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Messages - Joseph DiPerla

#322
Test 1: What do you think?
#323
General Discussion / The Dark Knight Rises
Fri 20/07/2012 03:05:06
So... Who is looking forward to this? Anyone going to the midnight showing? I am a huge Batman fan. Therefore, I also loved The adventures of Fatman. Anyway... I was just wondering if anyone is going to see it and what they anticipate it will be like. Do you think it will be better than its predecessor? Personally, I think the absence of Heath Ledger will make this a great movie, but not as good as TDK. I love Bane and I think Nolan will do him Justice. I just do not think the general audience will take to him since he is a lesser known actor. Plus, I hate to say this, Ledger's death did boost the movie's viewership a lot and might of worked much like a placebo in everyone's mind in regards to how great his performance was. Do not get me wrong, it was phenominal, however, I do think his death made his work that more appreciated. What do you guys think?
#324
Yes and no to your edited comment. What I was looking more to do was what Calin said in that post:

QuoteI would argue against P/Invoke since it tends to be hacky at best in a cross-platform environment.

A better model would be to have the AGS editor as an IDE for an AGS source tree. Then the IDE just saves the source tree to disk and then invokes the compiler as a separate binary exactly how something like Eclipse + gcc might work.

This is infinitely more portable and allows us to deal with each element of the AGS source independently (IDE, Compiler, Runtime)

And to achieve what you also mentioned:

QuoteIn the moment I'm mainly interested in a command line compiler for Linux to make it possible to add open source AGS games to Linux distributions

In fact, when you look at IDE projects like Dev C++ or Eclipse, they use GCC, or the visual c++ or other compilers to compile their projects. Doing so (Seperating the IDE and the compiler) allows them to port their ide's to other platforms.
#325
This has been discussed as a desired feature in the past by many in the community, where AGS is split into three applications, 1) The Editor 2)The compiler 3)The engine runtime.

Now I am not sure if anything has been discussed on this end, or if anyone is even willing to work on this at all. I would love to try and port this myself, however, though I am a very good vb programmer, a decent Java programmer and am learning c++ and even if c# seems to incorporate a little each along with its own thing... I cant seem to understand a lick of anything in C#. Its sad, I know, particularly because many rave about it. So, I was wondering if there was anyone who was thinking about undertaking such a project? Of course, that might mean also re-doing how the editor writes its output of the sources. So, I was thinking, why not leave the original editor with a native compiler, but at the same time, write a new compiler that is standalone that can compile sources into an AGS Game file? I know this doesn't make much sense, I am just trying to throw options out there. I guess the work on the AGS Editor to make it perform those functions can come later, once the compiler is done. In any case, I had some idea's on how to incorporate this if it should occur. This would allow custom editors and ports to other operating systems for editing.

Step 1: The folder arrangements.

Much how AGS has a project pane with various categories, the folders would be split up into those categories. So for instance, a tree for a simple AGS Project might look something like this im a game folder:

â"œâ"€â"€â"€Audio
â"œâ"€â"€â"€Characters
â",   â"œâ"€â"€â"€cEgo
â",   â"œâ"€â"€â"€cPumaman
â",   â""â"€â"€â"€cRoger
â"œâ"€â"€â"€EnginePlugins
â"œâ"€â"€â"€Fonts
â",   â"œâ"€â"€â"€Font0
â",   â""â"€â"€â"€Font1
â"œâ"€â"€â"€GeneralSettings
â"œâ"€â"€â"€GlobalScripts
â",   â"œâ"€â"€â"€GlobalScript
â",   â",   â"œâ"€â"€â"€Headers
â",   â",   â""â"€â"€â"€Source
â",   â""â"€â"€â"€RainScript
â",       â"œâ"€â"€â"€Headers
â",       â""â"€â"€â"€Script
â"œâ"€â"€â"€GUIs
â",   â""â"€â"€â"€gGui1
â"œâ"€â"€â"€InventoryItems
â",   â"œâ"€â"€â"€iCrap
â",   â"œâ"€â"€â"€iKey
â",   â""â"€â"€â"€iPod
â"œâ"€â"€â"€MouseCursors
â",   â"œâ"€â"€â"€Look at
â",   â""â"€â"€â"€Walk to
â"œâ"€â"€â"€Rooms
â",   â"œâ"€â"€â"€Room1
â",   â"œâ"€â"€â"€Room2
â",   â""â"€â"€â"€Room301
â"œâ"€â"€â"€Sprites
â",   â"œâ"€â"€â"€Jane Sprites
â",   â""â"€â"€â"€John Sprites
â"œâ"€â"€â"€Translations
â",   â"œâ"€â"€â"€English
â",   â"œâ"€â"€â"€German
â",   â""â"€â"€â"€Italian
â"œâ"€â"€â"€Video
â""â"€â"€â"€Views
    â"œâ"€â"€â"€View1
    â""â"€â"€â"€View2

