vB. If vB is equal to 0, the cels do not change (even when the object is cycling). Note that an
object's cycle time is separate to it's <a href="step_time.html">step time</a>.
<p>
<B>See also</B><p>
<a href="step_time.html">step.time</a><p>
<a href="cycling_objects.html">Cycling objects</a><p>
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<HTML>
<HEAD>
<TITLE>Cycling objects</TITLE></HEAD>
<BODY>
<h1>Cycling objects</h1>
The animation of an object is called "cycling". This is the successive display of several cels from the same loop in order. When you initialize an object, it cycles the cels in the first loop (loop 0)
by default. To change the loop number, use the <a href="set_loop.html">set.loop</a> command. To change the speed of cycling, use the <a href="cycle_time.html">cycle.time</a> command. If you want to display a single cel without
animation, set the loop number and cel number you want to display using the <a href="set_loop.html">set.loop</a> and <a href="set_cel.html">set.cel</a> commands and then use the <a href="stop_cycling.html">stop.cycling</a> command (you can start
cycling again by using the <a href="start_cycling.html">start.cycling</a> command).
<p>
Here is an example of initializing an object that displays cel 2 of loop 1 without animating:<p>
<pre>
animate.obj(o2);
load.view(4);
set.view(o2,4);
position(o2,80,120);
set.loop(o2,1);
set.cel(o2,2);
draw(o2);
stop.cycling(o2);
</pre>
<p>
The objects aren't updated on screen until the start of the next cycle (or until the <a href="force_update.html">force.update</a> command is issued), so whatever changes you make to an object's position or appearance
do not take affect till then.
<p>
Normally when an object is moving around, it's loop number is determined by it's direction:<p>
<pre>
Direction Loop no
---------------------------
0 (not moving) not changed
1 (up) 3 (if loop 2 and 3 exist) otherwise not changed
2 (up-right) 0
3 (right) 0
4 (down-right) 0
5 (down) 2 (if loop 2 and 3 exist) otherwise not changed
6 (down-left) 1 (if loop 1 exists) otherwise 0
7 (left) 1 (if loop 1 exists) otherwise 0
8 (up-left) 1 (if loop 1 exists) otherwise 0
</pre>
<p>
The direction is only chosen automatically if there are less than 5 loops in the view assigned to the object.<p>
To stop the interpreter from chosing a loop number based on the object's direction, use the <a href="fix_loop.html">fix.loop</a> command. To let it chose the loop number, use the <a href="release_loop.html">release.loop</a> command.<p>
To play the animation in reverse, use the <a href="reverse_cycle.html">reverse.cycle</a> command. To play it forwards again, use the <a href="normal_cycle.html">normal.cycle</a> command.<p>
To play the animation once and then stop cycling, use the <a href="end_of_loop.html">end.of.loop</a> or <a href="reverse_loop.html">reverse.loop</a> commands.<p>
<B>See also</B><p>
<a href="set_loop.html">set.loop</a><p>
<a href="set_loop_v.html">set.loop.v</a><p>
<a href="set_cel.html">set.cel</a><p>
<a href="set_cel_v.html">set.cel.v</a><p>
<a href="cycle_time.html">cycle.time</a><p>
<a href="start_cycling.html">start.cycling</a><p>
<a href="stop_cycling.html">stop.cycling</a><p>
<a href="force_update.html">force.update</a><p>
<a href="normal_cycle.html">normal.cycle</a><p>
<a href="reverse_cycle.html">reverse.cycle</a><p>
<a href="end_of_loop.html">end.of.loop</a><p>
<a href="reverse_loop.html">reverse.loop</a><p>
<a href="objects.html">Objects</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Data used by AGI</TITLE></HEAD>
<BODY>
<h1>Data used by AGI</h1>
Most data used by AGI is stored in resources. There are four types of resources, each storing a different type of data. Each AGI game can contain up to 256 resources of each type.<p>
<a href="view_descr.html">VIEW resources</a> - animations and sprites<p>
<a href="picture_descr.html">PICTURE resources</a> - background pictures<p>
<a href="sound_descr.html">SOUND resources</a> - sound effects and music<p>
<a href="logic_descr.html">LOGIC resources</a> - scripts that determine what happens in the game<p>
Other data:<p>
<a href="object_descr.html">The OBJECT file</a> - list of inventory objects the player can get<p>
<a href="wordstok_descr.html">The WORDS.TOK file</a> - list of words accepted by the game<p>
<a href="files_used.html">Files used by AGI</a><p>
<a href="index.html">Back to contents</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Debugging commands</TITLE></HEAD>
<BODY>
<h1>Debugging commands</h1>
<a href="log.html">log</a><p>
<a href="obj_status_v.html">obj.status.v</a><p>
<a href="show_mem.html">show.mem</a><p>
<a href="show_pri_screen.html">show.pri.screen</a><p>
<a href="trace_info.html">trace.info</a><p>
<a href="trace_on.html">trace.on</a><p>
<a href="version.html">version</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>decrement</TITLE></HEAD>
<BODY>
<h1>decrement</h1>
<B>Category</B><p>
<a href="math_commands.html">Mathematical commands</a><p>
<p>
<B>Syntax</B><p>
<p>
decrement(vA);<p>
vA--;<p>
<B>Description</B><p>
<p>
If the value of vA is greater than 0, then it is decreased by 1.<p>
<B>See also</B><p>
<a href="increment.html">increment</a><p>
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<HTML>
<HEAD>
<TITLE>Deleting resources</TITLE></HEAD>
<BODY>
<h1>Deleting resources</h1>
To delete a resource, click on the resource you wish to delete and select 'Delete' from the 'Resource' menu. Note: Once you have deleted a resource, it is permanently deleted. There is no
"undelete" feature.
