Jibble

Author Topic: MODULE: AGI Picture Decoder V1.00 (for AGS V3.1.2+)  (Read 2475 times)

Gilbert

  • Local Moderator
  • * KILL* * KILL * * KILL *
    • Lifetime Achievement Award Winner
(I'll create the respective Wiki page and move this to the Module section later.)

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:
Code: [Select]
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 or download it directly here(Mediafire).

Edited on 29-6-2017:
Fixed dead link since my blog has been moved.
« Last Edit: 29 Jun 2017, 07:00 by Gilbert »

Dualnames

  • Local Moderator
  • Rottwheelers
  • Pretty Badass
    • Dualnames worked on one or more games that won an AGS Award!
    •  
    • Dualnames worked on one or more games that was nominated for an AGS Award!
Re: MODULE: AGI Picture Decoder V1.00 (for AGS V3.1.2+)
« Reply #1 on: 24 May 2010, 19:03 »
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?
« Last Edit: 24 May 2010, 23:47 by Dualnames »
No more military army stuff. I'm alive and back.

magintz

  • Mittens Knight
  • Just because I rock doesn't mean I'm made of stone
    • I can help with story design
    • I can help with web design
    • magintz worked on one or more games that was nominated for an AGS Award!
Re: MODULE: AGI Picture Decoder V1.00 (for AGS V3.1.2+)
« Reply #2 on: 24 May 2010, 22:35 »
Wow, nice work. I'm sure custard will be enthused :)
When I was a little kid we had a sand box. It was a quicksand box. I was an only child... eventually.

Kweepa

  • Mutated Guano Deviser
    • Best Innovation Award Winner 2009, for his modules and plugins
    • Kweepa worked on one or more games that won an AGS Award!
    •  
    • Kweepa worked on one or more games that was nominated for an AGS Award!
Re: MODULE: AGI Picture Decoder V1.00 (for AGS V3.1.2+)
« Reply #3 on: 24 May 2010, 23:35 »
Most awesome!
Does this mean you've cracked and upgraded to AGS3? :o
Still waiting for Purity of the Surf II

Gilbert

  • Local Moderator
  • * KILL* * KILL * * KILL *
    • Lifetime Achievement Award Winner
Re: MODULE: AGI Picture Decoder V1.00 (for AGS V3.1.2+)
« Reply #4 on: 25 May 2010, 01:50 »
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.
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.