As you can see, each category has sub folders depending on what each item in it is supposed to have. For instance, under the "View" Folder, you will see View1 and View2 and so on. Those are sub folders for each view you create in the editor. So thats the basic Folder Structure. There is only one Folder that does not appear in the in the original Editor Pane, and that is the Video Folder which you can include video's in. The General Settings Folder will put all the other pane categories in there. We will discuss more on that later.


Step 2: The Makefile

The make file should be in the root directory of the game folder and could be either a text file or XML. Personally, since I develop for Android, I noticed that XML is a very effective way of putting projects together. So, I was thinking that maybe the makefile could be Makefile.xml which would look something like this:

<?xml version="1.0"?>
      <Game>
            <General Settings Folder>
                   Folder:Include="GeneralSettings"
            </General Settings Folder>
            <Gui Folders>
                   Folder:Include="Gui1"
                   Folder:Include="Gui2"
                   Folder:Include="Gui2"
             </Gui Folders>
             <Room Folders>
                   Folder:Include="Room1"
             </Room Folders>
       </Game>     

So then the Compiler would start to grab all those folders and search for their XML file settings and compile what the game needs compiled. The only difference is that the Script folders will not contain any XML file settings, therefore the folders need to be included and the compiler would just automatically iterate through the headers and source sub folders and include all the script files found in there.

Step 3: XML File Settings.

Each Category in a pane, has its own properties. For instance, Lets take a look at the Inventory Item Properties for, lets say, a key. This is how it would look:

<?xml version="1.0"?>
          <Inventory Item id="iKey">
                   <Appearance>
                       <CursorImage>0</CursorImage>
                       <Description>New Inventory Item</Description>
                       <Image>0</image>
                   </Appearance>
                   <Design>
                       <HotspotX>0</HotspotX>
                       <HotspotY>0</HotspotY>
                       <ID>1</ID>
                       <Name>iKey</Name>
                   </Design>
                   <Properties>
                       <Property>Some Property</Property>
                   </Properties>
                   <Events>
                        <Interact>Script</Interact>
                        <Look>Script</Look>
                        <Talk>None</Talk>
                        <Other>None</Other>
                        <Use>Script</Use>
                    </Events>
        </Inventory Item>

Notice a few things in there: Properties and Events. Of course, the properties will be described somewhere else, however you have to specify here to what property the item has in it. You can add more than one property in that bracket of course. Also, look at the events. You have each event listed, but it either has a Script or None in the field. If it has none, that event does nothing. If it has a script in it, it will correspond to the appropriate script function. No need to specify what it is here.

Step 4: General Settings

The GeneralSettings folder will contain a few XML Files to work with:

Settings.XML which will contain all the information on the General Settings pane option in the editor.
TextParser.XML will contain the list of Text Parser items within it.
I think you get the idea, but for completions sake:
LipSync.xml
Dialogs.xml
GlobalVariables.xml

Again, these files will be iterated through when the game is compiled.

Step 5: Rooms

Room scripts will be found in the scripts folder. Each room Script will have its own subfolder called Room# corresponding to the appropriate room Number.

