![]() ![]() The word "priority" refers to the screen that is held in memory and contains control information invisible to the player. In the following detailed descriptions of each action, the word "picture" refers to the screen that is seen by the player when they play the AGI screen. The AGI interpreters before this game will most likely not support these two drawing actions. Note: SQ2 appears to be the only AGI version 2 game that uses 0xF9 and 0xFA. 0xF2: Change priority colour and enable priority draw.0xF0: Change picture colour and enable picture draw.These actions are given values from 0xF0 to 0xFA and are defined as follows: Pictures are drawn using nine different drawing actions. Vectors give the instructions for drawing a picture and they have the advantage of taking less space than would a bit image of a complete picture. Instead they're constructed and stored as coordinates and vectors. Pictures in AGI and early SCI games are not stored as a complete picture. PICTURE is usually used for background pictures and other full screen images. Game authors generally do not need to know this information. Note: this section includes technical details about the picture resource format. The priority of a view is usually determined by its y-position.Ĭolours 0, 1, 2 and 3 on the priority screen are used for “control lines” which determine where the ego (the object controlled by the player) can walk. If an object with a priority of 12 is displayed on the screen, it would be behind the tree but in front of the wall. A wall which is far away in the background would be given a priority of 4 (the lowest priority). For example, a tree placed right at the front of the screen would be given a priority of 15 (the highest priority). the colour of the pixels on the priority screen) determines where in 3-dimensional space objects appear. The priority given to different parts of the picture (i.e. On the AGI screen, there are 12 priority bands in which objects can be placed. The priority screen is what makes the game appear to be 3-dimensional. Views are placed on top of the pictures during the game and can be moved around the screen. The visual screen is what the player sees when playing the game. They are vector-based rather than bitmaps, which means they are drawn using drawing commands such as lines and brushes, rather than by plotting pixels.Įach picture has two images (screens) - the visual screen and the priority screen. Went back to 640x480 and it launched fine.Ģ) Selected CAMD in the global options, but it wouldn't let me select anything within the 'Edit Game' options.ģ) Not sure if it's something else on my system, or just that I enabled MIDI, but as soon as I start the game, I get a gray screen and I sat there for some time to wait for it to load and got nothing.įor what it's worth, the 060 version didn't fair much better (didn't change any config there, just added the VGA version of King's Quest 1 and it gave me a black screen when it started.)įor troubleshooting purposes, I had DVI connected to one LCD monitor, and the VGA of the Indivision MKI connected to my 55" LG TV.Picture resources are full-screen images, usually used for backgrounds. ![]() Tried it at 1920x1080 and it outright crashed, then ran it at 1280x720 and it didn't seem to do anything at all, just wouldn't launch. , 2) enable MIDI (VGA version) and 3) play King's Quest 1.ġ) was a complete bust. So, I attempted to 1) change the overlay resolution. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |