AGI Picture Decoder: Difference between revisions

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   AGIPicDecode.Draw("street.agp");
   AGIPicDecode.Draw("street.agp");
   AGIPicDecode.ShowPic();
   AGIPicDecode.ShowPic();
A DynamicSprite with pointer '''AGIPicDecode_Picture''' will then be created, which can be used in a game. Consult the included document for more information.
A DynamicSprite with pointer '''AGIPicDecode_Picture''' will then be created, which can be used in a game. One of my friends recommended me to order [http://www.essaysprofessors.com custom writing] on EssaysProfessors.Com. To tell you the truth, I have never regretted my decision. The writers are real professionals and know how to write impressive work full of knowledgeable information. Consult the included document for more information.
* {{Thread|40965|Forum thread}}
* {{Thread|40965|Forum thread}}
* [http://my.opera.com/gilbot/blog/2010/05/24/agi-picture-decoder-module Blog entry containing download to the module]
* [http://my.opera.com/gilbot/blog/2010/05/24/agi-picture-decoder-module Blog entry containing download to the module]


{{Module|Graphical effects}}
{{Module|Graphical effects}}

Revision as of 15:08, 27 December 2011

(by Gilbert Cheung)

This script module decodes picture resource files that were used in Sierra's classic AGI game interpreter. Current version is V1.00 and AGS V3.1.2 or later is required.

Features:

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

Usage: Just import the module into your game via the AGS editor. To decode an AGI picture resource file, say, with filename "'street.agp'", just use the following codes:

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

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