Again, there will be an XML file in the room directory though, that will contain all the room properties and such. However, each room folder will also contain the following sub-folders:

BGScenes  - For all the Background animations it will have.
WalkBehinds - With all the Walk behinds images in it.
Regions  -  Ditto
Hotspots  - Ditto

And each of those folders will also contain XML Files describing the details of those items, for example: Description, name and event procedures.


This is just a preliminary organization for a stand alone compiler. Again, there are some great benefits to this as it would allow an easy interaction editor implementation if we wanted to add one. It would offer a way to edit the game source via a text editor and our own apps. It can allow any of us to create our editors, even ones that are supported on other Operating systems other than Windows. Its just a thought. What are yours?
#326
General Discussion / Re: 2D Game Engines
Thu 19/07/2012 15:04:50
There is also http://www.visionaire-studio.net which is the engine behind Zak McKracken 2. Its ok, but personally feel its a commercial rip off of AGS 2.72.
#327
I totally agree about that. However, for the time being, IF someone wanted to change the way the limits work, one would have to change the constants and static arrays in the source. I do think its bad practice and we should eventually change the system.

#328
At this point, I would just up the total number of limits to numbers that are ridiculous, like 10,000 rooms and 100,000 inventory items. Really, no one would use that much in the first place anyway. Atleast that can be a work around for now. I do agree though that using dynamic arrays would be ideal, but since that would take some time, I guess we could do it my way for now :)
#329
One last thing...

In NewRoomDialog.designer.cs on line 123 for the editor, I needed to change this:

Code: AGS
 this.label3.Text = "Room numbers below 800 save the room state; numbers above 800 do not";


So far, my compiled version seems to be working pretty well.
#330
As I have mentioned before, I am a newbie when it comes to C++ and the AGS Source code. However, after studying the source for weeks now, I am starting to understand how things work a little better, particularly with the refactored code. So I figured I would start these little threads to see if I am getting this right. Perhaps you can help me out with this. I figured that for today I would start by trying to lower or raise the AGS limits in both the engine and the editor. This, in my opinion, seems fairly simple enough to do. However, I am also certain that somewhere in the C++ and C# code, more needs to be done. Please, note, I do not need these limits raised personally (Not yet anyway), its merely a way to get a handle on the code. So lets begin.

Lets say I wanted to raise the following levels:
Max Rooms from 300 to 800
Max inventory items from 300 to 1000
Max Hotspots from 50 to 100
Max number of background animations from 5 to 30

Lets stick with those for now.

For rooms, Hotspots and bscene, this is what we change in common_defines.h in the engine itself:

Code: AGS
 #ifndef __AC_DEFINES_H
#define __AC_DEFINES_H

#define EXIT_NORMAL 91
#define EXIT_CRASH  92

#define ROOM_FILE_VERSION 29
/* room file versions history
8:  final v1.14 release
9:  intermediate v2 alpha releases
10:  v2 alpha-7 release
11:  final v2.00 release
12:  v2.08, to add colour depth byte
13:  v2.14, add walkarea light levels
14:  v2.4, fixed so it saves walkable area 15
15:  v2.41, supports NewInteraction
16:  v2.5
17:  v2.5 - just version change to force room re-compile for new charctr struct
18:  v2.51 - vector scaling
19:  v2.53 - interaction variables
20:  v2.55 - shared palette backgrounds
21:  v2.55 - regions
22:  v2.61 - encrypt room messages
23:  v2.62 - object flags
24:  v2.7  - hotspot script names
25:  v2.72 - game id embedded
26:  v3.0 - new interaction format, and no script source
27:  v3.0 - store Y of bottom of object, not top
28:  v3.0.3 - remove hotspot name length limit
29:  v3.0.3 - high-res coords for object x/y, edges and hotspot walk-to point
*/
#define MAX_INIT_SPR  40
#define MAX_OBJ       16  // max walk-behinds
#define NUM_MISC      20
#define MAXMESS       100
#define NUMOTCON      7                 // number of conditions before standing on
#define NUM_CONDIT    (120 + NUMOTCON)
#define MAX_HOTSPOTS  100   // v2.62 increased from 20 to 30; v2.8 to 50
#define MAX_REGIONS   16