<p>
<a href="index.html">Back to contents</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>disable.item</TITLE></HEAD>
<BODY>
<h1>disable.item</h1>
<B>Category</B><p>
<a href="menu_commands.html">Menu/Key commands</a><p>
<B>Syntax</B><p>
<p>
disable.item(cA);<p>
<B>Description</B><p>
<p>
Disables the menu item that is assigned to controller cA.<p>
All menu items are enabled again when the game is restarted, so if there are any items that need to be disabled permanently (such as separators) then they should be disabled again when the game is
restarted.
<p>
<B>See also</B><p>
<a href="enable_item.html">enable.item</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>discard.pic</TITLE></HEAD>
<BODY>
<h1>discard.pic</h1>
<B>Category</B><p>
<a href="picture_commands.html">Picture commands</a><p>
<B>Syntax</B><p>
<p>
discard.pic(vA);<p>
<B>Description</B><p>
<p>
Picture resource vA is discarded from memory. If the picture is not already loaded, the interpreter generates an error.<p>
<B>See also</B><p>
<a href="load_pic.html">load.pic</a><p>
<a href="drawing_pictures.html">Drawing pictures</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>discard.sound</TITLE></HEAD>
<BODY>
<h1>discard.sound</h1>
<B>Category</B><p>
<a href="extra_commands.html">Extra commands</a><p>
<B>Syntax</B><p>
<p>
discard.sound(A);<p>
<B>Description</B><p>
<p>
This command discards sound A.
Does not work on Sierra's PC version of the interpreter.<p>
<B>See also</B><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>discard.view</TITLE></HEAD>
<BODY>
<h1>discard.view</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
discard.view(VIEWNUM);<p>
<B>Description</B><p>
<p>
View VIEWNUM is discarded from memory. If the view is not already loaded, the interpreter generates an error. Make sure you do not have the view assigned to any objects before you discard it.<p>
<B>See also</B><p>
<a href="discard_view_v.html">discard.view.v</a><p>
<a href="load_view.html">load.view</a><p>
<a href="load_view_v.html">load.view.v</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>discard.view.v</TITLE></HEAD>
<BODY>
<h1>discard.view.v</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
discard.view.v(vVIEWNUM);<p>
<B>Description</B><p>
<p>
View vVIEWNUM is discarded from memory. If the view is not already loaded, the interpreter generates an error. Make sure you do not have the view assigned to any objects before you discard it.<p>
<B>See also</B><p>
<a href="discard_view.html">discard.view</a><p>
<a href="load_view.html">load.view</a><p>
<a href="load_view_v.html">load.view.v</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>display</TITLE></HEAD>
<BODY>
<h1>display</h1>
<B>Category</B><p>
<a href="display_commands.html">Display commands</a><p>
<B>Syntax</B><p>
<p>
display(ROW,COLUMN,mMESSAGE);<p>
<B>Description</B><p>
<p>
Displays the text of message mMESSAGE at the specified row and column.<p>
<B>See also</B><p>
<a href="display_v.html">display.v</a><p>
<a href="set_text_attribute.html">set.text.attribute</a><p>
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<HTML>
<HEAD>
<TITLE>Display commands</TITLE></HEAD>
<BODY>
<h1>Display commands</h1>
For more information on displaying text, <a href="displaying_text.html">click here</a>.<p>
<a href="clear_lines.html">clear.lines</a><p>
<a href="clear_text_rect.html">clear.text.rect</a><p>
<a href="close_dialogue.html">close.dialogue</a><p>
<a href="close_window.html">close.window</a><p>
<a href="configure_screen.html">configure.screen</a><p>
<a href="display_v.html">display.v</a><p>
<a href="display.html">display</a><p>
<a href="graphics.html">graphics</a><p>
<a href="open_dialogue.html">open.dialogue</a><p>
<a href="print_at_v.html">print.at.v</a><p>
<a href="print_at.html">print.at</a><p>
<a href="print_v.html">print.v</a><p>
<a href="print.html">print</a><p>
<a href="set_cursor_char.html">set.cursor.char</a><p>
<a href="set_text_attribute.html">set.text.attribute</a><p>
<a href="shake_screen.html">shake.screen</a><p>
<a href="status_line_off.html">status.line.off</a><p>
<a href="status_line_on.html">status.line.on</a><p>
<a href="text_screen.html">text.screen</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>display.v</TITLE></HEAD>
<BODY>
<h1>display.v</h1>
<B>Category</B><p>
<a href="display_commands.html">Display commands</a><p>
<B>Syntax</B><p>
<p>
display(vROW,vCOLUMN,vMESSAGE);<p>
<B>Description</B><p>
<p>
Displays the text of message number vMESSAGE at the location determined by the values of vROW and vCOLUMN.<p>
<B>See also</B><p>
<a href="display.html">display</a><p>
<a href="set_text_attribute.html">set.text.attribute</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Displaying text on screen</TITLE></HEAD>
<BODY>
<h1>Displaying text on screen</h1>
For text display purposes, the AGI screen consists of 25 lines (numbered 0-24) and 40 columns (numbered 0-39). Each text character is 8 screen pixels (4 AGI pixels) wide and 8 screen pixels high.
