AGI Picture Decoder: Difference between revisions
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*>LindseyGill No edit summary |
m (Reverted edits by LindseyGill (talk) to last revision by Gilbert) |
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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 | A DynamicSprite with pointer '''AGIPicDecode_Picture''' will then be created, which can be used in a game. 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 14:52, 23 February 2012
(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:
- 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. To decode an AGI picture resource file, say, with filename "'street.agp'", just use the following codes:
AGIPicDecode.Draw("street.agp"); 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.