// careful with this - the shadinginfo[] array needs to be
// MAX_WALK_AREAS + 1 if this gets changed
#define MAX_WALK_AREAS 15

#define MAX_SCRIPT_NAME_LEN 20

//const int MISC_COND = MAX_OBJ * 4 + NUMOTCON + MAX_INIT_SPR * 4;

// NUMCONDIT : whataction[0]:  Char walks off left
//                       [1]:  Char walks off right
//                       [2]:  Char walks off bottom
//                       [3]:  Char walks off top
//			 [4]:  First enters screen
//                       [5]:  Every time enters screen
//                       [6]:  execute every loop
//                [5]...[19]:  Char stands on lookat type
//               [20]...[35]:  Look at type
//               [36]...[49]:  Action on type
//               [50]...[65]:  Use inv on type
//               [66]...[75]:  Look at object
//               [76]...[85]:  Action on object
//               [86]...[95]:  Speak to object
//		[96]...[105]:  Use inv on object
//             [106]...[124]:  Misc conditions 1-20

// game ver     whataction[]=
// v1.00              0  :  Go to screen
//                    1  :  Don't do anything
//                    2  :  Can't walk
//                    3  :  Man dies
//                    4  :  Run animation
//                    5  :  Display message
//                    6  :  Remove an object (set object.on=0)
//		                7  :  Remove object & add Val2 to inventory
//                    8  :  Add Val1 to inventory (Val2=num times)
//                    9  :  Run a script
// v1.00 SR-1        10  :  Run graphical script
// v1.1              11  :  Play sound effect SOUND%d.WAV
// v1.12             12  :  Play FLI/FLC animation FLIC%d.FLC or FLIC%d.FLI
//                   13  :  Turn object on
// v2.00             14  :  Run conversation
#define NUMRESPONSE   14
#define NUMCOMMANDS   15
#define GO_TO_SCREEN  0
#define NO_ACTION     1
#define NO_WALK       2
#define MAN_DIES      3
#define RUN_ANIMATE   4
#define SHOW_MESSAGE  5
#define OBJECT_OFF    6
#define OBJECT_INV    7
#define ADD_INV       8
#define RUNSCRIPT     9
#define GRAPHSCRIPT   10
#define PLAY_SOUND    11
#define PLAY_FLI      12
#define OBJECT_ON     13
#define RUN_DIALOG    14


#define MAX_ROOMS 800

#define MAXANIMS      10
#define MAX_FLAGS     15
#define MAXOBJNAMELEN 30
#define MAX_BSCENE    30   // max number of frames in animating bg scene

#define MAX_SPRITES         30000
#define MAX_CURSOR          20


//#ifdef DJGPP
//#include <unistd.h>
//#endif

#ifdef _MSC_VER
#undef VTA_LEFT
#undef VTA_RIGHT
#endif

#ifdef DJGPP
#define PCKD __attribute__((packed))
#else
#define PCKD
#endif

#ifndef int32
#define int32 long
#endif

#ifdef WINDOWS_VERSION
#define AGS_INLINE inline
#else
// the linux compiler won't allow extern inline
#define AGS_INLINE
#endif

// object flags (currently only a char)
#define OBJF_NOINTERACT        1  // not clickable
#define OBJF_NOWALKBEHINDS     2  // ignore walk-behinds
#define OBJF_HASTINT           4  // the tint_* members are valid
#define OBJF_USEREGIONTINTS    8  // obey region tints/light areas
#define OBJF_USEROOMSCALING 0x10  // obey room scaling areas
#define OBJF_SOLID          0x20  // blocks characters from moving
#define OBJF_DELETED        0x40  // object has been deleted