Note that this gives a total screen resolution of 320x200, even though the area that pictures are displayed in and objects are placed is only 168 pixels high. The top line of the screen is normally
reserved for the status line and menu, and the bottom three lines are normally reserved for player input and other text display (in some early versions of the interpreter, text from commands like
<a href="print.html">print</a> was displayed down here instead of in windows).
<p>
<B>See also</B><p>
<a href="display_commands.html">Display commands</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>distance</TITLE></HEAD>
<BODY>
<h1>distance</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
distance(oA,oB,vD);<p>
<B>Description</B><p>
<p>
vD is set to the distance between objects oA and oB. The formula used for calculating the distance is abs(x1-x2) + abs(y1-y2) where x1,y1 and x2,y2 are the co-ordinates of the center of the baselines
of oA and oB.
<p>
If one or more of the objects is not on screen, the distance is 255.<p>
<B>See also</B><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>div.n</TITLE></HEAD>
<BODY>
<h1>div.n</h1>
<B>Category</B><p>
<a href="math_commands.html">Mathematical commands</a><p>
<B>Syntax</B><p>
<p>
div.n(vA,B);<p>
vA /= B;<p>
vA = vA / B;<p>
<B>Description</B><p>
<p>
vA is divided by B. The result is rounded down. If you divide by 0, the interpreter will crash.<p>
<B>See also</B><p>
<a href="div_v.html">div.v</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>div.v</TITLE></HEAD>
<BODY>
<h1>div.v</h1>
<B>Category</B><p>
<a href="math_commands.html">Mathematical commands</a><p>
<B>Syntax</B><p>
<p>
div.n(vA,vB);<p>
vA /= vB;<p>
vA = vA / vB;<p>
<B>Description</B><p>
<p>
vA is divided by vB. The result is rounded down. If you divide by 0, the interpreter will crash.<p>
<B>See also</B><p>
<a href="div_n.html">div.n</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>draw</TITLE></HEAD>
<BODY>
<h1>draw</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
draw(oA);<p>
<B>Description</B><p>
<p>
Object oA is drawn on screen.<p>
<B>See also</B><p>
<a href="erase.html">erase</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>draw.pic</TITLE></HEAD>
<BODY>
<h1>draw.pic</h1>
<B>Category</B><p>
<a href="picture_commands.html">Picture commands</a><p>
<B>Syntax</B><p>
<p>
draw.pic(vA);<p>
<B>Description</B><p>
<p>
Picture vA is drawn. Only the visual and priority screens in memory updated - not the actual screen itself. To update the screen, use the <a href="show_pic.html">show.pic</a> command. Make sure the picture is loaded
into memory before drawing it.
<p>
<B>See also</B><p>
<a href="overlay_pic.html">overlay.pic</a><p>
<a href="load_pic.html">load.pic</a><p>
<a href="drawing_pictures.html">Drawing pictures</a><p>
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<HTML>
<HEAD>
<TITLE>Drawing pictures</TITLE></HEAD>
<BODY>
<h1>Drawing pictures</h1>
In order to draw a picture on the screen, you should use the following commands in the correct order:<p>
<pre>
load.pic(vA);
draw.pic(vA);
discard.pic(vA);
..
show.pic();
</pre><p>
The interpreter stores two different screens in memory - the visual screen and the priority screen. When you use the first three commands above, you are updating both of these screens in memory.
However, you are not updating what is displayed on the actual screen that the player sees. This is only done when the show.pic command is used. You should do this directly after the first three
commands, unless you need to also set up some screen objects in between.
