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AGS Support => Modules, Plugins & Tools => Topic started by: Gilbert on Mon 24/05/2010 18:14:22

Title: MODULE: AGI Picture Decoder V1.00 (for AGS V3.1.2+)
Post by: Gilbert on Mon 24/05/2010 18:14:22
(I'll create the respective Wiki page and move this to the Module section later.)
[imgzoom]http://i488.photobucket.com/albums/rr249/gilbot/AGIPicDecoder.png[/imgzoom]
As its title suggests this script module decodes picture resource files that were used in Sierra's classic AGI game interpreter. Note that this module is NOT tested exhaustively. If you have any problems, just drop me an e-mail or post in this thread.

I often use AGS for testing stuff, as it provides a simple environment without the need to say, setting up DirectX, OpenGL or including any libraries for small things to show up. This is no exception. It was not meant to be anything used in AGS games but I considered to release it anyway.

Features:
- Decodes AGI picture resource files, with optional priority screen.
- Works under ALL colour depths supported by AGS.
- The colour used for each slot can be changed if required.
- A simple demo is included.

Usage:

Just import the module into your game via the AGS editor. Remember that AGS V3.1.2 or later is required.
To decode an AGI picture resource file (say, with filename "street.agp") in your game, just use the following codes:

AGIPicDecode.Draw("street.agp");
AGIPicDecode.ShowPic();

You can then get a DynamicSprite with pointer AGIPicDecode_Picture which you can use in your game. Consult the included document for more information.

You can download the module from my blog entry (https://gilbotv7000a.wordpress.com/2010/05/25/agi-picture-decoder-module/) or download it directly here (http://www.mediafire.com/download/6trybtes96b1cf5/AGIPictureDecoderModule1.00.zip)(Mediafire).

Edited on 29-6-2017:
Fixed dead link since my blog has been moved.
Title: Re: MODULE: AGI Picture Decoder V1.00 (for AGS V3.1.2+)
Post by: Dualnames on Mon 24/05/2010 19:03:45
Gilbet, since I'm not really aware, this takes *.agp files and converts them to a png or a dynamic sprite that you can color in certain ways?
Title: Re: MODULE: AGI Picture Decoder V1.00 (for AGS V3.1.2+)
Post by: magintz on Mon 24/05/2010 22:35:52
Wow, nice work. I'm sure custard will be enthused :)
Title: Re: MODULE: AGI Picture Decoder V1.00 (for AGS V3.1.2+)
Post by: Kweepa on Mon 24/05/2010 23:35:41
Most awesome!
Does this mean you've cracked and upgraded to AGS3? :o
Title: Re: MODULE: AGI Picture Decoder V1.00 (for AGS V3.1.2+)
Post by: Gilbert on Tue 25/05/2010 01:50:16
Quote from: Dualnames on Mon 24/05/2010 19:03:45
Gilbet, since I'm not really aware, this takes *.agp files and converts them to a png or a dynamic sprite that you can color in certain ways?
As long as it is an AGI picture resource file it should be able to load, no matter it's named *.agp as in WinAGI or PICTURE.### as in PicEdit of any versions of AGI Studio, they're just the same thing. It creates dynamic sprites.
Quote from: SteveMcCrea on Mon 24/05/2010 23:35:41
Does this mean you've cracked and upgraded to AGS3? :o
Not actually. As I mentioned it was just meant to be a test and not AGS related, so whichever version I used has no importance. As for this test I needed more recent features such as dynamic sprites and noloopcheck (to make life easier) so I just blindly chose the newest stable version.
As I personally will never use modules or really need these features for serious games I will still stick to V2.X.