#endif // __AC_DEFINES_H

For Characterinfo.h, on line 7:
Code: AGS
#define MAX_INV             1001


Now for the editor.  In game.cs line 22:
Code: AGS
public const int MAX_INV_ITEMS = 1000;


In agsdefns.sh on line 8

Code: AGS
#define MAX_INV 1001


In room.cs, starting at line 14:
Code: AGS
 public const int MAX_BACKGROUNDS = 30;
        public const int MAX_OBJECTS = 40;
        public const int MAX_HOTSPOTS = 100;
        public const int MAX_WALKABLE_AREAS = 16;
        public const int MAX_WALK_BEHINDS = 16;
        public const int MAX_REGIONS = 16;


in unloadedroom.cs on line 15:

Code: AGS
public const int NON_STATE_SAVING_INDEX = 800;


Now, I mostly figured the engine iterates through the defined constants to decide what their limits are and the same with the Editor. So, making those modifications, I am "assuming" would be more than enough. Am I correct? If so, I will start a new thread with the next lesson for me. If I am wrong however, please, teach me oh wise ones!
#331
Quote from: Frito Master on Tue 17/07/2012 07:59:13
I forgot about that, Yes that would be very awesome :D!
QuoteIsn't the .apk format basically just a renamed .zip?

Yes or It was last time I checked which was like ginger bread.

The problem with the APK files is that once the Android SDL builds the APK, even though you can open it with a zip tool, the files inside are encrypted. Atleast the XML files and Java files are.
#333
Oh crud... I thought I was. Whoops, I was running the project solution in the wrong folder. STUPID FOLDER DISORGANIZATION. My bad!
#334
Also, when I try to compile release, I get this:


3>libcmt.lib(wincrt0.obj) : error LNK2001: unresolved external symbol _WinMain@16
3>C:\Joeys fun projects\ags sources\ags-final-eng-refact2\adventuregamestudio-ags-08d4d5f\Solutions\\.build\Release\acwin.exe : fatal error LNK1120: 1 unresolved externals
#335
Also lines 408 with this code in main.cpp gives me an error it seems:

Code: AGS
#ifndef USE_CUSTOM_EXCEPTION_HANDLER
    the_engine->GetSetup()->DisableExceptionHandling = 1;
#endif
#336
First error:

main.cpp at line 426 with END_OF_MAIN(), I get this: Unhandled exception at 0x77e915de in acwin.exe: 0x00000000: The operation completed successfully.

Here is the output from debug:
Code: AGS
'acwin.exe': Loaded 'C:\Joeys fun projects\ags sources\ags-final-eng-refact2\adventuregamestudio-ags-08d4d5f\Solutions\.build\Debug\acwin.exe', Symbols loaded.
'acwin.exe': Loaded 'C:\Windows\SysWOW64\ntdll.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\kernel32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\KernelBase.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\quartz.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\msvcrt.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\gdi32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\user32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\advapi32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\sechost.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\rpcrt4.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\sspicli.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\cryptbase.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\lpk.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\usp10.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\ole32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\oleaut32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\winmm.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\shell32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\shlwapi.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\opengl32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\glu32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\ddraw.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\dciman32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\setupapi.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\devobj.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\dwmapi.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\dinput.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\dsound.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\powrprof.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\imm32.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\msctf.dll'
'acwin.exe': Loaded 'C:\Windows\SysWOW64\nvinit.dll'
'acwin.exe': Loaded 'C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\detoured.dll'
'acwin.exe': Loaded 'C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\Nvd3d9wrap.dll'
'acwin.exe': Loaded 'C:\Program Files (x86)\NVIDIA Corporation\coprocmanager\nvdxgiwrap.dll'
First-chance exception at 0x012c4d16 in acwin.exe: 0xC0000005: Access violation writing location 0x00000218.
Unhandled exception at 0x77e915de in acwin.exe: 0xC0000005: Access violation writing location 0x00000218.
First-chance exception at 0x77e8016e in acwin.exe: 0x00000000: The operation completed successfully.
Unhandled exception at 0x77e915de in acwin.exe: 0x00000000: The operation completed successfully.
First-chance exception at 0x77e8016e in acwin.exe: 0x00000000: The operation completed successfully.
Unhandled exception at 0x77e915de in acwin.exe: 0x00000000: The operation completed successfully.
First-chance exception at 0x77e8016e in acwin.exe: 0x00000000: The operation completed successfully.
Unhandled exception at 0x77e915de in acwin.exe: 0x00000000: The operation completed successfully.
First-chance exception at 0x77e8016e in acwin.exe: 0x00000000: The operation completed successfully.
Unhandled exception at 0x77e915de in acwin.exe: 0x00000000: The operation completed successfully.