<p>
The reason the first parameter of load.pic, draw.pic and discard.pic is a variable is because most times these commands are used, the parameter given is v0 (the current room number). Most rooms you
see will have the following at the start:
<p>
<pre>
load.pic(v0);
draw.pic(v0);
discard.pic(v0);
</pre>
<p>
If you want to load a picture other than the current room number, you will need to set the value of a variable to that number and then give the variable as the parameter.<p>
<B>See also</B><p>
<p>
<a href="load_pic.html">load.pic</a><p>
<a href="draw_pic.html">draw.pic</a><p>
<a href="overlay_pic.html">overlay.pic</a><p>
<a href="discard_pic.html">discard.pic</a><p>
<a href="show_pic.html">show.pic</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>drop</TITLE></HEAD>
<BODY>
<h1>drop</h1>
<B>Category</B><p>
<a href="inventory_commands.html">Inventory item commands</a><p>
<B>Syntax</B><p>
<p>
drop(iITEM);<p>
<B>Description</B><p>
<p>
The room number of inventory item iITEM is set to 0.<p>
<B>See also</B><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>echo.line</TITLE></HEAD>
<BODY>
<h1>echo.line</h1>
<B>Category</B><p>
<a href="system_commands.html">System commands</a><p>
<B>Syntax</B><p>
<p>
echo.line();<p>
<B>Description</B><p>
<p>
The previous line of input entered by the player is added to the input line (if there is already text on the input line, only the characters from the previous line after the number of characters
currently on the line are added).
<p>
<B>See also</B><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>enable.item</TITLE></HEAD>
<BODY>
<h1>enable.item</h1>
<B>Category</B><p>
<a href="menu_commands.html">Menu/Key commands</a><p>
<B>Syntax</B><p>
<p>
enable.item(cA);<p>
<B>Description</B><p>
<p>
Enables the menu item that is assigned to controller cA.<p>
All menu items are enabled again whenever the game is restarted.<p>
<B>See also</B><p>
<a href="disable_item.html">disable.item</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>end.of.loop</TITLE></HEAD>
<BODY>
<h1>end.of.loop</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
end.of.loop(oA,fB);<p>
<B>Description</B><p>
<p>
Object oA is cycled in normal order until the last cel in the loop is reached. Flag fB is reset when the command is issued, and when the last cel is displayed fB is set.<p>
<B>See also</B><p>
<a href="reverse_loop.html">reverse.loop</a><p>
<a href="cycling_objects.html">Cycling objects</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>equaln</TITLE></HEAD>
<BODY>
<h1>equaln</h1>
<B>Category</B><p>
<a href="test_commands.html">Test commands</a> / <a href="math_commands.html">Mathematical commands</a></B><p>
<B>Syntax</B><p>
if (equaln(vA,B)) { .....<p>
if (vA == B) { .....<p>
<B>Description</B><p>
Returns true if vA is equal to B.<p>
<B>See also</B><p>
<a href="equalv.html">equalv</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>equalv</TITLE></HEAD>
<BODY>
<h1>equalv</h1>
<B>Category</B><p>
<a href="test_commands.html">Test commands</a> / <a href="math_commands.html">Mathematical commands</a></B><p>
<p>
<B>Syntax</B><p>
<p>
if (equalv(vA,vB)) { .....</B><p>
if (vA == vB) { .....<p>
<B>Description</B><p>
Returns true if vA is equal to vB.<p>
<B>See also</B><p>
<a href="equaln.html">equaln</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>erase</TITLE></HEAD>
<BODY>
<h1>erase</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
erase(oA);<p>
<B>Description</B><p>
<p>
Object oA is erased from the screen.<p>
<B>See also</B><p>
<a href="draw.html">draw</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Extra commands</TITLE></HEAD>
<BODY>
<h1>Extra commands</h1>
<p>These miscellaneous extra commands where
'unknown170'-'unknown181' in previous versions
of AGI Studio.</p>
<a href="set_simple.html">set.simple</a><p>
<a href="push_script.html">push.script</a><p>
<a href="pop_script.html">pop.scrip</a><p>
<a href="hold_key.html">hold.key</a><p>
<a href="set_pri_base.html">set.pri.base</a><p>
<a href="discard_sound.html">discard.sound</a><p>
<a href="hide_mouse.html">hide.mouse</a><p>
<a href="allow_menu.html">allow.menu</a><p>
<a href="show_mouse.html">show.mouse</a><p>
<a href="fence_mouse.html">fence.mouse</a><p>
<a href="mouse_posn.html">mouse.posn</a><p>
<a href="release_key.html">release.key</a><p>
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<HTML>
<HEAD>
<TITLE>Extracting resources</TITLE></HEAD>
<BODY>
<h1>Extracting resources</h1>
To extract a resource, click on the resource you wish to extract and select 'Extract' from the 'Resource' menu.<p>
When the resource is extracted, it is saved to disk in its raw format (i.e. not converted to another format such as BMP or midi), except for the LOGIC resource. You can choose in the 'Settings' menu if you want to extract the LOGIC resources as text (i.e. the same way as you see them in the Logic editor) or raw. (the default is text). The 5 byte or 7 byte resource header used in the VOL files is not
saved as this is not part of the resource. In version 3 games, the resource is uncompressed before saving to disk.
