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Show posts MenuQuoteI 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)
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
this.label3.Text = "Room numbers below 800 save the room state; numbers above 800 do not";
#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
#define MAX_INV 1001
public const int MAX_INV_ITEMS = 1000;
#define MAX_INV 1001
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;
public const int NON_STATE_SAVING_INDEX = 800;
Quote from: Frito Master on Tue 17/07/2012 07:59:13
I forgot about that, Yes that would be very awesome!
QuoteIsn't the .apk format basically just a renamed .zip?
Yes or It was last time I checked which was like ginger bread.
#ifndef USE_CUSTOM_EXCEPTION_HANDLER
the_engine->GetSetup()->DisableExceptionHandling = 1;
#endif
'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.
> 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
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
Read our privacy statement online:
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C:\Windows\system32\en-US\erofflps.txt
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]
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