AGI Command Reference
This is a tutorial for AGI Programming if you have any questions post them at sciprogramming.com/
Thanks to the Sarien team and to Nick Sonneveld for some info on the unknown commands.
Page: 1 2 3 4 5 6 7
8 9 10 11 12 13 14
[ 15 ] 16
XV Other Commands
configure.screen(a, b, c);
Sets position of lines on the screen:
a = 1 (minimum line number for print);
b - user input line;
c - status line.
obj.status.v(n);
Prints a message for the object Var (n):
Obj [number] x: [coordinate] y: [coordinate] pri: [priority] stepsize:
<step size>.
show.mem();
Displays a report of the interpreter memory status.
show.pri.screen();
Shows priorities of the screen pixels. Priority n is shown as color number n (see color setting commands in I.1.2.1.1).
show.obj(n);
In the centre at the bottom of the screen a cel 0 of loop 0 of the VIEW resource n is shown. In the centre of the screen, a message associated with the
VIEW resource is printed.
[That's what they say but I suspect they mean OBJECT n, not VIEW resource.]
[Actually, in this case the argument does refer to the VIEW resource. This is because the VIEW in question isn't meant to be a controlled object but instead
is simply the picture and textual description of the an inventory item.]
shake.screen(n);
The screen shakes n times.
echo.line();
The last line entered by the user is displayed in the input line.
cancel.line();
Input line is cleared.
close.window();
If there is a text window on the screen, it is removed.
open.dialogue(); close.dialogue();
Enables and disables get_string and get_num commands if prevent_input has been issued.
restart.game();
Restarts the game from the very beginning.
save.game(); restore.game();
These command save and restore the current state of the game into disk files.
pause();
Stops the interpreter until any key is pressed.
quit(n);
Exits the interpreter.
If n = 1, quits immediately
If n = 0, asks "Press ENTER to quit.", "Press ESC to continue."
init.joy();
Initialize joystick.
toggle.monitor();
Switch RGB monitor into the graphics mode.
upper.left();
Usually the crossing by an object of various areas and lines is tracked by the base point (bottom right corner) of its cel. After this command, top left
corner is used as such a point.
Page: 1 2 3 4 5 6 7
8 9 10 11 12 13 14
[ 15 ] 16
You can help keep The Sierra Help Pages and its affiliates alive by helping to defray some of the costs
of hosting this site. If it has been of help to you, please consider contributing to help keep it online.
Thank you.
Top
The Sierra Help Pages | Sierra
Game Help | Walkthroughs | Hints,
Tips & Spoilers | Utilities | Links | SHP
Forums | Search
© 2013 to present The Sierra Help Pages. All rights reserved. All Sierra games, artwork and music © Sierra.