<p>
<a href="index.html">Back to contents</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>fence.mouse</TITLE></HEAD>
<BODY>
<h1>fence.mouse</h1>
<B>Category</B><p>
<a href="extra_commands.html">Extra commands</a><p>
<B>Syntax</B><p>
<p>
fence.mouse(A,B,C,D);<p>
<B>Description</B><p>
<p>
This command sets up a fence out of which the mouse cursor can not go.
Does not work with Sierra's PC version of the interpreter<p>
<p>
<B>See also</B><p>
<a href="hide_mouse.html">hide.mouse</a><p>
<a href="show_mouse.html">show.mouse</a><p>
<a href="mouse_posn.html">mouse.posn</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Files used by AGI</TITLE></HEAD>
<BODY>
<h1>Files used by AGI</h1>
These are the files that contain the actual data for the game.<p>
Vol files (VOL.*): These files contain the resources. They are stored one after the other in the file, with a small header at the start of each resource identifying its size.<p>
Directory files (LOGDIR, PICDIR, VIEWDIR, SNDDIR): These store the locations of each resource in the VOL files.<p>
OBJECT and WORDS.TOK: See <a href="data_used.html">data used by AGI</a> section<p>
In version 3, the VOL files have the game ID in front of them (e.g. KQ4VOL.0) and all the directory files are combined into one file (e.g. KQ4DIR)<p>
If you want to know the format of these files, check out AGI Specs.<p>
These are the files used by Sierra's original DOS interpreter. Other interpreters will use different files.<p>
<ul>
<li>AGI: The interpreter itself
<li>AGIDATA.OVL: Data used by the interpreter
<li>Other .OVL files: Graphics drivers
<li>SIERRA.COM: The loader file. Sometimes named after the game (e.g. SQ.COM). This loads the AGI file into memory, decrypts it, and then runs it.
</ul><p>
<a href="data_used.html">Back to data used by AGI</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>fix.loop</TITLE></HEAD>
<BODY>
<h1>fix.loop</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
fix.loop(oA);<p>
<B>Description</B><p>
<p>
This stops the interpreter from choosing the loop number for object oA based on its direction. You can turn this back on again using the <a href="release_loop.html">release.loop</a> command.<p>
<B>See also</B><p>
<a href="release_loop.html">release.loop</a><p>
<a href="cycling_objects.html">Cycling objects</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Flag commads</TITLE></HEAD>
<BODY>
<h1>Flag commads</h1>
<a href="reset_v.html">reset.v</a><p>
<a href="reset.html">reset</a><p>
<a href="set_v.html">set.v</a><p>
<a href="set.html">set</a><p>
<a href="toggle_v.html">toggle.v</a><p>
<a href="toggle.html">toggle</a><p>
<B>Test commands</B><p>
<a href="isset.html">isset</a><p>
<a href="issetv.html">issetv</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>follow.ego</TITLE></HEAD>
<BODY>
<h1>follow.ego</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
follow.ego(oA,STEPSIZE,fDONEFLAG);<p>
<B>Description</B><p>
<p>
Object oA moves towards ego (object 0) by STEPSIZE pixels every step. When the object is within STEPSIZE pixels of ego, it stops moving and flag fDONEFLAG is set. If STEPSIZE is 0, the current step
size of object oA is used.