Here is the output from callstack:

Code: AGS
>	ntdll.dll!77e915de() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]	
 	ntdll.dll!77e915de() 	
 	ntdll.dll!77e8014e() 	
 	kernel32.dll!757e7814() 	
 	ntdll.dll!77ee74df() 	
 	ntdll.dll!77ee73bc() 	
 	ntdll.dll!77ed3c48() 	
 	ntdll.dll!77e8016e() 	
 	kernel32.dll!757e7814() 	
 	ntdll.dll!77ee74df() 	
 	ntdll.dll!77ee73bc() 	
 	ntdll.dll!77ed3c48() 	
 	ntdll.dll!77e8016e() 	
 	acwin.exe!_getptd_noexit()  Line 618	C
 	acwin.exe!014aedcf() 	
 	ntdll.dll!77ecb459() 	
 	ntdll.dll!77ecb42b() 	
 	ntdll.dll!77e9edff() 	
 	acwin.exe!_getptd_noexit()  Line 618	C
#337
I am running ACWIN as is with no game data and not running it through the editor. I was just testing it. Normally what happens when I do that is that I get a long winded message telling me that it needs game data files. Instead, this time, it just crashes on me. Are you still using VC++ 2008 Express or did you upgrade to 2010?
#338
OK, so your new source compiles successfully, but now when I run ACWIN.exe, it crashes. I am using 64-bit windows 7 if that makes a difference, but I do not see how since all other versions of AGS worked before, even the refactored code. Not that this seems very helpful, but here is the error report I get:

Code: AGS
Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	acwin.exe
  Application Version:	3.2.1.1115
  Application Timestamp:	5002b3d2
  Fault Module Name:	acwin.exe
  Fault Module Version:	3.2.1.1115
  Fault Module Timestamp:	5002b3d2
  Exception Code:	c0000005
  Exception Offset:	00094d16
  OS Version:	6.1.7601.2.1.0.768.3
  Locale ID:	1033
  Additional Information 1:	0a9e
  Additional Information 2:	0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:	0a9e
  Additional Information 4:	0a9e372d3b4ad19135b953a78882e789

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#339
Awesome work CW! When I get a chance today I will try and compile the source to see if it works for me. Thanks for all your hard work on this!
#340
Engine Development / Re: Ps Vita?
Sat 14/07/2012 07:31:51
Yeah, I always that that the PS Vita was backwards compatible with the PSP and PSP go, so it should work.

Right from Wikipedia:

Quote
Backward compatibility
The device is backwards-compatible with most PlayStation Portable games; however, its lack of a UMD drive limits this capability to those titles which have been digitally released on the PlayStation Network via the PlayStation Store.[67] PS One Classic titles were not compatible with the PS Vita at launch;[68] however, Jack Tretton announced at the Electronic Entertainment Expo 2012 that they would be available for Vita in the future. It has since been announced that they will be available in the next firmware update, version 1.8. The Vita's dual analog sticks are supported on PSP games; the right stick can be set to mimic either the d-pad, the left stick, or the face button cluster of the original PSP system.[69] The graphics for PSP releases are up-scaled, with a smoothing filter to reduce pixelation.[70]

So, in theory, the PSP version of AGS should work on the PS Vita.
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