<p>
<B>See also</B><p>
<a href="step_size.html">step.size</a><p>
<a href="moving_objects.html">Moving objects</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>force.update</TITLE></HEAD>
<BODY>
<h1>force.update</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
force.update(oA);<p>
<B>Description</B><p>
<p>
Object oA is redrawn immediately, without waiting till the start of the next interpreter cycle.<p>
<B>See also</B><p>
<a href="start_update.html">start.update</a><p>
<a href="stop_update.html">stop.update</a><p>
<a href="cycling_objects.html">Cycling objects</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>get</TITLE></HEAD>
<BODY>
<h1>get</h1>
<B>Category</B><p>
<a href="inventory_commands.html">Inventory item commands</a><p>
<B>Syntax</B><p>
<p>
get(iITEM);<p>
<B>Description</B><p>
<p>
The room number of inventory item iITEM is set to 255, placing the item in the player's inventory.<p>
<B>See also</B><p>
<a href="get_v.html">get.v</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>get.dir</TITLE></HEAD>
<BODY>
<h1>get.dir</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
get.dir(oA,vDIR);<p>
<B>Description</B><p>
<p>
vDIR is set to the direction object oA is currently travelling in. The value will be between 0 and 8:<p>
<img src="logic_diag-directions.png" alt = "" ><p>
<B>See also</B><p>
<a href="set_dir.html">set.dir</a><p>
<a href="moving_objects.html">Moving objects</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>get.num</TITLE></HEAD>
<BODY>
<h1>get.num</h1>
<B>Category</B><p>
<a href="math_commands.html">Mathematical commands</a><p>
<B>Syntax</B><p>
<p>
get.num(mPROMPT,vNUM);<p>
<B>Description</B><p>
<p>
The player is prompted to enter a number, with the prompt being mPROMPT. vNUM is set to the number the player entered. If no valid number number is entered, this is 0.<p>
<B>See also</B><p>
<a href="get_string.html">get.string</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>get.posn</TITLE></HEAD>
<BODY>
<h1>get.posn</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
get.posn(oA,vX,vY);<p>
<B>Description</B><p>
<p>
vX and vY are set to the X and Y co-ordinates of object oA.<p>
<B>See also</B><p>
<a href="positioning_objects.html">Positioning objects</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>get.priority</TITLE></HEAD>
<BODY>
<h1>get.priority</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
get.priority(oA,vPRI);<p>
<B>Description</B><p>
<p>
vPRI is set to the priority of object oA.<p>
<B>See also</B><p>
<a href="priorities.html">Priorities</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>get.room.v</TITLE></HEAD>
<BODY>
<h1>get.room.v</h1>
<B>Category</B><p>
<a href="inventory_commands.html">Inventory item commands</a><p>
<B>Syntax</B><p>
<p>
get.room.v(vITEM,vROOM);<p>
<B>Description</B><p>
<p>
vROOM is set to the room number of inventory item vITEM.<p>
<B>See also</B><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>get.string</TITLE></HEAD>
<BODY>
<h1>get.string</h1>
<B>Category</B><p>
<a href="string_commands.html">String commands</a><p>
<B>Syntax</B><p>
<p>
get.string(sA,mB,Y,X,L);<p>
<B>Description</B><p>
<p>
The user is prompted to enter a string. Message mB is used as the prompt, and displayed at column Y, row X. The maximum string length is L. Once the string has been entered, it is stored in string sA.<p>
<B>See also</B><p>
<a href="get_num.html">get.num</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>get.v</TITLE></HEAD>
<BODY>
<h1>get.v</h1>
<B>Category</B><p>
<a href="inventory_commands.html">Inventory item commands</a><p>
<B>Syntax</B><p>
<p>
get.v(vITEM);<p>
<B>Description</B><p>
<p>
The room number of inventory item vITEM is set to 255, placing the item in the player's inventory.<p>
<B>See also</B><p>
<a href="get.html">get</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Getting started</TITLE></HEAD>
<BODY>
<h1>Getting started</h1>
The best way to get started with the AGI logic language is by looking at the code of existing games. At the moment, there is no complete tutorial available, so this is the best way to get a feel for the
language and how certain things are done. This help file is designed mainly as a reference, although it does contain a few general introductory topics. You should start by reading these, which will
hopefully give you an idea about what the main features of the system are. Also, there is some useful information in the readme.txt for the template game.
<p>
Partial AGI logic tutorials can be found at the following sites
(note that these links may become unavailable in the future):
<p>
<p><a href="http://weremoose.tripod.com/Tutorials.html">http://weremoose.tripod.com/Tutorials.html</a>
<p><a href="http://members.xoom.com/agi_filedump/">http://members.xoom.com/agi_filedump/</a>
<p>
</BODY></HTML>

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<pre>
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
675 Mass Ave, Cambridge, MA 02139, USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Library General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
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whole or in part contains or is derived from the Program or any
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c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
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the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
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In addition, mere aggregation of another work not based on the Program
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under Section 2) in object code or executable form under the terms of
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except as expressly provided under this License. Any attempt
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It is not the purpose of this section to induce you to infringe any
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such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
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This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
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either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
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Foundation.
10. If you wish to incorporate parts of the Program into other free
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Software Foundation, write to the Free Software Foundation; we sometimes
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of preserving the free status of all derivatives of our free software and
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NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
Appendix: How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) 19yy <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) 19yy name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.
</pre>

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<HTML>
<HEAD>
<TITLE>graphics</TITLE></HEAD>
<BODY>
<h1>graphics</h1>
<B>Category</B><p>
<a href="display_commands.html">Display commands</a><p>
<B>Syntax</B><p>
<p>
graphics();<p>
<B>Description</B><p>
<p>
Switches the interpreter back to graphics mode if it was previously switched to text mode (using the <a href="text_screen.html">text.screen</a> command).<p>
<B>See also</B><p>
<a href="text_screen.html">text.screen</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>greatern</TITLE></HEAD>
<BODY>
<h1>greatern</h1>
<B>Category</B><p>
<a href="test_commands.html">Test commands</a> / <a href="math_commands.html">Mathematical commands</a><p>
<p>
<B>Syntax</B><p>
<p>
if (greatern(vA,B)) { .....<p>
if (vA &gt; B) {<p>
<B>Description</B><p>
<p>
Returns true if vA is greater than B.<p>
<B>See also</B><p>
<a href="greaterv.html">greaterv</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>greaterv</TITLE></HEAD>
<BODY>
<h1>greaterv</h1>
<B>Category</B><p>
<a href="test_commands.html">Test commands</a> / <a href="math_commands.html">Mathematical commands</a><p>
<p>
<B>Syntax</B><p>
<p>
if (greaterv(vA,vB)) { .....<p>
if (vA &gt; vB) { .....<p>
<B>Description</B><p>
<p>
Returns true if vA is greater than vB.<p>
<B>See also</B><p>
<a href="greatern.html">greatern</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>has</TITLE></HEAD>
<BODY>
<h1>has</h1>
<B>Category</B><p>
<a href="test_commands.html">Test commands</a> / <a href="inventory_commands.html">Inventory item commands</a><p>
<p>
<B>Syntax</B><p>
<p>
if (has(iA)) { .....<p>
<B>Description</B><p>
<p>
Returns true if the inventory item iA is in the player's inventory (i.e. the item's room number is 255).<p>
<B>See also</B><p>
<a href="obj_in_room.html">obj.in.room</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>have.key</TITLE></HEAD>
<BODY>
<h1>have.key</h1>
<B>Category</B><p>
<a href="test_commands.html">Test commands</a><p>
<p>
<B>Syntax</B><p>
<p>
if (have.key()) { .....<p>
<B>Description</B><p>
<p>
Returns true if the user has pressed a key.<p>
<B>See also</B><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>hide.mouse</TITLE></HEAD>
<BODY>
<h1>hide.mouse</h1>
<B>Category</B><p>
<a href="extra_commands.html">Extra commands</a><p>
<B>Syntax</B><p>
<p>
hide.mouse();<p>
<B>Description</B><p>
<p>
This command hides the mouse cursor.
Does not work with Sierra's PC version of the interpreter<p>
<B>See also</B><p>
<a href="show_mouse.html">show.mouse</a><p>
<a href="fence_mouse.html">fence.mouse</a><p>
<a href="mouse_posn.html">mouse.posn</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>hold.key</TITLE></HEAD>
<BODY>
<h1>hold.key</h1>
<B>Category</B><p>
<a href="extra_commands.html">Extra commands</a><p>
<B>Syntax</B><p>
<p>
hold.key();<p>
<B>Description</B><p>
<p>
This command changes the way that ego is controlled. After calling hold.key(), Ego will only move when a direction key is maintained pressed. If the key is released, ego will stop walking.
<B>See also</B><p>
<a href="release_key.html">release.key</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>ignore.blocks</TITLE></HEAD>
<BODY>
<h1>ignore.blocks</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
ignore.blocks(oA);<p>
<B>Description</B><p>
<p>
Object oA is allowed to cross over conditional barriers (pixels set to colour 1 on the priority screen) and borders of blocks set up with the <a href="block.html">block</a> command.<p>
<B>See also</B><p>
<a href="observe_blocks.html">observe.blocks</a><p>
<a href="block.html">block</a><p>
<a href="controlling_obstacles.html">Controlling obstacles</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>ignore.horizon</TITLE></HEAD>
<BODY>
<h1>ignore.horizon</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
ignore.horizon(oA);<p>
<B>Description</B><p>
<p>
Object oA is allowed to go above the horizon.<p>
<B>See also</B><p>
<a href="observe_horizon.html">observe.horizon</a><p>
<a href="set_horizon.html">set.horizon</a><p>
<a href="controlling_obstacles.html">Controlling obstacles</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>ignore.objs</TITLE></HEAD>
<BODY>
<h1>ignore.objs</h1>
<B>Category</B><p>
<a href="object_commands.html">Object/view commands</a><p>
<B>Syntax</B><p>
<p>
ignore.objs(oA);<p>
<B>Description</B><p>
<p>
Object oA is allowed to move through other objects, i.e. it's baseline is allowed to touch another object's baseline.<p>
If oA stops because it runs into another object, it will keep going once that object moves out of the way (provided it is not stopped or it's direction changed before then).<p>
<B>See also</B><p>
<a href="observe_objs.html">observe.objs</a><p>
<a href="controlling_obstacles.html">Controlling obstacles</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>increment</TITLE></HEAD>
<BODY>
<h1>increment</h1>
<B>Category</B><p>
<a href="math_commands.html">Mathematical commands</a><p>
<p>
<B>Syntax</B><p>
<p>
increment(vA);<p>
vA++;<p>
<B>Description</B><p>
<p>
If the value of vA is less than 255, then it is increased by 1.<p>
<B>See also</B><p>
<a href="decrement.html">decrement</a><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Contents</TITLE></HEAD>
<BODY>
<p>
<img src="logo.png" alt="QT AGI Studio">
<h1>QT AGI Studio help</h1>
<a href="about_agi.html">About AGI</a><p>
<a href="about_agi_studio.html">About AGI Studio</a><p>
<a href="about_help.html">About this help</a><p>
<h2>Learning about AGI</h2>
<a href="data_used.html">Data used by AGI</a><p>
<a href="logic_contents.html">Logic help</a><p>
<h2>Working with AGI Studio</h2>
<a href="opening_games.html">Opening games</a><p>
<a href="creating_new_games.html">Creating new games</a><p>
<a href="viewing_resources.html">Viewing resources</a><p>
<a href="adding_resources.html">Adding resources</a><p>
<a href="extracting_resources.html">Extracting resources</a><p>
<a href="deleting_resources.html">Deleting resources</a><p>
<a href="renumbering_resources.html">Renumbering resources</a><p>
<a href="rebuilding_vol_files.html">Rebuilding the VOL files</a><p>
<p>
<a href="settings.html">Change settings</a><p>
<h2>Tools</h2>
<a href="view_editor_main.html">View editor</a><p>
<a href="logic_editor_main.html">Logic editor</a><p>
<a href="text_editor_main.html">Text editor</a><p>
<a href="object_editor_main.html">Object editor</a><p>
<a href="wordstok_editor_main.html">WORDS.TOK editor</a><p>
<a href="picture_editor_main.html">Picture editor</a><p>
<p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>Contents</TITLE></HEAD>
<BODY>
<p>
<img src="logo.png" alt = "">
<h1>QT AGI Studio</h1>
<h2>Index</h2>
<p><a href="about_agi.html">about_agi</a>
<p><a href="about_agi_studio.html">about_agi_studio</a>
<p><a href="about_help.html">about_help</a>
<p><a href="accept_input.html">accept_input</a>
<p><a href="add_to_pic.html">add_to_pic</a>
<p><a href="add_to_pic_v.html">add_to_pic_v</a>
<p><a href="adding_resources.html">adding_resources</a>
<p><a href="addn.html">addn</a>
<p><a href="addv.html">addv</a>
<p><a href="allow_menu.html">allow_menu</a>
<p><a href="animate_obj.html">animate_obj</a>
<p><a href="assignn.html">assignn</a>
<p><a href="assignv.html">assignv</a>
<p><a href="block.html">block</a>
<p><a href="call.html">call</a>
<p><a href="call_v.html">call_v</a>
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<HTML>
<HEAD>
<TITLE>init.disk</TITLE></HEAD>
<BODY>
<h1>init.disk</h1>
<B>Category</B><p>
<a href="system_commands.html">System commands</a><p>
<B>Syntax</B><p>
<p>
init.disk();<p>
<B>Description</B><p>
<p>
This command was presumably used to format a floppy disk (for saved game purposes) on Apple II and other versions of the interpreter. On the PC version, this command does nothing.<p>
<B>See also</B><p>
</BODY></HTML>

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<HTML>
<HEAD>
<TITLE>init.joy</TITLE></HEAD>
<BODY>
<h1>init.joy</h1>
<B>Category</B><p>
<a href="system_commands.html">System commands</a><p>
<B>Syntax</B><p>
<p>
init.joy();<p>
<B>Description</B><p>
<p>
Calibrates the joystick, if there is one connected to the computer.<p>
<B>See also</B><p>
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<HTML>
<HEAD>
<TITLE>Initializing objects</TITLE></HEAD>
<BODY>
<h1>Initializing objects</h1>
In order to initialize a screen object you must follow these steps:<p>
<B>1. Animate the object.</B> This is done using the <a href="animate_obj.html">animate.obj</a> command. This tells the interpreter that you want to use this object. There are a limited number of objects that the
interpreter can use at any one time. This is set by a certain byte in the OBJECT file. There is currently no program that will edit this, but the template game allows for up to 16 objects (0-15)
which should be enough. Also, the more objects you use the slower the interpreter will run, but it is not really noticeable on today's machines.
<p>
<B>2. Assign a view to the object.</B> This is done using the <a href="set_view.html">set.view</a> command. Each object must have a view assigned to it, and this is the view that is displayed on the screen wherever
the object is. One view can be assigned to multiple screen objects. You must have the view loaded in memory before you assign it. This can be done with the <a href="load_view.html">load.view</a> command.
<p>
<B>3. Position the object on screen.</B> This is done using the <a href="position.html">position</a> command.</B><p>
<B>4. Draw the object.</B> This is done using the <a href="draw.html">draw</a> command. If you do not do this the object will not be visible on screen.</B><p>
Here is an example:<p>
<pre>
animate.obj(o2);
load.view(4);
set.view(o2,4);
position(o2,80,120);
draw(o2);
</pre><p>
This will result in an animation of view 4 being displayed at 80,120.<p>
<B>See also</B><p>
<p>
<a href="objects.html">Objects</a><p>
</BODY></HTML>

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